Resident Evil Archives Review
True survivor.
Version tested: Wii
One of the more heartening aspects of the continuing spate of GameCube re-issues on Wii is that it has given developers the chance to tweak games for the better. However mercenary Nintendo's New Play Control range initially appeared, there's no question that it's been an outright success, with the Pikmin games and Donkey Kong Jungle Beat given the thumbs up, while, shortly, the Metroid Prime titles will also benefit from an overhauled control system. Go Nintendo!
Another GameCube classic that we're definitely happy to have back is Resident Evil. Already a remake when it came out in 2002, Capcom was lauded for the way it brought its survival horror masterpiece up to date, with stunning visuals that enhanced the already creepy atmosphere no end. There are few better examples of the original old-school survival horror template in the genre, and hopes were that Capcom would perhaps go back and make an already great game even better with this second update. Enhanced controls? Surround sound? Widescreen? Having tweaked Resident Evil 4 to great effect for its Wii release two years ago, was it too much to ask for similar treatment?
Apparently so. Sadly, this mid-price offering is simply the old GameCube version in almost completely unaltered form. So, widescreen TV owners, that means playing in bordered 4:3, with stereo sound, and Wii remote support as opposed to enhancement.
The choices are as follows: play the game with the nunchuk plugged in to the Wii remote, unplug the nunchuk and turn the Wii remote on its side, or dig out either a Classic Controller or an original GameCube controller and play it that way. Other than that, it's exactly the same in every sense as the GameCube version that you could easily pick up for around half the price that Archives is currently retailing for (SRP is GBP 19.99, but online for under GBP 15).

Check out my new handbag.
Once you get over the numbing disappointment of this shovelware approach though, there's much to admire. For recent converts to the series, the first thing to point out is that this bears only superficial resemblance to the more focused, linear shooter that the series has gradually morphed into - for this is survival horror in the truest sense. Back in 2002, Capcom had barely budged an inch from the gameplay template laid out six years before when the series made its debut on PlayStation. That meant players had to deal with idiosyncratic design decisions which were at odds with other action games, but somehow combined to make it one of the most tense, rewarding and genuinely scary experiences around.
Resident Evil's original control system has always been a fertile source of discussion, and no wonder. You press forward to move forward, and back to move back, but pressing left and right rotates you in that direction, meaning that you move around with all the mobility of a tank. It was a problem then, and it still takes a fair bit of getting used to now, but once you master the quick 180-degree turn, you spend far less time running into enemies (and walls).
To add to the sense of haplessness, the game's use of static camera angles was (and still is) enormously disorientating. It afforded Capcom the opportunity to produce lavish pre-rendered backdrops that were otherwise generally beyond the 3D engines of the era, but although every incidental location was atmospheric and pleasing to the eye, it came at the price of rarely giving the player the best view of the action. In certain situations you could find yourself completely unable to even see the enemy you were shooting at, while sudden changes in camera perspective would create bizarre control contradictions where you would find yourself pressing the opposite direction to the one you were running in. All that remains.
Similarly hard to come to terms with is the limited inventory system, where someone thought it would be fun to let you carry just six items at once if you play as Chris, or eight if you play as Jill. In a game where there's an unholy amount of tat scattered to collect, this forces you to continually trot around dumping stuff at the nearest item box, and second-guessing what items you may or may not need. Unlike 2003's Resident Evil Zero, you can't simply drop things anywhere and come back for them later, it's a case of either using the storage box or bashing your head against the nearest joypad.
Another idea seemingly designed to cause intense player distress was and is the typewriter save system, where picking up ink ribbons and using them sparingly becomes a fundamental part of the resource-management system. Likewise, a piddling amount of ammo, and underpowered weapons, leaves players scurrying around like frightened mice, desperately trying to conserve ammo for when it's really needed - such as the traumatic boss encounters.
Resident Evil Archives has all of these quirks and more, but no matter how much you'll damn the eyes of Shinji Mikami and all his relatives, it winds up being one of the most strangely compelling games ever. Just as with many horror titles (including recent PS3 horror RPG classic Demon's Souls), Resident Evil succeeds precisely because it's unforgiving, challenging and bloody scary. It's a game that forces you to learn through exploration and through failure, and you'll discover that failure is usually your own fault - and even when it isn't, you'll know better next time. Success is always sweet.
