Resident Evil Village Showcase: Breakdown and Theories

Resident Evil Village Showcase: Breakdown and Theories

As per always, it’s time to get nitty and gritty with the latest footage from Resident Evil Village! We got a veritable bounty of new footage during the Resident Evil Showcase stream, including an all-new trailer, a first look at gameplay, and even a visual showcase demo on PlayStation 5! There’s a lot to pick over here, so let’s hop to it! Rather than going over every single minute of the footage like usual, I want to focus directly on the most interesting or well-hidden aspects in this trailer, as well as deep-dive into some theory talk! Note: this does go over content found in the Maiden visual showcase demo.

After listening to Ethan and Mia having a somewhat abrasive conversation (on her part, at least) and some vague Madame Leota doomsaying over footage of the castle entrance, we return to a shot that was in the very first Resident Evil Village trailer from last year, of the Tall Lady (now known to be called Alcina Dimitrescu) conversing on the phone. This time, however, we get to hear what she’s saying:

“Mother Miranda, I regret to inform you that… Ethan Winters has escaped that fool, Heisenberg. (pause) Because he is in my castle, and has already proven too much for my daughters to handle! When I find him — (pause) no, Mother Miranda. Yes, of course, I understand the importance of the ceremony. I won’t let you down.”

A lot is going on here, but first things first: despite the internet’s obsession with her and her being the center of attention across the footage we saw during the showcase, Dimitrescu is not the one calling the shots here. This may be her castle, but she still answers to someone — Mother Miranda. We actually heard this name before, chanted by villagers during the 2nd trailer from September of last year. Who she is or what gives her power over the clearly incredibly powerful Dimitrescu is shrouded in mystery for the moment — but there are more pieces to that puzzle that we’ll get into soon enough. We’ll also touchback on her mention of Heisenberg, as the two points may be tied together. Dimitrescu ends the call by mentioning a ceremony, which I find very interesting. While the villagers clearly believe in some otherworldly deity, Dimitrescu seemingly believing in it as well is a very different thing. Could it be possible that someone so clearly tied to whatever this game’s biohazard is believes it to be supernatural?

Following this, we get a look at a massive room lit by a hanging brazier light, with two plinths to either side that look to have pots on top that are meant to house fire as well. The room’s walls are decorated with an elaborate stone relief carving of two battling forces converging. This is interesting because we actually find this room in the PS5 Maiden demo. The room itself holds nothing particularly interesting in that demo, but we see that it differs when compared side-by-side with the trailer.

As you can see, the demo version has the two armies separated, opening up a doorway into the cells we escape from in the demo. Based on the geography, I suspect that the way we’re taking to escape in the demo, Ethan will be taking to dive deeper into the estate. The two plinths are absent in the demo — but the small step leading up to the door in the demo is there in the trailer. It’s very likely that Ethan may have to light those plinths (or otherwise interact with them) in order to open the gateway here, separating the two armies. Another interesting detail I noticed when playing is that the two armies appear to brandish the same sigil. This suggests an era where this house was at war with itself. The two halves of the room aren’t identical either — some figures are repeated, but it isn’t a mirror image, so this isn’t a mistake made by flopping the model.

My only other guess is that this is visual storytelling — perhaps at one time this army was at odds with itself, akin to a civil war. Still, their armies broke the fight to face (literally, as the armies are parted here, revealing a doorway) their true and common enemy. Keep this symbol in mind, though; we’ll return to it later.

Following this, we see some ominous scarecrows that, upon closer examination, appear to be corpses strung up. We then see Ethan descending a set of stairs lit by candle-light. We also see this in the demo; it’s the stairs we ascend just before climbing the ladder up to the castle proper. Ethan then explores the cell area from the demo and faces off against creatures I’m choosing to call ghouls. Why? In lots of vampiric fiction, the vampires are often depicted as being able to enslave humans, either with promises of power, blood seduction, or hypnotic takeover. Notable examples are characters like Renfield in Dracula or The Stranger in 30 Days of Night. In the game series Vampire: The Masquerade, you can force a human to drink your blood, which (while having benefits like healing them from mortal injuries) will cause them to become enslaved to you, carrying out your bidding in a trance-like state. These husk-like humans clothed in burlap cloaks, with elongated canines, and wielding swords, I suspect, fall into a similar category.

