
It’s spooky season and I’ve had a hankering to play the Resident Evil remake again. I first played the game a little over two years ago and loved it. You can find my thoughts on it in the Critical Miss post, but I wanted to take a deeper look at one of the most interesting aspects of the game: the Spencer Mansion. A mix of atmosphere, great design, and just the right amount of goofy locks, the Spencer Mansion is one of the most memorable settings in video games. While it’s not the only location in the game, it is the main one and any player who can brave its halls until the end will come out with an experience they will not soon forget.
The main hall greets the S.T.A.R.S. members as they burst through the front door and it perfectly encapsulates what to expect throughout the rest of the mansion. Large, dusty, and desolate, the mansion is dripping in the lonely, moody atmosphere expected of a horror game. But the interesting thing about the Spencer Mansion, the thing that sets it apart from other horror game settings in my mind, is that the mansion isn’t completely run down, decrepit, or ugly. Lots of the rooms in the home are gorgeous and pleasant—it doesn’t look like a bad place to live. Where most horror games tend to lean too heavily on settings that are overtly grimy and blood-splattered, so over the top they become desensitizing, Resident Evil shows the Spencer Mansion shortly after its fall. You get the sense that people lived in and cared for the home until recently from the brightly lit rooms and tables still set for supper. It’s not until you explore deeper that you start to find the unkempt, unused rooms and dank, dingy cellars, the blood-soaked carpets and filth crusted walls.

This restraint and subtlety with the environmentally storytelling in Resident Evil helps heighten the horror of the game. Once your character separates from the rest of the S.T.A.R.S. team, they are alone in this hostile home, and you, as a player, are also alone with just your imagination and echoing footsteps throughout the halls. With the fixed camera angles and loading-screen doors between every room, you never know what’s coming up and the developers use these blinds spots to hide zombies and other nasties to jump out at you. It makes every corner anxiety inducing, every door threatening, every window possible of crashing apart as a monster flings itself through it to grab you.
The game uses the presence of monsters to great effect as a way to pace itself for the player. As the game progresses, the player finds more ammo, more health items, and better weapons that make short work of the standard zombies roaming the halls. So bigger and badder foes start appearing in the mansion and surrounding areas to make sure the player never feels too comfortable. The enemy type that requires a special mention are the Crimson Heads, which were introduced in the remake as a nice surprise for veteran players of the original. Unless a zombie is killed with a gushy headshot, their body remains laying on the floor throughout the rest of the game. They literally lay there and wait to return as a Crimson Head, a faster, stronger, more deadly creature to face. Besides a headshot, the only way to prevent a zombie returning as a Crimson Head is to burn its body before the transformation takes place. This requires the use of a limited quality of kerosene. Giving the player this autonomy of where to burn bodies makes them look at the mansion and think about what rooms or halls they want to be safe from hazards. Clearing hazards out of the rooms and halls is extremely important because you will be traveling back and forth across the mansion consistently, but in doing so, the true depth of the Spencer Mansion’s design becomes apparent.
The Spencer Mansion is essentially a giant puzzle box that you are dropped into in order to discover a way out; it’s basically an escape room before they were popular. The mansion is full of items to find, puzzles to solve, and the most impractical locks you’ll ever see in a game. Hidden passages behind walls that up open by playing the Moonlight Sonata on a piano, doors that inexplicably unlock when emblems on placed on them, and gates that open once some weathervanes are pointing in the right direction are all different ways the Spencer Mansion is designed to keep prying eyes from its secrets. While it makes sense that the people in the secret lab beneath the home would try to keep people out, the methods of the locks make no goddamn sense and are even silly sometimes, but I feel that adds to the charm and memorability of the mansion.

You will also remember the mansion intimately after a playthrough or two due to how much you will be running back and forth across it. It’s easy to get lost in the mansion; it is a maze of halls and rooms, one way doors and locks. You will eventually get maps of every area you explore and they are life savers. Clearly showing which rooms you have visited, which doors are still locked, and what rooms still have items to find let’s you know where you need to explore further for progress. I find myself pulling up the map every minute or so while playing Resident Evil, which some people may find tedious or immersion breaking, but I love it. It makes me free stuck in the world, trapped in the mansion along with my character desperately trying to find a way out. The map helps you know where to head in the moment, but what helps you retain knowledge of the Spencer Mansion between playthroughs is backtracking and designs of the rooms.
When I booted up Resident Evil again after a couple years, I was surprised how much I remembered of it—certain rooms and halls were burned into my brain and I knew exactly where on the map I would find them. Of course, some things got lost in the fog of the time, but I remembered a lot of rooms and what to find in them immediately upon entering them. I tend to forget a lot of the little details after playing a game and only remember the board strokes like different sections or biomes. So Resident Evil must be doing something right for me to remember so much of the mansion after only playing it once before. And it does something right: backtracking. When I said before you will travel back and forth across the Spencer Mansion over and over again, I was not understating that. Oftentimes, you will find a key or item used to unlock a room on the complete other side of the mansion, requiring you to hussle across the building, avoiding or killing any zombies you left in rooms along the way—this is why burning bodies in areas you know are going to be well tread is so important. But with each trip across the mansion, you learn a little more about it. As the mansion opens up more and the area you have to explore becomes larger, the time it takes to travel across it becomes shorter thanks to better knowledge of the layout and doors you will unlock creating shorts between areas.
The Spencer Mansion is a mastercraft of level design and atmosphere. The fact that the designers use its echoing halls to heighten the tension of the game, make backtracking rewarding as players learn quicker, safer routes across it, and making each room distinct enough to be memorable long after putting the game down is truly incredible. And Capcom would show time and time again they understand how important and well designed the Spencer Mansion is as they revisited the same mentalities for the police station in Resident Evil 2 and the Baker’s home in Resident Evil 7. It’s easy to see why the first Resident Evil is so highly regarded after so many years, why the series is still one of Capcom’s most successful after so many games. It is built on such a solid foundation.









































