The 11 BEST Levels in Resident Evil Games
Spencer Mansion, Guest House, Raccoon City Police Department, Marshlands, Queen Zenobia, Antarctic Base, Edonia, House Beneviento, Raccoon City Streets, Village Day, Resident Evil levels, survival horror, best levels, iconic locations, scary moments, video games, Capcom, gaming, top lists, PlayStation, Xbox, PC, Resident Evil 1, Resident Evil 2, Resident Evil 9, Resident Evil 4, Resident Evil 3, Leon S Kennedy, Horror, Resident Evil 8,The 11 Best Levels in Resident Evil Games
Welcome to MojoPlays, and today we are looking at the 10 Best Levels in “Resident Evil”. Now technically, “Resident Evil” doesn’t function as a ‘levels’ kinda game, but it does have sections, moments, and areas that define the beats of the game. Let’s look at those, and give them some love.
Okay, WOAH! Before I jump into it, I finished most of this video before Requiem had come out, so it would feel wrong to not include a moment from it. SO coming in at number 11:
Return to RCPD
“Resident Evil Requiem” (2026)
This game was full of fantastic moments, and areas, and truly the only reason I’m picking this over anything else is that unbeatable nostalgia factor. Just entering the police station is cool enough: exploring the ruins of your old stomping grounds, reminding yourself of Leon’s first day. But this section also includes the orphanage flashback, easily the scariest section of the game complete with red eyed monster kids, and this perfect jump scare from yours truly. But you also have the showdown with an old friend, and boy howdy if he ain’t just as cool all these years later as he was lifting that helicopter in the RE2 remake.
The Guest House
“Resident Evil 7: Biohazard” (2017)
Tucked away in the back of Baker property (by far the worst ‘back of’ you could ever imagine), is the Guest House. This section of "Resident Evil 7: Biohazard" stands out as one of the most nerve-wracking areas to explore, especially since it’s the first thing you do. This opening segment works as a masterclass in atmosphere, immediately establishing the dread that will define Ethan’s ordeal, and letting players know that the series is officially saved. The building’s rotting interior, littered with spoiled meals and swarming insects, creates a sense of decay that feels so real. However, the moment that truly locks in the game’s oppressive tone is when Ethan watches the VHS recording revealing the fate of a doomed film crew who previously entered the estate. That sequence doesn’t just provide story context, it shifts the horror into overdrive and signals exactly what kind of nightmare the series is now going for.
Racoon City Police Department
“Resident Evil 2” (2019)
In the "Resident Evil 2" remake, what should logically be the safest building in a collapsing city instead becomes one of the most threatening places you can possibly step into. And it’s awesome! This is probably one our largest ‘levels’ on this list, especially considering it’s the majority of the game, but from the puzzles, to the threats, it’s a whirlwind. Whether you’re playing as Leon or Claire, the Raccoon City Police Department quickly proves that civilization has completely failed. Tight corridors amplify the tension as zombies stagger through the darkness and Lickers lurk overhead waiting to strike. And then there’s Mr X, good lord. With enemies surrounding you, limited escape routes, and constant pursuit, the RPD transforms into a pressure cooker of fear that amplifies what the original 1998 already did.
Marshlands
“Resident Evil 5” (2009)
Unlike most standout moments that happen early, the highlight of "Resident Evil 5" actually shows up closer to the midpoint, during the marshland chapter. Almost like a little reminder that “hey this game is still fun, I promise, look! A good bit!” This segment shifts the formula by placing Chris and Sheva in a swamp region navigated by boat, giving the player a hub-like space rather than a straight path. Instead of constant forward momentum, you’re free to travel between scattered locations, tackle goals in different orders, and take in the environment at your own pace. That openness provides a refreshing break from the game’s otherwise linear structure and injects a sense of adventure the campaign rarely allows. It taught Capcom that open sections are ACTUALLY pretty damn good.
The Queen Zenobia
“Resident Evil: Revelations” (2012)
RE7 gets all the credit, but some fans argue that "Resident Evil: Revelations" marked the course correction for the series, steering it away from the explosive, action-heavy style of "Resident Evil 5" and "Resident Evil 6" and back toward slower, tension-driven survival horror. The story follows beloved icon Jill Valentine, and Parker Luciani as they investigate the Queen Zenobia, a drifting cruise liner that served as the last reported location of fellow agents Chris Redfield and Jessica Sherawat. And it’s this ship itself that is the perfect horror setting. Isolated at sea with absolutely no hope of escape, cut off from the outside world, you couldn’t ask for a spookier setting. Its narrow passageways, dim lighting, and decaying interior design create an oppressive mood that constantly reminds players how trapped they are. That sense of confinement only intensifies once it becomes clear the vessel isn’t deserted at all. Colour me shocked.
