The Playable MuseumAll galleries

Gallery 08 / 09

The Camera

RESIDENT EVIL

1996—2023

Resident Evil repeatedly changes where the player stands—and therefore what fear feels like.

10 milestonesRelease orderImage credits included
A first-person gameplay view down a decaying Baker house corridor with a handgun and ammunition counter visible
Fear changes when the player’s position changes

Gallery thesis

Fixed cinematic compositions, a shoulder reticle, cooperative staging, and an embodied first-person view each reorganize information, vulnerability, and control.

Content note: this gallery discusses mature horror games. Images are limited to architecture, interface, and non-graphic camera examples.

1996—2023 / Scroll chronologically

What changed?

Research desk

Source ledger

Dates and design notes prioritize publisher histories, institutional museums, and contemporary archives. Modern rerelease imagery is labeled through its credit link.

  1. 1996Resident EvilCapcom Resident Evil anniversary
  2. 1998Resident Evil 2Capcom Resident Evil history
  3. 2000Resident Evil Code: VeronicaCapcom Resident Evil history
  4. 2002Resident EvilCapcom series chronology
  5. 2005Resident Evil 4Capcom Resident Evil history
  6. 2009Resident Evil 5Capcom series chronology
  7. 2017Resident Evil 7 biohazardCapcom official announcement
  8. 2019Resident Evil 2Capcom Resident Evil 2 case study
  9. 2021Resident Evil VillageCapcom series chronology
  10. 2023Resident Evil 4Capcom official announcement