Love/Hate: Resident Evil 1.5 (BONUS)

Welcome back to a very special bonus entry in the Resident Evil love/hate series! In this entry we’ll be going over the original version of Resident Evil 2, dubbed by fans as Resident Evil 1.5. A very rough build of this unfinished game leaked years ago and a group of dedicated fans have stitched it together into a mostly-playable demo. I thought that it could be fascinating to see how this early prototype plays, considering that much of the work put into it was scrapped and didn’t make its way into the game we ended up getting. How does it hold up and differ compared to the Resident Evil 2 that would ultimately see release? Read on to find out…

Love

  • It Exists – Look, the most remarkable thing about Resident Evil 1.5 is the fact that it exists at all, that we have access to it, and that it’s playable. In the world of video game development and releases, this is a straight-up miracle. We rarely get to see in-development game builds, let alone actually play them for ourselves. This stands doubly-true when a game gets scrapped mid-development, with all the ideas and concepts that had been in production at the time never seeing the light of day. RE1.5 stands as a relic of a game that never was and shows a snapshot of the ideas which eventually evolved into the Resident Evil 2 we know, which is just fascinating to experience first-hand.
  • Elza Walker – Leon is largely the same in RE1.5 as he is in RE2, but what’s really interesting is the character who didn’t make it to the full release: Elza Walker. Considering that she is basically an unrefined version of Claire Redfield with very little writing and no voice acting to flesh her out, it’s kind of remarkable how much Elza Walker stands out as her own distinct character in RE1.5. Her racing outfit is instantly iconic, distinctive, and striking. In addition, her skills as a race car driver give the character an interesting and unique hook compared to this series’ stable of cops and soldiers. I’m endlessly fascinated by the fact that this game allows us to play as this character who never got to see the light of day. Sure, we didn’t get to learn much about her in this scrapped build of the game, but there’s enough character here that Elza could legitimately make her way into a future Resident Evil game and be accepted with enthusiasm (in fact, Capcom are definitely aware of this as well since they gave Claire an Elza Walker costume in REmake 2).
  • Zombie Variety – One of the coolest aspects of RE1.5 compared to RE2 is that you’re not just shooting the exact same zombie type over and over again. There are a lot more different varieties of zombies, including female ones, fat ones, etc. This doesn’t have a massive impact on gameplay or anything, but it does make this feel more like a massive outbreak with casualties all across the populace.

Mixed

  • Damage Status – RE1.5 has its own unique way to show damage on your character. As your character takes damage, they will begin to have cuts and show tears on their clothing. It’s definitely an improvement on RE1, but it’s also really easy to miss in the heat of combat. RE2‘s ultimate decision to use a limping animation was far better at conveying information and making you want to heal ASAP.

Hate

  • Technically Rough – Look, I get it. Resident Evil 1.5 was unfinished and has basically been cobbled together to even get into a playable state. If you play it, you’re accepting that you’re not playing a completed video game, or even one that was meant to be played at all. Even with all that in mind, you can’t help but acknowledge that actually playing RE1.5 ranges from awkward, to rough, to straight-up broken. Characters are not properly integrated with the pre-rendered backgrounds, so they will regularly walk “over” scenery that should be in the foreground, the map is completely broken and useless, none of the type writers or item boxes work, picking up items and reading files can cause the game to crash, animations are incomplete… again, this is to be expected when you’re playing a game like this, but it still makes for a rough experience at best.
  • You Can Kinda See Why It Got Scrapped – While there is clearly more work that needs to be done to make this game functional, you really can start to understand the developers’ concerns that the game just wasn’t coming together. This version of the RPD has no personality compared to the released version – it’s just a big, square, stereotypical police department building with three main floors and then two basement floors. It doesn’t have the sprawling exploration of other Resident Evil games, you just travel between floors, clearing them out one at a time. The majority of the obstacles are either masses of very stupid and easy to dodge zombies, or shutters, which are closed all over the damn station.
  • Combat Feels Bad – I’m not sure why it’s like this in RE1.5, but the shooting feels massively nerfed compared to even the first Resident Evil. Maybe it’s just because Elza is not skilled with guns, but every shot I took was painfully slow and it takes a lot of rounds to actually down a zombie. As a result, you rarely have enough space to just stand your ground and kill a zombie before it reaches you, let alone if you have multiple zombies approaching. Sometimes you don’t even have enough room to back up either, so just running tends to be the best approach.
  • Not Entirely Original Content? – This I am not entirely sure of, but there were a couple things I came across which seem like they have been added by modders, which makes me question what exactly is in RE1.5 which has been added in after the fact. The two big things were that I encountered the Brad Vickers poster from REmake 2, and in the basement there is what appears to be a statue of Pochita from Chainsaw Man (for some reason). I get that this is just some modder putting a piece of themselves into RE1.5, but it undermines this game’s status as a snapshot of a game that never was, because now I just can’t know how much of it is original and what isn’t.
  • There’s Not Much to Do – Again, I get it, the game is not finished… but that also means that playing this game as-is doesn’t give you a whole lot to do. It’s the equivalent of a digital museum: lots of interesting things to see, but not a whole lot to actually do while you’re in it.

Resident Evil 1.5 is a fascinating peek into the processes which bring us the games that we love. While it isn’t particularly compelling as a game in its own right, viewing it that way is kind of missing the point. If you’re a big fan of the early Resident Evil games, I definitely recommend tracking this down so you can get a look into the early development decisions which helped shape the RE2 we know today.

Love/Hate: Resident Evil 3 – Nemesis

Welcome back to the Resident Evil love/hate series! In this entry we’ll be going over the original Resident Evil 3: Nemesis! I’ve got quite a history with this game in particular – I can remember seeing Nemesis on the box art for the game and hearing that he would actively stalk you around the game, and I thought that sounded like the coolest shit ever. It was the first Resident Evil title that I can remember being interested in and I would eventually purchase it, RE1 and RE2 for the PS1 Classics store on my good ol’ PSP. However, it’s also the only one of those games that I actually put any time into (again, I really dug the premise, so I really wanted to try it out). I ended up getting about 1/3 of the way in during that attempt, despite not getting on well with the tank controls and general gameplay at the time (that said, I had vivid memories of reaching the train car and a couple of the puzzles and locales, so I know I managed to make it a couple hours in).

Well, in the years since I have played through a lot of Resident Evil games, including this game’s remake and all the other “classic” entries in the franchise, and I’ve been very excited to finally dive back in and complete the game that first piqued my interest in this series in full. Would it manage to live up to the lofty expectations I had placed on it? Read on to find out…

