Resident Evil (1996)
My review for the game that brought the Survival Horror genre to the spotlight, kickstarting one of gaming's most iconic franchises.
A game originally released in 1996, the first to ever use the term âsurvival horrorâ to refer to itself. This is was the entryway for a whole generation into a genre that has continued to be relevant to this day, thanks to the franchiseâs return to its roots, from RE7 to the remakes, and its latest title, Resident Evil Requiem.
When I played RE2, I thought going to the original may be kind of a drag, that I would have more difficulty getting used to it, that it would be clumsier, unfair, and outdated.
I heard everywhere that Resident Evil for the PS1 was not worth playing when the Remake for itâoriginally released on the Game Cubeâexists. Most people said it was too archaic and not as fun in comparison.
That was not my experience at all.
You should be aware though, that Iâm someone whoâthanks to the sequelâis completely on board with prerrendered backgrounds, fixed camera angles and tank controls. I completed RE2 and have never even touched RE4 or anything after it. So, giving this game a try for the first time, I have to say I had a great time, so, hereâs my review for it!
Everyone is aware of the Zombie-apocalypse trope by now, popularized in the late 60s by Romeroâs Night of the Living Deadâa fantastic film that holds up well even todayâwhich became a franchise of its own, and explored different facets of the idea.
Those films inspired and changed the landscape in the industry. The film took itself seriously, and it showed. Watching the original, during that news report explaining the situation with that monotonous news presenter voice so common at the time, the challenge the characters faced was made clear. When the story continued and that ending sequence happened, I could only watch as history was made in cinema.
However, not every horror movie gets to be Night of the Living Dead. Even the good ones still had plenty of caveats, and even some of the later entries in Romeroâs franchise, as great as they were, would inevitably contain a certain element that is always present in those old horror films: they are campy.
My native language is Spanish, words like âcampâ werenât really in my vocabulary for most of my youth. But once you learn what they mean, you just know it when you see it.
This game pretty much letâs you live through an 80s horror movie, and it delivers. Although itâs relevant due to its unique setting and memorable characters, itâs the bad writing and the absolutely horrendous yet charming voice acting what has made it a culture icon, and source of memes and references that have stayed with us to this day.
You control either Jill Valentine (my beloved) or Chris Redfield, members of S.T.A.R.S, a special team of Raccoon Cityâs Police Department, investigating some mysterious murders and dissapearances in a nearby forest where a previous team had already been sent and lost contact with. However, you and your team is suddenly attacked by wild beasts, who chase after you, until you come across a strange building and manage to get in, with only a few other members of your team, trapped by the dangers outside.
Not an infested city, a scary cabin or an abandoned mall. You are in a mansion, a huge place that felt lived on until recently. Hereâs where the horror begins as these characters start to speak, and the writing and voice acting make their appearance. Truly horrifying stuff, they didnât even try! But even so, I love it.
After you are sent to investigate and look around, you will encounter your first enemy. You see a bald headed creature eating something, you hear the sounds of bones and flesh tearing, a dead body with its head chopped offâone of your teammates. The creature turns, its pale face looks at you, its eye popping out, no consciousness to be seen, and now, it is walking towards youâŚ
The introduction of the first zombie remains in the memory of anyone who got this back in the day. I looked it up, and the instruction manual doesnât even feature the word. The original game cover features some distressed guy with a military uniform in a room with strange shapes and some giant spiders.
As an aside, the game cover gets weirder the more time you see it. half of the guyâs face and body language is ready for action, while the other half shows him absolutely terrified, it seems like the cover was meant to emphasize that. Even the gun held by each hand is different, but merged in a weird way. It ended up looking rough, but it was definitely eye-catching. Still, there was a real chance that someone picked up this game and didnât even know it would be about zombies (fine, the back of the game makes it very clear, but anyway).
The very early CGI of the FMV may not be that scary today, but the audio design is still more than great. And the scene itself is well done.
However, Resident Evil is Resident Evil.
Right after the horror, the stressful music, the creepy atmosphere; it is time for the campiness and bad voice acting of the game to take over. Jill runs away back to Barryâone of your teammatesâwho quickly deals with the zombieââLet me handle thisâ, he saysâvoice lines performed by people who clearly were not in the same room, probably not even directed, simply read aloud. And after such a traumatic experience, what does Jill have to say? âAnyway, letâs report this to Wesker!â
You may think that such a contrast ruins the atmosphere and tarnishes the story and characters. The bad voices, the terrible script, not even giving some time for the characters to grieve the loss of a teammate or just be silent for a bit.
