Reviews from

in the past


So last night I learned about this neat program called MouseInjectorDolphinDuck that, stay with me now, injects the mouse onto certain emulators such as Dolphin, Duckstation, Mupen64Plus cores on Retroarch and Bizhawk, BSNES, and the 1.7.x nightly PCSX2 builds. I tried this with a few games such as Shadow Tower and Urban Chaos Riot Response, making new controller mappings for each that best fit their needs, and it’s seriously impressive shit. There’s something to be said about how this might influence the difficulty for each game since you're now using K+M format instead of a controller, but in the context for the subject here, I have a feeling this won't be case-by-case scenarios and instead can be generalized into minimal altercations factored into the equation.

Resident Evil Survivor, with or without the injector, is woefully trite, and for a survivor horror and a light gun style game, that’s the biggest mark you can slash against it. Controls for the mechanics themselves are alright, but the two-fold issues are about the actual enemy design. Firstly, the AI for them are braindead, even more than they actually should be. I faced off against a Hunter in a library with just the starting handgun, and stunlocked it then ran away to have it reload, and it only managed to get one swipe at me for pitiful damage. I went up against two Lickers in a connecting alley earlier, still using the handgun, and their jump charge takes just enough windup to swiftly walk up left or right, and continue taking potshots at them, and even if they were to use their tongue attack that also has enough windup time to simply move out of sight. This can be said for so many enemies in the roster, INCLUDING the Tyrants where their AI was so poor they couldn’t even squeeze through the door in a room I occupied, and the final boss who’s attack loop is so easy to dodge and maneuver against that I only got hit a few times and downed it with just the starting pistol after my shotgun and magnum ammos were gone, no healing item available. The only times I died were against later groups of Hunters and a new enemy type called Cleaners, but the first death was cause I fucked up and accidentally activated turbo instead of the menu, with the remaining deaths being cause they did actually manage to overwhelm me. Part of the appeal of both genres is being able to visually see and mentally check for openings with each animation, striking them down when the time is right, yet here I never really felt the need to do so because the gung-ho, shoot first manage never mentality is almost always the answer to every encounter.

I say almost always, cause a chunk of the time the simplest answer is to instead ignore everything and everyone and just move on. I haven’t touch the classic style RE games since 2018, but I don’t ever remember it being this easy to squeeze by the flesh-rotted squalls, dogs, abominations, spiders, etc etc. It’s a double edged sword because I want to, ya know, feel invigorated and tense fighting all these baddies, but at the same time this being so easy to do means that I can tap into the speedrunning mindset more quickly and focus on bumrushing to the finish line instead, so… that’s something? The Resi staples are at their most diluted as well. There’s the herbs and first aid spray but you’ll rarely if ever need them since taking damage even on Normal doesn’t account for much, weapons such as the Shotgun, a Grenade Launcher, Magnum, and the Rocket Launcher if you clear the game with an S rank are all here with their limited (er, infinite in the case of the RL) pool of ammo but since the Handguns have an infinite surplus of those it basically means you’ll just default to one of the four variants and stick with it the whole game, which is again, what I did since I somehow bypassed the Grenade Launcher, puzzles are extremely simple “take item A to location B” types or nonexistent, even the obvious reuse of what have been series traditions like the self destruction sequence or sewer montage are so vapid and simple. Kind of just screams the game was sort of made as a holdover due to Code Veronica still taking its sweet time to release on the Dreamcast.

Yet, despite these issues, I’m quite frankly stunned at the substantial negativity this gets thrown. To reiterate, this is a game that takes a little over an hour, possibly even less if you factor in emulator usage such as turbo and save states, as well as the innate ability to skip through dialog and the aforementioned “ignore everything” mentality, plus easy damage output makes it a case where cheese strats makes an underwhelming game slightly better since you’re spending less time with it. This also extends to the writing, yea I would’ve appreciated at least something regarding a plot but since what’s here is shallow enough to ignore entirely I can’t quite say this is a complete negative. Hell, all cards on the table, I’d say the sound design is even good, the ambiance is on point as usual, each guns sound unique from one another, and the OST legit has no right being as good as it is. This still allows for some level of replayability in the way of three different paths funneling into one single ending, having you centered on one of three different secondary villains as a result. Sure, a far cry from RE2’s Zaps, RE3’s Live Selection, or even RE1’s Jill and Chris selections, but hey, credit where it’s due, it’s at least something to give a gander on, and even I was tempted to do it myself. Shit, I might just do it anyway, just cause of how easy it is to blow over an hour or two. Not to mention, streaming this game to friends made some moments even funnier than they should've been, such as the Tyrant encounter I talked about before, or just stuff like the spiders vibrating in place and four zombies shuffling along like Weezer Blue Album. Good laughs were had all around.

