Resident Evil 0

Before the Mansion…before the Nightmare…Evil was born.

The First and The Last.

Publisher: Capcom

Developer: Capcom Production Studio 3

Platforms: Gamecube, PS3/PS4, Xbox 1/Series, PC, Nintendo Switch

0 is in a very interesting position. This prequel, much like all the RE titles up to 4 classic went through major development struggles. This one originally planned for the N64 Disc Drive, following the N64 release of Resident Evil 2, but then to the N64 proper, was unable to continue as by the time it was 20 percent complete, they ran out of cartridge space. Repurposed for the Nintendo Gamecube, as part of Capcom’s exclusive commitment to bring the series to Nintendo systems, this turned out for the best as the improved hardware alongside the cheaper disc format, meant it didn’t break the bank.

While chronologically the first, this would also mark the last time Capcom would use the tank-controls, fixed camera angle, fight-for-storage-space, limited saves formula since the series inception. Though it would go out with a magnum bang, altering the tried-and-true system with some ideas they’ve always wanted to do, but now had the hardware to carry it out. Mostly. We get Rebecca Chamber’s POV on what happened to Bravo Team, sort of. As prequels are wont to do, it also fleshes out the lore similar to how Code Veronica did with the history of Umbrella, the chain of events that were simmering what seemed for generations, not coming to ahead in 1998.

Sound: Primal Evil.

Taking a lot of the sounds from Resident Evil 1 on Gamecube, it also adds in more primal ones to reflect the prototype nature of early applications of the T-Virus. From a giant scorpion, giant bat, killer apes, the visceral nature is amped up alongside the traditional zombies we’re accustomed to shooting and dodging. The musical score is just as adaptive as ever, it knows when to be silent, ambient, and frantic. The voice acting for our human characters are what you expect, its old hat at this point. Rebecca Chamber’s VA Riva Lombardi nails the big rookie energy. Billy Coen’s (James Kee) slightly gruff but relatable candor feeds of Rebecca very well. Wesker and William Birkin’s back-and-forth is delivered excellently, and our mysterious robed man with a killer falsetto is the random factor that ties it all together. The weapons from hand guns, shotgun, grenade launchers and the new Molotov cocktails have that intensity and satisfying oomph when delivered onto this savage incarnation of T-Virus infected.

Graphics: Slick and Grotesque.

The cutting edge visuals from Resident Evil 1 continue here, taking advantage of the Gamecube’s mastery of lighting effects, as well as delivering choice, impactful cutscenes. Zombies are just as now defined with details such as their recognizable clothes they wore in life, with the T-Virus beasts having that extra dimension this generation of consoles could deliver. The apes hairs are sharp, though you’re probably not going to stand and admire that as they’ll be jumping and chomping at you for example. The art direction from the train, the formally luxurious interior, to the steel dark exterior is superb. The training facility and its many, many directions captures what we saw in the Spencer Estate, and expands on it. After all, this was a place of learning, research and development on the surface, with the illegal research happening underground. The candle and sconce lighting in their respective areas give off their foreboding glow. The Playstation, Xbox, PC and Switch versions add widescreen support which wasn’t available back in ‘02, though it is optional.

Control/Gameplay: Like Item Juggling?

As mentioned in my intro, they took the formula of survival horror they made famous, and added some ideas that were scrapped in prior entries to due to technical limitations. New to the series was the concept of two players at the same time…sort of. Just about 10 percent in the beginning on Rebecca’s bogus journey. Billy Coen, a US Marine who was under Military Police custody to be executed for the death of 23 people but whose convoy was attacked by zombies and freed, suggests they stick together in what flies in the face of the split-the-party logic prior games employed. You can control Billy or Rebecca, while the AI controls the other  is pretty good about the set commands you give them. It can be set to shoot, stand, or follow as examples. You can nudge them a bit with the c-stick/right analog in case you need to place them in a exact location.