Love

  • Raccoon City – I had already praised Resident Evil 2 for expanding the game’s scope compared to RE1, but RE3 cranks things up to the point of making RE2 look tiny in comparison. Most of this game takes place within the streets of Raccoon City itself as Jill Valentine has to scrounge up the supplies needed to make her escape. For a PS1 game, it is impressive just how sprawling the city is, as you traverse throughout the streets and into various locales (including the RPD itself). The environmental design has also improved once again, really bringing Raccoon City to life, showing the scale of the devastation it has been subjected to, and showing glimpses of the lives that once were lived here.
  • The Outbreak – On a somewhat-related note, RE3 really hammers home the reality of Raccoon City’s zombie apocalypse in a way that RE2 conspicuously ignores (all versions of RE2, for that matter). The game’s opening cinematic really hammers home how brutal and terrifying this situation is for those caught up in it. The streets are absolutely overrun with undead and we find that there really isn’t anywhere left in the city that’s safe for survivors. Moreso than any other Resident Evil game (other than Outbreak, fittingly), RE3 nails the idea of being caught up in a zombie apocalypse and allows you to live out that scenario.
  • The Story – RE3‘s story is, by and large, the same as REmake 3‘s (which I have praised as probably the strongest story in the franchise). While it is less flashy and refined, it is still solid and enjoyable. Like its remake, RE3‘s story largely stands out in the ways that it differs from your typical Resident Evil game. The overall plot is incredibly simple: escape the city. However, there is a strong focus on character, particularly in the development of Jill and Carlos. Jill does not trust Carlos due to his affiliation with Umbrella, and Carlos believes that Umbrella has the city’s best interests in mind when he’s deployed to try to rescue civilians. However, over the course of the game, Jill learns that there are well-meaning people working within Umbrella, and finds herself coming to trust Carlos. Carlos, on the other hand, gains a deep appreciation for Jill’s strength, comes to realize his complicity in Umbrella’s crimes, and questions his loyalty to the company’s orders. Furthermore, the game greatly benefits from its nigh-unkillable and persistent antagonist, who keeps the pressure on throughout the entire game in a way that no other Resident Evil antagonist can really compare. Furthermore, the game also keeps its focus on the bigger picture – the fate of Raccoon City as a whole is kept in focus as we see the city destroyed at the end. It would have been easy for the game to end like RE2, content that our heroes have escaped, but they made sure to show the ultimate devastation wrought by Umbrella.
  • Nemesis – The titular big-bad is, without a doubt, the most intimidating and imposing enemy in the franchise. The story sets him up this way, and the gameplay does not disappoint. He’s incredibly difficult to fight, running at you in a terrifying sprint, firing a rocket launcher, or making you shit your pants when you try to run to another area and then he follows you and donkey punches you in the back of the head. He can put you into a real panic, but he rarely outstays his welcome, and there are only three mandatory confrontations in the whole game, so if you need to run you have the freedom to do so. However, if you want to stand and fight, that’s also an option, and the game will reward you for it with some fantastic weapons and items.
    • For my part, I elected to stand and fight in most cases, including the incredibly difficult first and second fights where you simply do not have the weapons and ammo required to make this fight short. I died to Nemesis more in these two fights than I did in my entire playthroughs of RE1, 2, and Code: Veronica. I had to put on my Dark Souls pants and git gud, which helped make the rest of my encounters a little bit more manageable. Simply put, try to get him close, then run past his right arm so he’ll be baited for a grab. Then get a few meters away from him and unload a shotgun blast or two pistol shots. Rinse and repeat a dozen times and he’ll go down. Sounds simple enough, but he will sometimes charge at you and leave you with little time to react/dodge. Still, using a couple heals is preferable to dying over and over again.
  • Live Selection – RE3 improves on RE2‘s zapping system with (in my opinion) its far more impactful “live selection” mechanic. At certain points in the game, you’ll be given the option to take one of two different courses of action. While these choices won’t drastically alter the story or let you explore entirely new areas (often you’ll just start in one of two rooms, which you will be able to find pretty quickly), the choices they often the player can often be pretty huge. There are several Nemesis encounters that you can avoid entirely, or cheese to get free item drops from using this system. In addition, I found that the game really encourages taking the “bold” course of action, so it’s nice that it’s not punishing you with a cheap death because you didn’t know enough to make the “right” choice. Ultimately, I love how this lets the player tailor the experience to their wants and needs in any given situation, and it encourages replays to see how much you can affect the game.
  • Improved Map – Once again, the map in RE3 has been improved substantially from its predecessor. In addition to all the previous improvements, viewing the map now has its own dedicated button (L2), you can zoom in and out, all save rooms are marked on the map, and areas of interest are highlighted in blue. It’s not quite at the level of REmake 2‘s user-friendly map, but considering that this is only three years after RE1‘s bare-bones effort, this is a quantum-leap forward.
  • Gun Powders – RE3 introduces the concept of gun powders that you can use and mix in order to make ammunition for your various weapons. Like the live selection mechanic, I love how this allows player choice and expression to take center stage. If you want, you can produce ammo for your mainstay handgun and shotgun, eventually learning how to make stronger ammo if you keep doing so. However, you can also choose to mix ammo types together to produce various types of grenade launcher shells or even magnum rounds in order to fight Nemesis more efficiently. It all depends on your ammo situation at the time and your preferences and priorities, which is fantastic as far as I’m concerned.
  • Graphics – Perhaps unsurprisingly, considering that it was the last PS1 Resident Evil game, but RE3 is easily the best-looking entry on the system. In addition to everything I said about how Raccoon City is brought to life, the character models are all a noticeable step up from the previous games.
  • Stairs! – This is a pretty small change in the grand scheme of things, but OH MY GOD, you can just walk up and down stairs now without having to press a button first! Not only does this make for much smoother gameplay, but it also means that you can stop and turn around if you wish (say, if you’re heading down some stairs and then see that Nemesis is waiting for you at the bottom).

Mixed

  • Dodge – RE3‘s dodge is somewhat notorious for how unreliable it is. In my experience, it’s not that it is bad or unresponsive (unlike, say, Resident Evil: Revelations). When I wanted to dodge, I found the timing was pretty reasonable and, against certain enemies, I was dodging like a champ. However, the main issue is that the dodge is mapped to R1 (aka, the aim button), or if you’re already aiming, then it’s R1+X (aka, the button you’d press to shoot). The biggest issue this creates is that, unless you’re actively, intentionally practicing your dodges, most of the dodges you are going to do are going to be completely by accident. Furthermore, you have no invincibility during a dodge. As a result, you can successfully pull one off, and then still get caught in a grab attack, or attacked by a different enemy altogether. It’s kind of bullshit, but luckily the game doesn’t require you to be able to dodge in order to be successful (looking at you again, Revelations…). As a result, it feels more like a bonus when it happens that can get you out of trouble on occasion, or a high-skill mechanic to master, but it would have been really nice if the game let you map dodge to its own dedicated button.
    • This is where I should note that there are apparently custom patches for this game where you can map dodge to the R2 button. I didn’t find out about this until I was just about the finish the game, but if I had known sooner, I probably would have given it a try.
  • Randomized Puzzles – I think that RE3 was the one classic Resident Evil game where I didn’t need to look up the solutions to any of its puzzles. They tend to be pretty intuitive, or straight-up tell you what you need to do, or can be brute-forced without too much trouble… which is good, because you can’t really look up the answers the way you could in the other games, because the puzzles and their solutions have been randomized. I get that this is done to make subsequent playthroughs feel more “fresh” and for the puzzles to not feel like a boring obstacle when you have already completed them once, but if you were to get stuck on one, it could be a uniquely frustrating experience in RE3.

Hate

  • The Controls – While I don’t really like tank controls, I’ve gotten used to them over the course of the last few games because they were necessary to make the games function within their technical limitations, and the games were designed with them in mind. However, RE3 reaches a tipping point where its controls are actively starting to feel inadequate for the situations the game is putting you in. First of all, a lot of the difficulty with Nemesis comes down to his incredible speed, coupled with your inability to maneuver with any speed in response. If you had more “modern” and “free” movement controls, Nemesis would be significantly easier to deal with as you could bait his grabs more consistently, and you could actually respond to his charges. It’s not just Nemesis either, as even the basic zombies are now significantly faster and will close the distance with you in a fraction of the time required of other Resident Evil games. It feels like these changes were made because of the addition of the dodge and quick turn. However, the dodge is unreliable as we have said, and the quick turn is still too slow to actually be useful when fighting Nemesis, so the game just ends up feeling like it has gotten faster than your movement can really keep up with. Oh, also, when Nemesis throws you to the ground and you have to button mash like mad to stand up? Fuck that shit, it sucks.
  • Reload Tool – As much as I love the gun powder system in this game, it all revolves around the reload tool, which some genius at Capcom decided should take up an inventory slot instead of being Jill’s default item… y’know, the sort of thing every other character in a Resident Evil game had had up until this point. Hell, Jill never even has a default item in this game, so would it have killed them to give her this? As a result, I’m putting my reload tool in the box most of the time, because most of the gun powder you find will be near a save room anyway.
  • Difficulty Modes – RE3 has two difficulty modes: easy and hard. No “normal” mode…? The differences between these modes is pretty substantial too. Easy is laughably easy, playing more like an action movie power fantasy, as Jill starts with a veritable arsenal of overpowered guns that she can use to just blast her way through the entire game. Meanwhile, hard mode is straight-up the hardest Resident Evil survival horror experience I’ve ever had. I breezed through the first two games, Code: Veronica, REmake, even 0… this was significantly harder than all of those games*. To be entirely fair, this is at least partially on me for deciding to try to fight Nemesis when I was not well-equipped to do so. It’s not just Nemesis though, the streets are absolutely swarming with zombies, you will barely have enough ammo to deal with them, and if you do shoot everything you see then you will be hard-up when Nemesis shows up. Around the mid-point when you get more ammunition and can actually deal with Nemesis in a (somewhat) fair fight, the game becomes easier, but it would have been nice if there was a bit more granularity between “ridiculously easy” and “tough as nails”.
  • The Mine Thrower – Man, fuck this gun. It fires mine projectiles, which stick to surfaces and enemies and then detonate after a couple seconds (or, if you miss, when an enemy is in proximity). However, there are so many drawbacks to using it. First of all, if you’re in close proximity to the mine when it detonates, you’ll get hit. Guess which blazing-fast enemy you’re going to be using this against the most, who will close the distance to you after being stuck twice, therefore damaging you twice with your own weapon? Oh, and lest you think you can manually reload the mine thrower to avoid getting caught with no shots in the barrel, for some god-forsaken reason you straight-up cannot manually reload it until its empty. That’s not even the end of it though – if you’ve emptied the gun and try to manually reload it before all the shots have detonated, it will cause all unexploded mines to fizzle. What. The. Fuck. Seriously, this gun fucking sucks, just stick with the grenade launcher.
  • The Discourse – This isn’t something I hold against RE3 itself, but I do feel like it needs to be said. As a self-processed lover of REmake 3, I’m absolutely sick of the discourse surrounding RE3 vs REmake 3 within the Resident Evil fandom. If you went into REmake 3 expecting a faithful remake of the original, then I can understand your disappointment. However, then saying that REmake 3 sucks and is one of the worst Resident Evil games of all-time is absolutely insane to me. REmake 3 is a great game and has different strengths compared to the original – the story and characters are better, the controls make the challenge a lot fairer, the presentation is much slicker and modern, the hospital section is a big improvement on the original, and it’s more of an action-spectacle thrill-ride. Meanwhile, the original has that PS1 charm, classic gameplay style, it’s got a lot more exploration, more freedom in its gameplay and story, and has areas which don’t make it into the remake. Both games can stand out in their own ways. Honestly, as we’ve seen with RE1 vs REmake, that’s probably a better fate for a game than getting completely upstaged. Also, I’m old enough to remember when RE3 was considered the black sheep of the franchise – a disappointment compared to the blockbuster RE2, lacking the groundbreaking history of RE1, less-exciting than Code: Veronica, and then forgotten after the release of RE4. It wasn’t until years later that people started looking at this game the way I do, and I feel like history has kind of repeated itself with REmake 3. All I can hope is that it someday gets the reappraisal I think it deserves.

