Resident Evil Zero Review

Is it Evil for the right reasons? Kristan finds out...

Version tested: GameCube

Let's cut to the chase straight away: you'll either love Resident Evil or you'll hate it, and most of you will already have your mind made up about the fifth in the zombie-slaying series before you've even clapped eyes on it. Whatever your allegiance, there are fundamental truths about this series that remain as relevant today as they did way back in 1996.

Firstly, even if you've never played a Resident Evil title before, you'll know that it involves killing a procession of zombies, and that horror lies around every darkened, blood-drenched corner. The checklist for any RE title is pretty predictable; a darkened, brooding mansion setting (tick), an endless succession of locked doors (tick), ammo and weaponry curiously discarded (tick), typewriters that allow you to save your progress (tick), drawn out door/stair climbing animations (tick), delicious pre-rendered backdrops (tick), 'suspenseful' camera angles (tick), 'spin on the spot' control system (tick), and bastard hard (tick). Yes, playing Resident Evil Zero is the gaming equivalent of popping on a battered old pair of slippers. You know it's a bit holey, well past its best, but it's got that lived in cosiness.

It would be pointless trying to convince you that this is some kind of wild revolutionary update. It isn't. Capcom has followed the strict 'if it aint broke…' school of thought to the letter. While this is undeniably frustrating when there are so many areas that could be improved, there's still a certain magic about these games that somehow enables you to leave your cynical baggage outside.

Admit it Capcom, you nicked this one

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Given that Capcom more or less stole the concept and gameplay mechanics wholesale from Infogrames' Alone In The Dark trilogy, you could argue that the fundamentals of the survival horror genre haven't moved on a great deal in over ten years. But should we be any less excited about the latest episode in the world's favourite horror series? Of course not. This is, after all, the first 'all new' Resident Evil game in three years; a prequel to the very first game in the series that goes some way to filling in the blanks regarding the origins of some of the series' evil do-ers.

So the story begins; it's 1998. Several bizarre murders have occurred in Raccoon City, with groups of 'people-eating' zombies attacking civilians. The elite S.T.A.R.S (Special Tactics And Rescue Service) team have been sent to investigate, but their helicopter is forced to make an emergency landing after experiencing engine trouble. The game kicks off after the team discovers an abandoned train, with the 18-year-old Rebecca Chambers pressed into action.

The first thing to note is the breathtakingly detailed graphics. Anyone who saw the Resident Evil remake (released last September) will know what to expect, and thanks to the use of static camera angles, and some cunning trickery, the environment is easily one of the best realised in gaming history. Every location is a festering, dank, gloomy hellhole, and very quickly you're plunged into an atmosphere of such fetid, rank vileness it makes your worst nightmares seem like a welcome relief. One of the key factors is Capcom's subtle use of animation in the static, pre-rendered backgrounds, creating a far more believable setting than ever before. Add in superb light/shadowing and delightfully spooky sound effects and you've got a supremely solid set of foundations for the game itself.

Zap me up before you go-go

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Aside from the obvious visual enhancements, RE0 introduces a 'partner zapping' dynamic, in which you're able to dynamically switch between the two main characters in order to successfully progress. Shortly after the game starts, the nubile Rebecca bumps into vest-wearing, mulleted ex-Marine Billy Cohen, a fugitive accused of the murder of 23 people. After initially disappearing, Cohen then helps Chambers out of a sticky situation and from then on you're largely working as a team.

To begin with, your partner merely provides combat assistance in the inevitable zombie battles, but inevitably you're forced to split the pair up in order to overcome the many puzzles that would otherwise be impossible on your lonesome. More so than ever before, inventory management is all important. Sending one of the characters out alone without the necessary object or weapon will quickly result in failure, and a lengthy trudge back to find your partner. In a sense, this insistence on working together is utterly contrived, but you soon slip into the game's way of thinking. Can't get to your partner? Why not pop an object in a handy chute that just happens to be in the room where they're stuck?

The puzzle solving is, for the most part, fairly logical and straightforward - but even when you know what the solution is, the chances are the game will throw a bunch of evil minions in your way as a barrier to progress. And it's the combat element of the game that will really hold you up; for a start the weapons aren't that powerful, and ammunition is scarcer still. As veterans to the series will bitterly recount, preserving your ammo and health is almost the most important aspect of the game. It really is a battle for survival, and requires you to constantly gamble on your abilities to make it to the next section. Take too much damage and you may find the section after impossible to get past. Do you dodge your enemy and save your ammo, or blast them and risk not having the tools to take out the really powerful boss that's coming up? The trouble is, unless you're playing it with a guide, you'll never know when the next ridiculously powerful boss is coming up. By the time you've reached your nemesis, the chances are it's too late: not enough health and probably not enough powerful weaponry either - or worse, you've left the weapon you need behind. As ever, RE0 forces the player to constantly walk a tightrope, and adds a rich element of tension thanks to its difficulty level.