Maybe this is just a case where I’m far removed from the context to truly understand the ire. If I was conscious when Capcom first introduced this series with hit after hit after… well OK I think RE3’s very adequate but it’s undeniably of good quality, and this was the next game under the newly made goldmine, then yea sure I can see myself loathing it to an intense degree. As a 1999-born lad who’s only now able to play this thanks to the power of emulation, though? Meh. I’ve played worse inside and outside of the light gun genre, and I’d very much attempt to replay this over RE6 and Code Veronica, since I’m not being bombarded by the shlockiest and insane (pejorative) sequences of elements from far better games, or an agonizingly dull and tedious iteration of the classic formula. I’ve still yet to explore much of the spinoffs, but if one that’s frequently touted as (one of) the worst RE game(s) only gets a shrug from me, then I have no idea how the others' quality will fare.

Wish I could get amnesia like Ark and pretend I didn't play this. The cover art makes this lead protagonist actually likable, but don't judge a book by its cover he is diarrhea dog water.

Resident Evil is a universe ripe for exploration via genres other than survival horror, so it only made sense that after the explosive success of the original trilogy a spin-off title with a different genre would be commissioned. Director Hiroyuki Kai decided to make a light gun shooter, but instead of focusing on a tightly-designed on-rails experience, he decided to blend it with the survival horror formula that the series had been known for. Unfortunately, the team at TOSE was unable to pull this off, creating what many people consider to be possibly the worst game in the franchise.

The game's story, written by Noboru Sugimura and Naoyuki Sakai, is rather silly and poorly told. Say what you will about the narratives of the previous entries, the problem mostly lay in somewhat haphazard execution, rather than the scripts themselves. In Survivor, the narrative's problems exist on a conceptual level as well. You play as an unnamed man who, after a helicopter crash, wakes up on an isolated island overrun by a T-Virus outbreak. Suffering from severe amnesia, he believes he is a man named Vincent Goldman, an Umbrella executive that the game makes sure to let you know is unbelievably and cartoonishly cruel. Vincent had been performing inhumane experiments on kidnapped children, inflicting as much pain as possible to almost literally extract fear from their brains, which is used to manufacture T-103 Tyrants. Of course, our protagonist is revealed to not be Vincent, rather he is Ark Thompson, a private detective sent to the island at the request of Leon S. Kennedy. This plot twist could be seen coming from a mile away and any sort of mystery it could have possibly added is just wiped away by how obvious it all is. It's already hard enough to believe that this doofus is a detective, let alone a cruel scientist.

Well, the story is always secondary in Resident Evil, right? The main focus is usually the gameplay and how it creates the horror that we love to experience. Being a light gun shooter, I expected Survivor to be more "horror-themed" than actually scary, but I didn't expect it to be so dull. The game isn't a traditional light gun shooter; instead of being an on-rails experience, the player is allowed to roam freely and even avoid enemies altogether. This sounds like an interesting concept until you realize that they ridiculously simplified the mechanics, due to the Namco GunCon controller only having 4 buttons. The game tries to add variety by allowing you to take different paths, but at no point can you backtrack to see what you missed, making it feel overly linear despite TOSE's poor attempt at the illusion of free choice. Puzzles are ridiculously simplified. All they amount to is finding a key in one room and unlocking something in the next. I understand that RE puzzles were never Silent Hill-level mind-benders, but these can barely even be qualified as puzzles. The actual shooting doesn't manage to feel satisfying either, especially when the camera continuously jerks around when any fast-moving enemies are encountered. Movement is very awkward too. The "run" and "move backward" options are mapped to the same button that makes you move forward, so it's kind of confusing how to trigger one or the other. There isn't any strafing so all movement must be done manually, which isn't necessarily a major problem as much as a minor annoyance. All of these problems would be eliminated if TOSE just made it a normal light gun shooter a la The House of the Dead, but the insistence upon trying multiple things means it fails at all of them when it could have excelled at one.

