
Originally published in 2016 on CoolJapan.es to mark the 20th anniversary of Resident Evil, this article has been revised and expanded in 2026 to coincide with the franchise’s 30th anniversary. The text provides a historical, cultural, and critical analysis of Resident Evil, examining its origins within the survival horror genre, its aesthetic and narrative influences—particularly from horror cinema—and its role in shaping interactive representations of fear, biotechnological anxiety, and post-industrial catastrophe. Special attention is given to the creative vision of its original developers, the evolution of its gameplay systems, and the shifting balance between horror and action across successive installments. The updated version preserves the original structure and interpretative framework while incorporating new sections that address developments from 2016 to 2026, including major remakes, narrative recontextualizations, and the franchise’s renewed engagement with survival horror conventions. Positioned at the intersection of game studies, cultural analysis, and media history, this work argues for the scholarly relevance of videogame criticism grounded in rigorous yet accessible discourse.
Video Games Industry, Biohazard Video Games, Resident Evil, Videogames, Video Games/classification, Video games, Popular Culture, Japan, Game Theory, Survival Horror, Horror, Hideki Kamiya, Audiovisual Media, Video Games/trends, Visual Culture, Japanese Culture, Game theory, Mikami Shinji, Game (play), Kamiya Hideki, Capcom, Video Games/standards, Video Games, Video Games/history, Shinji Mikami, Audiovisual media, Gaming Culture
Video Games Industry, Biohazard Video Games, Resident Evil, Videogames, Video Games/classification, Video games, Popular Culture, Japan, Game Theory, Survival Horror, Horror, Hideki Kamiya, Audiovisual Media, Video Games/trends, Visual Culture, Japanese Culture, Game theory, Mikami Shinji, Game (play), Kamiya Hideki, Capcom, Video Games/standards, Video Games, Video Games/history, Shinji Mikami, Audiovisual media, Gaming Culture
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