Resident Evil 3: Nemesis is another true classic in the franchise’s early entries, but what really makes it stand out for me is just how unique it is. No other game in this franchise plays quite the way this one does, with its large-scale scope, full-on apocalypse setting, focus on character development, a persistent and incredibly difficult antagonist, and all the gameplay additions like the dodge, live selection, reload tool, etc. Given that no other game in this franchise has improved or iterated on these concepts, it means that Resident Evil 3: Nemesis still stands out all these years later as an entry worth experiencing.

*Note: Code: Veronica and 0 are notoriously difficult games, but their difficulty is largely down to bullshittery. Code: Veronica will fuck you over if you don’t already know about all its progression-halting roadblocks and respawning enemies who simply waste your resources. 0 is somewhat similar, screwing you over when an out of nowhere boss fight takes away one of your characters, or becoming damn near impossible if you just so happen to not have any flame-based ammunition on you when you come across a leechman. However, the moment-to-moment gameplay of these games is not that bad (although I would say that 0 is easily the second-hardest classic Resident Evil). Contrast this with RE3, whose difficulty comes down to it’s mechanics being more demanding than other Resident Evil games, where even the basic enemies are more dangerous and numerous than in any other classic entry and your movement isn’t really sufficient to keep up with it.

Love/Hate: Resident Evil 2

Welcome back to the Resident Evil love/hate series! In this entry we’ll be going over the original Resident Evil 2! Often considered the best of the “classic” era of Resident Evil, its popularity has been overshadowed several times over the years – first by Resident Evil 4, then by the cult reappraisal of REmake, then by the remake of Resident Evil 2 released twenty one years later. Given that REmake 2 was the game that started this whole Love/Hate rundown of the Resident Evil series, I’ve been excited to check the original and see how it compares. Does it still hold up or, like its predecessor, is it doomed to be eternally overshadowed by its remake? Read on to find out…

Love

  • Scale and Scope – The original Resident Evil was a rather claustrophobic, isolated, and intimate affair, taking place within a single mansion grounds in the deep woods. Resident Evil 2, on the other hand, takes the James Cameron approach to sequels – bigger and better. This game takes place in a full-on zombie outbreak in a crowded city. It feels far more like a Romero-style zombie apocalypse, complete with an opening escape sequence with more zombies attacking you than there might have been in the entirety of the first game. You also encounter survivors who actually get to do more than just die the moment you meet them, making this feel like a massive event that everyone’s struggling to survive through.
  • Everything is Improved – Rather than making a ton of repetitive bullet points for all this stuff, I really need to emphasize just how much everything has been improved in Resident Evil 2:
    • First of all, the presentation. The environments in this game are SO much more detailed than they were in the original Resident Evil. The Spencer Mansion’s environments were sparse to an extreme, whereas every frame of Resident Evil 2 is packed with details, whether these be for mood-setting, environmental storytelling, or to draw you towards objectives and items.
    • Secondly, the voice acting and writing have improved immensely. While not exactly up to modern standards, it’s passable even now, and a damn sight better than most of its contemporaries.
    • On a related note, this game’s CG cutscenes are solid and far more impactful than the laughable live-action FMVs from the original game.
    • They also didn’t waste much time improving a lot of the annoyances I had with the original Resident Evil. The new in-game map is significantly improved, actually showing you what doors are locked, colour-coding them by the key needed to open them, and allowing you to check maps of areas other than the one you’re currently in. Everything just feels like it’s faster too – stair-traversal, text scrolling, discarding useless key items, etc. I would have expected such improvements to occur over the course of a few games, but Resident Evil 2 has already improved to the point where even it makes the original game feel archaic.
  • Refined Design – I was very annoyed with how unfair the original Resident Evil could feel to a new player, especially in the early game when health and ammo are in short supply, zombies are everywhere, and there isn’t much room to maneuver around them. Resident Evil 2‘s environments have been designed in such a way where dodging zombies and Lickers is far more consistently doable, making it a far more reliable strategy to fall back on. Tying into this, this game also gives you way more HP than the original did – at one point, I took three zombie bites (which would have killed me in the original Resident Evil) without dropping out of green health. In addition, button mashing to escape a zombie grab actually works in this game and there’s actual animation and visual feedback to show that it’s working. Similarly, the game also has visual indicators to show how low your health is, so no more just dying out of nowhere – if you’re in danger, you are going to know it and try to heal ASAP.
  • RPD – Okay, I said that the Spencer Mansion was arguably the best environment in the Resident Evil franchise, but that was kind of a mistruth… because I would be the one to argue that RPD is straight-up better. It’s smaller, and we don’t spend quite as much time here, but it has a similar design where two floors are split up on each side of a central hub area. However, the biggest leg-up that RPD has is that several shortcuts are opened up as you explore the area, cutting down considerably on the amount of backtracking required to reach any given area.
  • The Story – You should know by now that I’m always ragging on how disappointing Resident Evil stories are, and I knocked REmake 2 for this very thing… but, man, I was surprised by how much more effective the story of this game is told in the original Resident Evil 2. In REmake 2, the game’s actual plot is “escape the city”, with Leon and Claire just happening to bump up against a more interesting story that’s going on every once in a while that they have no real reason to be involved in. However, everything makes a lot more sense in Resident Evil 2. First of all, it takes actual effort to tie this game’s story into the events of the first Resident Evil. Additionally, the game slowly draws Leon and Claire into the G-virus research and Umbrella politicking going on, and the way it played out made more sense to me for these characters to be getting involved in the unfolding mess. Furthermore, the A and B scenarios are integrated into the story far more organically and make way more sense as overlapping events compared to REmake 2.
  • Lickers – Lickers are easily the coolest non-boss B.O.W.s in all of Resident Evil, so I have to give major props to Resident Evil 2 for introducing them. They’re not even all that difficult to deal with here (either by avoiding them, or by blasting them with a single acid grenade round or 2-3 shotgun shells), but they are such iconic, disgusting monsters and can potentially be such a big threat that you can’t help but be intimidated any time you encounter them.
  • Impressive Gore – The original Resident Evil had some pretty gnarly PS1 gore (even if the best stuff was censored in nearly every release of the game), but Resident Evil 2 kicks it up a notch. In addition to everything that was in the previous game, you can kick downed zombies’ heads off, explosive grenades blow individual limbs off of zombies, Chief Irons gets nearly torn in half from the inside out by a G parasite, and the bowgun violently impales zombies with multiple arrows (which puts the piddly arrows from Code: Veronica to shame). Probably most impressive though is the shotgun: not only can it explode heads (like in the original), but if you blast a zombie with it, it can blow off entire chunks of their body, or blow them in half, causing the lower half to dawdle about for a moment, while the top half falls to the floor and then starts crawling after you. My jaw was on the floor when this happened to me the first time, it’s seriously impressive and unexpected in a game this old.

