Nick Springthorpe.
Well-Known Member
I'm sure you're all aware that the PS5 version of Resident Evil 4 Remake has a VR mode, which got me thinking: What if Resident Evil Remake got a VR Remake?
I did something similar in 2021 when I wrote down my ideas for an Extended Cut of Resident Evil 3 Remake. Just an idea I've had kicking around in my head for the past few weeks. Why I procrastinate so much, I don't know. Anyway, here's my pitch for Resident Evil Remake VR.
The game opens with us inside Alpha Team's helicopter. Looking to your right, you see the Character you didn't pick as well as Joseph Frost. To your left, you see the Arklay Forest below. A dark sea of trees was illuminated by the passing searchlight of the Helicopter. In front, you see Wesker, Barry, and Brad at the controls.
This moment is to practice the look function while the opening narration plays. Jill also has her own narration for when you choose her. Suddenly, Jill spots the Bravo Team's helicopter crashed in the forest. Wesker orders Brad to set her down and tells the rest to check over their equipment. It's here that we pull up the Inventory screen.
Here you can select, equip, and examine items as well as see your health status. You can either use motion controls or the joysticks to navigate. Right now, you need to equip your handgun and flashlight. Once you're done, the helicopter lands and the team disembarks.
Our next tutorial covers aiming and following the sounds of the forest with your flashlight. One hand aims the handgun, the other the flashlight. The controls offer right and left-handed options. Once you arrive at the wreck, you see Joseph back out upon discovering Kevin's body. This is where you learn how to examine an area. Instead of just the action button, you have to examine an area carefully with your flashlight to find clues as to what happened. For example, the cockpit window was smashed in, not out. The lacerations on Kevin's face and throat, as well as his gouged-out eye. The burn marks around the outside of the helicopter's turbine.
Once you finish examining the scene, the team splits up to the moment where Joseph is mauled to death by Cerberus. Depending on whether you are Chris or Jill, you either make it too late or see the whole thing unfold.
Once the chase begins, you are introduced to the run and 180-degree turn tutorials. When executing a turn during a pursuit, you enter slow motion and can pull off a shot to stun or slow down an enemy. Looking up, you see Brad flying away before turning around to see one of the dogs blown away by Wesker. Now united, the S.T.A.R.S. team runs for the distant mansion with the dogs hot on their heels as the title voice says the game's title before the screen fades to black. A message appears to the sound of typewriter keys.
Enter the Survival Horror in Virtual Reality.
The screen fades in to the entrance doors as your character throws them open. The four S.T.A.R.S. members race inside as Barry shuts the door behind him, catching a Cerberus's head between them. A well-placed shot from his .44 Silver Serpent severs the rotting head from its body, allowing him to shut it.
Now would be a good time to mention that the game doesn't use the scenario setup that the original and the remake used. Instead, it combines elements from both Chris and Jill's scenarios using the A/B Scenario setup from Resident Evil 2. Each character's story is divided into two, with half the events going into their A game and the other half into their B game. Then the A games are stitched to the B games of the opposite character. Showing what they were up to at that time. The game also features the return of the zapping system, where certain actions in the first scenario affect the second one.
As the Alpha Team catches its breath, you are given a breathtaking view of the Main Hall, showing the level of depth and detail of the game. A shot rings out, and you and your partner (Barry with Jill, Wesker with Chris) go to investigate. In the dining room, you see your first typewriter and an ink ribbon. To save your game, you have to insert the ink ribbon, adjust the page, and then zoom into it to save your game. Once done, you zoom out to see the page with the saved entry typed on it.
Your partner calls you over to the fireplace, where fresh blood has been spotted. After the scene plays, you turn toward the door leading to the sitting hall. To open a door, you must aim towards the knob or handle and perform the right motion to open it. In this case, turning the knob. Once done, you can open the door slightly, allowing you to peer into the next room, or press the action button again to force it open. If you haven't opened it all the way, you can close it back up.
Entering the Sitting Hall, you meet your first Zombie snacking on your comrade, Kenneth. This begins the tutorial on targeting specific body parts. A shot to the forehead or back of the head will kill a zombie or crimson head with one hit. The problem is that you must steady your aim either by holding the gun with two hands or crossing your wrists when dual-wielding with the flashlight or knife. and using the proper stance. It also doesn't help that Zombie's heads tend to sway back and forth with each shuffling step. Shooting limbs has a chance to cripple them. Arms reduce their ability to grab you, while legs reduce them to a crawl.
