Resident Evil
To understand Resident Evil, one must not see it merely as the origin point of the “survival horror” genre, but as a meditation on discipline, surveillance, and the regulation of bodies within enclosed space. The Spencer Mansion is not simply a backdrop—it is an apparatus, a carceral architecture where movement, perception, and even the player’s anxieties are rigorously organized.
The locked doors, limited ammunition, and fixed camera angles enact a form of disciplinary power. These mechanics do not merely restrict the player; they force a constant internalization of vigilance. The mansion’s very layout conditions behavior: to survive is to learn its rhythms, to accept that every corridor is a site of risk, and every inventory slot a negotiation with scarcity. This is not freedom, but a calculated governance of possibility.
Monsters—zombies, grotesque mutations, bioweapons—serve not as autonomous threats but as instruments of the system. Their role is to remind the player that knowledge and preparedness are never sufficient; unpredictability lurks within the ordered halls. It is the mansion’s logic of concealment and revelation—hidden keys, obscure puzzles, sudden ambushes—that produces horror, not the creatures themselves. The fear is infrastructural.
In this sense, Resident Evil is less about horror as spectacle and more about horror as discipline. The player becomes both subject and object of control, adapting to the codes imposed by the space. Fear is not accidental; it is engineered, normalized, and repeated until it forms a ritual. Each door animation, each shuffle of undead flesh, is a reminder of the player’s complicity in this order.
The brilliance of the game, even with its rough edges, lies in its revelation of how space governs us. The mansion is an allegory for modern institutions—hospitals, prisons, laboratories—where visibility and restriction structure experience. Resident Evil makes us feel what it means to live under constant surveillance: not only watched by monsters, but by the very design of the environment.
Thus, the game remains powerful nearly three decades later, not only as a cultural artifact but as a demonstration of how architecture, scarcity, and rule-bound space produce emotion. Resident Evil’s true horror is not the zombie’s bite, but the recognition that we are already imprisoned by the very systems we navigate.
The locked doors, limited ammunition, and fixed camera angles enact a form of disciplinary power. These mechanics do not merely restrict the player; they force a constant internalization of vigilance. The mansion’s very layout conditions behavior: to survive is to learn its rhythms, to accept that every corridor is a site of risk, and every inventory slot a negotiation with scarcity. This is not freedom, but a calculated governance of possibility.
Monsters—zombies, grotesque mutations, bioweapons—serve not as autonomous threats but as instruments of the system. Their role is to remind the player that knowledge and preparedness are never sufficient; unpredictability lurks within the ordered halls. It is the mansion’s logic of concealment and revelation—hidden keys, obscure puzzles, sudden ambushes—that produces horror, not the creatures themselves. The fear is infrastructural.
In this sense, Resident Evil is less about horror as spectacle and more about horror as discipline. The player becomes both subject and object of control, adapting to the codes imposed by the space. Fear is not accidental; it is engineered, normalized, and repeated until it forms a ritual. Each door animation, each shuffle of undead flesh, is a reminder of the player’s complicity in this order.
The brilliance of the game, even with its rough edges, lies in its revelation of how space governs us. The mansion is an allegory for modern institutions—hospitals, prisons, laboratories—where visibility and restriction structure experience. Resident Evil makes us feel what it means to live under constant surveillance: not only watched by monsters, but by the very design of the environment.
Thus, the game remains powerful nearly three decades later, not only as a cultural artifact but as a demonstration of how architecture, scarcity, and rule-bound space produce emotion. Resident Evil’s true horror is not the zombie’s bite, but the recognition that we are already imprisoned by the very systems we navigate.
Mini Review: The mansion is less a setting than an apparatus: corridors surveil, locks discipline, and the player internalizes fear as ritual. Horror emerges not from monsters but from the regulation of space and knowledge. A powerful, if imperfect, architecture of dread.