Mixed

  • Hidden Items – This game’s more detailed environments are definitely a huge step up from the original Resident Evil, but the one big issue I have with them is that they make it a lot harder to determine where items are. The original game’s items were all pretty obvious – they were on the one table/desk/shelf in the room, or the one object in the room that was a 3D model, and were usually modelled in the game. In this game though, many of the non-key items are not physically present in the game, so you’re expected to just inspect everything to you come across to make sure you’re not missing any items. This does seem to be at least partially intentional in order to get you to investigate your surroundings, but it can also be finicky about your inputs and exact placement. I also nearly missed the grenade launcher in Claire’s playthrough, which would have made completing the game orders of magnitude more difficult.
  • Zapping System & Alternate Scenarios – I’ll fully admit, me putting this in “mixed” largely comes down to how hyped this system was for me before playing it. All through the reviews of REmake 2, old-school fans would complain that they nerfed the A and B scenario differences, that it was so much better in the original in comparison, so I was expecting some pretty big changes and for the overlapping stories to make more sense… and then my game starts and I immediately am rupturing the same water tower that Claire did to put out a fire that Claire put out, opening the same safe and locked doors, opening up the same shortcuts, etc. Maybe it’s a bit unrealistic of me to expect this to have been changed more, but it was somewhat disappointing and the unmatched hype left me deflated. That said, I will admit that the A and B scenarios are more fleshed out in the original than the remake in a couple ways:
    • First of all, in REmake 2, an A and B scenario will establish where and how the characters start at RPD, but each character’s plot will play out the same otherwise. In this game, each characters’ A and B scenarios can have some pretty big effects on how the story plays out, which bosses you fight, and what areas you end up visiting.
    • While there is a lot of gameplay overlap in the A and B scenarios in this game, it will heavily remix the order in which events play out in each area (eg, in Claire A you start out exploring the first floor wings of the RPD, whereas in Leon B you’re running around all over the second floor and east wing for the first stretch of the game).
    • In addition, this game has it’s aforementioned “zapping” system, where actions you take in the A scenario will have an effect on how the B scenario plays out. These decisions, admittedly, will barely affect how your B scenario actually plays out, but they’re a cool idea.
    • What this all comes out to is that this game incentivizes at least four playthroughs to see everything its main story has to offer, and makes each of those playthroughs feel fresher in the way it has done this. REmake 2, by contrast, crams most of the content from these four playthroughs into two playthroughs, although the second playthrough is a lot less “unique”. Your mileage will vary on which approach is better and, honestly, I don’t really know myself which option I prefer. I like to move on to new games after beating one, so I’m not going to experience a Leon A/Claire B run anytime soon. I guess it can be said that, when I do get to it someday, that experience will be more interesting, but there’s also something to be said about just getting the experience I wanted the first time around instead of having to do it all over again two more times just because.

Hate

  • No Auto Lock-On (By Default) – I was not too happy when I started Resident Evil 2, saw how many more zombies there were coming at you from all directions this time, and then realized that the game was forcing me to slowly, manually point my character at any zombie I wanted to shoot instead of automatically snapping to them like in every other Resident Evil game I’ve played to this point. However, I did soon discover that there is auto lock-on available, but that it’s found in the controls menu and has to be toggled to. This is baffling to me, why would this not be the default option? You know that there are probably a large portion of this game’s audience who didn’t discover this and ended up playing through the whole thing without it.
  • Sherry Babysitting – While playing as Claire, Sherry will follow you around during a few sections of the game. She’s helpless, so the game will make her stay at a little bit of a distance to avoid getting damaged… buuuut, she will also stop moving if you get too far away from her. What this means is that, on multiple occasions, you’re going to reach an exit, only for the game to say “I can’t leave without Sherry!” because she decided to crouch down an hide somewhere back along the route you took. It’s a minor inconvenience at the end of the day, but it is annoying regardless… and, honestly, nitpicking is about the worst that I can say, that tells you all you need to know about how good this game is.

Resident Evil 2 is fantastic. It’s a massive improvement on its predecessor and it’s easy to see why it was considered the gold-standard of the franchise for so long. It’s basically flawless for its time and I daresay that I enjoy it a bit more than its remake (although REmake 2 is certainly better in its own ways, but I’d have to give the original the slight edge overall). I wasn’t really expecting that going into this game, but it made for a pleasant surprise!

Love/Hate: Resident Evil

Welcome back to the Resident Evil love/hate series! Now that we’ve been through all the main entries in the franchise, it’s only appropriate to go back to the beginning with the original PS1 trilogy. Naturally, that means we’re going to start with the original Resident Evil! How does this game hold up 28 years later? Read on to find out…

Note: Since I played REmake was Jill, I decided to play as Chris for this run. I know that this makes the game a fair bit harder, but given that this is essentially a second playthrough for me, I figured I was up for the challenge. This may or may not colour some of my opinions on the game, so fair warning.

Love

  • Cheesiness – Early Resident Evil games are known for their bad voice acting and writing, and they don’t get any cheesier than the original game (other than maybe Survivor). The live-action FMVs, the bad localization, and the pathetic voice acting are hilarious and give this game a unique charm that we simply do not get in games anymore. There are just so many unintentionally funny and awkward lines in this game. I already knew about Barry’s heavily-memed lines, but experiencing Chris’s campaign first-hand introduced me to some funny lines I’d never heard before. By far the funniest moment is when Wesker is trying to show off Tyrant, and Chris just laughs at him and calls them both failures. It completely clowns on Wesker as a character, which really undermines what he becomes later in the series (complete with Chris saying that he’s “sleeping with the ultimate failure”), but goddamn is it not funny to see here in the first outing.
    • I’ll also say this – the janky voice acting and writing actually manages to mask some of the more ridiculous aspects of the story compared to REmake. For a particularly egregious example, Enrico’s death is kind of an idiotic plot point. He calls Chris a traitor, points his gun at him, and then someone off-screen shoots him. Instead of, y’know, trying to figure out who shot Enrico or why they might have done this, Chris just goes “huh, I wonder what happened?” in both this game and REmake. That doesn’t make a lot of sense with REmake‘s much flashier and serious presentation, but here it’s just par for the course.
  • Spencer Mansion – I’ve played a lot of Resident Evil games and I can confidently say that the Spencer Mansion is still arguably the best-designed layout in the whole series. Having a central hub area that you figure-eight through throughout most of your journey works fantastically and it’s kind of surprising that no game since has been able to match this kind of design. It also helps that item boxes are never more than a couple hallways away, which really facilitates the kind of survival horror gameplay loop that this game is going for without making it a constant slog.
  • Established the Classic Formula – The quintessential “Resident Evil” formula is here and pretty much all intact, albeit in an unrefined state. That said, it’s kind of amazing how much the core gameplay of “ammo/health scarcity and exploring to find new items to unlock new areas” is still intact nearly thirty years later and as compelling as ever.
  • Some Unexpected QoL – Even here in the first entry, the game will tell you when a key item is no longer useful and allow you to immediately dispose of it. I was shocked by this, I’m used to games of this era being very unrefined and would have completely expected them to expect you to head back to an item box to deposit it. This is especially helpful in a game like this where inventory slots come at a premium and disposing of it automatically might mean that you now have room to pickup whatever new item is in the next room. Also, the Black Tiger boss fight ends with a door covered in spider webs, and the game helpfully provides you with a second combat knife so you know what you’re expected to do and to save you a trip to the item box. Handy!