Reloading is also more intuitive, requiring the player to press reload to eject the clip. Then you must reach for your belt, where you'll find a fresh clip if you have ammo. Insert the clip, release the slide, and you're ready to shoot. If a zombie lunges for you, you can either duck and weave to either side (Jill) or duck and shove them down. (Chris) This is done with proper timing and body movement or an onscreen prompt. Dodging requires movement of your head, while shoving uses hand movement.
If you are grabbed, you'll enter a struggle where you must either push the zombie off or slip out of his grip. This is done by shooting targets on the zombie's body. Successfully hitting all the right targets will push the zombie off. But watch out for the targets covered with a red X. These will cause you to fail and take damage. Your health status determines how much time and how many X targets you'll have. The more damaged you are, the harder it is to escape. This also applies if you are grabbed by two zombies at once, or a stronger enemy like a Crimson Head or a Hunter.
This is also where the knife and self-defense items come into play. If your knife has enough durability, you can stab a zombie in the head or use a defense item to skip the minigame for an instant escape. If you are grabbed while aiming or reloading, there is a chance you'll drop the weapon or the clip, leaving you defenseless. Finally, zombie bites not only inflict damage, but they also have a chance to inflict bleeding status, which, like poison, causes you to continually lose health.
The point of all this is to illustrate the danger of a single zombie and how just one could kill a member of STARS like Kenneth. They will relentlessly pursue you, even following you through doors if they see you enter. Now, imagine fighting a group of them. Even if you aren't in sight of them, they can still hear your footsteps. Especially if you're running. And they can begin moving toward you before you even see them. In addition to speed, the amount of noise your footsteps make is determined by the surface you're walking on. For example, carpet is quieter than wood or stone.
Anyway, once you've dealt with or run from the zombie, you'll find the rest of the team has joined your partner in the dining room. After filling them in on what you saw, the team will begin to examine the bodies of both Kenneth and the Zombie. You and your partner will check on Kenneth, while the other character and their partner examine the zombie. This starts the tutorial on picking up and putting down items and objects, as well as putting items in your inventory. On Kenneth, you'll find some handgun clips in his pouch as well as a serum. What was he doing with this?
Once you are done, you will return to the Main Hall. The team discusses their findings and agrees to split up. You and your partner will investigate the Gallery, while the other two head back to the Dining Room. If you're playing as Jill, Barry will give you the lockpicks. To take them, simply hold out your hand.
The statue of the woman with the vase is our first puzzle. To solve it, we need to press a series of buttons on the base in the right order. To find the order, we must search the paintings on the walls for clues. Once we solve it, the statue will pour its pitcher, releasing a map. Unrolling it reveals a set of plans for the first floor of the mansion. In the corner are the words Trevor and Chamberlain. This map not only shows the different rooms but also updates with clues as we explore the mansion. However, we must remember Spencer changed a lot of Trevor's designs without him knowing. The door to the Dog hallway is locked. Jill has her lockpicks, which function as a minigame where you need to find the correct pick and turn the rings of the lock. Chris will have to push aside a drawer to allow passage to the back room. Inside a dresser drawer will be an old key. Keys simply require inserting them and turning the lock.
Inside the Doggy corridor, you'll probably be feeling a sense of dread, since this is one of the greatest jump scares in the series. This time, you will be safe unless you're playing on hard or make the mistake of looking out the windows one too many times. But if you come back this way...well, you know. If you do trigger the dog attack, you can escape by running into an unlocked door. Just remember to close the door behind you. And be quick, or else one of the dogs will block the door with its head and try to get in. This is just like escaping a grab. shoot all the targets and force them back.
The Winding Corridor. I've taken out the double doors leading to the Dark Corridor to make it one continuous hallway. I want to emphasize the sense of disorientation that comes with exploring the mansion with its winding corridors and sharp turns. Not knowing what's behind the next turn or corner forces the player to take it slow and keep their guard up at all times.
