![]() This once again helped the maps feel like well thought out mazes that as long as you planned your route could be navigated with ease. This meant if you stored a weapon, health item or puzzle piece in a chest you could simply make your way to the nearest save room when you needed it. ![]() ![]() Anything in these chests could be accessed via any other chest in the game. These would contain a chest that you could store items in freeing up space in your inventory. During classic era RE games, you would have ‘save rooms’ that no monster could enter. What makes this issue worse is the lack of a chest in the save rooms. This makes moving around in Resident Evil 0 ineffective and just tedious. Resident Evil 0 ignores this tried and true layout and instead consists of corridors that lead to other corridors never linking back to a central lobby. This means that if you need to move around the map quickly, which you will need to do, as long as you plan your journey it’s normally rather short. Think about how you leave the RPD lobby via the ground floor waiting room and then come back to the lobby via the library door on the upper level. Each one of these wings will have 2 floors and if you enter on the ground floor and keep moving forward you should appear on the upper floor of the lobby or vice versa. Typically, you start with a central lobby and have two wings that branch off from it. After a while moving around becomes quick and efficient. As you explore you unlock doors and shortcuts. These locations may appear rather large and daunting at first, but this isn’t the case. There’s a reason that locations like the Spencer Mansion, RPD, and the Baker Estate are so memorable and beloved. Map design is vital to this style of Resident Evil. Major problems with the game include awful map layout, poor item management and small character inventory space. I wish I could continue this praise but sadly the gameplay is where this game falls flat. Luckily they aren’t too common so it’s a small issue at most. Going from the in-game models to the pre-rendered videos is at best jarring and at worst immersion breaking. The only parts of this game that feel dated are the CG cutscenes. I love this effect as it makes the camera feel more dynamic. This doesn’t just stretch out the screen, instead, it zooms in on a section and the camera pans across as it follows your character. If you play this in HD, then you have the option to play in 16:9 widescreen ratio. Similar to the RE remake and other early RE classics this high quality was achieved via the combination of prerendered backgrounds and 3D character and monster models. Unlike most games from the early 2000s, it’s aged remarkably, almost holding up with games on the PS4 and Xbox One. Even the original GameCube version looks fantastic, although RE0 really stands out in HD. ![]() This high quality is carried over to the presentation as well. For fans of the Resident Evil lore, the story of RE0 is essential. She is joined by ex-soldier Billy Coen, but he’s not as interesting as Rebecca or any of the villains. On top of this Rebecca Chambers, who only played a supporting role in the original game, is given proper depth. This includes more about Albert Wesker and William Birkin’s position and role in the company. Over the course of Bravo team’s final mission, we learn more about Umbrella and its founders. ![]() RE0 shows us what happened leading up to the beginning of the first game. If you’ve played either RE1 or its remake, you will know that Bravo team goes missing. You play as Rebecca Chambers, S.T.A.R.S field medic and a rookie member of Bravo team. That is what we’re looking at today, Resident Evil Zero, the story of RPD’s S.T.A.R.S bravo team. Because of this Capcom wanted to follow it up with a prequel using the same engine and similar graphics. Resident Evil Remake was a massive success on the Gamecube and is still to this day one of the best games in the entire franchise. ![]()
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