Back when the console wars actually sort of meant something and Nintendo could be bothered to curate third-party games for its consoles, Capcom’s exclusive deal for the Gamecube made a lot of headlines. Many great games were released exclusively for Nintendo’s little purple box, some more beloved than others.
One of those games that might have faded from memory is Resident Evil Zero, recently released on last-gen and current-gen consoles to bring it to an audience that never had the chance to play it before. Is it worth the money and has it stood the test of time?
Well, yes and no.
Set during the same timeline as the original Resident Evil (also recently given a tidy remaster based on its Gamecube remake) game, Zero was the main series’ first big departure from the norm. It featured fluid co-op and graphics that would have made any PlayStation 2 owner weep, but there was a certain spark missing to push it to the same heights as its predecessors.
Despite some quite commendable performance upgrades, that’s still the case with this remaster.
Starting you off on a train infested by the T-Virus, Zero starts with plenty of potential, creating an eerie, gothic air as you navigate its darkened carriages. You play as either Rebecca, a rookie S.T.A.R.S member, or Billy, a tribal tattooed possible mass murderer. Both have their advantages and disadvantages, with Rebecca able to combine herbs and Billy more than handy at setting things on fire.
The same hackneyed dialogue that we all love the Resident Evil series for is on show whenever the pair interact, as well as the slow-motion cutscenes and camptastic villains being as brilliantly as ever. RE fans won’t be disappointed on those fronts, but for anyone new to the series, it might be a border they struggle to cross.
As far as gameplay goes, Capcom have kindly updated the controls to be more contemporary. No more swivelling in place three times as you try to escape. The option to leave items behind to make room in your tiny inventory is also a welcome change; you may as well leave that obscurely related puzzle piece where it is for now. Working within the constraints of your inventory adds an extra layer of depth to the game that can sometimes lead to frustration when you’re really up against it in combat.
The puzzles in Zero are classic Resi in that they’re obtuse to the extent that even Dali would be scratching his head. Combining two completely different items to unlock a suitcase, which will then open a door across the map? That’s just the Resident Evil way.
The game also loses a lot of its momentum once away from the confines of the train. Backtracking constantly through facilities grates after a while – only the initial location of the train sticks in the mind throughout the playthrough. Let’s not even talk about the antiquated save system, I learned about that the hard way.
There’s a lot to adore about Resident Evil Zero, though, despite its shortcomings. The interiors which make up your nightmare are sumptuous at times, dripping in style and horror in equal measure, making it that much more captivating to see what’s around the corner. Despite its age, the gunplay is also quite excellent as the limitations of where you can aim and the short supply of ammo makes each encounter with a zombie thrilling.
For purists, Resident Evil Zero is a must. For everyone else, the cheap price and length means that it’s a game you can spend a winter night on. Just don’t expect it to change your life.
READ NEXT
[contentcards url=”https://culturedvultures.com/dont-need-remastered-video-games/” target=”_blank”]Some of the coverage you find on Cultured Vultures contains affiliate links, which provide us with small commissions based on purchases made from visiting our site.