The Bathroom is where we'll find our next tutorial, dodging. Reach into the bathtub for the drain and be ready to pull back when the zombie rises. When he falls over the tub, aim at his head while the sight resembles a boot to crush his head. The door to the boiler yard requires an old key, which Chris can find in the tub. But I know what you're waiting for.
In the sitting room, you'll find the shotgun hanging on the wall. To take it, aim your controllers, press the action button, and lift. This begins the tutorial on larger guns. You'll need both controllers to aim, fire, and reload them. Get a feel for holding it, and look down at the sights. Just put it back when you're done with it. (Unless you're playing as Jill.)
The Jill Sandwich scene is one I particularly want to experience in VR. Noticing the dust on your shoulder, then looking up to see the ceiling coming down on you. The panic sets in as you futilely try to force the doors open. Then Barry's voice on the other side before he shoots the lock off and drags you to safety before the ceiling hits the floor.
At the end of the corridor, you find the covered path leading to the garden shed as well as a dog. The indentation for the Stone and Metal Object is well-detailed to the point where you can read the small print that is written down.
Through the door to the East Staircase, you find your first save room and your first item box. To open it, simply aim at the lid and press the action button when the icon resembles a hand. Like the inventory screen, it can be joystick or motion-controlled. You also find a note warning us to cremate any bodies lying around. The files are motion-specific, depending on whether they are a book or simply a collection of papers. Books can be opened and closed and their pages turned, while papers can be shuffled back and forth.
When you're done reading, pick up the fuel canteen. To fill it, you need to unscrew the lid on the kerosene container, equip the canteen, unscrew the cap, hold the canteen in front of the container, and press the action button. Finally, there is a whetstone. Like in Resident Evil 4 Remake, your knife wears down the more you use it, limiting its effectiveness. Every save room has a whetstone for you to sharpen your knife. Just equip your knife and run the blade against the stone.
When you're done, head back out into the stairway and pay attention to that corpse on the floor. Equip your canteen, unscrew the lid, and pour it onto the corpse. Once you have a lighter, equip it, open it, roll the spark wheel, and light it up. Upstairs, you have more zombies to deal with.
In the study, you'll find the file on mixing herbs with a new piece of information. Red Herbs, once useless on their own, can now stop bleeding. The Red and Blue herb combination also returns from Resident Evil 2 Remake, with an addition of bleeding resistance. On the shelf, you will find the wooden mounting with Trevor and Chamberlain's floor plan for the mansion's second floor. Jill will also find George's lighter here.
Further down the U-shaped corridor, you'll hear a voice. Opening the door to the columned corridor, you'll find Richard (along with Rebecca if playing as Chris) in the death throes of the venom. Despite giving or administering the serum. Richard dies soon after giving you his radio. (Alternatively, it's possible to save him by entering the U-shaped corridor from the second floor of the main hall after the team splits up.)
From then on, you head back to the Main Hall, where you meet the other character and their partner. After discussing their findings, the teams agreed to split up and search again. (If you're playing as Chris, you must head back to the columned corridor where you found Richard. Rebecca will tell you about the medical storage room under the west staircase. Chris will head there next, while Rebecca stays here. Either to care for Richard or to process her grief.)
Through the double doors on the second-floor mezzanine, you come to the dining room balcony. The darkness is only illuminated by our flashlight and the distorted moonlight through the stained glass windows. There is a zombie to deal with, as well as the statue with the blue gemstone. Our mission is to clear the zombies from the West Staircase to access the Medical Storage Room. (Once this is done, Chris will have to head back to Rebecca to tell her the news.)
The next thing I want to touch on is the northern corridor. It's pitch darkness illuminated by the light through the windows, and its loud floorboards make for a terrifying experience. The door leading to the small room with the tiger statue is now gone. Instead, the corridor takes a U-turn to a dead end where you find the statue.
In the Keeper's bedroom, you find his diary, and it's one of the game's audio files, complete with voice acting and tense background music that slowly builds as we read on. When done, the closet door bursts open as the Keeper lunges right for you with a cry of TASTY!!!
Next is the Bar with the piano. Once you've found the complete musical notes, Jill (or Rebecca if you're playing as Chris) will have to play the piano. This puzzle is the Resident Evil version of Guitar Hero. You have to hit the right notes as they descend when they reach the keys. Hit a wrong note, and you'll have to start over. Once you've opened the secret room with the Gold Emblem, you'll find Trevor's diary, another audio file, and switch out the Gold Emblem with the Wood one.