The game is also a bit of a visual nightmare. Most of the assets are from previous games, which looked pretty good in those due to the camera's distance from models, but up close, they are a blocky pixelated mess. The environments are very basic and lack detail, which would be fine if it was released earlier on in the PlayStation's lifespan, but this was released in 2000, right as the PS1 was breathing its dying breaths. Considering Silent Hill was released the previous year and looks worlds better, this isn't acceptable. Cutscenes are also hilariously poor, with characters animating like stick figures, with horrible cinematography that sometimes obscures characters for whatever reason. Like the previous three games, Survivor uses full-motion video for some of its cutscenes. Previous games used either live-action film or CGI animation to show sequences that the PS1 was simply incapable of rendering believably. Survivor, on the other hand, might as well not even have them. The FMV cutscenes use the same assets as the in-engine cutscenes and all animate the same, so it's pretty confusing why they decided to go through the effort of pre-rendering them all when they look no better.

Resident Evil is infamous for its voice acting, so Survivor living up to that infamy isn't exactly a bad thing as many think it adds to the franchise's cheesy b-movie charm. I think it's worth noting, however, that Survivor's voice acting is miles worse than even the original Resident Evil, and has just as many hilarious lines. Such examples include "I AM NOT VINCENT. I AM ARK!!" "Am IIIIIIIII, Vincent?" and "VINCENT. YOU. ARE. A. MURDERER.". It's generally hilarious stuff and I can't complain about it considering the series pedigree.

If there's any bright spot in this otherwise tedious game, it's the soundtrack composed by Shiro Kohmoto. It's a bit formulaic, lacking in any genuinely memorable tunes, but it does build a half-decent atmosphere and sounds mostly in line with RE2 and RE3's OSTs. It's just more of the same, but it works, which is more than can be said for the rest of this game.

Resident Evil Survivor is an awful game and a sorry excuse for both an RE title and a light gun shooter. The game cannot commit to its premise, the story is silly and unengaging, it's dull to play, and is just generally ugly to look at. Clocking in at only three hours of playtime, I can imagine it being a rather disappointing purchase back in the early 2000s. I suppose if you're a die-hard RE fan it's not the worst way you could spend an afternoon, but that energy is probably best spent playing something else. Both RE fans and fans of the genre should stay away.

A 2.5 isn't that good of a score but for something that can be played through in just over an hour on average and that is otherwise functional I have no complaints. Much better than its reception had me believe. This is no doubt thanks to how little of the combat in this game is actually necessary. Dodging enemies with the first person movement is incredibly easy in comparison to nearly any other kind of Resident Evil game.

Otherwise this kinda plays like any other RE game of this time period transported from fixed camera angles to first person with the puzzles removed or heavily simplified. The messy plot and voice acting is here and probably even stronger than even the original game in terms of how bad things can be at times. If you find charm in the original game's bad acting, I don't see why you can't here.

Worth a visit (or three) since it's so short and it has branching paths. I'm looking forward to giving it at least one more run in the future.

There are a lot of good ideas here that would ultimately be fleshed out in the sequels, but this game is just dumb as fuck. I really have no way to elaborate on that, it's just dumb. Just look at it. It's dumb.


A game ahead of its time:
-All brown and gray, looks like from the ps3 generation, ugly as fuck
- Launched broken and needed a patch (but there was no patch yet lol)
Enemies just don't damage if you don't look directly at them.
Zombies = high school classmates you pretend not to see when you run into them at the mall.

This was one of the few RE games I never played so I decided to try it out, well there is a reason I never played it. Survivor is a light gun game with no light gun and a RE game with none of the elements that make RE great.

It tries to be a first person RE game where you walk around a locations, opening doors and picking up items as you would in a normal RE game. But instead of elaborate maze like locations you get a series of mostly linear locations, no puzzles and no inventory management at all. You can pick up as many items as you want and your gun has infinite ammo, this means the core of what makes the old games great is missing.