In the demo, we find multiple references to the idea that Lady Dimitrescu and her “daughters” (we’ll get to them eventually) drink human blood, possibly mixing it with wine and bottling it. We can even find humans shoved inside wine barrels, moaning and whimpering as we pass by them in the demo. In the cells, we find a note in a room filled with medicines and assorted chemicals for “keeping the livestock alive”. Elsewhere, we find another note listing off names as either “candidates” or “rejects”. I guess that ‘candidates’ are people prime for… bottling, while the others may be being turned into these ghouls. Best to use all of the animals, you know? While we’re on the subject, we see these creatures again during the gameplay portion of the showcase stream, as Ethan fights them in the cells.

There are two interesting things to note here. First, Ethan appears to have a melee/counter-attack, which allows him to push enemies he stunned by blocking back (sort of a wimpier version of Chris’ counter-punch from Resident Evil 7‘s Not A Hero DLC). Along with that, Ethan can shoot the weapons out of their hands, and when he fires at a ghoul wielding a battle-ax, the ax falls, and… a prompt appears. The two most likely options are that A. enemies drop items ala Resident Evil 4-6; or B. we’re able to pick up enemy weapons and use them, probably until they break. I’m hoping for the latter, as enemies dropping items would be what would completely separate the survival from the horror here. Even with ramping up the action and adding many Resident Evil 4 gameplay elements, the main aspect keeping it tied to survival horror would be if items were still scarce, rather than simply being a product rewarded to the player for killing an enemy.

After that, we get a few flashes of things we’ve either seen in other trailers or the Maiden demo and then a very delightful image of the castle exterior showcasing… gargoyles. No, not stone statues like on the side of a cathedral, but literal flying gargoyles. Since there’s a clearer shot amongst the official screenshots, I’ll use that.

At first glance, I’d thought “giant bats”, but upon closer inspection, gargoyles seem to be a much more apt term. These winged beasts have long, obvious tails. The scale here is also incredibly massive; even off in the distance, they seem large but up close and personal. I’m betting they’re twice Ethan’s size. These are going to be hell to fight, but at the same time, it’s giving me warm, fuzzy nostalgia for the boss fight against the giant bat in Resident Evil 0.

We get a shot of Chris stealing Ethan and Mia’s baby, then an elongated shot of lady Dimitrescu crouching under the doorway from the teaser, interspersed with shots of Ethan attempting to open a coffin labeled with the same sigil on Dimitrescu’s necklace, and throughout her castle. The coffin itself seems to be chained down, but the lid is not, and we see Ethan attempt to open it up.

Ethan is then attacked by the blonde daughter, who is the same woman who takes a bite out of us in the Maiden demo. This doesn’t seem to be the same area as the coffin, though. After a quick logo flash, we’re given a new introduction to the man many fans have been calling Van Helsing, who appeared in the first trailer. He stubs out a cigarette, calling Ethan by name while saying, “let’s see what you’re really made of” — as debris begins to levitate around him.

I and many other fans have theorized that this man is, in fact, the aforementioned Heisenberg (the fool that let Ethan escape). The main thing here, though, is, uh… the floating stuff. No matter how supernatural the world of Resident Evil has felt at times, it has always remained grounded in reality. That more or less means that this has to have at least some sort of “real” explanation (even if that explanation is total bullshit, of course). Fans have theorized that he’s using some sort of electromagnetism here, causing the metal objects throughout the room to float — or that his name could be a reference to Werner Heisenberg, one of the key figures in pioneering quantum mechanics. Even beyond that, it’s possible that the whole thing could be a hallucination — something I’d pondered could be at play here in my original breakdown from last year. Honestly, we just don’t have enough information just yet — but whatever’s going on, it’s gonna be nuts.

That’s it for the trailer, but there are still details to explore here. There was quite a bit shown off during the aforementioned gameplay section of the showcase stream, and there’s just as much to pick apart and theorize on. Again, I’m going to try not to analyze every single frame like I’ve done in the past, but rather focus on specifically interesting things.

The footage starts with Ethan exploring the village proper, passing by the statue of a woman holding a sword and a shield, which I’ve previously gone over when talking about the original reveal trailer. Here, however, we can see that what I’d previously assumed to be a courtyard is actually a graveyard and has a path leading up to the castle’s front gate, which has a puzzle lock depicting this same statue’s character doing battle with a terrible beast.

