For all the survival horror that I've dabbled with over the past few years, this is the title that made me the most cognizant of the "survival" aspect. It’s this elaborate balancing act of juggling every limited resource at your disposal: ammo for bosses and enemies, kerosene to burn necessary corpses after downing zombies to secure routes, health items as fail safes, ink ribbons to save when deemed necessary, and most importantly, inventory space to minimize backtracking with the bare minimum (knowing what you’re likely to use up as you progress so you have enough room to forage). What’s key to all of this is that it’s often worthwhile not downing zombies at all to not only conserve ammo, but also prevent the possibility of a more dangerous Crimson Head when kerosene is not only limited but requires further planning for refueling and additional inventory slots (lighter + flask). It’s punishing, but in the best way possible; damage and death become instruments of observation to properly plan out backtracking and understanding exactly what goes where. Perhaps my favorite example of this in action was abusing the various doors in a room connecting the shed corridor with a safe room; by quickly going in and out of the entrances, I could not only reset a Hunter’s awareness and spawn, but also place myself in a position where I could immediately run at the Hunter to proc an attack and slip past every time. It certainly helps, regardless, that there’s plenty of leeway for careful experimentation, thanks to all of the scattered health items about the mansion (granted, often requiring careful planning to optimize grounded herbs in rooms and keeping enough inventory space open for trips). It’s also fairly firm at setting its boundaries by telegraphing enemy placement far in advance with rattling doors/windows to signify enemy shifts, background moaning when a zombie is present in the room, and even environmental noises like crunching fallen glass to make up for the lack of vision with fixed camera angles.

That doesn’t mean, however, that the horror has been neglected. If anything, I found this game far more unsettling beyond sudden surprises. It’s not so much the fear of the unexpected, but rather, the lingering fear of waiting for the other shoe to drop while you’re expecting the unexpected. They're scripted events, sure, but they're well disguised thanks to every room often acting as its own isolated microcosm without the presence of the protagonist (not to mention that it's pretty easy to get caught up in the middle of things and forget about each individual room, which makes it all the more viscerally shocking) and there's still a feeling of player control with careful planning and routing. This fits perfectly alongside its core philosophy of risk versus reward, the existential dread of having to backtrack through several zombie infested corridors when you realize you forgot an inventory key and having to constantly and deliberately throw yourself into tight situations just to save another trip across the map. It’s what makes this such an ideal speedrunning game: not necessarily because of satisfying movement or combat, but because Resident Evil is really a game about time management. Every second wasted tromping through another passageway is time that could contribute to a zombie reviving as a Crimson Head or another second spent replaying if you’re not willing to use that extra ink ribbon. The primal fear arising from guaranteed safety as a fleeting resource lends perfectly to the need for optimization; in that sense, pressuring players into constantly checking the map to avoid confrontations and getting lost goes hand in hand with spending as little time as possible, for nothing is more terrifying than having to rewind the simulations in your head for another go.

I can’t help but feel that every detail of this game was thought down to the bone, even the original tank control scheme. That’s right, I’m actually defending tank controls for once in my life… how the turns have tabled. Dodging enemies can seem tougher, but most are conveniently placed near corners and more open areas to give you the room necessary to dodge with a backstep/quick burst to the side if you’re willing to wait and bait committal attacks. More importantly, using tank controls lets you maintain your direction and momentum while running through different camera angles of a room. With alternate controls, you most likely have to hold down the joystick to maintain velocity and upon a new camera angle, will have to quickly retap to keep the intended direction with each new angle. This becomes paramount in tighter chase sequences, where even slight moments of stagnation can lead to damage/death, as well as one timed puzzle where I had to press a button and then quickly run through several fixed angles to get into position to push a statue. In addition, I found it rather difficult to reliably walk (as opposed to running full-time) with alternate controls over tank controls, which can absolutely backfire during an end-game sequence where running for a prolonged period can trigger an explosion during nitro delivery. Therefore, the circumstances created by the environment not only are doable with tank controls, but in fact necessitate the usage of such controls.

Everything just comes together as this tightly designed package. Puzzles have fairly evident tells and can be figured out with careful observation of the surroundings while facilitating the inventory scramble that plays so heavily to the game’s survival elements. The lore never feels overbearing or excessive, and does a great job weaving in hints for crafting approaches and figuring out exactly what has to be accomplished. There’s never an explicit timer on screen outside of the final ending segment, yet the game is great at creating circumstances where you’re forced to make decisions on the fly from environmental stressors and considering the mansion not just on a per room basis, but as a sum of its parts. I genuinely don’t think I have any gripes; it was more than happy to beat me down, but understanding its parameters to scale up against its challenges was an incredibly fulfilling experience. I’d damn well say that REmake is the most focused and cohesive survival horror experience I’ve ever played. Not just a perfect remake, but perhaps a practically perfect game.

