Halloween Special - Resident Evil Remake Review
Resident Evil was originally released by Capcom for the Sony Playstation in 1996 and follows members of a police special operations team called S.T.A.R.S. as they investigate another squad's disappearance in the forests surrounding Raccoon City. During their investigation they get chased into a spooky and mysterious mansion by wild dogs. As one of these members of S.T.A.R.S. you explore the mansion, fight off infected zombies and other creatures (bosses), solve puzzles, and uncover the terrible truth of just what happened there.
It was the game that really kicked off the survival horror genre and is still remembered as a classic. That's why in 2002 it was remade for the Nintendo GameCube then ported over the Nintendo Wii in 2009. This remake is the real classic in my mind however and one my favorite horror games to this day.
How the Remake Differs from the Original
Most obviously, the graphics have been updated along with new areas & enemies for this version and they still hold up remarkably well for a ten year old game. The backgrounds are beautifully pre-rendered animations and that frees up a lot of processing power to allow character models & other effects to be incredibly detailed. “The mansion's confined hallways and dusty rooms offer a claustrophobic and helpless atmosphere that's been missing from previous episodes. And like the best horror films, RE Zero's environments are portrayed from camera viewpoints that leave you filled with dread at the prospect of what awaits you around the next corner.” (Wales on Sunday, Cardiff Wales, Sept. 22, 2002.)
The music and dialogue have thankfully also been updated. The original was pretty notorious for having terrible voice acting, "Jill, here's a lock pick. It might come in handy if you, the master of unlocking take it with you." Some may argue this was part of the campy, B movie charm that Resident Evil was going for, but I personally find these changes in the audio to be a lot less grating.
And before you ask, yes it still uses what are known as "tank controls.” Tank controls mean rather than pressing left to go left or right to go right, you pivot on the spot in the direction you press then use up or down to move forwards and backwards. It's definitely something to get used to but many people think it's just too hard. “Resident Evil Zero forces players to turn the character left and right with the analog stick and then push forward to move forward. This means no strafing or free movement of any kind. Some gamers will swear by this control scheme.” (IGG, Clementes, Resident Evil Archives: Resident Evil Zero Review.)
RE’s Contribution to the Zombie Revival
Around the turn of the century, there was a zombie renaissance in the US. It started with films like “28 Days Later” and Zack Snyder’s remake of “Dawn of the Dead,” but Shinji Mikami's phenomenally popular Resident Evil video game - the most prominent of more than 70 zombie game titles - definitely played its part in the zombie revival. The game alone has spawned at least four movies starring B-queen Milla Jovovich, all of which could be considered “zombie flicks.”
For me, however, it's not only the zombies that create tension; it's the consequences of potentially crossing one. It's something few current gen horror games have given me. They just make it too easy to avoid or defeat enemies, and even if I die, so what? I saved only a few minutes ago.
Not in Resident Evil. Ammunition is scarce so you have to choose between wasting what little you have, finding another route if you can or whether it's worth risking damage by trying to run past an enemy despite the controls. That's all part of the game and if you die, you could be set back hours because even when you cross a save point, you have a limited number of items that let you use it. It gives this game the scariest thing of all - pacing.
It's the moments between encounters that are scariest of all. I play by creeping around, letting the fear grow and grow about what could be around the next corner and whether or not I'll be able to even survive long enough to get that next item I need to heal or save or progress. It's stressful but it makes the pay off all the sweeter and in a sick way, it's kind of fun.
It's fun to be scared. It's fun even when I get killed or have to play a part over and believe me those things will happen. It's encouraged to go through multiple times however because there's even two different playable characters, each with their own scenarios. This “replayability” and level of immersion definitely makes the Resident Evil Remake a game worth owning for those darkened evenings alone.