At this point, I want to emphasize the hands-on way you interact with puzzles. You take out and put the Emblems in using motion controls and the action button. giving you a feeling of immersion not just in combat but also in exploration and puzzle-solving. Once the Gold emblem is placed, it's time for the clock. To turn the hands, you have to move the gears with motions. From there, grab the Shield Key, and it's on to Yawn.
When you arrive in the attic, the first thing you'll notice is no giant man-eating snake. On the floor, you'll find Richard's Assault Shotgun. This triggers Yawn's appearance. If you saved Richard (As Jill), he will join you (With Jill throwing him his shotgun). As for the fight itself, keep your distance from Yawn. Watch the movements of its head. Shoot the mouth when it opens, and dodge its lunges. When retreating, listen for the distinctive hiss before it lunges. When you hear it, use the 180-degree turn and aim for a slow-motion critical shot. Lastly, if you get behind it, hit the tumors on its body with your knife. Eventually, Yawn retreats from the attic.
(If Richard helped, Yawn goes down halfway through the battle. Jill thanks Richard for his help, only for Yawn to reveal it was playing dead. As it lunges for Jill, Richard sacrifices himself to push her out of the way. Jill can only watch in horror as Yawn swallows Richard whole.)
With the attic safe...for now, search the shelf for some ammo and retrieve the Square Crank on top of the crates in the back corner. When you're done, return to the Attic Landing. If you were bitten by Yawn, the screen suddenly goes blurry as you stumble and fall. In Jill's scenario, she passes out, only to wake up some time later in the medical storeroom. In Chris's scenario, he is found by Rebecca. If Richard is dead, she will administer the serum Chris gave her. If Richard is alive, you, as Rebecca, will have to retrieve another shot from the Medical room.
And that's the mansion done. When you head out to the covered path, you'll find the Stone and Metal Object already in place. But wait, isn't there a lot missing? What about the Backyard Crypt? And the Death Masks? And Forest Speyer? Well, all that takes place in the 2nd Playthrough, which I'll write about next time. Till then, take slow, deep breaths and keep your hand on your gun.
I did something similar in 2021 when I wrote down my ideas for an Extended Cut of Resident Evil 3 Remake. Just an idea I've had kicking around in my head for the past few weeks. Why I procrastinate so much, I don't know. Anyway, here's my pitch for Resident Evil Remake VR.
The game opens with us inside Alpha Team's helicopter. Looking to your right, you see the Character you didn't pick as well as Joseph Frost. To your left, you see the Arklay Forest below. A dark sea of trees was illuminated by the passing searchlight of the Helicopter. In front, you see Wesker, Barry, and Brad at the controls.
This moment is to practice the look function while the opening narration plays. Jill also has her own narration for when you choose her. Suddenly, Jill spots the Bravo Team's helicopter crashed in the forest. Wesker orders Brad to set her down and tells the rest to check over their equipment. It's here that we pull up the Inventory screen.
Here you can select, equip, and examine items as well as see your health status. You can either use motion controls or the joysticks to navigate. Right now, you need to equip your handgun and flashlight. Once you're done, the helicopter lands and the team disembarks.
Our next tutorial covers aiming and following the sounds of the forest with your flashlight. One hand aims the handgun, the other the flashlight. The controls offer right and left-handed options. Once you arrive at the wreck, you see Joseph back out upon discovering Kevin's body. This is where you learn how to examine an area. Instead of just the action button, you have to examine an area carefully with your flashlight to find clues as to what happened. For example, the cockpit window was smashed in, not out. The lacerations on Kevin's face and throat, as well as his gouged-out eye. The burn marks around the outside of the helicopter's turbine.
Once you finish examining the scene, the team splits up to the moment where Joseph is mauled to death by Cerberus. Depending on whether you are Chris or Jill, you either make it too late or see the whole thing unfold.
Once the chase begins, you are introduced to the run and 180-degree turn tutorials. When executing a turn during a pursuit, you enter slow motion and can pull off a shot to stun or slow down an enemy. Looking up, you see Brad flying away before turning around to see one of the dogs blown away by Wesker. Now united, the S.T.A.R.S. team runs for the distant mansion with the dogs hot on their heels as the title voice says the game's title before the screen fades to black. A message appears to the sound of typewriter keys.
