Something Is Wrong With Resident Evil 9

Something Is Wrong With Resident Evil 9

TLDR;

This video reviews Resident Evil 9, highlighting both its strengths and weaknesses. It praises the game's graphics, detailed environments, and clever encounter design, especially on Insane difficulty, which forces players to engage with the environment more strategically. However, it also points out issues such as compressed level design, over-explanation of puzzles, and a story that undermines its own emotional moments.

  • Insane difficulty enhances encounter design.
  • The game's environments are visually impressive but sometimes lack memorability.
  • The story has strong ideas but conflicting design decisions.

Difficulty Modes and Encounter Design [1:23]

The initial room with the Singer enemy demonstrates significant differences between Standard and Insane difficulties. On Standard, a zombie is passively placed, and the player easily obtains a handgun, trivializing the encounter. On Insane, the zombie actively patrols, and the handgun is initially absent, forcing the player to sneak past the Singer to acquire Grace's handgun by the bar. This transforms the encounter into a tense stealth puzzle, emphasizing resource scarcity and environmental awareness. Even after obtaining the handgun, ammunition is limited, requiring strategic evasion.

Office Puzzle and Level Interaction [5:55]

The office area, where the player needs to acquire the Unicorn Trinket box and solve the Sun, Moon, and Star puzzle, further illustrates the impact of difficulty settings. On Standard, the trinket box is easily accessible, and the zombie can be optionally dealt with. On Insane, the trinket box is behind the zombie, forcing interaction and strategic kiting using the hallway space. This makes the female zombie at the end of the hall more threatening, as players must maneuver around multiple enemies. The design feels more deliberate and tense on Insane, requiring players to fully utilize the environment.

Key Card and Light Switch Zombies [9:23]

The room with the east wing key card features an inactive zombie on Standard, allowing players to easily grab the card. On Insane, the zombie awakens immediately, and the chef enemy patrols the hallway outside, creating a potential ambush. This forces players to consider the surrounding space. The light switch zombies also present different challenges based on difficulty. On Standard, players can often run past the first light switch zombie, but on Insane, the encounter becomes a puzzle where players must manipulate the light switches to control the enemy's movement.

Clinic Puzzle and Environmental Interaction [12:17]

The light switch zombie in the east wing is more complex. On Standard, players can easily bypass him by flipping a switch. On Insane, the examination room lacks the hemolytic injector, forcing players to evade the surgeon zombie and his patient. This creates a challenging scenario where players must manage multiple enemies in a tight space. One solution involves luring the zombie into Chunk's patrol route, highlighting the importance of environmental awareness and strategic planning.

Conference Room and Survival Puzzle [14:12]

The conference room, filled with three doctor zombies and a Singer, exemplifies the survival puzzle aspect of Insane mode. With limited ammo, players must devise a plan to acquire the corrosive acid. This involves dealing with Chunk, looting the pantry for resources, and strategically eliminating zombies. The encounter requires players to think beyond simple shooting and engage with the environment as a puzzle.

Game Introduction and Reliving Past Nightmares [17:20]

The game's introduction, particularly Grace's section, mirrors the opening of Resident Evil 7, creating a sense of reliving past trauma. This is intentional, as the game constantly pulls both characters and players back into memories of previous Resident Evil nightmares. Leon's intro, however, features a bizarre cutscene with a zombie attempting to kiss him before biting his nose off.

Clinic Aesthetics and Environmental Storytelling [22:02]

Upon arriving in the clinic, Leon finds dead bodies scattered throughout the lobby. While the graphics and art direction are impressive, the clinic lacks the memorability of classic Resident Evil locations. The outbreak is happening in real-time, preventing the environment from building a sense of history or desperation. The main hall lacks environmental storytelling and a strong sense of a last stand.

Puzzle Design and Emily's Fate [28:56]

Classic Resident Evil levels function as giant mechanical puzzle systems, which is absent in the clinic. The game also raises the question of whether Emily can be fed to Chunk, which is unfortunately not possible. In the underground section, a processing area puzzle is well-designed but undermined by an overly explicit UI message. Emily's death and mutation into a giant creature are initially impactful, but her eventual restoration at the end of the game undercuts the tragedy.

Raccoon City and Compressed Level Design [43:02]

The Raccoon City section, while technically impressive, is a low point due to its mixed signals. The level is structured like a survival horror space but populated with action-style encounters. Both the clinic and Raccoon City feel compressed, with a high density of objectives and scripted moments that prevent players from fully exploring the environment. The motorcycle section is a disappointing on-rails shooter.

Umbrella Lab and Final Thoughts [49:24]

The Umbrella Lab, the final section, relies heavily on familiar Resident Evil ideas. Enemy placement is more strategic on Insane mode. Overall, the game has mixed feelings. It has clever encounter design and great graphics, but it also feels compressed, over-explains puzzles, and has a story that undermines its emotional moments. Despite its flaws, Resident Evil 9 is a good game with the potential for future improvements.

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Date: 3/21/2026 Source: www.youtube.com
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