(art by @Sinau_u)

it’s upsetting that most “complaints” this game gets are just unfortunate skill issues which just cause an infected (no pun intended heheheh...) domino effect for people who struggle with the first quarter of the game. honestly, I could argue that the so-called weaknesses of this game strengthen the core element of its survival horror gameplay, providing a more dangerous oppressive environment than previous titles. This game also easily features some of the most fun and unique puzzles in the series that I loved, mostly revolving around the mechanic of protagonist switching.

The primary issue that I can somewhat reason with falls with its removal of the item box but then you realise you can drop all items on the floor in the same area, where it shows up on the map, and move on. Add that on with the fact you basically have 12 inventory space slots right at the start of the game and it simply works without any problems, just make Billy or Rebecca your carrying mule. I do believe Rebecca should have had more inventory slots, similar to how Jill has more than Chris in RE1.

Then it can be said that this adds unnecessary backtracking (specifically with the hookshot) but that brings me to mention that this allows you to appreciate the environment and overall aesthetic this title offers! It's beautiful and has some of the best stuff in the list of old-school RE games, mixing clean art with a bunch of really cool camera angles and the iconic soundtrack as the cherry on top. going from the ecliptic express train to the Umbrella training school to the treatment plant? pure visual greatness! Funny enough, a comment I got with this writeup was about them not being a fan of the backtracking, but like every oldschool resident evil games always feature backtracking so it makes no sense lol.

I can see and understand the common issues, like yeah those monkeys suck ass and can stunlock you if you’re careless but 1. the high-risk punishing aspect is a central feature and puts more pressure on you to play smarter than other titles 2. you can easily find alternatives, such as just shooting them once with a grenade launcher/shotgun and running past them, you may risk a potential minor health loss but the 2nd half of the game offers a bunch of healing items (also a ton of ammunition).

Overall, I don’t agree with the statement about this game's design philosophy being flawed, it’s challenging, fun and rewarding, #make resi games sadistic again! (going through this writeup after re9's release and they sadly did not make it sadistic...) That bat boss is quite awful though, but when you finally do overcome it (just go in the corner and spam the grenade launcher when he comes near), it's glorious. An underappreciated aspect I’ve seen is Billy and Rebecca's dynamic and characterisation and after also reading the novelisation of this game, I do really hope we get to see Billy again eventually.

We miss you, Billy and Rebecca...

I think it’d be hilarious if the remake of this game also doesn’t include item boxes–as it shouldn’t–but I don’t think we’ll get that sadly, HOWEVER, i will accept co-op multiplayer...

I feel like capcom is always trying to make RE multiplayer work (RE5, RE6, RE9 prototype, Re:Verse etc.) and so they're most likely rubbing their hands with excitement and this could be their homerun in that regard. Also would be easy af to move all the scrapped initial RE9 game multiplayer mechanics to RE0R development!



last updated: 25/05/26 20:07 BST >