Enter the Survival Horror in Virtual Reality.
The screen fades in to the entrance doors as your character throws them open. The four S.T.A.R.S. members race inside as Barry shuts the door behind him, catching a Cerberus's head between them. A well-placed shot from his .44 Silver Serpent severs the rotting head from its body, allowing him to shut it.
Now would be a good time to mention that the game doesn't use the scenario setup that the original and the remake used. Instead, it combines elements from both Chris and Jill's scenarios using the A/B Scenario setup from Resident Evil 2. Each character's story is divided into two, with half the events going into their A game and the other half into their B game. Then the A games are stitched to the B games of the opposite character. Showing what they were up to at that time. The game also features the return of the zapping system, where certain actions in the first scenario affect the second one.
As the Alpha Team catches its breath, you are given a breathtaking view of the Main Hall, showing the level of depth and detail of the game. A shot rings out, and you and your partner (Barry with Jill, Wesker with Chris) go to investigate. In the dining room, you see your first typewriter and an ink ribbon. To save your game, you have to insert the ink ribbon, adjust the page, and then zoom into it to save your game. Once done, you zoom out to see the page with the saved entry typed on it.
Your partner calls you over to the fireplace, where fresh blood has been spotted. After the scene plays, you turn toward the door leading to the sitting hall. To open a door, you must aim towards the knob or handle and perform the right motion to open it. In this case, turning the knob. Once done, you can open the door slightly, allowing you to peer into the next room, or press the action button again to force it open. If you haven't opened it all the way, you can close it back up.
Entering the Sitting Hall, you meet your first Zombie snacking on your comrade, Kenneth. This begins the tutorial on targeting specific body parts. A shot to the forehead or back of the head will kill a zombie or crimson head with one hit. The problem is that you must steady your aim either by holding the gun with two hands or crossing your wrists when dual-wielding with the flashlight or knife. and using the proper stance. It also doesn't help that Zombie's heads tend to sway back and forth with each shuffling step. Shooting limbs has a chance to cripple them. Arms reduce their ability to grab you, while legs reduce them to a crawl.
Reloading is also more intuitive, requiring the player to press reload to eject the clip. Then you must reach for your belt, where you'll find a fresh clip if you have ammo. Insert the clip, release the slide, and you're ready to shoot. If a zombie lunges for you, you can either duck and weave to either side (Jill) or duck and shove them down. (Chris) This is done with proper timing and body movement or an onscreen prompt. Dodging requires movement of your head, while shoving uses hand movement.
If you are grabbed, you'll enter a struggle where you must either push the zombie off or slip out of his grip. This is done by shooting targets on the zombie's body. Successfully hitting all the right targets will push the zombie off. But watch out for the targets covered with a red X. These will cause you to fail and take damage. Your health status determines how much time and how many X targets you'll have. The more damaged you are, the harder it is to escape. This also applies if you are grabbed by two zombies at once, or a stronger enemy like a Crimson Head or a Hunter.
This is also where the knife and self-defense items come into play. If your knife has enough durability, you can stab a zombie in the head or use a defense item to skip the minigame for an instant escape. If you are grabbed while aiming or reloading, there is a chance you'll drop the weapon or the clip, leaving you defenseless. Finally, zombie bites not only inflict damage, but they also have a chance to inflict bleeding status, which, like poison, causes you to continually lose health.
The point of all this is to illustrate the danger of a single zombie and how just one could kill a member of STARS like Kenneth. They will relentlessly pursue you, even following you through doors if they see you enter. Now, imagine fighting a group of them. Even if you aren't in sight of them, they can still hear your footsteps. Especially if you're running. And they can begin moving toward you before you even see them. In addition to speed, the amount of noise your footsteps make is determined by the surface you're walking on. For example, carpet is quieter than wood or stone.
Anyway, once you've dealt with or run from the zombie, you'll find the rest of the team has joined your partner in the dining room. After filling them in on what you saw, the team will begin to examine the bodies of both Kenneth and the Zombie. You and your partner will check on Kenneth, while the other character and their partner examine the zombie. This starts the tutorial on picking up and putting down items and objects, as well as putting items in your inventory. On Kenneth, you'll find some handgun clips in his pouch as well as a serum. What was he doing with this?
