Resident Evil Village for iPhone 15 Pro arrives October 30

Shawn Knight

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Staff member
Editor's take: Good news for survival horror fans as Capcom's Resident Evil Village is scheduled to arrive on Apple's new iPhone 15 Pro and select iPad models on October 30. The bad news? It is not exactly what some might consider affordable for a mobile game.

Capcom announced the game's launch date during the recent Tokyo Game Show. Resident Evil Village will be free to start, but you will have to shell out $39.99 to unlock the full game. The Winters' Expansion DLC will cost an additional $19.99.

Compatibility is limited to the iPhone 15 Pro and Pro Max as well as select iPad models including the 3rd-6th gen iPad Pro and the 5th gen iPad Air. Capcom's website notes that Universal Purchase is not supported, nor is keyboard and mouse support.

Resident Evil Village landed in mid-2021 for most major consoles before eventually finding its way to Nintendo Switch and Mac late last year. The latest mainline entry in the Resident Evil franchise proved to be a hit with fans thanks in part to the outstanding performance of Maggie Robertson as Lady Dimitrescu, one of the game's villains. Robertson took home the award for best performance during The Game Awards 2021.

Apple showcased the game during its iPhone 15 event earlier this month alongside a handful of other noteworthy.

Also coming to iDevices is the remake of Resident Evil 4. Capcom's website says it will be available in 2023 but notes an official release date will come later. Device compatibility is the same as Village, and notably the game is listed as supporting Universal Purchase.

Apple's Universal Purchase allows users to more easily enjoy apps and games across multiple platforms, all with a single purchase.

The remake launched on major gaming platforms back in March priced at $59.99. The game has a Metacritic score of 93, which is a good bit higher than the 84 out of 100 of Resident Evil Village. No word yet on how much the iDevice version will command.

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...who was expecting it to sell for peanuts? It's not Flappy Bird.

That it's not supporting Universal Purchase is sketchy, though.
 
...who was expecting it to sell for peanuts? It's not Flappy Bird.

That it's not supporting Universal Purchase is sketchy, though.
Agreed.

Full game price is fair, but it should cover iPhone and iPad play.

EDIT: According to MacRumors “Resident Evil Village will have cross-progression on iPadOS and iOS only.”
 
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Agreed.

Full game price is fair, but it should cover iPhone and iPad play.

EDIT: According to MacRumors “Resident Evil Village will have cross-progression on iPadOS and iOS only.”
You don't purchase a game, you purchase a license that gives you the right to play it. Once you purchase a license to use something then that license should be platform agnostic. At the very worst, you should have to pay a small fee to use that license on multiple platforms as develop costs for multiple platforms is not zero. But if I paid for it on PC and I have a license to play it then I should be able to pay an additional, say, $5 to play that game on an iPhone or iPad. If I paid full price for it on an iPhone then I should be able to pay an additional $5 to play it on PC or console. I see that as a perfectly reasonable compromise.

I also think that kind of thing would benefit the mobile game industry because there are plenty of casual games I own that I would gladly pay and extra few bucks to play on my phone. Many indie games would port well to touch screen controls and I feel that what I suggested would encourage indie devs to release mobile versions.
 
Let's see if rumours of overheating are true or not with this fairly heavy game.
If it's ported over to IOS I would be surprised if it runs at native resolution. Also it doesn't matter to me, I'm not going to play games on a display with a pill shaped hole in it.
 
The guy on youtube that destroys phones with a lighter, scratching the screen, bending them already took the max and shattered the back glass. It didn't do that with the 15 pro...just the max version with its "super lightweight" titanium. Yeah, super light weight...20 grams. About 2/3 of an ounce. LOL
 
You don't purchase a game, you purchase a license that gives you the right to play it. Once you purchase a license to use something then that license should be platform agnostic. At the very worst, you should have to pay a small fee to use that license on multiple platforms as develop costs for multiple platforms is not zero. But if I paid for it on PC and I have a license to play it then I should be able to pay an additional, say, $5 to play that game on an iPhone or iPad. If I paid full price for it on an iPhone then I should be able to pay an additional $5 to play it on PC or console. I see that as a perfectly reasonable compromise.

I also think that kind of thing would benefit the mobile game industry because there are plenty of casual games I own that I would gladly pay and extra few bucks to play on my phone. Many indie games would port well to touch screen controls and I feel that what I suggested would encourage indie devs to release mobile versions.
A license is a contract.
A contract can be just about anything the two parties agree to.
So the whole this is the way all licenses should work is silly.
 
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