So what do we do instead? We go back to the dead body of our friend and pick up a couple of clips for our hand gun out of him, we backtrack a bit to see another cutscene, and then we learn how to save the game, yay!
Resident Evil as a series is not afraid to say something that a lot of modern videogames fear more than a zombie: Itâs a videogame.
This game is absolutely focused on its gameplay, so much so the formula barely changed from here in the first three games. Go from room to room in some labyrinthical space, unlock doors with keys hidden all over the place, solve puzzles that nobody would conceive in real lifeâexcept the paintings one, that one is masterfulâavoid enemies by taunting them to attack where you are not, get a couple of jump scares and even some FMV cutscenes out of nowhere. Have fun!
The mechanics of this game would only be minimally revamped on RE2âthey control virtually the same. You have eight inventory slots, you get different weapons as the game goes one. I only played as Jill, and she can use a lockpick, letting you unlock many rooms that arenât available to Chris without a key.
The way you save the game is a game mechanic in itself, this game introduced the Ink Ribbon, an item that letâs you use a typewriter to save your progress. This is a limited resource, it should be used sparingly and takes up a slot of your inventory.
The mansion is an huge place, with a lot of rooms, and I am truly amazed by how easy it became for me to know where I was in most cases. Every room in the game is pretty different, and besides the main building, we also explore a courtyard, an underground area, a guardhouse andâbeginning of a long-standing tradition in the franchise: an underground laboratory.
Thereâs a map, but it does lack a couple of features that RE2 would implement. You donât see an arrow pointing to where you are facing, the doors arenât marked with the color of the key that opens it, you have to select the map that you want to see, instead of opening the one of the area and floor youâre already on; switching between floors needs you to go back and select it, instead of pressing up/down. All of these are nice to have, but they are also not a must. Using the map pauses the game, so it didnât really hinder my experience, it only took more time to do things.
The enemy variety is pretty good, but later entries would improve on the designs, as most of the zombies look exactly the same. The other enemies are fun though, there are zombie dogs, mutated plants, and zombie crows and a couple more as the story continues. such as the Hunters, which actually chase you, ramping up the difficulty once introduced, with one of the most scary but also campy FMVs in the game, showing they are smarter, faster, and can open doorsâeven if they never do it during the game itself.
The back and forth in this game is quite big, some puzzles take place across multiple rooms and even multiple areas. You will need to keep the inventory in check, or youâll end up stuck. You canât drop items, but you can combine herbs, and even waste ammo if you need an extra slot. Every choice matters here, as your survival and progress will be at play. One thing that is used very well in the inventory is item-checking. You can inspect and rotate items in 3D to see what they are and even find something inside it. In RE2 you can check an item, but they canât be manipulated in 3D, although the mechanic has been implemented in plenty other games.
I really enjoyed the puzzle design, even more than the in the sequelâwhich focused on more action. There are some rooms in RE2 which will have four or five zombies in one passageway, but in RE1 there will only be one or two, and itâs likely that only one of them notices you, while the others are far away. I was able to save ammo betterâbut this is also thanks to my experience on the other gameâand plan routes easier, which helped given how many puzzles or keys are used throughout the many areas.
The bosses arenât very good, lackluster when it comes to battle designâyou only need to move to some good location and shot away until it diesâhowever, due to the status of the game, they are memorable as set pieces, and often move the plot forward in interesting ways. For example, you can end up quite hurt, with some character taking you to another location to heal you; or the way to the boss can contain certain puzzle elements beforehand, to make the eventual battle easier.
As the story continues, there will be plenty of encounters with different characters of the game, depending on who you play as. These are in-game cutscenes, and I need to say, as cringe and badly acted as they are, I always found them rather charming, and it was nice to always get a new sense of direction, or a new useful weapon, or a plot twist here and there. Sometimes, the game atmosphere was rather tense, or I was low on health. Which makes getting to new rooms rather nerve-wracking at first, so I was always glad to see a cutscene that made things more chill.
A cozy cutscene is nice, but there is nothing quite like finally hearing that sweet sweet melody that letâs you know that you just made it to a lovely, beautiful save room. Even better when it contains an item box, which allow you to store away items you donât need, and recover them from any other item box in other rooms of the gameâyet another unrealistic mechanic that Resident Evil shoves away because gameplay is more important.