Antarctic Base
“Resident Evil - Code: Veronica” (2000)
"Resident Evil – Code: Veronica" hits its strongest stride during the Antarctic Base segment because it distills survival horror down to its most effective ingredients: tight hallways that restrict movement, stark lighting that heightens tension, scarce ammunition that forces planning, and enemies that quickly punish careless mistakes. The environment is hostile as a mo-fo, making the player feel cut off from safety, almost as if the game itself is deliberately pushing you into the cold. That oppressive atmosphere reinforces the sense of vulnerability that defines classic entries in the series. On top of the gameplay intensity, this section is also where the narrative fully embraces its strangest twists, escalating the story’s bizarre elements in a way that makes you smile, like the classics often do.
Edonia
“Resident Evil 6” (2012)
It’s fair to say "Resident Evil 6" doesn’t earn much admiration overall. Many players feel Capcom misread what made "Resident Evil 4" successful, resulting first in the mixed reception of "Resident Evil 5" and then a sixth installment that pushed the series even further into chaotic excess. It’s honestly surprising that they could be so out of touch with their community to read their success so wrong. Still, one segment manages to rise above the criticism: Jake and Sherry’s opening trek through Edonia. Their introduction stands out because it captures a tone the rest of the game rarely maintains. The setting feels tense without being overwhelming, and the early encounters strike a better balance between action and atmosphere than most later chapters. What really sets it apart, though, is the chemistry between the two leads, which gives their scenario a distinct personality that you don’t REALLY see anywhere else in the game.
House Beneviento
“Resident Evil Village” (2021)
"Resident Evil Village" serves as both a sequel to "Resident Evil 7" and the final chapter of Ethan Winters’ story. In the earlier game he journeyed to Louisiana to rescue his wife, while here he ventures into an isolated European village after his infant daughter is taken by Mother Miranda, who plans to use her in a ritual to resurrect her own child… Yeah it gets a bit out there, but it totally works. To piece Rosemary back together, Ethan must confront each of the Four Lords in their domains, but none leave a stronger impression than Donna Beneviento, and her house of horrors. House Beneviento is easily the most unsettling area in the game. Donna herself isn’t physically imposing, yet her power lies in psychological torment, subjecting Ethan to disturbing hallucinations. The mansion is already unnerving, filled wall to wall with lifeless dolls, but when you have the ability to make your enemy hallucinate those dolls into moving, well you’re kinda boned then. The horror peaks when a grotesque infant creature crawls out of the darkness, taking the game from “Resident Evil 5”, to “Resident Evil 7” real quick.
Racoon City Streets
“Resident Evil 3” (2020)
Rather than a single building or contained zone, the ruined cityscape itself is what makes the urban sections of "Resident Evil 3" so memorable. Even in the original PlayStation release, players praised how effectively the game captured the chaos of a metropolis collapsing under a viral outbreak. Although some fans criticized the remake of "Resident Evil 3" for feeling shorter than "Resident Evil 2," most agreed that its version of Raccoon City was vividly realized. I for one loved the third entry, and loved the streets as much as I did in 1999. The horror here isn’t built on constant jump scares but on an unshakable sense of dread that lingers as you move through the environment. Streets slick with blood, wreckage scattered everywhere, distant screams, and oh no... Nemesis.
Village Day
“Resident Evil 4” (2005)
By the time the series reached "Resident Evil 4," many players feared the formula was starting to lose steam, but that installment completely revitalized things. It managed to feel recognizable to longtime fans while simultaneously reinventing how the series played and flowed. But nothing highlights what makes RE4 great more so than the opening Village section. Dropped into hostile territory, Leon quickly realizes he’s stepped straight back into a nightmare, surrounded by villagers who move and behave in deeply unsettling ways. The encounter wastes no time establishing danger, forcing players to survive a chaotic onslaught with limited resources, no real tutorial or practice, and nowhere safe to hide. It’s an introduction that immediately raises tension and signals that this isn’t the same kind of threat he faced before. Instead of shambling corpses, the horrors now come with writhing, parasitic surprises, proving that "Resident Evil 4" was gonna be a whole new beast.
Spencer Mansion
“Resident Evil” (2002)
"Resident Evil" (Remake) stands as the definitive version of the series’ original adventure, delivering the most immersive way to experience Jill and Chris’s nightmare inside the Spencer Mansion. The updated visuals heighten every shadow and texture, yet the game wisely preserves the classic fixed camera angles, letting unseen threats lurk just beyond the frame. After escaping a brutal assault by mutated dogs, the S.T.A.R.S. members rush indoors expecting refuge, only to realize they’ve stepped into something far worse. And that far worse is exactly what made the series what it is, and earned the number one spot: The Spencer Mansion. The mansion itself is lavish, filled with sweeping halls, ornate furnishings, and extravagant detail covering nearly every inch. Despite its beauty, an unsettling tension clings to the air, as if the building itself is watching you. And watch you, it does. The majority of the game takes place right here, and it’s perfect. Goddamn perfect.
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