All you are left with is the combat which in a light gun game could be fun if it actually tried to be a proper light gun game. Enemies have zero hit detection, it doesn’t matter what you shoot at it’s all the same. This results in very boring shooting where you just aim at a zombie and unload waiting for it to drop. Hunters and kickers provide harder challenges, better weapons are key but it’s still a lot of just aiming and shooting with no strategy. One can also simply run past basically all enemies, I found this out later on when struggling to hit a fast moving dog with my slow ass cursor, just run and nothing hits you.

It’s a short game with a little over an hour of play time. My only enjoyment came from the familiarity of the PS models, everything is taken directly from the other RE games. This game adds about two new enemies and they are terrible. There is only one boss, it is a pain in the ass but at least it required some thinking. The music is atrocious, it sounds like whoever did that horrible RE DC dual shock version got another job scoring this. The story is bad even by RE standards but I’m a sucker for this terrible old RE voice work style to make an appearance.

Light gun games are supposed to be exciting and have creative ways for the shooting to interact with the environments but there is none of that here. What you are left with is a super short RE like game with the same boring combat and none of the elements that make the series great.

It's not the worst but still trash

Despite this being pretty bad... Ive actually finished it more times than any other Resident Evil game.. Maybe it was the fact I had less games when I was younger. Maybe it was naivety.

More its because the game has no mid-game saving and can be cleared in just a few hours. Some branching paths do provide some replayability as each path does heavily affect each run.... but...

The game also feels like a total clunker. Slow movement speeds and recycled animations just show this was a rushed out side project. A rather easily read story and a total lack of polish all builds to a rather grumpy game thats really only worth playing if you HAVE to play everything Resident Evil.

A solid enough shooter that has a few unique ideas like branching paths that give you different guns with each play through, but the controls are the main thing that holds it back (why the fuck can’t I look up?) The fact you can beat each run in under two hours makes it a lot easier to recommend, since even with its problems it doesn’t outstay its welcome. That and the classic RE shitty voice acting makes the story hilarious to go through.

same as with before. for what this is, it's not that bad.

certain branching paths are better than others with some having diabolical enemy spawns but it never gets too messy. once you realize how busted the handguns are (especially the one with the lowest damage output but fastest fire rate) on top of how easy it is to outrun most enemies it becomes a non-factor.

not even close to being among the better games in the series but this has so much replay value due to the brisk run time and gameplay format.

Esse foi o primeiro Resident Evil que joguei na vida e fazia muitos anos que não jogava ele de novo. O jogo continua divertidamente ruim, cheio de paradas bizarras, mas é extremamente recomendável pra qualquer fã de RE.

No veo la hora de que salga el remake fan con cámaras fijas, respetando el estilo noventero. Garpa para eso, no para la cámara en primera persona.

ooooooohohoho this is dogshit. this protag is how ethan winters haters must see ethan and it's excruciating, although the awful cutscenes are really the only thing about this that makes it worth playing. Clunky, slow and worthless, and the few original environments it could come up with would've been better used in a real RE game instead of whatever this is. But it's canon so i had to play it!!!!!!!! Bring on dead aim yeah woooooo!!!!!!!!!!!!!!!!!!!!!!!!!

Survivor is such incredible dogshit. It's mystifying that a game so haphazardly designed, incompetently written and laughably executed was made by professionals who are paid to create videogames to sell to people. From the major design oversights to the over-excited tie-ins to the main series' storyline and poorly integrated assets from previous games, I've never played a piece of licensed Sony Computer Entertainment software that felt so much like a fangame made by a 12 year-old. It's a marvel.

For the uninitiated, Resident Evil: Survivor is the Resident Evil lightgun game. Apart from in America, where they were nervous about games where you held a toy gun, and the G-Con support was patched out. It's not designed like a lightgun game, though - It's designed like the laziest Resident Evil game ever made. You play in first-person perspective, walking from rectangular room to rectangular room. You walk forward by pulling the G-Con's trigger while aiming off-screen, and turn by using the gun's A and B buttons. More intricate actions can be performed with awkward double-clicks, but the timing's too tricky to be reliable, so the developers have balanced out the difficulty by making every enemy encounter incredibly easy. If a zombie is in front of you, shoot away until he's dead - he's not really going anywhere. Avoiding enemies is considered an advanced play technique in Survivor, akin to those used by speedrunners. And if he does hurt you, you can easily recover thanks to the copious amount of healing items you'll be carrying - There's no limits to your inventory. No management. No planning. Just pick everything up and carry it until you need it. Pistol ammo is infinite, and the game's over in about an hour anyway.

