

Resident Evil is a survival horror classic in which a group of special forces agents, known as S.T.A.R.S, struggle against hordes of zombies and various other mutants in a mysterious mansion as they try to uncover the truth behind the terrifying infection. The gameplay environment consists of polygonal 3D characters placed over pre-rendered 2D backgrounds. As such, the game relies on pre-determined camera angles for a view of the action instead of a real-time camera like most games. The game is credited for coining the phrase "survival horror" and popularizing the genre.
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A Origem do mal..
O Primeiro Resident Evil foi um marco sem limites pra época, sua existência e influência marcou toda a indústria dos vídeos games e é reconhecido até hoje como um dos melhores jogos da história.
Da trilogia seus controles é o mais complicado, são tanques mesmos, mas por que é o primeiro seria polido nos próximos
Jill sandwish
When I first started getting into the Resident Evil games, the original RE1 is an entry I initially skipped after hearing how apparently dated it is and how the remake makes it obsolete. But, after playing RE5's Lost in Nightmares chapter, I was itching for more classic RE action, so I finally checked it out and I had a great time with it.
RE1 is a game I just couldn't stop playing (and that goes for RE2 and 3 aswell) due to the amount of decision-making that is constantly present. From deciding which weapon to carry, to what enemies are worth killing to how many healing items you should have with you, you constantly have to think about your actions and it makes for a game that's really engaging. Ink Ribbons are an especially awesome mechanic and as time goes on, and we take saving for granted more and more, I think it only makes the fact that RE essentially weaponizes saves into being another source of tension for the player more effective with time.
I like the premise too, it's very classic horror and the focus on comradery across both campaigns is neat, but any immersion one could have in the plot is nuked by the completely directionless voice-acting. It's awful, but it's hilarious too and charming in how much of a sign of the times it is.
The game is far from perfect. I'm disappointed by the way it's structured because exploring the mansion and slowly getting to grips with its layout was really enjoyable, but after you get the 4 crests the game opts for more isolated areas like the Guardhouse or the Lab which aren't nearly as fun to explore. Another issue for me would be the Hunters, if there's two of them they often can combo you to death which is infuriating when it happens and after their introduction, they make the subsequent zombie encounters feel pretty redundant. My last issue would be the bossfights, they're just really boring, design wise (big snake, big plant and big spider whoa) and gameplay wise. They have like 1 attack each and are only there to drain you of resources which regular enemies already do so the boss encounters just feel really unnecessary.
So yeah the game has flaws, and I wouldn't consider it to be very scary either, but I still enjoyed it a lot and I appreciate it for being one of the pioneers of the survival horror genre.
birth of a legacy
It's been a little under a year since I played through Resident Evil 4 for the first time, and while I am still incredibly glad that it served as my introduction to both this franchise and the survival horror genre as a whole, there's still some part of me that wonders how differently my opinion on both of these things would have been if I decided to start off with the first game in the series. Over the years, I've heard a lot of great things about the GameCube remake of that landmark title (as well as its HD remaster), and while I technically could have went out of my way to buy it for the PS4 at some point, I already had access to the director's cut of the original PS1 game through the PlayStation Classic, so I decided to go with that version. Despite how it pretty much singlehandedly created survival horror as we know it (even to the point where it coined the genre's actual name), I was surprised by just how easy Resident Evil was to jump into, understand, and have a good time with, and while there were some elements of the game that I really wasn't a fan of at all, my eight-ish hour run was still a pretty positive one.
For the most part, the gameplay loop of Resident Evil can generally be boiled down to either exploration, puzzle solving, or combat, and it's good that all three of these elements of the game were fun in their own ways. The first two aspects of this game are pretty much intertwined, as going through every nook and cranny of the Spencer Mansion and its subsections not only rewards you with more items to use during your playthrough, but also different kinds of documents that reveal more and more details about what is going on. Although the game only features a few different kinds of weapons, the action in Resident Evil managed to feel good while still making its combat encounters tense thanks to the limited ammo, steer-heavy controls, and increasingly powerful enemy types, and the combination of these led to several occasions where simply running away from whatever was facing me was the best option. Each of these elements of the gameplay were solid on their own, but what made them even better for me was the game's strong atmosphere, as the cinematic fixed camera angles, ominous score, and detailed models made the moments where Resident Evil was legitimately trying to throw me off guard work quite well while also having the minute-to-minute gameplay feel tense in its own right.
From a gameplay standpoint, Resident Evil was already pretty solid, but my favorite aspect of the game was easily its story moments. Despite how the actual plot merely gets the job done and not much else, the infamously bad voice acting and dialogue was what elevated it to the point where I really looked forward to each cutscene. Even when putting the classic lines regarding Jill sandwiches and being a master of unlocking aside, pretty much every line that the characters say is funny in some way without ever actually trying to be, and that made Resident Evil feel like a playable zombie B-movie (which, in my eyes, is a huge compliment). I had quite a lot of fun with Resident Evil, but I won't deny that some of its design choices left me with mixed feelings. For me, the worst part of Resident Evil was easily the constant backtracking, as the limited inventory space makes it so that you have to constantly go back and forth to swap items from the unmarked storage boxes that are scattered across the map. Having to decide what to keep and what to leave behind is an interesting concept, but its execution here felt tedious rather than strategic, and I much prefer the inventory management system that was used in Resident Evil 4. There were also some elements of the game that felt odd and unnecessary rather than outright frustrating, with the decision to limit saving your game behind a consumable item sticking out in my mind. Despite those flaws, I still enjoyed my time with Resident Evil, and I'm now interested in checking out the original versions of Resident Evil 2 and Resident Evil 3: Nemesis in the near future.