Hate

  • REmake Exists – Without a doubt, the biggest issue the original Resident Evil faces is that you’re going to be constantly aware that a better version of this game exists. REmake is literally just Resident Evil, but with more content, phenomenal presentation, and better execution. Unlike Resident Evil 2 and 3, where their remakes are more reimaginings of the locations and concepts of those games, Resident Evil is left completely overshadowed. There isn’t much reason to go back to this version of the game other than the novelty of it and to laugh at the cheesiness.
  • Low HP – Compared to other Resident Evil games, you have shockingly low health reserves in this original entry. The first time I took a bit from a zombie and then realized I was already in the yellow, I knew something was up – and, remember, I was doing this playthrough as Chris, the character who is supposed to be significantly tankier. Jill has even less health than he does! Legitimately, you can’t take more than three zombie bites without dying in this game, which is kind of insane considering you can take that many hits in other Resident Evil games without even going into the yellow.
    • Just a note: I’ve read that you couldn’t shake off zombies in this particular entry, so you’ll always take full damage from them. However, this appears to be somewhat conflicting – some people say you can, some say that you can’t. I tried button mashing to push them off towards the end of the game when I became aware of this and didn’t notice a difference. I’m willing to own up if I’m wrong about this, but my opinion here was based on my experience in this playthrough.
  • Frustrating Early Game – The first thirty minutes or so of this game are incredibly irritating. Nearly every single door you come across is locked, you only have two viable paths to start exploring, there are zombies all over the place, and you are extremely limited on ammo. As even more of a piss-off, some of the paths you will HAVE to go at the start of the game have several zombies blocking the way, and each zombie takes at least six handgun rounds to kill, even if you’re also using the knife to soften them up. Basically, the start of this game requires either: 1) knowledge from previous playthroughs to know where to go and what you can afford to kill, 2) considerable trial and error, or 3) a walkthrough. This presents a massive hump to get over in order to actually start enjoying the game and I can see a good chunk of players just quitting in frustration right off the bat as a result.
  • Unrefined Design – Being the oldest game in the franchise, you can really feel the lack of refinement and QOL features which would quickly become standardized throughout the franchise. I don’t want to hold that too much against the game, but there are some particularly frustrating examples. Most egregious is the in-game map, which is about as bare-bones as it could possibly get. It shows the mansion layout, tells you what area you’re currently in, and what rooms you’ve visited… and that’s it. You can check other floors and areas, there’s no information about the names of the rooms, save points, item boxes, locked doors, etc. You’d legitimately be better off making your own map on paper while playing, that’s how archaic this game’s map is.
  • Presentation and Game Design – This is one of my harder-to-articulate complaints about this game, but I’ll try to explain it. I think that Resident Evil‘s fixed camera angles and tank controls were sensible and clever design choices given the technical restraints of the time. However, the way that these have been implemented here create more frustration that they needed to.
    • Pathways are often very narrow, making it difficult to dodge zombies without taking a hit or requiring gunning them down to pass safely (again, see my complaints about low HP and the early game lack of ammo for why this is such an issue). To make matters worse, the camera angles are often so zoomed out or angled in such a way that it can be difficult to judge exactly how much space you have to maneuver around a zombie, making you take hits that you could have dodged otherwise.
    • In addition, the graphics and camera angles combine to make it difficult to even see what paths you can take. On more than one occasion, I completely missed paths forward because they just blended into the background. This is especially pronounced in the underground, where the background textures are extra low-resolution and monotonous.
    • This can also make knowing what to interact with the the environment really frustrating. The most prominent example of this is the placement of the eagle and wolf crests on a fountain with four corners. I walked up to the first, most visible corner and nothing happened. Turns out that the game wants you to go to two other corners, whose points aren’t even on-screen when you reach them, and then interact with them know that’s where you’re supposed to put the crests. It is incredibly easy to miss this and I’m sure plenty of people got stuck wandering around trying to figure out where to go next.

All-in-all, the OG Resident Evil is still a pretty fun time, but you can really feel how unrefined and aged it is, even in comparison to its immediate follow-ups. While REmake is the best way to experience this game, there’s still some old-school charm to this original rendition which makes it worth playing through at least once.

Love/Hate: Resident Evil – Dead Aim

Welcome back to the Resident Evil love/hate series! In this entry we’ll be going over the third, and final, Survivor game, Resident Evil: Dead Aim! I’ve been pretty up-front with my thoughts on the first two Survivor games – they’re two of the worst games in this entire franchise little to no redeeming qualities between them. For Dead Aim, Capcom looked to shake up the formula a bit to try to finally make a Survivor game worth playing. Would third time be the charm, or is this yet another failure for this sub-series? Read on to find out…

Love

  • Morpheus – Hands-down, the most interesting and notable aspect of this game is its villain, Morpheus. This might seem kind of surprising at first glance, since Morpheus’s characterization is extremely shallow. The game’s opening blurb pretty much establishes their entire character and motivation: to create a kingdom where beauty has absolute authority. But then the game goes in a completely unexpected direction, as this guy injects themselves with this game’s virus and it causes them to… turn trans!? Like, I’m not even kidding either. Morpheus was introduced to us as a Sephiroth-style pretty-boy, but then they come out as a big booby Tyrant with goddamn biological heels (I’m going to go with “they” here simply because we never get a clear-cut answer about how they identify). It’s completely off the wall, but it’s a choice that makes Morpheus significantly more memorable and interesting than they have any right to be. It’s also kind of wild because of how well it’s handled – no one’s calling them a freak because of the change, they’re treated no differently than any other Resident Evil antagonist would be, and Morpheus seems to be living their best life because of it. I’m not even sure that it was the developers’ intent for this to be as positive a representation as it is, but for a game released in 2003, it’s pretty shocking to see. Hell, the game even seems to lean into it. You can’t tell me that the scene where Morpheus’s transformation is revealed, where this tall, booby trans woman turns Bruce into their bitch as he moans pathetically as he gets dominated isn’t meant to come across as kinda hot… and not even in a trans fetish way, I mean more in a general domination kink sort of way. Like I said, it’s kind of insane how well the trans aspect of the game comes across to me (although, to be fair, I’m not trans, so maybe I’m missing some key context). On top of all this, the section of the game where Morpheus stalks your character is legitimately intense, and they have easily the best boss fight in the entire game. Simply put, Morpheus is one of the most interesting Resident Evil villains, almost entirely due to the bonkers decisions they made with the characters, and then how well they managed to execute these decisions.
  • Bruce – Our hero, Bruce McGivern, is about the most stereotypical 2000s-era male you could imagine. Dude looks like the lead singer from Crossfade, an image which I have not been able to shake the entire time I played this game. Bruce is an American spy who is trying to stop Morpheus from unleashing a bio-terror attack on the world. He’s also a massive, bungling doofus, has an extremely weird vocal performance, is constantly getting clowned on by his rival and love interest, Fongling, and, as I stated previously, Morpheus absolutely turns him into their bitch… and, honestly, all this actually makes him kind of endearing. There’s a real charm and sincerity in seeing this dork stumble through mishap after mishap as he tries to save the day and it’s the kind of thing that you just never see from a Resident Evil hero.
  • The Map – Legitimately, Dead Aim has one of the best maps in the entire series. Every room you come across is labelled, making navigating to specific areas much easier. In addition, every locked door you come across with get marked on the map with a cool little scribble effect, like Bruce is updating it in real-time as you explore. He’ll also mark key doors, and circle areas of interest. It’s also great that the map is mapped to the select button for easy access. All-in-all, it’s just an extremely handy tool to have at your disposal and makes exploration less of a hassle.
  • Ambition – Look, the Resident Evil: Survivor games we’ve looked at so far have all been pretty different. The first game was kind of like a stripped-down Resident Evil game with more of an emphasis on shooting. Meanwhile, the second game was a full-tilt, run-and-gun, arcade light gun game. Dead Aim is more similar to the original Survivor game, but it’s very much its own beast. It adds first- and third-person gameplay elements, a stealth system, and a far more cinematic plot and narrative. I’ve actually heard it described as a prototype for Resident Evil 4… which is kind of insane to say, but also not entirely wrong either…? Even if its ideas aren’t always executed as well as one would hope, I appreciate just how far off the beaten path this game is willing to go; it makes Dead Aim a very unique entry in the sprawling Resident Evil franchise.

Mixed

  • Stealth – The aforementioned stealth system is pretty handy. Hold down X, L1, or L2, and you will begin sneaking around, making it a lot harder for enemies to hear you and making them less likely to aggro to you. You can get through the game without using it, but it definitely makes the game easier and you will waste significantly less ammo… however, there are a couple drawbacks. First of all, you’re moving a hell of a lot slower, so the game’s pace is also going to be slowed during general traversal. Secondly, sneaking around isn’t really all that fun, especially compared to blasting zombies.

