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Every Tyrant in the Resident Evil Franchise Explained | Game Rant

The Resident Evil games are undoubtedly some of the most famous horror titles of all time, with the first game quite literally defining the survival horror genre. Along the way, the franchise has expanded into books, film, television, and more. Across this media franchise, Resident Evil has been the home of some truly iconic and unforgettable enemies, none more so than the different Tyrants that have appeared over the years. They all have their own backstories and lore within the series, but what is perhaps more important is what they mean for gaming as a whole.

The Tyrants are biologically engineered by the Umbrella Company. They are designed to be big, strong, hard to kill, and can even mutate into Super Tyrants. The world of Resident Evil is inhabited with a slew of mutated and difficult-to-kill enemies, but what sets the Tyrants apart is some particularly clever scripting and gameplay mechanics.

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The first Tyrant encounter happens all the way back in the first game. The T-001 was technically the first functional Tyrant, also known as the proto-tyrant, and only appeared in the prequel game Resident Evil Zero, while the T-002 featured in Resident Evil 1.These Tyrants were somewhat grotesque as human bioweapons designed by Umbrella through the T-virus, but weren't too difficult to kill and lacked intelligence. Canonically, though, their defeat is what allowed Umbrella to refine the Tyrant creating process, leading to the infamous tyrants from future games.

The T-00, one of the T-103 model Tyrants, appeared in Resident Evil 2, and is better known as Mr. X. In the original game's B scenario (the player's second playthrough with the character they didn't play first time around) and in the 2019 remake, Mr. X is relentless. He displays more intelligence than previous Tyrants and stalks his prey through Racoon City Police Department. In these scenarios, no matter how many bullets the T-00 is hit with, he will not stop (until the scripted moment where he is later defeated, of course).

Mr. X bursting through the wall unexpectedly in the original Resident Evil 2 was an incredible moment in gaming because it was so shocking. The idea of relentless monsters that cannot be defeated stalking the player may not be uncommon now, but in 1998 Resident Evil 2 was doing something completely unique and terrifying. Mr. X was an intimidating Tyrant, with an infamous trench coat, hat, and stoic expression that added to the fear surrounding this enemy. The stalking foe that can only be slowed down with bullets and not stopped is evocative of science fiction characters like The Terminator's T-800 (plus the obvious name connection), and it certainly influenced future video game enemies like Dead Space's Ubermorph.

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The T-103 type Tyrants proved Umbrella could create intelligent bioweapons using the T-virus. Meanwhile, one of Umbrella's other nefarious projects was the Nemesis program. Through the combination of these programs, the Nemesis T-type was created, and encountered by players in Resident Evil 3. The Nemesis T-type and Mr. X are the most notable Tyrants from the entire series, as they defined a kind of video game enemy that couldn't be defeated and follows players throughout their gameplay.

The Nemesis T-type was much stronger than Mr. X, possessed a rocket launcher, and upped the ante in terms of the persistent threat level. This Tyrant/Nemesis hybrid is out to kill and repeats the phrase "S.T.A.R.S." (Special Tactics and Rescue Service) as he hunts down the members of this team, including Jill Valentine. Nemesis was a prototype specifically designed for this purpose, and as such creates an added feeling of anxiety to gameplay.

Nemesis also appears in the live-action films and a variety of other Resident Evil-related media. Other Tyrants that crop up in the games are generally variants of those mentioned above, particularly T-103 types, and generally stem from the same Umbrella research projects. Everyone has a different favorite, but generally, they serve to pay homage to the most memorable Tyrants, Mr. X and Nemesis. These other Tyrants include Hypnos-T, mass-produced Bandersnatchs, T.A.L.O.S., and Thanatos. Interestingly, both Thanatos from Resident Evil Outbreak and Nemesis take their names from Greek myth, being the gods of death and revenge respectively. This adds even more gravitas to these enemies.

While there are a variety of different iterations of Tyrants and Tyrant encounters across the many Resident Evil properties, there is a reason Mr. X and Nemesis are the most well-remembered. Both are important video game enemies that helped solidify the trend of undefeatable and relentless pursuers in games.

The Resident Evil games are usually associated with their role in reviving zombies in pop culture. However, these games resonated with players for far more reasons than simply being zombie games, and the Tyrants are a prime example of how Resident Evil marries gameplay and narrative to create an anxious and truly scary gameplay experience. While the design of Mr. X and Nemesis may look comical to gamers today, they are both still formidable enemies in the Resident Evil 2 and Resident Evil 3 remakes respectively.

Technological differences between the original RE2, RE3, and their remakes emphasize the new ways an enemy like this can be implemented. In the original Resident Evil 2, Mr. X made the second playthrough of the game more difficult, with Capcom removing any comfort the player may have gained about the map through random encounters with Mr. X. Resident Evil 3 made Nemesis even more of a threat that pursues the player in the first playthrough for longer sections at a time.

Then the remake of Resident Evil 2 married the concept of the Tyrant with modern gaming capabilities, adding the persistent, haunting footsteps as Mr. X approaches and the constant threat of running into him at any time during the game. The formula created all those years ago with the Tyrants has been replicated and evolved in modern Resident Evil games; think of every chase encounter in the games, where players have no choice but to run and hide (such as Jack chasing players in Resident Evil 7).

Furthermore, the same mechanics can be seen at use in many other horror games, and the true legacy of the Tyrants is creating a feeling of constant vulnerability during the game which has been replicated again and again. The resulting gameplay is one of feeling like you're being watched, pursued, and in constant danger. These enemies helped to create the tense atmosphere that has made Resident Evil such an enduring success, and hopefully an enemy as intimidating as the Tyrants will appear in a future Resident Evil game.

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