The last old-school version of this horror series remains largely the same as its 1996 debut--but that's not all bad.

User Rating: 8.3 | Resident Evil 0 GC
When Capcom announced it was bringing its Resident Evil franchise solely to the Nintendo GameCube, I was a bit nonplussed, to be honest. Though I’ve bought and enjoyed all of both Nintendo’s systems and Capcom’s Resident Evil games in the past, the timing of the GameCube’s release came at a point when I was a bit strapped for cash. To make a slightly longer story a bit shorter, I “fell” into a bit of cash (which is quite fun!), bought a ‘Cube, and then saw that EBGames.com was offering Resident Evil 0 for only $19.99 along with a $20 gift voucher. I figured for that price I didn’t really have much to lose, and quickly snatched it up.

Anyone that’s still shows interest in the main Resident Evil titles by this point likely has an affinity for the story. Whether for better or for worse, Resident Evil’s narrative, however expansive and convoluted, is one of gaming’s most well-known. Fans of past games will find more of the same here, as RE0’s story takes place shortly before that of the original Resident Evil. It chronicles the events leading up to the RE1’s mansion, with you initially in control of S.T.A.R.S. member Rebecca Chambers. After flying in to investigate the murders in and around Raccoon City, your chopper is forced to crash land after unforeseen engine trouble. Upon searching the immediate area you uncover a attacked military convoy that was apparently transporting an inmate that was to be executed, as well as a train that has ominously stopped out in the forest. Orders are given to search for the inmate, with Rebecca going off to investigate the train. Of course, strange zombies soon begin to populate the area, and eventually Rebecca meets up with the escaped inmate, Billy Coen. They decide to cooperate in order to survive and, in classic horror fashion, to investigate the events surrounding the area. Along the way you’ll also find out more about Billy and why he was sent to be executed. Those that are still interested in the series’ storyline will be eager to try this latest offering, and will likely be pushed to finish the game just for the story itself, if nothing else. There are also several allusions and references to the other games in RE0. One part has you exploring a part you originally visited in Resident Evil 2, and you also meet up with some of other lesser-known characters. (It’s worth noting, though, that a newcomer to the series would do best to play Resident Evil before playing RE0, as RE0 has a few spoilers thrown in that wouldn’t make RE’s story as thrilling or worthwhile.)

Keep in mind that the last Resident Evil game I had thoroughly played was Resident Evil 2; when I first loaded the game, I was quite amazed with the graphics and cut scenes in RE0. Generally, it’s easy to separate the Resident Evil series’ graphics into two categories: the static, pre-rendered backgrounds and CGs, and the dynamic, moving objects, such as the characters and items you interact with. The pre-rendered backgrounds that make up the game’s environment are exquisite, finely-detailed works of art that truly are pleasing to view, and are likely the first things you will notice once you get to actually playing the game, after the ubiquitous, yet wonderful Resident Evil CG intro.

A lot has been said about RE0 and the GameCube RE remake’s seemingly static backgrounds and your characters’ interaction with it, and although overall well done, it’s not the most notable graphical effect in the game, nor is it up the quality of the pre-rendered scenes. However, it certainly isn’t bad looking by any means, and the first time you run through a puddle of water causing a splash, you’re more likely to either not be noticeably drawn to it than to think poorly of it. The in-game character models, while understandably not up the quality of the CG cut scenes, fit well with the backgrounds and feature enough varying aspects to suffice. The character animations, from firing your weapon to pushing off a zombie that has decided to take a bite out of you, are very reminiscent of past RE titles, and thus are a bit bland at this late stage in the series. It wouldn’t be too far off base to simply say that RE0, though beautiful, is essentially a greatly visually-overhauled version of its PlayStation cousin in the graphics department.

Aside from the graphics, RE0 brings to the series two other significant changes to the series: the ability to drop items most anywhere in the game and multiple characters that you can choose to control at (most) anytime. While these alterations sometimes bring about meaningful changes in the actual gameplay, they aren’t enough to make you forget that you’re playing a Resident Evil game, and after a while won’t seem that innovative, anyway. Dropping items wherever you choose isn’t as useful as it may seem, as it’s usually most helpful to store them in one strategic location, such as in a room containing a save point, which is typically where the “item boxes” from past games were kept anyhow. Having multiple characters on hand is mostly only useful during boss encounters; having the computer control one character as it constantly fires away while you control the other usually means that boss fights are easier, as there is also more damage to be absorbed between the two characters. Unfortunately, the character switching aspect is mostly only utilized when your characters have been split up; one character is usually relegated to finding a key item to send to your partner via a dumbwaiter device, enabling you to team up once again. There is also just the fact that there are now two characters roaming around the game instead of one; you now feel less tense about what could lie ahead, and as a result lessens the horror aspect of the game. The multiple character system looks good on paper, but is unfortunately not implemented as well as it could have been.

What would a Resident Evil title be without its familiar sounds? A sad, shallow game, that’s what! Luckily, RE0 retains the series’ penchant for terrifying and fitting music and sound effects. Possibly one of the more under-appreciated aspects of the RE games, the soundtrack by and large reaches the same echelon as the top-notch graphics. Some areas at times seem to be a bit void of background music (which even then is effective at creating tension), but for the most part the Resident Evil music comes into play at all the right times. From the spine-tingling accompaniment of the super-zombie to the riveting pieces during a boss battle, RE0’s soundtrack easily excels in the creep-out department. The sound effects are a bit more lacking, though they are still well executed and are usually sufficient to cause enough of a chill that you become noticeably affected. Quite possibly the most terrifying aspect of the game is the sound of a monster you can’t see; all you can hear are its footsteps or grunts. While the zombies’ moans have long since gotten old (is anyone still scared of regular ole zombies anymore?), other enemies, such as the genetically-enhanced monkeys and Hunters, emanate such hideous noises you’ll dread hearing them the first time you enter a new room. RE0’s sounds bring a welcomed terror aspect that has been mostly absent from the rest of Resident Evil for a while now.

RE0 succeeds by sticking to the tried and true RE formula, though it does seem as though Resident Evil is starting to lose some of the steam it once originally had when it was first introduced. Although it tosses in a few variables here and there, the latest edition to this string of survival-horror games remains largely the same as it was in 1996, albeit with a different story and greatly improved graphics and sound, and with promise that Resident Evil 4 will bring more groundbreaking changes to the series, RE0 may be the last chance you have to play a classic RE game. Resident Evil 0 has also been reduced in price recently, so anyone still interested in Resident Evil’s story and gameplay after all these years would do well to check this one out.

Patrick Caldwell
pcaldwel@purdue.edu