Matters aren't helped, in the main, by the age old problem of the camera. Although the game does its bit to ensure you're given a prime view, it doesn't always work out. When things get really tricky you often flail around in a panic, desperately trying to get a good lock onto your intended target. Hitting R aims the weapon at your nearest target, but half the time you'll be firing blind, as your target will be off screen. Also, you'll often be presented with multiple targets. Some many be on screen, some off. Sometimes you'll be caught totally off guard as a result, or your view will suddenly change, and you'll end up engaged in lengthy tussle, resulting in your health taking a major pummelling.

Take it easy or the road ahead will be a hard one

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Of course you learn to adapt to these foibles, and as a result take things extremely carefully, but the lasting impression is that you're not to blame for half the things that go wrong - rather it's the combination of the tricky control system (slow rotation left/right with forwards and backwards), the extreme lack of health boosts and chronic shortage of ammo. Compounding these issues is the AI's tendency to be completely unhelpful. Not only will your partner be utterly profligate with their ammo but, worse still, may even end up injuring the player you're in control of - especially if you make the mistake of arming them the utterly useless Molotov Cocktails. In certain situations, such as tight corridors, you're usually better off leaving them in another room where they can't be a nuisance, and given that we've spent years duking it out on our lonesome, this doesn't prove to be a significant disadvantage.

With such constant overwhelming odds, you often wonder why you're bothering. It's like part of the 'Evil' of the game is to make you suffer wherever possible. But somehow the atmosphere, the environments and the against the odds combat is so engrossing that you find yourself refusing to be beaten by something as insolent as a mere videogame. Even the rather tenuous back story starts to make sense of a sort, and you'll find yourself exclaiming 'ahaaaas' at various points at the background justification of some of the game's evil henchmen that appear later on in the series.

The bitch is back

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There really is no logic to how you score a Resident Evil game. Your critical head says one thing; your gaming heart says another. On a basic, technical level you're tempted to give it a kicking for all manner of niggly reasons, which every review of every RE in the past seven years will have picked up on each and every time. But where it scores above other games is simply the emotions it inspires. For every time the game pisses you off, you're straight back in there vowing to avenge this injustice, nursing your fragile characters through one by-the-seat-of-your-pants encounter after another. It's not so much that the creatures are even that scary. If you've seen one slimy, multi-tentacled beast, or staggering, moaning creature of the undead, you've pretty much seen them all, but their unrelenting evil is unquestionable.

Somehow the Resident Evil experience is much more than the sum of its parts, and the deeper you get into each episode of the game, the more its sucks you into its macabre offering. For the unbelievers, it's doubtful RE0 will offer anything that could persuade you to join the series at this late stage. For the rest of you, Zero is one of the most evil games we've ever come across. Take that as a compliment.

8 / 10

Read the Eurogamer.net scoring policy

Comments (32) Latest comment 9 years ago

Comments for this article are now closed, but please feel free to continue chatting on the forum!

  • Tiitiz #1 9 years ago

    I soooooooooo bought my GC for this :D
  • Blerk #2 9 years ago

    It?s not so much that the creatures are even that scary

    The Resi games were never scary anyway. They made you jump on occasion, but they're too 'b-movie' to be really scary. Now Silent Hill.... that's scary.
  • Alastair #3 9 years ago

    God! I really must get round to finishing the first one!!!
  • Westy #4 9 years ago

    and then just 2 weeks to Metroid Prime........
  • Sud #5 9 years ago

    I tried to play RE2 for the original playstation but didn't like that a bit. On the other hand Silent Hill is waaay better than this. I'm so dislike that 'spin on the spot' control bit, it's probably just me though.
  • krudster #6 9 years ago

    And talking of Silent Hill 3, I'm writing up my first impressions now, but can't publish them for a couple of weeks. Suffice to say: you'll like it a lot....
  • gamesb*tch #7 9 years ago

    I am a character in a scarey game, I enter a huge room, hmm could there be a huge boss about to appear here, oh no, I am stuck on a tread mill against a one pixel thick edge of a wall... oops I died, load, replay... etc etc *zzzzZZZ* how many times do they have to f**k up this title to get the gameplay better? maybe online will be better... *LOL - maybe*
  • gamesb*tch #8 9 years ago

    what about "dinosaurs in space", is that more coloured fuses mayhen with deadly, unfairly programmed creatures or a decent game?

    p.s. dino crisis 3
  • krudster #9 9 years ago

    I think it's fair to say RE4 will be the first true update to the series.
  • ST.. #10 9 years ago

    "And talking of Silent Hill 3, I'm writing up my first impressions now, but can't publish them for a couple of weeks. Suffice to say: you'll like it a lot...."

    Wahey! the Thinking man's horror game, bring it on.
  • gamesb*tch #11 9 years ago

    heh Krud - that's fair... =)
  • DrCongo #12 9 years ago

    Wow, it's a good thing there's the "ignore unregistered users" option. Going into effect as of now.
  • valli #13 9 years ago

    The whole RE franchise is boring, but I quite enjoyed RE3 on the PSX and the recent movie. "Silent Hill" is darker and "scarier" but it wouldn't exist if it wasn't for RE.

    Krudster wrote: And talking of Silent Hill 3, I'm writing up my first impressions now, but can't publish them for a couple of weeks. Suffice to say: you'll like it a lot....