Reviewed on May 02, 2023


21 Comments


I played this game for a bit back in 2016 when they gave it away for free in PSPlus, but even as someone that didn't advanced a lot, the ''waiting for the other shoe to drop when you’re expecting the unexpected'', is a perfect definition for what this game manages do with horror. The window in the hallway ''jumpscare'' is still to this day the most I've been scared by a game, no question.

Fantastic review, and it reminded me that I should set my cowardness aside and finally play it to its completion!

1 year ago

Haven't played the remake yet, but with the originals I could never get into that survival aspect you're praising here. It always felt just stressful for me, which is the opposite of how I wanna feel when playing video games.
You've inspired me to give it a go, it's probably criminal I haven't already, really. Nice review!

1 year ago

@DemonAndGames: Thanks! I totally get you there, it took me a long time to set my fears aside and invest time into survival horror games. This one's worth taking your time on though, observation is key to really understanding how the world comes together.

@molochthagod: I can definitely relate with this, it's one of the reasons why I was so reluctant to play stealth games for the longest time. Playing a few survival horror titles and stealth titles here and there was really more of a deliberate decision to get out of my comfort zone, so it's absolutely understandable if you're reluctant to pick up the originals or the remake due to the stress. No shame in turning things down if you know it's not a good fit, we've only got so many hours in the day to play what we want after all.

@TheSlowKenyan: Thanks for reading, hope you enjoy your run! Considering it took me years to even consider committing to a playthrough, I can definitely relate.
excellent review and we love seeing tank controls defended, hell yeah

1 year ago

@appreciations "hell yeah" hell yeah, I just completed the original re4 the other day, and I believe it wouldn't have been the same masterpiece without the tank controls, they contribute so much. I haven't played the remake yet, but I think by letting go of them "old", "stupid" & "clunky" tank controls, it loses most of its integrity and the core gameplay mechanic. So hell yeah tank controls :) Fuck watered-down remakes. If it wasn't broken to begin with, then don't fix it :P

1 year ago

also great review mister @Drax
@ArabiWasabi tank controls truthers unite

1 year ago

@curse joins the "tank control truthers"!

1 year ago

@appreciations & @ArabiWasabi: My deep-seated distrust of tank controls has been eroding these past few years thanks to this game, Metroid Prime, and Katamari Damacy. God Hand and Resident Evil 4 are probably coming sooner than later too, so I might straight up be on the other side once this year comes to a close. How times have changed...

@curse: There was definitely a lot of anticipation building up to this from all the praise levied by my friends, so REmake definitely had a lot to live up to. Somehow, it did better than that. I'm glad that I can say exactly why now, it really is such a complete and realized title. Thanks so much for the praise, this made my day a little better!

1 year ago

I've had the disc for this game for years, but I've never actually played it. Do you think it's not dated? Are you sure?

1 year ago

@LeonardoMF93: Do you mean the Gamecube disc or the original Resident Evil PS1 disc? Either way, from what I've played and heard, I definitely don't think either version is dated. In fact, dwardman has argued that the static camera angles of the original Gamecube remake play better to REmake's strengths than the HD release, which has some degree of camera pan due to background zoom.

1 year ago

@Leonardo - @Drax - I don't think either game is dated despite some cheese in the PS1 original that is mostly removed in remake. They are both still very playable and the remake does not replace the original but more compliments it as a modern update making both still viable to play.

If you are worried about it being dated the HD rerelease of Remake gives you the option to use analogue controls. It makes the game easier but a lot more user friendly to people who weren't raised with tank controls. (Holds up old man hand from zimmerframe)

1 year ago

@DRAX No, I have the PS4 version. So it's a must-play in your opinion, right?

@FallenGrace Good to know about the camera. Maybe I will give it a chance.

1 year ago

@LeonardoMF93: Yes, absolutely.

11 months ago

I know that most hate tank controls but I agree, they play an integral part of the game and they work best with the fixed-camera angle system. The key is getting used to the controls, after some practice it becomes second nature.

11 months ago

@SNESmapper: Exactly, it's just a matter of getting used to a different control scheme as part of the learning curve . I'm still in the phase myself of getting used to tank controls so I definitely get it; I'm glad that REmake helped me better understand this.

11 months ago

@Mur: No problem, and yeah, I'm just gonna have to suck this up when I go back to playing some more PS1/PS2 titles lmao. I'll get there eventually, it's a learning process! No problems here if you want to cover anything here on your channel, I'm flattered if anything.

Welcome back by the way! Always great to see a familiar face.

10 months ago

and this is a perfect review

13 days ago

I just want to say that this review and the comments and respectful commentary gives me faith in the gaming community. 🙂

12 days ago

@FlareHeart I appreciate the kind words, the community's been great at really bonding together to appreciate classics like this. Take care!