Resident Evil Zero is yet another installment in the series whose reputation and infamy precedes it. This is the game that features no item boxes, constrained inventory, high difficulty, controversial multi-character mechanics, and those damned evil monkeys. I was pleasantly surprised to find that those concerns did not greatly impact my time with the game, and in fact I found it to be a very enjoyable experience overall.

Unlike previous entries in the series, you control protagonists Rebecca Chambers and Billy Coen in tandem, switching back and forth as needed. They each have a paltry 6 inventory slots for a total of 12 slots, and there are no item storage boxes in this game. Instead, at almost any time, you can drop an item on the floor and create your own impromptu storage. This change has a massive impact on the overall design of Zero compared to its predecessors. I understand it is considered a controversial change, but I quite liked the effects of the change in curbing my worst impulses. Normally I hoard ammo and healing items until the end of Resident Evil titles, and then let loose near the end. I often find I could've made the rest of the game easier for myself by being less stingy. In Zero you do not have this option, as you can only bring so many items forward with you. In return, there is almost always enough ammo, healing items, and especially ink ribbons wherever you go. I was astonished at the number of ink ribbons. Every single typewriter in the game has 3 ink ribbons in the same room, at least on Normal mode. I saved extremely frequently as a result. Generally, there is enough ammo nearby to get past any enemy encounters, and it is often an ammo type particularly suited to killing nearby creatures. I did come close to running out of ammo with one protagonist near the end of the game during a certain section where the pair is split, though that is partially on me as I had only given them the grenade launcher. These design elements resulted in me playing looser and freer with my ammo and healing, and had a better time as a result. I was forced to make choices about what items to bring forward. Some of those choices were tough, but others were not. Leaving behind the terrible hunting gun was fine when the shotgun is a straight upgrade over it. Leaving behind one of the protagonists' pistols was tougher, but it was ultimately the right choice, as the game even spells it out for you by only offering one set of upgrade parts.

Not all is well with the inventory system. I was fortunate that I did not run into any significant issues, but I noticed some traps that were present. The abominable hookshot key item is a nuisance, taking up two precious inventory slots and requiring many uses throughout the game. The gap between the first use and the second is very long, and I could see how a player might leave it behind, and then be forced to backtrack a significant way to retrieve it. I personally kept the hookshot with me when moving between major areas, as I am used to key items asking you if you want to discard them when they are finished being used, which the hookshot did not prompt. Unfortunately the hookshot never prompts this at all, even when it is finished being used, but a quick google search solved that problem for me. This is made worse by the fact that at one point in the game when transitioning through areas, there is a change in the environment that forces you to backtrack through a corridor full of evil monkeys if you have left anything behind. These monkeys are demons. They are so quick the auto-lock on mechanic can't keep up. They jump around. They do a significant amount of damage, and if two monkeys are present in the same room they can stun lock you into a quick death. They are absolutely a huge pain to deal with and I understand their infamy. On the bright side, there are only three monkeys in the whole game that you are forced to deal with, in a puzzle room. Any other monkeys can be easily ran past or outright avoided by taking alternative routes. Of course, if you plan poorly and leave a valuable item behind, then you may be forced to encounter more monkeys than I did. I did not have to backtrack between major areas much, as I stayed light, carrying my essential guns and ammunition, and the hookshot of course. Healing items and ink ribbons can always be found later.

The hunting gun, shotgun, grenade launcher, and hookshot all being two slot items is a baffling decision. I understand they implemented it this way because they wanted to force you to juggle between Billy and Rebecca. However, I think most if not all of Zero's major pain points would be reduced if these items were only a single slot, like they are in the previous installments in the series.

Zero is very obviously running on the same engine as REmake, and as such feels familiar. Rebecca and Billy control similarly to Jill and Chris. They run and turn at about the same speed. Rebecca's health is akin to Jill, able to take 3 or 4 zombie bites before kicking the bucket, but Billy is an absolute tank. He can take punishment like no Resident Evil protagonist before him. The protagonists have additional differences, which are taken advantage of by the various puzzles in the game. Billy is stronger than Rebecca, able to lift and push things she cannot. In addition to his massive health pool, he is more proficient with firearms, shooting faster and scoring more critical headshots. Rebecca is smaller than Billy and can thus fit in tight spaces as well as be boosted up on his shoulders. She can mix herbs, a series staple, but Billy cannot. Billy is much more effective in combat than Rebecca, which I initially found to be a huge bummer as a fan of Rebecca. It is often a good strategy to leave Rebecca in a safe room carrying many items while clearing out rooms with Billy, only changing to Rebecca when needed for puzzles. As the game goes on it finds more and more opportunities to split the pair, forcing you to play long sections of the game with one or the other. By the end of the game I had grown to like Billy as much as Rebecca, and found they both shared an adequate amount of the spotlight, despite Billy's superior prowess in combat. I really enjoyed the co-operative style puzzles, though I understand they are not everyone's cup of tea.

