Summary
TheResident Evilfranchise is currently finishing off its string ofResident Evil 4-related projects, capping off a successful remake with similarly impressive DLC and a promising VR adaptation. At this point, the future ofResident Evilat large is uncertain, with the potential for more remakes still hanging over it while the main series also waits for a sequel. The game that will be known asResident Evil 9has a lot to work with now that its predecessors’ Ethan Winters saga has finished, andResident Evil’s horror and action sides have both been resurrected to great acclaim. Whatever mixtureRE9goes with, it should have series fans at its back.
There are a couple of common theories for whatResident Evil 9could cover in the course of its story, largely owing to elements introduced by the end ofResident Evil Village. Ethan and Mia Winters’ daughter Rose could take point, but herRE VillageDLC indicates that she won’t be ready for action until well into the franchise’s future. More immediately, Chris Redfield has been set up to retake the protagonist’s seat, potentially withan adventure styled after hisRE1debut. However, even ifResident Evil 9does end up revisiting the franchise’s roots, it should reevaluate whether one old trend is worth dredging up again.

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Resident Evil Areas Follow A Consistent Pattern
In most of its entries,Resident Evilsticks to a three-act structure. The first act invariably takes place in a hub area or complex building, such as the Spencer Mansion, theRaccoon City Police Station, and even places like Castle Dimitrescu and Rockfort Island fromCode: Veronica. Since these places are large, contain varied puzzles and enemies, and take up a significant amount of playtime, they often become the most memorable parts of their respective games.
The second act tends to be more freeform, including things like sewers, caves, orResident Evil Biohazard’s Testing Area. These can still include a lot of the iconic backtracking elements from the first act, even incorporating older areas alongside new locales. Unfortunately, things take a turn for the worse in the third act, which fans typically dub “the lab.” The back thirds of manyResident Eviltitles are dominated by laboratories, factories, and other isolated locations that are more linear, short, and combat-oriented than the rest of the experience. While these often aren’t game-ruining, they are always considered the worst ofResident Evil’s three acts.

Modern Resident Evil Can Do Better Than Another Laboratory Ending
A rising action marked by more intense combat down a linear path seems like an effective way to build to a climax, but it doesn’t play toResident Evil’s strengths. The best part ofResident Evilis when players need to explore and grow accustomed to navigating a large, interconnected environment with limited resources. Laboratories are so short and disconnected that they barely feature any of the discovery andammo management that definesResident Evil. It doesn’t help that they tend to use a different aesthetic from the rest of a given game, and players should be loaded with ammo by that point.
Resident Evil 9would prove memorable just for breaking away from such a well-worn tradition. IfRE9focuses on Chris Redfield rooting out bioterrorist elementsin the BSAA, the game could cover the lab setting in a prologue section, or perhaps make it the middle transitional act. Giving the finale room to breathe, or tying its rooms back into earlier ones, could alleviate a lot of complaints thatResident Evil’s endings get for being underwhelming and disjointed. Even if it’s one ofResident Evil’s calling cards, the lab will be one staple fans won’t miss.
Resident Evil 9is not confirmed to be in development.
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