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Resident Evil: Village, stylised as RESIDENT EVIL VII.I.AGE and known in Japan as BIOHAZARD VILLAGE (バイオハザード ヴィレッジ baiohazādo virejji?), is an upcoming first person Survival Horror title developed by Capcom. It will be released in 2021. It will be the first Resident Evil game for the ninth console generation, though Capcom has gone on record as exploring the possibility of an eighth generation version.

Plot

"Years after the tragic events of Resident Evil 7 biohazard, Ethan Winters has started over with his wife Mia, finally living in peace and putting the past behind them. However, Chris Redfield, the legendary hero from previous Resident Evil games, suddenly disrupts their life, throwing a devastated Ethan into a new and twisted nightmare in search of answers."
— Official website (English)
The story is set in an isolated mountainous region around a village and medieval castle, where Ethan and Mia Winters fled in the years following the events of Resident Evil 7: Biohazard. During the events of the game, an apparent Blue Umbrella operation led by BSAA Cpt. Chris Redfield assaults the village, sending the two men on radically different paths.

Gameplay

The game is designed in a similar manner as 2017's Resident Evil 7: Biohazard, being a first person game with Survival Horror gameplay mechanics. The enemies are currently not yet known, though one of the enemies is human with canine attributes, invoking a mutation comparable with werewolves. These enemies can hunt the player in packs to be more dangerous. Like Resident Evil 4 and Resident Evil 5, this game uses its own currency mechanic. In this case, it uses the Leu, the name of Romania and Moldova's respective currencies.

Development

The game entered production sometime just before or after the release of Resident Evil 7: Biohazard, and it was felt the game should be a continuation of that game's story. In designs for the village itself, art director Tomonori Takano was tasked with creating a foreboding environment that would have its effects even in the daytime setting. Feeling the story might become complicated for the player to remember, a storybook was designed that the player would read to get a summary.

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