Along with this, we also get a closer look at a small hut to the right of the path to the castle gate, which could be seen in earlier screenshots. What many fans had speculated that it was the new Merchant’s storefront. We can now see that it actually appears to be a small shrine, housing this game’s shootable collectible (like the Mr. Everywhere, Raccoon, and Charlie bobbles before), a small wooden goat figurine. We can see this figurine later in the gameplay footage, and there’s also a screenshot showcasing it in more detail inside this shrine.

Following this, we get some beautiful footage of Ethan beginning his trespass onto the Dimitrescu estate, entering the main hall, and exploring areas we get to play through in the Maiden demo before a fade into a shot of Ethan exploring a new hallway. Here, we actually get a first look at what looks to be a map of the castle:

This next part is more or less impossible to see without actually watching the footage moving (so I’ll link the timestamp here), and this is drifting completely into theory as well. While a friend and I watched over the footage, we noticed that, as the last daughter coalesces from her cloud of bugs, there’s a moment where the collective appears to take the form of a galloping horse before becoming a woman. It goes by in a split second, and perhaps I’m reading too much into it, but seeing as one of the four houses (we’ll get to that) sigil is a horse, it’s worth noting.

After this, that same daughter hooks Ethan through the leg (poor bastard) and drags him across the floor, and with a quick fade cut, we find ourselves in the room we saw Dimitrescu in for the first time in the original trailer. She stands up, setting down a goblet, and turns to us, saying:

“Now — let’s take a look at him! Well, well! Ethan Winters… you escaped my little brother’s idiot games, did you? Let’s see how special you are…”

Put a pin in that statement; we’ll get back to it in a paragraph.

Following this, we see the footage of Ethan facing off against the Ghouls in the basement cells I talked about earlier, then some outdoor combat against Beast Men and the Hammer Man that were shown off in the first trailer. After the player recording this footage absolutely whiffs on their first shot on an exploding barrel, and an exploration of the returning Attache Case inventory, we meet The Duke. The Duke is this game’s version of The Merchant (not literally the same character, but taking on the same role), who hoists himself up to the lip of a big vendor’s cart to speak with Ethan, with the back and forth going:

“I’ve been waiting for you, Mr. Winters…”

“How do you know my name?”

“Anybody who’s anybody knows the likes of you…”

So here’s why I put a pin in Dimitrescu’s statement from before. Throughout this footage, you might have noticed that people are taking an active tone with Ethan, as Ethan is a central focus. The Bakers said Ethan’s name a lot in Resident Evil 7, but they never emphasized him. Outside of Ethan’s tenacity for survival, he was just another ‘family member’ to them until he managed to upgrade himself into a priority (Jack even loses interest in him after you escape into the underground passage following “dinner”). Here, after Chris steals Ethan’s daughter and murders Mia, Ethan has found himself the central player. No longer is he crashing the party. Ethan is the party. Dimitrescu is actively hunting for him, ‘Heisenberg’ is actively testing him, and The Duke is actively seeking his patronage. The question, though, is why. What makes Ethan, as Dimitrescu puts it, so special? Ethan was very deliberately a nobody in RE7, but that is for sure not the case this time.

After this, we get a look at how The Duke’s ‘Emporium’ works, showcasing multiple menus for supplies, weapons, and what I’m betting is a sell to vendor menu. The addition of a supply menu is a huge change from previous storefronts in the series, as neither RE4 nor RE5 sold you ammo for your weapons (aside from grenade launcher rounds in RE5). If anything, I suspect that this is an indication that enemies won’t be dropping ammo and items upon death, as there’d be little need to replenish items with your hard-earned coin otherwise.

Looking over the menu, we can see many small details such as references to RE4‘s merchant with the line “no one’s a stranger to the Emporium”. We also get descriptions for a few of the items in his shop, most notably “extra baggage” (expands inventory), the “recipes” for shotgun and sniper rifle ammo types (which allows you to craft them after purchase). Still, we also see icons for many other items that we don’t get a description for.

Four of them are pretty straight-forward: two automatic rifles, a pistol (perhaps with a silencer), and a revolver (looks like the same make as RE4‘s Broken Butterfly). However, I’m curious about the two main ones: what appears to be a lock and a knife. I assume the knife is a replacement for our starter knife and will do more damage (which will be a first for the series) and appears to be modeled after a Saca Tripas, a Mexican knife designed for disemboweling livestock (it’s not a nice knife). I’m even more interested in the dial-lock icon, though. I cannot for the life of me even begin to guess at what this is or what it could do. My best guess? Some sort of ad-on for a weapon, perhaps steadying aim (as in, “locking it down”), but it’s impossible to tell at the moment. I’m fascinated to find out.