Lip service is paid to Resident Evil's exploration and puzzles. You enter a new area and there's one locked door and one unlocked one. Go through the unlocked door and you'll find a key for the other one, floating right in front of your face. This is a hardline structural rule to Survivor's map structure that the game very rarely deviates from.

Character models are pulled straight from Resident Evil 2 - Quite an attractive game, given the limitations its artists were working with, and the atmosphere they were evoking. That was a game with a floating camera and pre-rendered backgrounds, though. The character models were never intended to take up three quarters of your television screen, as you determined which giant polygon face to aim at. The animation hasn't been altered either, making Resident Evil Survivor the stiffest-looking lightgun game since Hogan's Alley, where the enemies were supposed to be cardboard cutouts.

The storyline is schlock beyond schlock. I won't dare ruin the thrilling mystery of our amnesiac protagonist's identity for you, but he's without a doubt, the dumbest, most naive hero I've seen in fiction. A joy. I love him. The script is out of this world. The Resident Evil series has frequently utilised low-rate English-speaking actors and models who were within walking distance of Capcom HQ for its cast, but this time, the weird imbalance of English, American, Australian and bilingual European cultural influences seems to have been injected into the script too. I don't know how else to logically dissect lines like “They all had sleepy eyes. One of the girls even slavered.”

Survivor has so many marks of technical weirdness. The way when you shoot a Hunter in mid-leap they hang there like Wile E. Coyote, or the “Return” command appearing twice in your inventory list to mislead you you've scrolled through the whole thing when you're only halfway through your options, or the brightly-lit idyllic family home that sits between open sewer and barb wire fenced-off hellhole, or the implementation of crawling close-quarters enemies in a game where you can't manually look down, or the foley when you wade in thigh-high water sounding like someone pushing a mushy cabbage into a matchbox. It's a fascinating spectacle.

Survivor abandons the need for Ink Ribbons and Typewriters by just making the game very short. There's no mid-game saving. You get to do that when you complete it, as you'll doubtless want to see the alternate routes in New Game+. There's a couple times in the campaign where three doors are presented before you. Choose one, and you'll determine the theme that the next three rooms will take before the paths converge once more. Do you pick the arcade or the hospital? Which wallpaper would you prefer? It's cute that they attempted something.

In spite of all this, I remain very fond of Resident Evil: Survivor. This isn't just a bad Resident Evil game. It's not a miserable experience to play. It isn't Dead Aim. Survivor's most positive attribute is lack of ambition. It's short, simple, and disinterested in challenging the player. The most negative emotion it can evoke is boredom, and that's not much of an issue when it so rapidly takes such dramatic left-turns into sheer lunacy. It's not bereft of positive qualities, either. The texture work is genuinely pretty good, and makes me think they must have had some staff from the main studio work on the game. Before the internet was what it is today, Survivor served as a breezy, accessible way to see a bunch of Resi monsters. I never have a bad time with it. Ironic enjoyment has been deemed an unfashionable concept since the term “hipster” was first coined, but there's nothing insincere about how much pleasure this game brings me, or how hard I push it upon classic Resident Evil fans. I couldn't ever give this incontrovertible icon of badness anything above a 1/5 though. It'd be like giving the blunt force trauma a positive review because it made you talk funny.

A desire to play Outbreak on my laptop while at my girlfriend's place was thwarted by my forgetting to bring a controller, so I settled for playing Survivor using a keyboard, which was acceptable.

The first Resident Evil spin-off, and the first inarguably-a-spin-off title I've played (the Revelations games are contested), I had a great experience with this thing. Not because it was good, it certainly wasn't, but it was just so fucking weird. Seeing these creature models from games I legitimately adore placed in these jank-ass low-detail environments was surreal. Equally surreal were other series staples that felt so out of place here. Sometimes doors need keys, but they're always just a room or two away so there's no puzzle or anything, yet still they felt a need to include a "check" option which never tells you anything useful. One time you need to wind a clock to open a door, but after that it's all regular old keys and keycards.