Once you are done, you will return to the Main Hall. The team discusses their findings and agrees to split up. You and your partner will investigate the Gallery, while the other two head back to the Dining Room. If you're playing as Jill, Barry will give you the lockpicks. To take them, simply hold out your hand.
The statue of the woman with the vase is our first puzzle. To solve it, we need to press a series of buttons on the base in the right order. To find the order, we must search the paintings on the walls for clues. Once we solve it, the statue will pour its pitcher, releasing a map. Unrolling it reveals a set of plans for the first floor of the mansion. In the corner are the words Trevor and Chamberlain. This map not only shows the different rooms but also updates with clues as we explore the mansion. However, we must remember Spencer changed a lot of Trevor's designs without him knowing. The door to the Dog hallway is locked. Jill has her lockpicks, which function as a minigame where you need to find the correct pick and turn the rings of the lock. Chris will have to push aside a drawer to allow passage to the back room. Inside a dresser drawer will be an old key. Keys simply require inserting them and turning the lock.
Inside the Doggy corridor, you'll probably be feeling a sense of dread, since this is one of the greatest jump scares in the series. This time, you will be safe unless you're playing on hard or make the mistake of looking out the windows one too many times. But if you come back this way...well, you know. If you do trigger the dog attack, you can escape by running into an unlocked door. Just remember to close the door behind you. And be quick, or else one of the dogs will block the door with its head and try to get in. This is just like escaping a grab. shoot all the targets and force them back.
The Winding Corridor. I've taken out the double doors leading to the Dark Corridor to make it one continuous hallway. I want to emphasize the sense of disorientation that comes with exploring the mansion with its winding corridors and sharp turns. Not knowing what's behind the next turn or corner forces the player to take it slow and keep their guard up at all times.
The Bathroom is where we'll find our next tutorial, dodging. Reach into the bathtub for the drain and be ready to pull back when the zombie rises. When he falls over the tub, aim at his head while the sight resembles a boot to crush his head. The door to the boiler yard requires an old key, which Chris can find in the tub. But I know what you're waiting for.
In the sitting room, you'll find the shotgun hanging on the wall. To take it, aim your controllers, press the action button, and lift. This begins the tutorial on larger guns. You'll need both controllers to aim, fire, and reload them. Get a feel for holding it, and look down at the sights. Just put it back when you're done with it. (Unless you're playing as Jill.)
The Jill Sandwich scene is one I particularly want to experience in VR. Noticing the dust on your shoulder, then looking up to see the ceiling coming down on you. The panic sets in as you futilely try to force the doors open. Then Barry's voice on the other side before he shoots the lock off and drags you to safety before the ceiling hits the floor.
At the end of the corridor, you find the covered path leading to the garden shed as well as a dog. The indentation for the Stone and Metal Object is well-detailed to the point where you can read the small print that is written down.
Through the door to the East Staircase, you find your first save room and your first item box. To open it, simply aim at the lid and press the action button when the icon resembles a hand. Like the inventory screen, it can be joystick or motion-controlled. You also find a note warning us to cremate any bodies lying around. The files are motion-specific, depending on whether they are a book or simply a collection of papers. Books can be opened and closed and their pages turned, while papers can be shuffled back and forth.
When you're done reading, pick up the fuel canteen. To fill it, you need to unscrew the lid on the kerosene container, equip the canteen, unscrew the cap, hold the canteen in front of the container, and press the action button. Finally, there is a whetstone. Like in Resident Evil 4 Remake, your knife wears down the more you use it, limiting its effectiveness. Every save room has a whetstone for you to sharpen your knife. Just equip your knife and run the blade against the stone.
When you're done, head back out into the stairway and pay attention to that corpse on the floor. Equip your canteen, unscrew the lid, and pour it onto the corpse. Once you have a lighter, equip it, open it, roll the spark wheel, and light it up. Upstairs, you have more zombies to deal with.
In the study, you'll find the file on mixing herbs with a new piece of information. Red Herbs, once useless on their own, can now stop bleeding. The Red and Blue herb combination also returns from Resident Evil 2 Remake, with an addition of bleeding resistance. On the shelf, you will find the wooden mounting with Trevor and Chamberlain's floor plan for the mansion's second floor. Jill will also find George's lighter here.