    Damn Krudster, did you really need to tell us that? :) SH3 has the top spot on my most wanted list already!
  • Blerk #14 9 years ago

    I soooooooooo bought my PS1 for this :D

    I soooooooooo bought my Saturn for this! ;-)
  • Nemesis #15 9 years ago

    /sobs into keyboard/

    Pleeeeeeease change the control method. It's like trying to pilot a mech around a haunted house.

  • Blerk #16 9 years ago

    It's like trying to pilot a mech around a haunted house

    Now there's an idea for a game!
  • Nemesis #17 9 years ago

    Those zombies wouldn't stand a chance!
  • AnotherMartin #18 9 years ago

    I soooooooooo bought my PS1 for this :D
    I soooooooooo bought my Saturn for this! ;-)


    Well you both must be gutted then because this never came out on those systems.

    I think it's fair to say they've had 2 attempts at this now on the GC and neither has been an update. Why would they change anything for RE4?

    Well early movies and screen shots would beg to differ, oh and so would Capcom.
  • mechamonkey #19 9 years ago

    Resident Evil - It's like driving a car around a house (3pt turns galore) and picking up guns you arent allowed to shoot (lack of ammo)

    Cack.
  • krudster #20 9 years ago

    Turning up on a Res Evil article discussion to shout "it's crap" is a bit like wandering into an Indian restaurant and bleating "I hate Curry". You pays your money, you takes your choice.
  • tiddles #21 9 years ago

    If you like Resident Evil, you'll probably enjoy it immensely - the partner zapping system works much better than you'd expect, and the train is one of the great RE locations (pity they resort to the hoary old mansions and labs after that, though). If you don't like Resident Evil, you, er... won't.

    Krudster - "useless Molotov cocktails" - ever try using them on the leech guys?
  • AnotherMartin #22 9 years ago

    Resident Evil - It's like driving a car around a house (3pt turns galore)

    Erm, you could use the 180 turn, or at least you could in the last RE on the GC.

    and picking up guns you arent allowed to shoot (lack of ammo)

    if you phoned our help desk with a complaint like this it would be filed under 'user' error not 'application' error.

    ...and what krudster said.
  • Tiitiz #23 9 years ago

    Just ordered mine from gameplay.com next day delivery. With any luck it will arrive a day or 2 earlier than friday :D
  • krudster #24 9 years ago

    I'm confident that RE4 is the update we've all been hankering after. The chaps at Capcom aren't full of shit, and if from what they've seen internally, it's a big leap forward.

    As for molotov cocktails - they're great on the Leech monsters when they work, but more than half the time they end up exploding before they reach the intended target. And if you've got your partner with you - forget it - you just end up setting them on fire - or they set you on fire, one or the other.
  • AnotherMartin #25 9 years ago

    Yes Resident Evil did but not this Resident Evil. New game, new graphics, new story, partner zapping, drop items anywhere to me at least make your comments fairly redundant, especialy as if you did by your PS1 for this your screwed. And your comment about RE4 kind of shows you have little interest in the franchise and even less knowledge with which to judge it by.

    Edit : this is in responce to the comment above krudsters.
    Edited by AnotherMartin at 04/03/03 @ 14:04
  • krudster #26 9 years ago

    Part of Resident Evil's charm has been down to the graphics. Like it or not, the incredible standard of the art in the game would not be possible in full 3D - not yet anyway. To damn a game like this for having better graphics is completely missing the point. Of course it has better graphics, but it does have a compelling game in there too y'know.
    Edited by krudster at 04/03/03 @ 14:43
  • krudster #27 9 years ago

    Shit! You thought SH2 was laughable? I was absolutely gripped. SH3 so far is exceptional.
  • BadDevotions #28 9 years ago

    I am looking forward to this. Was a fan of the original (none of the sequels!) purely for it's claustrophobic atmosphere. Playing it on the cube was delux! As someone said, the graphics really do add to the atmosphere.

    Oh - it would be nice to see silent hill on the cube.
  • krudster #29 9 years ago

    I'd say the chances of seeing SH on the cube are fairly remote. Maybe *maybe* SH3, but I just don't think it does the numbers for Konami to justify the port.
  • krudster #30 9 years ago

    No I utterly disagree, I thought SH2 perfectly captured that weirdness of a Lynch movie, where the characters seem almost as confused as you are. I thought it was totally groundbreaking for narrative in a videogame - quite listless, dreamy...almost druggy at times. The whole thing is like a dream, where nothing is ever quite what it seems. Genius. Res Evil's acting is almost always hammy - very much B movie standard, but if anything is laughable next to SH's efforts.
  • AnotherMartin #31 9 years ago

    Videogame publisher Capcom has launched a special telephone helpline for consumers scared from playing its latest title Resident Evil Zero. Available now on 08700 46 55 20 (calls charged at national rates), the line has been designed explicitly to offer comfort and reassurance to terrified gamers. Players simply ring up and listen to the two-minute recorded message scripted by a top psychologist. Once the call is completed, they should feel much more calm.

    Source: WorthPlaying.com
  • Machiavel #32 9 years ago

    Yay - more of the (quality) same. Totally immersed for about 40 minutes until an obsession with inventory management overtook me.