While Zero does feel similar to REmake, it has some key differences that align it more closely with 2, 3, and Code Veronica. The game is a lot more action focused, with many cramped quarters that force you to engage in combat. The pistol is a much more effective weapon than in REmake. It now staggers zombies again like in the older games, and has higher damage on average, requiring less bullets to kill individual zombies. There are even the aforementioned gun parts hidden in the game to upgrade the pistol into a formidable custom weapon.

The game introduces a ton of new elements, but still manages to almost feel like a "Greatest Hits" edition of Resident Evil. 90% of the areas in the game are new, but they are evocative of previous series entries. The Training Facility might as well be another Spencer Mansion, with a similar aesthetic and design. There is of course a lab area as well, as all Resident Evil titles must have. There is an area late in the game that is lifted wholesale from a previous entry, though this one is more of a cheeky reference than anything, and minimal time is spent there anyway. I still really enjoyed the games environments as a massive Resident Evil fan. The pre-rendered backgrounds are stunning. The game may even be prettier than REmake in that regard. Between the backgrounds and the great music, the atmosphere is incredible.

Zero introduces new and interesting enemies like the leech zombies and the massive insects and animals, but yet still references past scares in the franchise. Creatures breaking out of glass containers, dogs crashing through windows, a fellow S.T.A.R.S. team member becoming zombified. I don't particularly mind the self-referential aspects of this game, as there simply aren't that many classic tank controls Resident Evil games in general and I'll savour each one we got. The multi-character and floor item mechanics sufficiently shake up the formula that these references don't feel excessive, but they do result in the game feeling more familiar.

The story is mostly nonsense and doesn't fit particularly well with the established plot in REmake, but I don't go to this series for incredible plots anyway. What I did really appreciate are the fleshing out and interactions of Rebecca and Billy. The introduction of Billy is a really incredible setup. You are first made aware of him when S.T.A.R.S. Bravo team identifies his crashed prison transport. The guards are mutilated, and Bravo team tells Rebecca that Billy is a former marine who snapped and has killed 23 people so far. The implication being that Billy viciously mauled these people. However, the player, knowing what game they are playing, is already aware that the prison transport crash is more likely to be related to a certain pharmaceutical company. Nonetheless, the tension builds as you wonder what sort of man this Billy Coen is, especially knowing you will be playing as him eventually. Did Billy narrowly escape with his life from T-virus creatures, or did he take advantage of the confusion to take out the guards and run? Rebecca goes searching for him on a stopped train, only to find it is full of zombies. The train departs while she is on it and she is trapped inside. When she finally bumps into Billy, he takes her by surprise by pulling a gun on her. Billy holsters his weapon when he realizes how young and inexperienced Rebecca is. Ever the pragmatist, he offers to team up to make their way through this nightmare. Rebecca pouts and refuses to collude with the enemy, and goes off alone. After more terrible things happen, she finally agrees to form a pair, and you unlock the multi-character hook of the game. Billy is introduced as a very intriguing character with some darkness to him that still has a good side. Without going into spoilers I will say that the game sufficiently de-fangs him and shows him as an overall good guy, but I didn't particularly mind as I ended up enjoying him as a character anyway.

The introductory train segment is magnificent. It is a perfect slice of what makes Resident Evil such an incredible series. The plot is at its most intriguing. The explorable areas of the train are beautiful, interesting, and deeply interconnected. You don't yet have enough items to make lugging them all around a pain. The boss fight is novel and fun. The game does a great job introducing the multi-character mechanics by forcibly splitting the duo up and giving you a dumb waiter to send items back and forth to solve puzzles. The train is not super short but it does not overstay its welcome. As a train enthusiast I would even say I wish it had been a bit longer. Before I knew much about Zero I thought the entire game took place on the train, and I think I would've been okay with that! It is almost a shame that the game peaks right at the start, but the rest of the game is still very enjoyable.

I have heard that Zero is considered the most difficult classic Resident Evil game. I did not find that to be the case. I thought REmake was more difficult, with the weaker pistol, stronger zombies, and Crimson Heads requiring more planning. Sure the defense items were nice, and were missed in Zero, but they only helped so much. It is interesting to think of a Zero that incorporated the defense items and Crimson Heads from REmake, but I believe that would be a completely different game than what we got, and not necessarily a better one. Zero gives you plenty of ammo with which to defeat enemies. I did not end up running from many enemies in the game, and I still had tons of shotgun shells and pistol bullets leftover at the end. Billy is such a tank that he can shrug off tons of hits, and then heal to full with a single green+red herb mixture or first aid spray. Rebecca (or Jill, or even Chris) would require many heals to equal out to the same amount of hits Billy can take. I do think Zero has the potential to be one of the most annoying entries in the series if you fail to manage your inventory successfully, but even then, I'll take backtracking through the monkey hallway over the horrible infinite respawning poison moth hallway in Code Veronica any day. At least you can permanently kill the monkeys!

In conclusion, I had a really fantastic time with Resident Evil Zero, and I was not expecting to. I was expecting something on the level of Code Veronica, but I got a game that feels on par with 3. It doesn't quite hit the highs of REmake or 2, but it's an excellent experience that any old school RE fan should play.

Reviewed on Jan 26, 2024


Comments