Honestly though, all the music and ambiance in the game is stunning. Thereâs plenty of tracks for different rooms and sections, as well as action moments, reveals and similar, all of it is very well done and maintains the atmosphere perfectly. So long as you are not playing the Dual Shockâs Director Cut, or that thereâs not some cheesy dialogue happening at the same time.
Things get real creepy with the audio design as well, every step, every grunt, the sounds of the water flowing and the dogs howling, I canât praise it enough. Also the effects when moving on the gameâs inventory/map/status screen is just as satisfying. The doors opening and closing, the screech of an old door, the elevator going up and down. The sound department of this game did wonders, and thanks to the PS1âs usage of CDs instead of cartridges, the quality is top notch. The sounds of the guns shooting and reloading is also a pleasure.
Animation work is also remarkable, even if it lacks some of the polish RE2 introduced, like character animations to indicate health status. Itâs still pretty good and the models are awesome for the time. The way all the different items come with 3D renders you can inspect is also appreciated, every gun, herb, key and the like has a nice amount of detail to it.
There are other 3D models during game besides the characters, like interactable objects and items, making them easy to notice against prerrendered backgrounds (which are unfortunately pretty low-res for modern screens, but still charming). This is useful to solve block-style puzzlesâlike moving a shelf to reach something behind it, or finding green plants to restore health.
All in all, as cheesy as all the dialogue is, as arcane as tank controls may seem, as slow as it may be to aim guns as Jill. Everything is just part of the course. Every obstacle or hiccup, is only one more challenge for your survival inside this mansion. There are plenty of resources for Jill to take, the amount of enemies is more than manageable, and there arenât that many bosses in the first place.
This game, like its successor, is pretty much a 3D Metroidvania game with zombies, and I am extremely amazed at how well it still runs. The gameplay from start to finish was a pleasure to experience. The utility of most items is made clear rather well, and my instincts started to develop soon enough. Judging when an item may make sense to keep or not, or when it was better to backtrack to an item box when I could feel that I was about to get a lot of items soon became second nature somehow.
Resident Evil gives you all the tools you need, the designers really want you to beat it, it is only a matter of understading its mechanics and everything will become clear. I am looking forward to a second playthrough of this one as Chrisâeven though I hear is much tougherâbecause the game has taught me all I need, and it trusts me so much. No tutorials, no GUI other than the status screen that gets out of the way when you donât use it. It is a rather cinematic experience.
As someone who grew up with no nostalgia for these games, who wasnât even aware they were games until 2015 or so and only knew of the franchise because of the Milla Jovovich moviesâwhich I didnât even get to watch because they were way too violent and my parents wouldnât allow me toâI am really starting to love this series more than I thought, slowly taking on my top 3 alongside Halo and Metroid.
This is just gameplay and mechanics perfectly executed. A game meant to be played over and over, to be mastered. Learning techniques, optimizing routes, avoiding enemies, everything is so clear and the controls are so fluid when you get good at them. Once a run is done, you get your credits and a final screen showing you the time and the amount of saves you did. Thereâs a challenge and a goal there. How fast can you do it now? How well do you know your own skills? Not to mention unlockables!
Thereâs plenty of speedruns out there, but I found this particular walkthrough to be fascinatingâgreat if you donât plan to play the game even after all the praise I got for itâsince the player simply walks most of the time, not running from enemies, and being as efficient as possible with the inputs. Itâs such an interesting thing to watch, as you simply get into a state where you are aware of everything and no longer fear the creatures anymore.
If thereâs a problem with starting with the first game instead of the other two from the original trilogy, is that it will train you very well to whatâs next. The whole formula is already here, and itâs excellent. I am kind of looking forward to Nemesis now, and how that game will mix things up a bit. I played the game on my Anbernic RG35XX SP without any issues.
By the way, make sure to play the PS1âs Final Directorâs Cut romhack to get the best version possible of the game in emulation. Of course, you can also acquire it via GOG or Steamâbut the latter is DRM protected.
This somehow becamse my longest game review, so Iâll stop now. Play Resident Evil, itâs very good.
This is day 49 of #100DaysToOffload
Backlinks
- April 2026 Summary on May 01, 2026
- New wallpaper, movie going, plus anime! - W15 on April 14, 2026
Comments
If you have something to say, leave a comment, or contact me âď¸ instead
Reply via Fediverse
You can reply on any Fediverse (Mastodon, Pleroma, etc.) client by pasting this URL into the search field of your client:
https://fosstodon.org/@joel/116395706084146606