It's also a game with a heavy emphasis on puzzle-solving - something which has gone lamentably out of fashion in videogames of this generation, including Capcom's. When you first play Resident Evil (or any of the pre-2004 Resident Evil games, for that matter) you'll find yourself boxed into a relatively confined area, forced to explore every nook and cranny for items of interest. It's a game where making notes is pretty much compulsory, as the labyrinthine layout of the mansion and its surrounding area frequently teases you with locked doors and curious contraptions that you know full well will be important at some stage.
But this is a game that takes time to fully appreciate. The near vertical learning curve and confusing layout can take hours to come to terms with. Simple things like not realising you should set fire to zombie corpses can suddenly make the game extremely (and unnecessarily) tough. Progress can suddenly reawaken enemies you thought had croaked, and their transformation into much deadlier opponents forces you to waste ammo and health that you need later on when things get properly tricky. Again, learning the hard way might prove too frustrating for gamers used to modern day checkpointing and recharging health.

Tell me about your childhood.
It's amazing how far apart this is from Resident Evil 5. That's not to say that Resident Evil is the better game, but for some gamers it may well be. The superb B-movie atmosphere, intriguing narrative and slower, brooding pace ensures the game takes far longer to unravel, but to get there takes a lot of care, a degree of trial-and-error and the Zen-like ability to deal with dated game mechanics. Once you get over the initial hump of dealing with those those controls again, it's completely absorbing.
Slowly unpicking all of the mansion's secrets becomes an obsession, and the lure of tempting unlockables means it's likely you'll be tempted to give it a second run-through as the other character. Clearly it's not for everyone, and many will remain baffled as to why a game with so many obvious jarring flaws gets so much love, but no one ever said enjoying games was a precise science. Sometimes odd recipes just work despite themselves, and that's definitely the case here.
In many other respects, though, the game's appeal is easier to quantify. The crisp, meticulously detailed pre-rendered environments are still a delight, and somehow stand up to the horrible effect that many large HDTVs have on older titles. Similarly, the detailed character models still do the job, while the trademark giant boss monsters are as terrifying as they ever were. Add in the menacing soundtrack and perpetually eerie groans of the infected zombie horde, and it becomes easier to see why Resident Evil still has an immense impact and relevance all these years on.
As much of a shame as it is that Capcom hasn't bothered to enhance Resident Evil in any meaningful sense, there's no denying that this ageing relic remains one of the high points from the old generation of survival horror titles. Boasting an intense atmosphere, satisfying puzzles and nail-biting combat, it's a game that will linger long in the memory for those who succumb to its dark allure. If you missed out on this the first or even second time around, then now's the time to pick up a true classic - at the right price.
8 / 10
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Comments (50) Latest comment 2 years ago
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This game has pre-rendered backgrounds... everything was rendered for 4:3. Converting it to 16:9 wouldn't be a simple case of increasing the camera's field of view like it is for some games, they would have had to re-render everything, surely it's obvious that this would not have been in the least bit cost effective.
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/ shudders at remembering RE5
Erm....one thing though. The Gamecube version (which this release is from the sounds of it) is yours for at least half that price these days.....
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So how do you play Cube? You do play Cube...don't you?
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I'm not sure whether I'll buy a Cube controler and card so I can' play all that good Cube stuff that's dirt cheap now, or just buy this. As a horder, I can see me doing both like a big idiot
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I hate that. it takes away from games any sense of urgency and danger. not to mention, you're not required to get better at it. you can just rambo your way in and then just stand still until you're health is up again.
I'm not saying we need to go back to game mechanics that belong in the eighties... but still. yea.
*makes an old man's voice*
ah, kids these days and their easy videogames. back in my day, games didn't take us by hand and guide us to the end! it was a competition! there was a REASON why we said "I BEAT the game"!
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I kept my 21" 4:3 Sony CRT TV specifically for use with the Wii, mainly for the retro and GameCube stuff. Seems it was a sensible choice IMO because even with component video most Wii games tend to look horribly jaggy on a large screen HDTV as I found out. I ended up giving my component video lead to my parents for their HDTV. RGB SCART on a CRT TV at least masks out most of the jagginess, thanks to the scanline technology, and every game plays without huge side borders.
As for Resident Evil Archive, it's exactly what I expected it to be given that the game used pre-rendered backgrounds so there was no way it was going to benefit from Wiimote controls in the same that Resident Evil 4 Wii did. I already have the original GameCube title so there is no need for me to rebuy it. Nice for those who haven't played it though but as noted in the EG review, you can probably pick up the original for under a tenner now if you look around.
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\o/
Not to piss on Capcom's parade but yeah Cube stuff is dead cheap now so worth looking at a controller and card Wii owners. I want the Rogue Squadrons next!
/ Picks up toy lightsaber - yes I have one.....
