1. BIO7.
I thought about isolating Chris from the story and the gameplay, but decided that it would be a huge mistake, because there is nothing that would better characterize him than the actions and reactions he demonstrated. Besides, Chris is my virtual avatar, so my involvement was the "connective tissue" between him and me.
What I like about this journey is the fact that, in contrast to Ethan, I immediately got the picture that I'm controlling an experienced and well-equipped professional, but who is still a human being who can be outplayed. Lucas is a very clever villain, and the way the game presented the challenges he made gave me a sense of the stakes that I had long lacked in stories about recurring heroes. This reflected on Redfield, showing that he is not untouchable. In fact, he really could have died there, and I felt it.
After an intense segment in the tunneling shield, the game gave me a quiet and calm stage that gave me a break. The fact that Chris caught his breath resonated with me as well. I believed it was a challenge for him too. And this setup led us to the perfect punchline, in which Chris caught Lucas off guard, and Baker, shitting his pants and realizing how fucked he is, took off on the run. I swear, no Chris' story has ever given me as much joy as this particular moment.
However, all that I have described is only part of the reason why I like this version of Chris the most. The other part is the way the story represents his profession. Redfield is a soldier who loses comrades, kills monsters that were once humans, and murders terrorists. There is nothing heroic about it, it is the necessary physical and mental violence that soldiers go through and that stains them. No superhero bullshit.
2. Village.
Although Chris is not heavily present in this story, the game doesn't miss the opportunity to show his work from a different perspective. Redfield and his group are elite professionals, but they are not mutants like Ethan, so they must make any decisions carefully. Therefore, they investigate, gather intelligence and shape plans. Each member has their own expertise, so their responsibilities are distributed in the field camps they deploy.
When that sudden leak happened, so the agents had little time, they executed the operation quickly and efficiently, taking Miranda with military precision. But the fact that they miscalculated due to a lack of information about the mutant's abilities feels oddly realistic, which I especially love.
The fact that Chris can be harsh, punch you, and keep in the dark a person he cares about and who doesn't have the authority and proper skills to wage war has always been part of Chris' characterization, and Redfield is true to himself.
3. BIO6.
I like flawed characters, so Redfield's arc in this game is pretty appealing to me. The Armageddon-like ending only enriches this story, and the steak scene after it delicately sums up the journey that Chris has gone through to change and be true to the core idea of his essence. No wonder that many people like Redfield's campaign the most.
4. BIO5 and CODE: Veronica.
Frankly, I can't say much about these versions, except that they feel appealing. These are good men who have moral superiority and who save the world. To me, they fall into the archetype spectrum rather than the human one, but that doesn't make them bad characters in any shape or form.
5. The other versions of Chris.
Well, they're just blank. In the 2002 remake, for instance, Chris either doesn't care or almost doesn't care about the deaths of his friends. He's acting like he's overwhelmed by sedatives. The situation is a bit better in the original game, and in the Revelations game Redfield is just ridiculously focused, which gives the strong impression that Chris is a dumb brick, especially in the moments when Jessica flirts with him. The game's storytelling, in which the characters repeat different information several times to spoon-feed the player, doesn't make the situation any better in this regard.
As for faces and voices, they don't bother me as long as they don't look and sound bad, which hasn't happened so far.