Hate

  • The Story – The actual plot of Dead Aim is pretty standard spy thriller stuff: Morpheus is going to launch missiles when they reach their island base, it’s up to Bruce and Fongling to stop them. This is a good setup, but man is the story told poorly and barely develops at all (the only major plot points being: Morpheus infects themselves, the cruise ship crashes into Morpheus’s base and blows up, and the Chinese government make a deal with Morpheus and try to kill Fongling off). It also doesn’t help that the game completely bungles its opening. Instead of giving us any kind of setup to establish characters, the setting, plot threads, etc, instead the game starts in media res with Bruce already on Morpheus’s cruise ship and captured at gunpoint by the villain. Then Fongling immediately rescues him and the game starts, despite us having no fucking clue who any of these people are or what the hell is going on. It feels like we’re missing at least fifteen minutes of setup and doesn’t come across like it was an artistic choice – rather it feels like they were just trying to put in the minimum effort to get this story underway.
  • The Sounds – Dead Aim has some of the worst sounds for a major video game release that I’ve ever heard. First of all, the voice acting – I don’t think the performances here are bad like they are in some other Resident Evil games. However, they are recorded and/or mixed terribly (in the English release, at least). You can barely hear what Bruce or Fongling are saying half the time. On top of that, there are all sorts of bizarre and unpleasant sound choices in this game. Most infuriating, most of the cabins on the cruise ship have this awful high-pitched sound that plays the entire time you’re in the room for some godawful reason. In addition, enemies have an incredibly limited pool of sound effects, so you will hear the same zombie sound over, and over, and over, and over, ad nauseum. I’ve also got to say that Pluto, the morbidly obese zombie, makes the weirdest fucking sounds that I’ve ever heard in a zombie game when he’s chasing after you. It gets incredibly annoying and makes this boss fight even more annoying than it already is.
  • The Length – Once again, we have an insanely short Survivor game, clocking in under two hours total playtime. For me, it took 1 hour and 43 minutes, which is just nuts. Unlike the original Survivor, there aren’t even any branching paths to incentivize replays. Perhaps the craziest part to me is that there doesn’t seem to be much reason for the game to be this short? Like, there are plenty of opportunities to pad out the length if they wanted to and allow us to take more time exploring areas, solving puzzles, fighting enemies… y’know, Resident Evil stuff. Instead, the game has a break-neck pace as it blasts through areas with little pomp or circumstance. Like, at one point, I fought a boss and then like two minutes later I was fighting another, completely separate boss who was only like one locked door away. Does it not make sense to space these kinds of big moments apart more, or is that just me…? All I can think is that Dead Aim was incredibly limited for cash and/or has a concrete release date, so they had to cut a lot of corners and use only what they had for the final product (which would also explain some of the story issues).
  • The Controls – Dead Aim has some really strange controls. I’ll admit that some of this comes down to me not having a Guncon 2 to play the game on, but this isn’t really an excuse. Halo: Combat Evolved had been out for two years when this game came out, so there’s no reason for the game’s controller support to be any worse than that. Anyway, the game uses tank controls like every other Resident Evil game up until that point. In addition, you can hold X or L2 to sneak and strafe, while holding L1 will allow you to sneak… but, for some reason, you’ll only be able to move forward and backwards? Not sure why this is even a thing, but it’s here. In order to go into first person mode to shoot enemies, you need to tap R1, and then use the right stick to move your reticle. Want to leave first person mode? You have to press… down on the D-pad. Oh, but pressing left or right on the D-pad will allow you to move the reticle as well…??? Pressing R1 again will allow you to shoot. You can also hold X to strafe in first person mode, or you can also press X to dodge (although the timing is pretty tough to nail). Look, this control scheme works, but is it good? I would say that it is not, lots of its features feel redundant, contradictory, and/or unintuitive and I don’t know how many times I accidentally wasted bullets forgetting that you had to press a different button to close first person view.
  • The Environments – The cruise ship is kind of an interesting area to explore, but even at that point in the game, you can feel how much of the environments are being recycled over and over. This just gets worse as the game goes on, as you pass through identical areas with even less variation to them.
  • The Subtitles – Look, how fucking bad does your game have to be when I’m out here complaining about the goddamn subtitles?! Dead Aim has that infuriating issue with imported Japanese media where the subtitles do not match up with the dialogue. I’m assuming that this is down to different localization teams who, for some godforsaken reason, decided to translate the Japanese dialogue for the subtitles, and then localized the dialogue separately. It makes the awful sound mixing for the dialogue even worse, since you can’t tell what exactly is being said at all times, but it sure as hell is not lining up with what the subtitles are telling you is being said.
  • The Assault Rifle – I’d like to know who the bastard was who decided that every single round fired from every gun in the game needs to make the screen flash white. The reason for this is because the assault rifle, a rapid-fire weapon that holds 100 rounds of ammunition at a time, turns into a fucking seizure-inducing, eye-ball searing nightmare every time it is fired. Making matters worse, it’s an incredibly powerful gun that you kind of need in order to win some of the tougher boss fights, so you’re pretty much going to have to use it at some point, even if it will leave you a frothing, twitching mess in its wake.
  • The Facial Animations – This might sound like a weird complaint, but Dead Aim might just have the worst facial animation I’ve ever seen in a game. Bruce and Fongling are constantly making the weirdest, most unnatural faces that I’ve ever seen (and, in Fongling’s case, they’d feel borderline offensive if they weren’t clearly just the work of crunch and/or incompetence). The end result is that it becomes even harder to take either of these characters seriously.
  • The Sewers – Resident Evil games are notorious for having bad sewer levels, but this game’s sewer section is easily the worst in the entire series. There are a hell of a lot of reasons for this too:
    • First of all, the game suddenly becomes very stingy with ammo out of nowhere. Ammo was reasonably plentiful on the cruise ship, but here you simply will not find enough ammo to kill most of the creatures you come across, let alone have enough to deal with the level-end boss. To make matters worse, if you waste your high-powered ammo down here then you’re a sucker, because what little ammo you do find is going to be mostly for your handgun. Joy.
    • Secondly, the sewer layout is maze-like, but you’re going to very quickly realize just how linear and repetitive it is. Seriously, there’s only one path forward, and you’re not going to be able to more than a few steps off the path without finding that the way forward is blocked and/or locked behind a grate. As a result, when you enter an area, you can just look at your map and pretty much be able to tell which way you can go without even being able to see which doors and routes are blocked yet.
    • Thirdly, this area is full of Glimmers, one of the absolute worst enemies in the entire franchise. These Hunter variants are a massive pain in the ass – they hide in the dark, so you can barely see them, they take a ton of ammo to put down, and they’re incredibly fast, so you have a literal fraction of a second to react before they sprint across the entire room at you in the blink of an eye and grapple you. The concept of a cautious, stalking enemy is really cool, but fighting Glimmers ends up being complete bullshit here in execution. Even the Resident Evil wiki says to just avoid them, because fighting is a waste of time and ammo.
    • Finally, the whole area is capped off with a boss fight with the aforementioned Pluto, a very fat zombie who hunts you through sound. Again, cool concept, but my God is the execution awful. If he hears you, you will take damage. However, you get a silenced pistol very early in the game, so you can trivialize the entire fight by staying far away, and sniping his head with dozens of pistol shots over, and over, and over again. It makes for a tedious joke of a boss fight, to the point where I had killed him and didn’t even realize it until the cutscene started playing about ten seconds later.
  • The Game Incentivizes You to Not Play It – When I first got to play as Fongling, I had been given an assault rifle and a ton of zombies. “Cool,” I thought, “the game’s letting me have a power fantasy where I get to let rip with this gun against a horde of enemies”. Only, no, it turns out that I’m actually an idiot. Later, when I play as Fongling again, she was still out of ammo and was stuck with just her pistol. She never gets more ammo for the assault rifle and never gets any other gun for the rest of the game, making some of the sections where you play as her harder if you wasted her ammo earlier in the game, like a fucking idiot. What did you think I was playing, a light gun shooter!? That’s when it dawned on me: if you’re even bothering to fight enemies in this game, you’re a sucker. Even basic zombies take a stupid amount of ammo to down, you only get to carry six boxes of ammo of any type at a time, non-handgun ammo is exceedingly rare, and if you run out of bullets, there’s no melee option, meaning you are just plain fucked. Literally, the best course of action in this game is to shoot only enemies that cannot be avoided without taking damage. In all other cases, running or sneaking past them is always the best course of action. Again, this is supposed to be a light gun game. For all its faults, at least the original Survivor nailed the idea that you were supposed to want to kill the zombies. This also, obviously, just makes a content-bereft game even shorter and hollow, which is about the last thing it needed.

I appreciate just how bizarre and unique Dead Aim is within the Resident Evil franchise. However, it really fails to elevate the Survivor sub-series out of the depths of the garbage bin it had been residing in. I do think it’s probably the best of these three games, but it’s still easily one of the worst games in the franchise all things considered. Still, there’s not other game quite like it, so it’s certainly worth experiencing, if only to see all the bonkers decisions put into it.

Love/Hate: Resident Evil Survivor 2 – Code: Veronica

Welcome back to the Resident Evil love/hate series! In this entry we’ll be going over one of the most obscure titles in this franchise, Resident Evil Survivor 2 – Code: Veronica! The original Survivor is, by far, one of the worst games in this entire franchise. However, this was largely down to the execution being really poor, so the prospect of seeing the concept of “first person shooter Resident Evil game” get another try was an intriguing one at least. Could Survivor 2 do what its predecessor could not? Read on to find out…

Note: I did not play this game with a light gun. This may colour my opinions on this game somewhat, but I honestly doubt it. This is not a game where precision matters (even moreso than the original Survivor), and I just can’t see how a light gun would make an appreciable difference compared to a controller as a result. All opinions here are made under the assumption that I’m experiencing this game using a controller.

Love

Umm… this is a first for the Love/Hate series. Nothing. There’s nothing I love about this game. In every other piece of media I’ve covered, no matter how much I hated that media, there was always something nice I could say about it. This is the first time where I sit down, try to think of anything nice I could say, and cannot. Any positive thing I can think of is then immediately spoiled as I remember some major caveat that pushes it into “mixed”.