Before we move on, I wanted to note The Duke’s Emporium backdrop, which showcases a sigil that’s unlike anything else we’ve seen thus far. I can’t make out the text below it, beyond LADY C_ M_ D_. Likely, this isn’t meant to be legible to begin with.

We get to see some maximum smash-age as Ethan breaks away at boxes, pots, and glass cabinets, again seeing that weird smash prompt from older footage, rather than just slashing at it with your knife, un-prompted. We also get to see the new Green Herb design, which has returned to the original leafy mint look (as opposed to the more Rosemary inspired design from RE7, REmake 2, and REmake 3). However, small sprigs with purple blossoms have been added to give it extra detail. Next, we wade through a pool of blood and turn to fire on one of the goat statues, and get a very interesting comment from producer Pete Fabiano:

“We’ve also got extra objectives outside of the main ones.”

This is a very interesting quote, as it lines up with a bit of news that dropped while this article was in progress. Capcom updated the Resident Evil Village Steam Data Base to include the tag “open-world”. Fabiano using that term while showing just the collectible being shot, and combined with this new information, leads me to believe that we may be looking at entire side quests, not just collecting these little bobbles like in the last three entries. Having an open world necessitates things to do in that open world, so there’s a high chance that we could be seeing a lot more to do in this game than just plowing through to save Ethan’s daughter.

After that, we get to see a new angle on that marble hallway Ethan was dragged via his leg meat before, which we’ve seen several times throughout this game’s marketing, showing off a door across from the one that I believe leads to the main hall, as well as a dark path just to the left of it, as stone busts rise from the floor, each with a series of insets seemingly numbering them. Fabiano explains that there will be “plenty of puzzles to solve”, which is music to my ears after how bare-bones REmake 3 was in that regard. We then get a shot of Ethan in some sort of trash dumping room (he’s surrounded by junk rather than corpses, so that’s my best guess) as a swirling death trap rolls towards him. It’s important to note that Ethan’s hands appear to be bound here.

I want to bring up here that Ethan’s hand is bleeding in this shot — we can see a trickle running down his left hand. Combining footage we’ve seen across multiple trailers now, I’m fairly certain that this sequence immediately follows the scene of Dimitrescu and her daughters confronting Ethan. In the very first trailer, we saw Dimitrescu seemingly drink blood out of Ethan’s wrist in that same room. Considering that Ethan is pretty SOL in that scene, it stands to reason that after remarking that she wanted to see how special Ethan really was, she’d take a taste of him before binding him and throwing him into this death trap.

Of course, the last scene of gameplay is Ethan being tracked down by the blonde daughter in the same halls that we’ve ventured through in the Maiden demo, this time armed, of course — not that it does Ethan much good. Outside of the obvious “bugs in his skin” thing and our health bar popping up when we get hurt (similar to REmake 2 and 3), there’s not much else to say as we leave this section of the stream.

Finally, we’re onto the final stretch of information worth dissecting. Capcom released screenshots along with the showcase, showing off various gameplay moments, environments, and creatures. There are many cool things to look at, and the screenshots are friggin’ enormous, but there’s one, in particular, I want to focus on as I wrap up this article: the four houses of The Village.

Of course, the most obvious elements here are the Umbrella logos, top, center, and bottom. I’ll get back to that later, as I want to go over the Houses shown as the separate branches of the insignia here: Houses Dimitrescu, Beneviento, Moreau, and Heisenberg. These four families form the central pillars around one key pillar, which appears to be the main foundation, at Umbrella’s core.

We’ve already for sure met the head of House Dimitrescu, which is represented in the upper left corner here, emblazoned with the house sigil, which many speculate to be inspired by the Stairway of the Sunflower from Resident Evil 5. Although it is more or less the right shape, it’s a bit hard to tell, as we can actually get some very close up looks at the insignia throughout the Maiden demo.

However, something that is interesting about this sigil is that we actually see it elsewhere in the Maiden demo, but there’s a key difference. Back up above, I pointed out the relief of the two armies doing battle and noted that the armies appeared to belong to the same house but didn’t comment on which house, specifically. Well, that’s because… I don’t know. The sigil is older, it would seem, than the four houses shown here, as it is, in fact, the sigil for House Dimitrescu, but incomplete. It’s missing its swords.

