Resident Evil Archives: Resident Evil Zero Review
Flogging a dead house?
Version tested: Wii
Just like the recently released Resident Evil Archives: Resident Evil, this reissue of Resident Evil Zero is a direct port of the GameCube version. Apart from offering support for various Wii control configurations, it's unaltered in any way, and comes presented in its original 4:3 form and all its gameplay quirks. Take it or leave it.
Even when it first emerged in late 2002, Resident Evil Zero was something of an anachronism for the survival-horror genre. Although unquestionably one of the best-looking games in the series (alongside the excellent remake of the original Resident Evil, released earlier that year), even loyal fans of the series were fully aware that the game's design was stuck in the previous generation - hardly surprising once you realise it was originally designed for the Nintendo 64 a few years prior.
Saddled with a woefully unhelpful fixed camera perspective, tank-like controls, and all the usual limited inventory nonsense that came with the territory, Zero was typical example of Capcom's tough love on its loyal fanbase. It had been easier to forgive the remake of Resi 1 for its creaky design, perhaps because of the nostalgia factor and the need to retain the core gameplay, zombie warts and all.
With Zero, though, things were different. This was the first all-new Resident Evil since 2000's Code Veronica, and five iterations on it was harder to forgive the same old issues. The treacle-slow door-opening and stair-climbing animations. The insistence on making you carry around ribbon so you could manually save via typewriter. The ridiculous combat system that had you firing haplessly at enemies you couldn't even see half the time. Actually being able to drop items felt like progress.

Where's your ticket?
Playing it through again all these years later, most of these daft quirks hit you like zombie morning breath. Even as a fully schooled-up veteran, you'll howl in righteous indignation at your baffling inability to carry more than six items at once, however small and insignificant they may be. You'll want to rip the Wii remote in half when an unexpected death necessitates reloading a save that happened 20 minutes ago.
The blind exasperation the early Resident Evil games provoke from their bloody-minded design is enough to bring on an existential crisis. What would a psychiatrist make of all this blind loyalty to a game series that is basically an exercise in self flagellation? Do you have to be just a tiny bit broken in the head to enjoy a Resident Evil game? Answers on a postcard. Or perhaps series of different-coloured emblems, strategically located around the house, which open the seal on a door to a postcard.

He's behind you.
Whatever initial hatred you might be spewing forth at the TV screen though, before long the hammy B-movie plot and cheap scares get their hooks into you. The next thing you know, hours have passed and you're sat, saucer-eyed, splitting undead skulls and doing the tango with yet another giant mutant menace. Take a bite of peach indeed.
For all its stuck-in-the-past design, Resident Evil Zero does boast some noteworthy innovations - chiefly the 'partner zapping' system, whereby the game allows you to swap between the two main characters on the fly. STARS Bravo Team medic Rebecca Chambers and escaped convict Billy Coen each have their own characteristics: Billy can take more damage and handle heavy objects, while Rebecca can mix herbs and chemicals and crawl into narrow spaces.
Once they stop bitching at each other, getting through the various locations necessitates a degree of enforced co-operation, and a modicum of lateral thought to make the best use of the objects available to you. This unique co-op puzzling system gives Resident Evil Zero a degree of its own charm, somehow managing to make the endless search for glinting items less futile than it might have otherwise been.
Rather like Resident Evil 5, the system also extends to jointly manipulating the environment, passing objects between one another and giving a leg up where necessary. Sometimes the teamwork involves being in two separate parts of the environment at once; one might end up doing most of the puzzle legwork, while the other gets their hands dirty fighting solo. Zapping between partners is a single button press, and on the whole it's an experiment that works well in the confines of the genre.
The co-op combat, mind you, doesn't fare quite as well, and can, at times, be a real bugbear. Not only is the partner AI prone to getting itself into trouble, but it also illogically tends to use up its most powerful weapon when it doesn't need to - not exactly helpful in a game that's as much about prudent inventory management as reslaughtering the undead. Most of the time, in these situations you're better off ordering them to stay out of harm's way in another room and do all the killing yourself, or else you'll end up in a boss fight with nowt but pistol ammo.
Fortunately, the implications of keeping your partner elsewhere are minimal. In most respects, the game plays out just like any other old Resident Evil - albeit now with an extra layer of nannying. The targeting lock-on certainly helps offset the problems associated with off-screen enemies, but it only goes so far towards solving the broader issues.