So, yeah, buckle in…

Mixed

  • The Controls – Survivor 2 came out right before Halo: Combat Evolved released and nailed down how to design a shooter for console. Unfortunately, that means that Survivor 2 has a really weird control scheme by modern standards. Left analog stick moves your character, right analog stick… does nothing. No, you need to use L1 and R1 to turn your character, and then square to shoot. I kinda see what they were going for, and in a vacuum it’s a reasonably ergonomic layout, but it feels so foreign to a modern gamer’s mindset. In fact, I had to go into my emulation settings and change all my button inputs to make it more natural to me. Even then, I managed to break the R2 button on my RP4+ playing this game from the constant gunfire spam. All the more reason for me to hate it I guess.
  • AI Partner – Survivor 2 lets you have an AI-controlled partner with you at all times, which is helpful for providing some extra fire or drawing enemy aggro. I legitimately like having them there, but their AI is also dumber than a sack of bricks. In particular, if you end up against any kind of strong enemy (particularly against end-of-level bosses or Nemesis), they’ll run right into them and die very quickly because they don’t know enough to run.

Hate

  • Pathetic Playtime – Look, I’m not someone who rags on about gameplay length. I tend to prefer a short game so I can move on to something else. However, even I have my limits: Survivor 2‘s campaign lasts approximately 40 minutes. I’VE LASTED LONGER THAN 40 MINUTES! Like, I’ve legitimately lost more time in Fallout 3 forgetting to save and then dying than I would get from the playtime of this game. The reason it’s so short? There are only five levels and they all last mere minutes.* I had to think about how much I’d hold this against the game – it was, after all, designed as an arcade cabinet game first and foremost. There’s a different sort of design philosophy there and a shorter runtime would be expected. However, even with that in mind, I can’t give Survivor 2 a pass. First of all, it was released as a full boxed game in Japan and Europe, so it should be treated like any other full release title. Even taking into account its arcade game status, it’s not even good when compared to other arcade games. Furthermore, it’s not like they adapted the entirety of Code: Veronica in those five levels and that’s the length the game had to be as a result. No, they only adapt the first half of the game! We never even go to Antarctica! Did they develop this game in six months…? All I can say is “What the fuck?” over and over again.
  • Mindless Gameplay – Survivor 2 is about as mindless as a game can get. At least the original Survivor was trying to stick to the classic Resident Evil gameplay formula, but Survivor 2 is straight-up as mindless a shooter as you can get. Gameplay consists of going from point A, to point B, to point C, all while shooting every single thing in sight and trying not to get hit back. Levels are very short. There are no puzzles. There is no real reason to explore, other than finding gem collectables. The game doesn’t even want you to explore, as it has painted the floors with arrows pointing to your objective. It’s just a mindless gauntlet that becomes more frustrating as it goes.
  • Enemies Are Wasted – Perhaps the weirdest thing about Survivor 2‘s length is how much the game actively avoids stretching it out. For what it’s worth, Survivor 2 has a fantastic roster of enemy types which could easily support a much longer game’s runtime. However, most games will slowly introduce you to new enemy types so you can learn to get good against them. Survivor 2 is playing like a meth addict, throwing new enemy types at you every 30 seconds, only for them to die in mere seconds and then never be seen again. It’s baffling, I don’t know what else to say about it.
  • Feels Recycled – This is a weird thing to say about a game, but trust me, if you played Survivor 2, you would feel it. As far as I can tell, 99% of this game’s assets are taken directly from Code: Veronica and the Dreamcast ports of Resident Evil 2 and 3, with the menu UI and the map system being the only parts that I can see which are wholly original to this game. On the one hand, this is kind of a cool way for Resident Evil fans to see Code: Veronica up close in a way that was impossible before. However, this also means that every stage in this game is literally played on Code: Veronica’s existing maps. THEY’VE FRANKENSTEINED A SHOOTER OUT OF A GAME WORLD DESIGNED FOR SURVIVAL HORROR. This means loading screens every five seconds as you go through a door. This means constantly seeing in-game models which were never designed to be seen this close. This means finding yourself asking why the hell Lickers and Nemesis appear in this game. All I can think is that they just used what they had and didn’t do a single thing more than they had to to ship a minimum viable product.
  • No Voice Acting – It’s really awkward when you start playing this game and see Claire and Steve meet up and their lips are moving… but nothing’s happening. On the plus side, this does mean we’re spared Steve’s voice acting again, but it’s very jarring not being able to hear them speak after I just got done playing Code: Veronica proper.
  • No Stage Select – Much like the original Survivor, if you die in Survivor 2 and run out of lives, it’s game over, back to start. Even though you’re likely to only lose about 15 minutes of progress, that’s still 15 minutes of bullshit to get back where I was. You either get gud, or stop playing. Well, I’ll be honest here, I got through four levels and then died. I was done, I don’t even feel the need to see this final level. The whole thing’s the bloody same shit over and over, there’s no reason for me to believe it will change at all.

Despite all my rage, I honestly don’t think that Resident Evil Survivor 2 is the worst Resident Evil game. Umbrella Corps is still the reigning champion, due to how much more baffling it is that it was bad, and also because the state of its online mode even shortly after launch hampered it significantly. That said, when, in comparison, I find myself suddenly saying nice things about the original Survivor, you know you fucked up badly.

*Your mom lasted mere minutes.

Love/Hate: Resident Evil – Code: Veronica X

Welcome back to the Resident Evil love/hate series! It has been quite a while since the last entry, but I’m finally ready and able to continue the series with Resident Evil – Code: Veronica X! This is another one of those Resident Evil games that I owned and tried to play through several times (my most recent abandoned attempt being back at the start of 2023), but never made it more than an hour in. However, much like REmake, those failed attempts all made this final attempt go much more smoothly – I knew more-or-less what I needed to do at the start of the game, which allowed me to get over the early game hump of not wasting ammo and health. Practice from previous attempts also meant that I didn’t struggle with the tank controls either and acclimated to them very quickly. Having played through the whole thing now, how does Code: Veronica X hold up? Read on to find out…

Love

  • Classic Gameplay – Code: Veronica is the oldest mainline Resident Evil game with no remake, which means that it also has the most “classic” gameplay formula for anyone wanting to play through the story of the series’ main entries. This also means that it’s the only mainline entry where tank controls are mandatory. While this will definitely be a hang-up for some, I had fun acclimating to them and, after a couple short attempts, they finally “clicked” and I had basically no issue with them through the entire experience. It makes me excited to go into the PS1 Resident Evil games and Outbreak now that I’ve got this down pat. Code: Veronica is definitely less polished and refined than REmake, but the classic Resident Evil formula is still executed well and is really fun.
  • Wesker – Albert Wesker was a decent villain in the first Resident Evil game, but he got clowned on by his own monster. The Wesker we know today though? He came into his own in Code: Veronica. This is the first time he really became King Shit as he laughs maniacally and monologues while beating the tar out of Claire and Chris Redfield. He gets some classic lines and cool new powers that helped establish him as the franchise’s greatest villain.
  • Claire – I really like Claire’s character design here, it’s probably my favourite look for her in the whole series. You can really see how her experiences in Raccoon City have jaded her and turned her into a full-on action heroine badass, best exemplified by the Matrix-inspired opening cinematic.
  • The Story – I almost always rag on the stories in Resident Evil games, even in the franchise’s best-regarded games. They just tend to be poorly told, disjointed nonsense when you apply any thought to them, or they have an interesting story happening in the background which the main story barely bumps up against. However, Code: Veronica seems to have struck a good balance between a story that’s relatively simple and straight-forward (escape the prison/Antarctic base), while also weaving the series’ larger lore into the main plot in a way that makes it all more interesting. Towards the end, Code: Veronica turns into a full-on succession war between the Ashfords and Albert Wesker to see who will control the BOW market in the wake of the Raccoon City incident, and seeing that play out in front of us instead of through optional files is pretty exciting to see play out. On top of that, there are a few good, unexpected twists that keep things interesting and a fairly coherent narrative throughout. All-in-all, it makes for a story that is easily one of the most interesting and memorable in the whole franchise.
  • Nosferatu – If we’re being honest, this boss fight is kind of bullshit. The boss has a poison spray attack that is nigh-on unavoidable and very long-ranged attacks that mean you can barely even see the boss before he can damage you, and he can instant-kill you if you’re too close to the edge of the platform. However, I don’t mind too much in the end because Nosferatu has an awesome, exceptionally creepy creature design – easily one of the coolest monsters in the whole franchise. On top of that, the fight has fantastic atmosphere, taking place in a blizzard as you try to find Nosferatu in first-person view and shoot him in his weak point. Even though I kept dying cheaply to this guy, I couldn’t help but have a good time each time I replayed the fight.
  • Checkpoints – Code: Veronica has added a checkpoint system which makes dying against bosses less of a pain in the ass. Instead of being kicked back to the last save room (however long ago that was), most bosses will have a checkpoint sometime before the boss that you can start at, making these showdowns less frustrating. The game also doesn’t kick you back to the main menu every time you die, which makes dying slightly less rage-inducing.