There are survival-horror pretentions here, so we have slow movement, the herb system, reloading only happens in the inventory or when a clip is empty, you get unlimited handgun bullets... wait a minute. Yeah, so while other weapons have limited ammo which can be found exploring, the hanguns have unlimited. And as there's no active reload, often the quickest way to reload is to just empty the remainder of your clip into a wall. Kinda kills the surival-horror vibe when that's happening. And then the game has to gall to rank you based on shot accuracy? I'm sorry the fastest way to reload in your game is to shoot at nothing, but that's the game you made, don't blame me!

I know I sound negative, and this stuff is bad, but I honestly loved it all. Such a charming shitty mess. The voice acting and story are exactly of the calibre you'd expect, and all the more enjoyable for it. On a genuinely positive note, Survivor takes some cues from the Nemesis playbook, featuring randomisation and a few minor alternate paths, which would have been great for replayability if the game had managed to get the play bit right.

Survivor is a weird relic of the ridiculously productive and experimental first era of Resident Evil games, gesturing at the series' aesthetic and gameplay conventions without much consideration as to why it would do such a thing in a light-gun game, and I love it for that.

Enjoyable. Funny. And really good first person shooter for the system. This game gets a lot of hate for all the right reasons but I really do enjoy this game for what it is. A dumb stupid shooter with a fun character and dumb voice acting

I have no idea why this was made or who it was for. Sloppy and lazy in almost every way. Almost all the enemies that feature in the game are just reused from previous entries, including Mr. X, because why not? The gameplay is horrific and maybe the worst I’ve ever experienced honestly. The first person perspective could’ve been an interesting change of pace for the franchise, but in this it just feels completely wasted, making the experience far worse to play. The level design is also incredibly lazy and poor. It’s almost completely linear, so there is never much thought running through your mind while you play. You simply move from location to location without issue. Nevertheless, it only took me 1 hour 25 minutes to finish, so it wasn’t a massive chore to endure it, but that just makes the game feel all the more pointless.

Tinha potencial, mas foi um fracasso

A Capcom sempre quis fazer um Resident Evil em primeira pessoa, tanto que a primeira ideia do jogo era que fosse em primeira pessoa, mas por decisões muito acertadas, mudaram para a perspectiva que vemos no primeiro game.

Nos anos 2000 tinham bons games em primeira pessoa, mas parece que a Capcom sofria de ansiedade para fazer nascer algo sob essa perspectiva e pegou tudo dos 3 primeiros, jogou no liquidificador com algumas outras ideias porcas e o motor gráfico totalmente falho para essa tentativa e deu nisso aqui, um jogo que tem potencial pq a ideia é interessante e o enredo é bem bom, mas o jogo em si é uma porcaria.

Falando sobre a gameplay, você vai andar e ter somente a visão da mira que é precária. A visão sempre travada no centro da tela (menos quando você mira, pq aí vc tem uma liberdade maior) faz com que seja tudo muito travado, até pq a movimentação é MUITO tanque.

O combate é igualmente ruim, tem os inimigos clássicos e a adição de outros, mas eles parecem simplesmente sem profundidade. O jogo abusa da aparição de Hunters e Mr.x para tentar causar tensão e, na minha opinião, deixar o pace do gameplay mais interessante, mas na realidade não deixa.

Como falei da única questão boa que é a história, ela é bem pesada e cria uma tensão com relação ao vilão e ao personagem que controlamos. Os files, por mais que sejam poucos, são muito bem escritos e passam totalmente essa visão de obscuridade que assola os locais que passamos (por mais que o level design seja MUITO fraco também). Mas é isso, no final, todo o bom pano de fundo fica pra trás.

Mas vamos para o pior de tudo? Deixei isso para o final pq não dá pra mim. Você percorrerá por algumas sessões e, em cada uma delas, ter 3 caminhos para ir. Em cada um desses caminhos, eventos diferentes acontecem, mas no final você sempre seguirá indo para o mesmo caminho. Acontece que, uma vez escolhido esse caminho, você não consegue voltar, então a exploração, uma das coisas mais legais da franquia, aqui é totalmente capado. Beleza que isso "força" o fator replay, mas é cansativo pq você teria que rejogar 3 vezes para explorar as outras salas e, inclusive algumas delas vão ter files, então você pode deixar passar alguma coisa da história.