This could mean any number of things, but I once again draw attention to the fact that the wall relief appeared to show the same army in the midst of what could be civil war. That wouldn’t explain the swords, which would indicate that the House was combined with some other entity — unless the two halves’ reunification decided to represent it with this new look.

I took some time to look into the meaning behind Fleur-de-lis sigils, and while none of it is especially surprising (table means hospitality), I did take note of the elements we see present in the sigils for each of these four houses. Swords commonly represent ‘justice and military honor,’ which might indicate the reunification theory I have, coming together in the heat of battle to reform as one House to do battle against a common foe. The main centerpiece, the flower, tends to mean hope or joy.

Continuing along this thread, I also looked into the other sigils. Heisenberg’s sigil, a horse and horseshoe, means ready to serve for king and country and good luck and safeguard against evil spirits. Moreau is represented by a mermaid, which means eloquence, and Beneviento is shown as a sun and moon, which traditionally symbolizes glory and splendor along with “Serene power over mundane actions,” whatever the hell that means.

Fans have also noted that the sigil for Beneviento is similar to designs seen in Resident Evil 1, as seen on the Sun and Moon crests, and to a lesser extent, the Jewelry Box item. These items were used to unlock the Spencer estate’s back door in the 1996 version, while they were used to gain a secret weapon from a set of graves in the 2002 version. This one might be a stretch, though, as the imagery of a sun and moon with faces is about as basic as you could possibly get.

Along with each House sigil, we also see an embossing of a natural element. For Dimitrescu we see flowers and vines; for Beneviento there are what appears to be swirls of wind (worth noting that there is also a Wind Crest that goes along with the Sun and Moon Crests from RE1, but the fourth is a Star Crest, thus breaking the chain here). Moreau gets crashing waves, and Heisenberg… electricity, I think. It’s harder to tell than the others, but if that is the case, it could explain the junk floating around before as doing so via electromagnetism. On this same subject of the houses, we should take a look at the game’s map, which was revealed (albeit very blurry and pixelated) via imagery for Resident Evil Village‘s Collector’s Edition:

Here we can see the literal houses for the four Houses spread out across the area known as The Village, and there’s a ton of little details here to discuss. Let’s start with the Houses themselves and then branch out into other points of interest.

We’ve already become somewhat familiar with Castle Dimitrescu, which occupies the southernmost point on this map (I know it’s the top but the compass on the map says south so…), but here we also see areas attributed to the other Houses. Heisenberg’s Factory, Moreau’s Reservoir, and House Beneviento, each with their own quirks and specifics. Heisenberg’s seems to have a shadowy horse looming over it, which might be lining up with that imagery of the daughter’s bugs forming into one from earlier (again, a stretch though), and House Beneviento appears to have either a figurative or literal statue of the grim reaper overlooking it. Castle Dimitrescu appears to have a massive bat flying overhead, and Moreau’s Reservoir has a massive lake monster living in it.

The rest of the text is more or less impossible to read (and this is an upscaled version of the image, too), but we can also see the village proper, including that statue of the woman holding the sword and shield (dead center of the map), along with what looks like a massive statue of a man in a chair carved into a mountainside to the left of the village. In the upper right, we also see two more structures, one squat (which might be labeled something “mill”) and another with a tall spire or smokestack. These are interesting as they don’t appear to belong to any of the four houses and sit alone. Could this be where Mother Miranda is located? It seems a bit small for an individual who’s running the show like this. Odds are, where ever she dwells is not present here.

Of course, after all of this, we must inevitably come back to the literal centerpiece of all of this: Umbrella.

If you read my original breakdown post for the first trailer, you’ll already know what I’m talking about, but if you haven’t, my theory goes something like this:

This is the home of Umbrella, as we know it. Spencer, the company, the ambitions to godhood, all of it began here. The Umbrella logo is everywhere in this game. The centerpiece of the four houses, the founding pillar that they all encircle. Appearing twice more at the top and bottom of that same relief and of the map you get in the collector’s edition. There’s, of course, the uncanny resemblance in the game’s most haunting image: the Fetus Sigil, which is still unexplained (and will most likely remain that way until the game is in our hands).

