

Resident Evil Zero shakes up its predecessor's blueprint with two original mechanics taking the form of the partner system and the ability to drop items anywhere. Jumping off that train is no different from diving off the barge in Metal Gear Solid 2, leaping from a scenario that proves a beloved series understands how to take its mechanics forward and then settling for mediocrity for the remaining 90 percent of the game. Tightly knit compartments open with ingenuity and a natural flow, backtracking is kept to a minimum, as is confusion on how to proceed, and the obstacles are challenging, but never too much of an impossible hurdle to climb.Īnd this wonderful setup lasts roughly half an hour at most, and then… blahh… it's back to spooky houses once again. Resident Evil Zero's opening act feels exactly as the game should. If I remember correctly, this is what Capcom sold us in commercials back when the game was new: Resident Evil on a train. Monsters, leeches, zombies, all of the horror of the night get in their way as tools and teamwork slowly open new areas of the train, eventually granting them the ability to bring their mobile prison to a halt. Fate intervenes on her mission to arrest him, and the unlucky duo must unite under a shaky alliance to bring the speeding monstrosity to a halt. rookie Rebecca Chambers and deathrow fugitive Billy Coen, plummet through a rainstorm on a runaway. Resident Evil Zero starts off on the right foot. It's because it's a unnecessarily grueling game, unfriendly towards a natural flow of progress and overburdened with crippling inventory management.

Some of that genius must have carried over, right?Īs expected, Capcom got around to remastering Resident Evil Zero, and here we are a year later with another updated version.Īnd now I understand why there is a reason Resident Evil Zero is not considered a "classic" in the classic survival-horror series, and it is not just because it has been stuck on the under-performing GameCube for all these years. After all, the remake and Zero were created at about the same time, and they shared many key staff members. Plus, it did away with the tank controls, finally opening the doors for casual fans, like myself, who despised them for all those years.Īfter this revelation, I was excited to finally enjoy the off-beat Resident Evil game that nobody really talks about anymore: Resident Evil Zero. More than just perfect atmosphere and frights, the game is a masterpiece of design, providing a mansion that naturally unlocks itself with the pace of the game and intuition of the player.

At about this time last year, I openly embraced Capcom's astounding Resident Evil Remaster, a retooling of the GameCube remake of the 1996 original, and was floored by its genius.