Yes, with two people, now comes puzzles that make them to stand on a switch, one person be on side, while the other does the thing to solve it. Continuing from 1 is where each character has a special item, trait to differentiate them. Rebecca’s medical training means she mix herbs as well solve chemical puzzles, and Billy gets the lighter to light up Molotov cocktails, the new arsenal which is an empty bottle filled with gasoline, stuffed with cloth and set on fire, to literally kill the undead/mutated with said fire. There will be times where you will be split to give you a small breather of juggling ammo and health items, which I’ll talk about next.

Combat/monster wise, its the same as it ever as, the balancing act of when to run and when to shoot. Now made more intense with more primal baddies as I mentioned in Sound, also adding leeches to fray. Yes leeches, but not ordinary leeches, oh no. By themselves they can be stepped on by running over them, but if they congeal together, they become a deadly force to match Crimson Heads in 1 in which running is usually the better idea, though if you want to throw Molotov cocktails (hint, hint), I’ll leave that to your discretion. When you come across a certain section with giant frogs, don’t bother, keep it moving and thank me later.

Limited saves via ink ribbons and typewriters are back, but gone are the magic item boxes that store your inventory of ammo, health items, puzzle parts, etc. Instead, in a series first and last, you can drop items on the floor to come back for them later. Once you attempt to pick up and item, but opt to leave it, will mark it on your map where it is, so you don’t have to write it down or really extend your long term memory. Some items may take up more than one item spot in your inventory as to balance out the fact you have 12 slots combine so while your trusty handgun takes up one, the shotgun, grenade launcher will take two. This will lead to some medium-long term planning, as you’re thinking if should keep it ‘traditional’ where you dump some items in the room with the typewriter, or leave as is as you know you’ll be back tracking to get to new areas after getting a specific key or puzzle part. This may take some trial and error just like in 1 where you may want to test out a run from the last save to the next, with the added wrinkle of what to carry and what to leave behind. This does add extra friction to a gameplay formula that mastered the friction tolerance a player will take and still stand, even love, to at times threatening that balance.

Lore wise, we sort of get the answer of what happened to STARS Bravo Team, and does get a bit more into the founders of Umbrella. We got mentions of Ozwell Spencer in 1, the Ashfords in Code Veronica, and now James Marcus, the one who apparently birthed the T-Virus after tinkering with the Progenitor Virus they picked up in Africa (And part of that story is expanded in 5). He was tasked to train a new generation of researchers which included Albert Wesker and William Birkin, though it seems he did some…extensive testing to get his results. You’ll get the rest of the story after reading notes, diaries and other entries.

After reaching the end credits, you can get some new costumes, as well as purchase additional ones with the HD versions for extra panache. There’s also Wesker Mode, which as it sounds, replaces Billy with Wesker post RE 1, with super powers and all, with Rebecca getting red eyes to match. There’s also leech hunter mode which has you tasked to find the blue and green leeches and get out. The the various zombies and mutated beasts have other ideas. As with 1, you can attempt to do speed runs, aim for the S rank so you can get fun infinite ammo weapons for future play throughs.

Fun Factor: Good Place to Leave It.

While the series after this would go through a re imagining and redefinition of what survival horror was going to be (and after going through 4 incarnations of the next game, 4), this is where Capcom decided to leave its classic system. With the remake of 1 being the ideal version they wanted to make, by adding long dormant ideas here in 0, one could say this was the perfect place to leave it, with mixed results. Having two characters on screen mostly works, but frequently juggling health and ammo can take you out of the mood its trying to convey say in a boss fight. For those whose first title was 4 classic onward, this may come off with tonal whiplash in terms of slower pacing and positioning of your partner character. Later entries starting with 4 classic, 5, Revelations for example take this concept and iterate it close to perfection. Longtime fans such as myself appreciate what they attempted to execute, as well as appreciate when they pivoted before the format got stale. Others may lament the faster pacing the franchise, with occasional hiccups it would go on to do non-stop until Revelations 2. If you’re on the fence, watch a let’s play first, wait for a sale which Capcom frequently does, then experience how the Evil in Resident Evil was born.