Resumo da opera: não perderá nada da história se não jogar. Quer saber da história que é interessante? Aconselho fortemente pesquisar na internet. O tempo de leitura será menor do que pegar pra jogar isso aqui.

Survivor cometeu o leve deslize de tentar trazer algo de diferente em uma época onde as pessoas ainda estavam muito familiarizadas com as mecânicas da trilogia clássica, e queriam mais do mesmo. Embora sua história seja um tanto quanto rasa e não empolgue muito, sua jogabilidade consegue ser divertida; e isso me agradou bastante. Em resumo, Resident Evil Survivor tentou fazer em 2000 o que Resident Evil 7 fez em 2017: trazer a franquia para primeira pessoa. Para o seu azar, os fãs ainda não estavam preparados para essa mudança..

os controles são horriveis

Resident Evil: REused assets that somehow look worse Edition - Now with worse voice acting than RE1!

It's a light gun game that Capcom took out the light gun support option. Who wants to play it on a d-pad? Umbrella Chronicles this is not. Visually it looks worse than RE2 and even at times RE1 and it came out AFTER them. Games worth a so bad it's good playthrough as it's short and easy and at times hilarious but that doesn't make it not trash.

Not as bad as I was led to believe, but still absolutely one of the worst RE titles. It has baffling controls that work just fine but definitely demonstrate that, even in 2000, we were still figuring out first person shooters.

The acting and story are campy and one-dimensional, even by RE standards, and the game is just long enough to make sure you don't seek a replay. But it carries the thrill of a lightgun game! Even if that is all it carries.

Not a masterpiece nor a classic by any means, but pretty fun RE spin-off, especially with a GunCon (or a Wiimote used as such in my case).

Writing and voice acting are bad, but hilarious in a RE1 way. The overall story concept is unironically cool for a horror though, I would like to see it done right in a proper remake.

The controls are clunky by today's standards, but manageable if you're generally used to retro games. The biggest issue is the lack of saves and limited continues - the game is short, yet still takes up to 3 hours if you don't rush, read files and watch cutscenes.
However, it lets you save your weapons and files between attempts - either after successful playthroughs or Game Overs. And there is a reason to replay the game - at many points you can take alternate paths and find specific files and weapons on each, I think it's pretty cool.

Although Resident Evil Survivor has nothing to offer the average modern gamer, it might be interesting for PS1 enthusiasts or Resident Evil completionists.


This review contains spoilers

Man this game is awful, it's just stupid how to story progresses and that they made this canon to the main story only because LEON FUCKING KENNEDY asked the main character, Arc Thompson, to investigate Sheena Island to find out what is Umbrella up to, i mean, it's dumb.
I gave it 2 stars only because the game is actually very short and i classify this as a good point.
Moral of the story don't touch this game.

I wanted to play this game, just out of interest, and I finished it in less than an hour and a half. Somehow has worse voice acting than the original Resident Evil. Every line has varying quality of echo, especially the little girl, whose voice actor recorded their lines in a cave. There is not much to this game. It's meant to be played with a light gun technically, which may be marginally more enjoyable than slowly scrolling left to right, unloading my infinite ammo into enemies. Speaking of left to right - it's frustrating how you can't look up or down, especially when everything is not exactly eye level with your character. If you're in the right position, you can just literally run past everything. Even the thousand Mr. Xs. The final boss has a creepy design, but it's annoying as hell. Overall, it's OK. Also my first thought when seeing his design was "Ethan?"

Guilty pleasure game. This is like "The Room" of Resident Evil. Also, surprisingly deep with branching paths. You could easily get 12 unique playthroughs out of this piece of sh*t if you wanted to.

This review contains spoilers

A disappointing twist that takes away all the fun and nuance of the story just to give the protagonist a happy ending, the game would be much more interesting if it maintained the proposal of controlling a character who’s a bad person in a city of sons of bitches, but unfortunately it didn't happen.

And the final boss fight is anticlimactic.