Mixed

  • Graphics – On the one hand, Code: Veronica is a pretty big step up from the PS1 trilogy in terms of its graphical fidelity. Technology had also increased enough where backgrounds were no longer pre-rendered and were now being done in real-time, which means that the camera can also freely move at times and there’s no more “loading stutter” whenever the camera angle shifts. However, this is a bit of a mixed bag for me in the end. For one thing, being a Dreamcast and early PS2 game, Code: Veronica is, graphically, in the transition period between what PS1 games were doing and what PS2 games would end up looking like. As a result, it looks kind of pathetic in comparison to REmake and 0, which came out only 2 years later (or 1 year if you played Code: Veronica on PS2). That’s not really the game’s fault, but what is the game’s fault is that the ability to move the camera isn’t really explored at all. Fixed camera angles were a necessity of PS1 technical limitations and pre-rendered backgrounds, but if you have this world entirely rendered in real-time, there isn’t really much of a reason for this game to continue sticking it fixed camera angles. The camera just kind of works within the general framework of fixed angles, moving on occasion, but then switching angles as needed because that’s the expectation for the series. This makes all the occasions where you get damaged by an enemy your character could see, but you can’t because it’s off-screen, all the more egregious than they were in previous Resident Evil games.
  • Alfred Ashford – Our initial antagonist in the game, Alfred Ashford, is a foppish, annoying, effeminate, borderline-offensive cartoon villain… but I can’t really bring myself to hate him like I do the Leech Controller in Resident Evil 0. I think it’s because it was entirely intentional for him to be eccentric and pathetic, so he ends up being almost endearing as a result. Definitely one of the worst Resident Evil villains, but he’s at a level of derpiness that I could see me really leaning into the character someday.

Hate

  • Steve – Sigh. As soon as I heard this guy’s vocal performance, I knew I was in for a rough ride. Steve sounds like an early 2000s Final Fantasy/shonen anime hero, complete with squeaky, nasally voice, melodramatics, and his obsession with dual-wielding guns at all times. Unfortunately, it’s not just his vocal performance that does him in. The writers clearly want you to like Steve, giving him a very tragic backstory, moments of over-the-top badassery, and forcing a romance between him and Claire. Uuuuunfortunately, this all fails miserably because you can’t take his vocal performance seriously and the writing of the character just doesn’t work. Like, that “romance” between him and Claire? The “build-up” for this romance is him trying to kiss Claire when she’s sleeping, then telling her he loves her when he’s dying. It just doesn’t work and there is little indication that Claire looks at him with anything more than pity. All that said though, Steve makes for a goldmine of memes. Going into a PTSD meltdown because he has to shoot his zombie dad? Hilarious. Being told that “Steve is suffering” as we try to free him from a room full of poison gas? I’m literally on the floor laughing. Steve gets distracted staring at Claire’s ass, causing their getaway vehicle to crash, releasing a cloud of poison gas that Claire gets stuck dealing with? Comedy gold.
  • You Kind of Need a Walkthrough – Code: Veronica is one of those games where you can find yourself screwed over through no fault of your own because of a sudden difficulty spike or completely unpredictable change in the way that the game works, and you just are expected to deal with it. If you’ve already played through the game, this isn’t a big deal, but if you go in completely blind, you might find yourself having to replay massive chunks of the game, if not restarting entirely.
    • The first big instance of this is the Tyrant fight on the plane. It’s a sudden and massive difficulty spike that is beyond anything else you faced in the game to this point (and, arguably, at any other point). This sonofabitch can stun-lock you to get off two colossal hits in succession. Given that it only takes three or four hits from it to die, this is incredibly frustrating. Your goal in this fight is to launch it out of the plane by activating a catapult system to throw a crate into it. Each time this is activated, you need to wait about thirty seconds for it to recharge before you can launch it again, during which time you need to avoid getting hit and launch as much damage as you can at the Tyrant to wear it down enough for the next crate to take it out. This can take anywhere from two to five launches to pull off, and if you used all your grenade launcher or explosive arrow ammo earlier, then sucks to be you. This difficulty spike can straight-up soft-lock you if you didn’t conserve your ammo and healing well enough up to this point.
    • About halfway through the game, you switch from playing as Claire to Chris. Chris has access to Claire’s item box, but I sure hope you weren’t holding onto your best weapons and all your healing items when you were playing as Claire (which is quite likely, because you switch right after the Nosferatu boss fight). Chris can get by without Claire’s best weapons, but it definitely makes playing as him harder than it needs to be, purely because you had no way of knowing that this switch-up was happening.
    • Likewise, later in the game you switch back to Claire, briefly. Once again, you don’t have access to any weapons or items Chris had and, when you switch back to Chris, any items you take with you will be gone for good. This sequence also has a nasty action sequence against mutant-Steve where you die in only two hits, and you’re going to be hit at least two or three times (if not more). Again, I sure hope that you have enough healing items, or you are literally screwed here.
    • On the smaller end of things, there’s a metal detector early in the game where you have to stash all metal objects on you before you can enter. Not only can you easily forget any important items you left here, but there’s a fire extinguisher you’re likely going to put here after using it, which you actually need to bring with you to Antarctica as Chris in order to get the strongest gun in the game and make the final boss fights significantly easier. This one’s kind of easy to miss, but it’s also kind of bullshit that they’d hinge the best endgame weapon on whether you remembered to grab a seemingly-useless key item hours earlier and put it in your item box until it became useful again. The ID Card sure as hell didn’t do anything after its one short usage (in fact, I accidentally mixed it up with the Security Card, so it actually was a pain in my ass that I still had it at the end of the game)…
  • Bandersnatches – These ugly bastards are a pain in the ass. On the one hand, I appreciate that they don’t do much damage to you, but they will constantly attack you from long range, will stagger you with each hit, and are almost-always doing so from off-screen. They’re just a massive pain to deal with every time you see one and are often not worth the ammo and health you’d need to waste to actually kill them.
  • Unmemorable Locales – Compared to the Spencer Mansion and RPD, the locales in Code: Veronica are not particularly memorable. A prison and an Antarctic base should be really cool areas for a Resident Evil game, but the way they have been designed here doesn’t really do the premise justice. I think the main issue is that the Spencer Mansion and RPD have a main, central hub area that all paths branch outward from and then loop back to. In contrast, Rockfort Prison, the Palace, and the Military Training Facility are three separate compounds which you cycle between (and which take about a minute of travel time each time you go to change areas). On top of this, when you play as Chris, a lot of your routes you memorized suddenly change and get blocked off, making it really hard to remember where exactly you need to go to get to a particular destination.
  • Chris – This one is a bit unfortunate. On the one hand, I think that Code: Veronica might be Chris at his most likeable. He’s straight-up the all-American action hero that he should be, actually getting to interact with Claire also makes him the world’s best big brother, and he also gets a personal antagonist in Wesker. Unfortunately, the mid-point twist where you start playing as him and then realize that they’ve transported you back to the prison right after we’d gotten all excited about escaping was not a great decision. It ends up dragging the prison section out for another hour and a half and feels completely superfluous, like they were stalling for time and reusing as many assets as they could. It also rubs me the wrong way that, as soon as Chris shows up, Claire is completely upstaged for the rest of the game. She basically gets turned into a damsel in distress from that point forward and lets Chris do all the work. I remember when Kaya Scodelario said that Claire doesn’t get to do much after Resident Evil 2 and wanted to change that if they made more sequels to Welcome to Raccoon City, to which Resident Evil nerds went “umm, have you not heard of Code: Veronica and Revelations 2?!” To which I can now confidently say: Claire gets shafted halfway through this game and is easily the most superfluous character in Revelations 2. Kaya’s right, and if we do get more movies with her as Claire, I wouldn’t be opposed to seeing some changes made.

I’ll be honest, I went into Code: Veronica not expecting to like it too much. It’s one of those games that has been hyped up for me for years by certain people, but I’d also heard other people who said really mixed things about it. As a result, I went in with a more critical bias against it. However, I was pleasantly surprised to find that I really did dig it. I wouldn’t say it’s one of the best in the whole franchise by any means, but it is a really fun, solid entry that is well worth playing through when you’re ready to dive into the “classic” Resident Evil entries.