Further down the U-shaped corridor, you'll hear a voice. Opening the door to the columned corridor, you'll find Richard (along with Rebecca if playing as Chris) in the death throes of the venom. Despite giving or administering the serum. Richard dies soon after giving you his radio. (Alternatively, it's possible to save him by entering the U-shaped corridor from the second floor of the main hall after the team splits up.)
From then on, you head back to the Main Hall, where you meet the other character and their partner. After discussing their findings, the teams agreed to split up and search again. (If you're playing as Chris, you must head back to the columned corridor where you found Richard. Rebecca will tell you about the medical storage room under the west staircase. Chris will head there next, while Rebecca stays here. Either to care for Richard or to process her grief.)
Through the double doors on the second-floor mezzanine, you come to the dining room balcony. The darkness is only illuminated by our flashlight and the distorted moonlight through the stained glass windows. There is a zombie to deal with, as well as the statue with the blue gemstone. Our mission is to clear the zombies from the West Staircase to access the Medical Storage Room. (Once this is done, Chris will have to head back to Rebecca to tell her the news.)
The next thing I want to touch on is the northern corridor. It's pitch darkness illuminated by the light through the windows, and its loud floorboards make for a terrifying experience. The door leading to the small room with the tiger statue is now gone. Instead, the corridor takes a U-turn to a dead end where you find the statue.
In the Keeper's bedroom, you find his diary, and it's one of the game's audio files, complete with voice acting and tense background music that slowly builds as we read on. When done, the closet door bursts open as the Keeper lunges right for you with a cry of TASTY!!!
Next is the Bar with the piano. Once you've found the complete musical notes, Jill (or Rebecca if you're playing as Chris) will have to play the piano. This puzzle is the Resident Evil version of Guitar Hero. You have to hit the right notes as they descend when they reach the keys. Hit a wrong note, and you'll have to start over. Once you've opened the secret room with the Gold Emblem, you'll find Trevor's diary, another audio file, and switch out the Gold Emblem with the Wood one.
At this point, I want to emphasize the hands-on way you interact with puzzles. You take out and put the Emblems in using motion controls and the action button. giving you a feeling of immersion not just in combat but also in exploration and puzzle-solving. Once the Gold emblem is placed, it's time for the clock. To turn the hands, you have to move the gears with motions. From there, grab the Shield Key, and it's on to Yawn.
When you arrive in the attic, the first thing you'll notice is no giant man-eating snake. On the floor, you'll find Richard's Assault Shotgun. This triggers Yawn's appearance. If you saved Richard (As Jill), he will join you (With Jill throwing him his shotgun). As for the fight itself, keep your distance from Yawn. Watch the movements of its head. Shoot the mouth when it opens, and dodge its lunges. When retreating, listen for the distinctive hiss before it lunges. When you hear it, use the 180-degree turn and aim for a slow-motion critical shot. Lastly, if you get behind it, hit the tumors on its body with your knife. Eventually, Yawn retreats from the attic.
(If Richard helped, Yawn goes down halfway through the battle. Jill thanks Richard for his help, only for Yawn to reveal it was playing dead. As it lunges for Jill, Richard sacrifices himself to push her out of the way. Jill can only watch in horror as Yawn swallows Richard whole.)
With the attic safe...for now, search the shelf for some ammo and retrieve the Square Crank on top of the crates in the back corner. When you're done, return to the Attic Landing. If you were bitten by Yawn, the screen suddenly goes blurry as you stumble and fall. In Jill's scenario, she passes out, only to wake up some time later in the medical storeroom. In Chris's scenario, he is found by Rebecca. If Richard is dead, she will administer the serum Chris gave her. If Richard is alive, you, as Rebecca, will have to retrieve another shot from the Medical room.
And that's the mansion done. When you head out to the covered path, you'll find the Stone and Metal Object already in place. But wait, isn't there a lot missing? What about the Backyard Crypt? And the Death Masks? And Forest Speyer? Well, all that takes place in the 2nd Playthrough, which I'll write about next time. Till then, take slow, deep breaths and keep your hand on your gun.
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