Investigating disturbing incidents outside Raccoon City, members of S.T.A.R.S. find shelter in a mansion that proves more dangerous than the woods. Playing as Jill or Chris changes parts of the experience, but both routes depend on careful exploration and resource management.
Fixed camera angles conceal as much as they reveal, and movement asks for adjustment before a corridor feels comfortable. Keys, puzzles, and a limited inventory turn every trip into a logistical choice. Ammunition and healing are valuable enough that avoiding a creature can be better than defeating it. The building gradually becomes familiar, which makes each unexpected change feel especially intrusive.