Edit - Oh, on the 4:3 issue, I'll say it again, time for a decent HDTV peeps. Those borders vanish at the press of a button (on Toshiba TVs anyway not sure on the rest).
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True there is a trade off but personally I like the zoom, looks awesome on Soul Calibur!
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Get out.
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Trial and error gameplay is for masochists with too much time on their hands. Don't confuse 'relief that some arbitrary thing worked' with 'sweet success'.
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I think in the GC version you can walk up the stairs without loading, that's progress for you
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And they are the target demographic of the Wii after all
It would be nice to have it in 16:9 but as Kenty's said, they're prerendered images used in the backgrounds so they'd need to re-render all the scenes again; and that's assuming they even have the 3d geometry/painted imagery (however they did them) beyond the original 4:3 aspect ratio to easily do that without having to go back to the drawing board.
I still have my GCN game like, so I'll stick with that I think! Maybe someone will remake it as a L4D map. hmm...
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I wish Capcom still made games like this. This game is so much better than Resi 5 it's a joke.
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Err, no not surely at all. Especially when i'm being expected to pay almost 20 quid for the fucker. Cost effective works when its a budget title, not when its almost the same cost as some full price releases.
What is it with this fascination people have about putting up with shoddy behaviour and dubious decision making from Nintendo? Is it because they're just so relieved to actually have a decent game to play that they're willing to put up with laziness like this?
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Well, you can't blame Nintendo for a Capcom release.
[Edit - can't spell]
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Ah, I remember the sheer horror I felt the first time I realized that all the zombies I thought I'd neutralized were actually still alive and would soon rise again and come after me. Thankfully, I didn't have to restart the game; just rushing out on a panicky and very messy killing spree was enough to get me through it.
And thoughtfully conserving a limited amount of ammo is definitely part of the fun in RE. After all, what's survival horror without some hardcore resource management?
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But I'm very disappointed that they didn't add widescreen support. In any case, I'll just dig out my old Gamecube copy, either that or code veronica. I actually preferred this style of RE over the killfest that was RE5.
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But whether to buy REmake again for the Wii? Is it worth it for not having to rely on a 'Cube memory card and (pressumably) not having to change discs before entering the lab.
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I belive we're talking about capcom, here... you know, the ones whom have been selling us the same fighting game for nearly two decades now? you might have heard about it.
we know how they work, no point in complaining.
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Yeah, right.
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IIRC, it was designed with that in mind. It was explicitly chosen to increase tension.
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Gamers seem to want games to be easy as hell to finish nowadays. I blame games like halo
Whereas I agree, I like quick save as it allows me to play short bursts - then go to the pub, etc. If i'm going to be playing something like Resi - i know i need to devote long play periods, and play it when i have time accordingly.
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I wont be buying it as the GameCube disc still gets loaded often......
but if more people get to enjoy this great
REmake 2 and 3 sigh.... I hope one day they will arrive... hope...
Now all I need is Silicon Knights to make Eternal Darkness 2, and I can re-live the good days of cold beer, dark rooms and scary games with the housemate
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That's right, when I had my PS1 I couldn't afford a memory card.
So you could imagine playign through RE with one mistake and you're back to the start.
The tension when the Hunters appeared was unbearable.
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The ONLY memory i have of ED was that the end boss was rock hard.. but to fight him you had to sit through a 10 minute long unskippable cutscene.
After 3 or 4 attempts i gave up and never played again.
i never did see the ending.. maybe i'll youtube it.
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If so, this is a must-buy!!
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You cant easilly but CRT standard def tv's nowadays. My Gran owns a 32" SONY Bravia. Nearly all shops only sell HDTV's of differing grades now. I have a friend who works in s sony derivative shop only selling sony's (therfore more expensive) and a great deal of their customers are older, they are also doing really good trade.
(Most people replace TV's every 5-10 probably closer to 5 soon most people will own HDTV's. The wiis lack of graphics potential looks shortsighted)
Also eternal darkness end boss isnt that hard if you explored properly early on.
Finally this game probably wont appeal to the demography that are even slightly lightly to own 4:3 TV's. It seems more like a last sweep of the mop to catch the final few people who are gamers who missed the game prevously, by age or chance, Basically oppertunism.
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Stated in the review as if it were fact, yet it's completely subjective and thus not a fact at all. Kristan sees flaws, I see brilliance. Yes, some game elements may take a little time to overcome, but that is precisely what makes this game rewarding, on a more realistic level. Learn to handle a challenge, rather than whining for an easy button press that does all.
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