Rolling
forward the visual revamp started by the graphically impressive
GameCube remake of "Resident Evil", "Resident
Evil Zero" complete with zombies, annoying sub-bosses,
and of course, fixed camera angles is introduced. Below is a
review of the latest episode in this renowned series that has
not only spawned many installments but also a movie.
The first prequel to the "Resident Evil" series, "RE0"provides
a new insight to the enigmatic Umbrella Corporation and what
happened and led to the mysterious mansion incident. Playing
both S.T.A.R.S. Bravo-team member Rebecca Chambers, and Billy
Coen, an ex-convict you stumble on a Raccoon City-bound train
that is swarming with zombies. Billy's persistence convinces
Rebecca to cooperate with him in order to survive.
Like all "Resident Evil" systems before it, "RE0"
presents the player with the now dated prerendered backgrounds.
While it might be a welcome sight for any "Resident Evil"
fan, anyone new to the series who is used to free-camera-movement
adventure titles will most likely find "RE0" annoying.
Usually an offshoot of the prerendered backgrounds are the unmanageable
camera angles, and "Resident Evil 0" has plenty. You'll
have to get used to shooting zombies that are not in immediate
view.
You can play with two characters at once. Menu options and dedicated
controller buttons provide the means to allow you switch between
characters, move them concurrently, and command the other character
to join a fight or to just wait. Switching is essential to get
through groups of zombies, overcoming obstacles, and solving
puzzles. If you have a patient demeanor and can work these options
to your advantage, you'll enjoy this new feature. Unfortunately,
many gamers aren't patient, and the partner-zapping will be
another thing to deal with when trying to keep the characters
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Now you are now allowed to drop and retrieve
items anywhere in the game, eliminating the unrealistic item
chest. There are some limits, as most rooms can only hold
so many items. The map even allows you to see where each dropped
item is. It becomes a tricky double-edged sword in that convenience
is sacrificed for the sake of realism.
Many are fully aware this convenience/realism trade-off has
become tantamount with the series in terms of graphics, and
"Resident Evil Zero" is no different. Much like
the GameCube remake of the first "Resident Evil,"
Capcom has taken game details, lighting, and other visual
effects to a new level. From the start, "RE0" plunges
the player in fantastic surroundings. Areas may seem too detailed,
as there are intricate rugs and finely crafted wood everywhere.
"Resident Evil Zero" boasts some fine music and
effects. A tense and fitting score usually accompanies walking
into new areas filled with enemies, with boss fights having
the most dramatic music. Some zombie-infested areas lack music,
with other sounds such as firearms shots and zombie moans
making for standard "Resident Evil" proceedings.
The subtle effects such as crackling fires and footsteps on
rugs add ambiance to the game. Attention has clearly been
made to the voices of the characters with Billy, Rebecca,
and the rest of the cast having above-average voice work
When it comes to instilling fear into the mind of gamer, Capcom
may have made the same mistake, by continuing to include effects
that tip off players a baddie is in the area.
If you are a Resident Evil fan, then this game is for you
as it still contains and runs on the familiar theme and track
of all the previous Resident Evil installments, but if this
is your first evil encounter, you may initially be overwhelmed
by the detail in the game, but fairly quickly become tired
and realize that there are other games that have taken this
fashion of game into new realms.
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