Like most of the hugely unforgiving early Resident Evil games, this process of learning through bitter experience becomes perversely enjoyable, and helps ratchet up the often unbearable tension that comes from the threat of danger. Never quite knowing what drooling menace is lurking around the corner is one of the key ingredients that keeps us coming back, and in that regard, Zero doesn't disappoint.

Billy and Rebecca pause to reflect on the gravity of their error.
As usual, some of the highlights of Zero are its epic boss battles. Released back in the day when Capcom wasn't inclined to offer concessions to a less patient player, these terrifying, beautifully rendered, screen-filling behemoths generally require every ounce of focus and concentration to dispatch - not to mention pre-planning. For those who've recently embraced Demon's Souls, this return to a less forgiving, more challenging set of enemies has a peculiarly satisfying appeal that feels unexpectedly relevant right now.
Perhaps one of the more surprising aspects of Resident Evil Zero is how well the visuals have held up after all these years. By using a combination of highly detailed static backdrops, scripted animation and shadowing, the effect is still glorious. Capcom always did have an eye for atmospheric detail, and this along with the Resident Evil remake represent the pinnacle of that bygone style. But as tension-inducing as the static camera technique was, the practical limitations are simply unforgivable in a game that involves so much shooting. Going back to this old system now merely underlines why games aren't made this way anymore.
In many ways, Resident Evil Zero provides a timely reminder of the things we miss about old style survival-horror. The heavy emphasis on puzzles, slower pace and the harrowing boss encounters make it feel more like a true horror adventure, and once you get to grips with its foibles it becomes strangely satisfying and rewarding. For those who still hanker after that style, and maybe missed out on Zero the first time around, this mid-priced release is a high-class offering that's well worth investigating.
7 / 10
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Comments (35) Latest comment 2 years ago
Comments threads automatically close after 30 days, but please feel free to continue chatting on the forum!
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Ridiculous bosses, trash plot and hardly any fun at all....
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Seriously? The Resi 4 QTE 'waggles' were exactly why I brought the game straight back to the shop.
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The answer of course is yes if it's one made before Resident Evil 4.
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Of course, shooting was (as always) a bit silly with the static camera angles but the athmosphere gained so much by the fixed camera and every little detail planned by the directors that you quickly forget the flaws. Besides, you almost have to kill zombies in closed quarters where aiming isn't so bad after all.
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I played through on hard I think, it's a much easier game if you control the more vulnerable Rebecca and let the AI control Billy. Just keep him fed with ammunition for his pistol and let him take the lead in fights, he's very resilient. If somebody is going to get ambushed by an unseen enemy off camera it should be him.
As long as you remember that you can use Billy to carry stuff also, the inventory isn't that restricted either.
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I'm not sure I'd ever want to play another game with all of resi's traditional 'traits' (inventory, snail pace, tank controls, restricted saves, etc) intact like Resident Evil Zero.
I'm positive I'll never again want to play another generic zombie shooter like resident Evil 5.
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Why did you call it Last Escape? Why don't you just use the regular title like everyone else in the western world?
I loved this game when I first got it, and I'm sure I'd still love it today. The atmosphere wouldn't be diminished over time, and I really liked the swapping aspect with the characters. I was VERY underwhlemed by RE5, which was upsetting after looking forward to it after the magnificent 4, and I consider this to be better than 5.
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I only bothered to play through all the resident evils starting late last year to be honest. Before that, I had only played bits. When I got to Zero, I actually enjoyed it quite a lot.
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Sure, the controls, camera angles etc all had issues, but that's why they need to take a fresh take on it. Heck, RE5 still won't let you move and shoot at the same time.
Gimmie modern shooter controls and creepy mansions full of puzzles and creeping dread.
Zero was probably my least fave though.
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Not so sure why we needed a direct port with wii controls, but on the other hand - at the lower price tag, and considering how awful Resi 5 was, this could be a great distraction as long as people remember this is where we have already been and (hopefully) not where we are going. Keep that in mind, enjoy it as a retro port, and you'll grow to love it. The series has moved on - time will tell if it's for the better.
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But releasing with out 2 player online co op is just madness.
If ever a game was made for that it was RE Zero.