Going hand in hand with this, it’s also worth mentioning the Spencer family crest, as designed for Resident Evil 3.5 Stylish Version, as some fans call it. Famously, Resident Evil 4 saw numerous false starts. The project shifted direction several times before Capcom settled on the version we finally got, with the ‘Hook Man’ demo being perhaps the most famous one. I mention it here because I was quite surprised to see just how similar the Dimitrescu sigil is to the Stylish Version’s Spencer family crest’s design. The Stylish Version would later go on to form the foundations of Devil May Cry, and very little (beyond being set in a European castle) would go on to inform the final RE4. It’s interesting to see such a remarkable similarity to that game’s canceled design resurface here. It could be argued that crossed swords are more or less par for the course for these coat of arms type designs, but the type of handle guard is what gives me pause on that. It’s at the very least worth pointing out.

So here we have our foundations for what may be the greatest and, in my opinion, most welcome retcon in the series for quite some time. Resident Evil lore is built on retroactive canon, as many elements taken for granted now were created long after many of the titles were already released. Wesker’s pre-ordained abilities, Alex Wesker as a character, the origins of the T-Virus (and Progenitor Virus), and many other major plot details were created to either fill in blanks left by older games or to flesh out details that had always been sparse.

The formation of Umbrella corporation is something that’s been quite well documented, with Oswell Spencer forming the company with his business partners Alexander Ashford and James Marcus in the 1960s as a front for genetic experimentation and pursuit of literal immortality. However, that never explained certain other aspects of Umbrella’s identity, namely those three founding fathers’ obsession with medieval torture and death. Throughout the three establishments built specifically for those founding fathers — Oswell Spencer’s mansions (Resident Evil), James Marcus’ training facility (Resident Evil 0), and Alexander Ashford’s Rockfort island (Resident Evil: Code: Veronica) — torture chambers and monuments to death stand in these locations and only these locations when it comes to Umbrella.

Over-doing it is an understatement when it comes to these locations, and given their almost total absence from the series post-Code: Veronica, it’s notable to see it return here. Even Resident Evil 4, despite being set in a classical European castle, doesn’t have anything as specific as the torture area we see in Resident Evil Village. Of course, Village is itself depicting a classical European castle, so it’d be easy to write off as simply being a part of the aesthetic, but the direct and overt connection to Umbrella makes me feel that it’s more than that. And of course, Spencer facilities had more than just torture areas, as the Spencer Estate in Raccoon City was filled with ornate monuments to death — honoring the Trevor family in particular (as per retcons made in Resident Evil REmake).

If you’re unfamiliar or need a refresher, George Trevor was a world-famous architect renowned for his lavish and ornate designs, as well as his penchant for gimmicks and puzzle locks. Trevor, along with his wife and daughter, was kidnapped by Spencer shortly after the construction of the Spencer Estate, which Trevor had helped design (although Spencer modified elements of the design to suit his true intentions), and his family was experimented on with only his daughter, Lisa, “surviving”.

Trevor himself perished in the mansion after seemingly escaping from Umbrella’s security, only to find that he’d played right into Spencer’s hands — dying at the foot of a ready-made grave labeled with his own name (and his body was never discovered, leading some fans to believe he may be the Crimson Elder found in the graveyard). His wife (who was experimented on and died) also received a tribute, in the form of a massive catacombic tomb with the lid held in place by massive stone counter-weights.

Upon reflection, it feels bizarre that such reverence (macabre reverence, but reverence never the less) was placed upon the deaths of these two rather unremarkable people? Umbrella and Spencer himself burned through hundreds, if not thousands of lives before even the first outbreak occurred in 1998, yet the deaths that Spencer chose to highlight were these two. Even Spencer’s Business partners, Marcus and Ashford (who were both killed via power play and manipulation by Spencer), are barely given a blip on the radar outside of their offices/residences remaining in operation by other members of the Umbrella staff and/or family.

Almost as if their deaths did, in fact, hold significance beyond their parenting of Lisa, who bonded with the virus. Given places of note and even honor in a strange way, beneath the Spencer estate that Trevor helped design, and the sarcophagus of Trevor’s wife is something that must be passed by in order to reach the underground labs from the Spencer estate (since we’ve never seen another way to get in and out for staff already living at the residence), that you are forced to pay your respects one way or another simply to go to work for this revoltingly evil corporation.

Almost like they were being honored as ritual sacrifices.

That wraps it up for now, but the game is only four months away and getting closer with each passing day. I’m sure Capcom has plenty more surprises for us in the coming months, and we’ve also been promised a new demo on other platforms this spring. Resident Evil Village itself releases May 7th across Xbox One, PlayStation 4, Xbox Series S/X, PlayStation 5, and PC.

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