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Saddled with a woefully unhelpful fixed perspective, tank-like mental flexbility and all the ususal limited knowledge nonsense that came with whatever, this review hopefully isn't a typical example of Reed-reviews. Otherwise, best not to read these.
Camera perspective and controls acually add to the game. As do the pre-rendered backgrounds which are - shockingly - made possible and highlighted by the camera perspective and the controls.
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Today there's autosaving every 2 minutes or quicksaving whenever you like and it makes games waaaaaaaay too easy.
I don't think there's anything wrong with having to conserve ribbons so you have to actually think stragegically about your next save.
It really adds to the tension and suspence.
(Wasn't Dead Rising panned because of it's (excellent imo) save system too?)
Reviewers are ghey.
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It's definitely the worst of of the real Resi games but it's still worth a play especially on the cheap. I'll admit I don't think I even completed zero originally and that is a rare thing for me and Resident Evil, hell I even manged to play through 5 and I didn't fall asleep once!
Look just buy it people, if these old RE games do well Capcom might go back to the formula that made RE a great game.
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If they changed the inventory system and got rid of the doors loading, I'd give it another show. I replayed Resi 1 on the DS and loved it, but when I tired REmake on the Cube/Wii, the door loading just kills me.
Eoin
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It's an ok game, but well - like the review says, heavily outdated. (still, it's more of a true Resi than both numbers 4 and 5)
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As for running out of ammo, thats what the knife is for. I still remember playing the first one on the PS1 and running out of ammo with tirant in the lab, fear not I got the knife out. Some time later he dropped, I still remember me and my brother cheering and getting in trouble off my mum for being too loud.
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I did the same thing with just a smidge of energy in Code: Veronica on the Dreamcast, where you fight that psychopath with the big beating heart. Just as he delivered what was gonna be the final blow, he took the knife to the heart. My friend and I still get high talking about it... You were suppose to take him out by sniperfire, and we did it with a knife! Too cool!
(I love gaming
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I'd agree better than CV, but not Nemesis. Nemesis is on a different playing field to the rest of the series because it was so unbelievably camp, ridiculous and could be taken in such the wrong context (Jill - runs around with not much on. Nemesis - tentacle rape. You make your own jokes up!) that I still go back to Resi3 because it is so hopelessly, unbelievably, comically ridiculous. It was a brilliant game, not really scary but it's like Repossessed to The Exorcist - it's not really right but you can't do anything other than love how ott it is and how much piss is taken.
On another note, I'm not sure I WANT to go back to this style. I actually really, really, really liked Resi4. This is a nice example of where we've been and it may still hold up, but I'd like the series to go forwards and not backwards. Or maybe it could do both, after all, Silent Hill: Shattered Memories has managed to reinvent the original game. But let us not go back. Love these games, respect them, enjoy them - but not go back to that style, because to the end it did wear just a tad thin with the Outbreak series...
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Suffice it to say that those who like a little strategic planning (using the old adage, "Magnums for Bosses, Shotguns for Hunters, Handguns everywhere else"
Trust me when I say that the bonus weapons in this game are delicious. And by that, I mean this: start a game in Hard. Billy gets the Handcannon, Rebecca the Infinite Launcher. Laugh diabolically as all those tough-as-nails Bosses and Hunters crumble at your feet with a single or a few shots. Finish the game within two hours using clever item and character management. Really sweet reward for your efforts. Feels like a reward that way, too.
Oh, and the plot. It's pure cheese. What got me into Resident Evil in the first place. Cheese in the opera, actually. Don't miss the doc's award-winning performance, folks.
Edit: almost forgot to mention Billy. Best RE protagonist in my book. Makes the game worth it all by himself.
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I say exactly the same thing before you and I get negged to the tune of -3.
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Agree with your sentiments. Instead of saving anywhere, anytime, it's much better to limit saving to certain well-placed events. That way, going from spot A to B actually feels like an accomplishment rather than quicksaving after each tiny step towards B. Or hey, let the game do it for you, with tons of closely spaced continue points.
However, there's still a freedom of choice. You don't have to quicksave after each tiny step. You don't have to use continue points. That freedom saves the day - it tells me all this pampering is not a big deal as long as I get to determine the way I play.
Also, folks, if you're playing with friends, you'll be all the more awesome if you grind through the levels in one continuous, quicksave free run. Just saying.