"Fear can't kill you. But..."
This may be the most daunting piece I've written to date, for many reasons.
There's Resident Evil's cult status. There's its DOOM-like place in survival horror history. The original and remake are both cornerstones of the genre, having pushed it into the mainstream eye; the 2015 release is heralded as a beloved remaster in its own right. You also can't discuss one version of RE 1 without comparing it to the other two, adding an entirely new layer to reviewing it.
But I think the biggest hurdle for me to overcome is how densely packed an experience this game is. Its mechanics, story, presentation, and atmosphere all have a million tiny details to discuss. As a result, it's difficult to know how to articulate everything. Or where to even begin, for that matter.
So I'll just start with this. RE 2015 is an absolute classic in every sense, one that I began months ago and have slowly waded through. It was a slow process. The puzzles and backtracking put me off at times. But I never once felt like abandoning it for good. There's just something about it that gets under your skin, that demands you return to see the experience through. You must find out exactly what is going on at this eerie mansion you've been trapped in. You must save yourself from the undead.


SHORT REVIEW

Visuals: 5/5
Audio: 4.5/5
Story: 4/5
Gameplay: 4.5/5
Worldbuilding: 5/5
Overal game score: 4.5/5 [4.6/5]

Visuals:
Starting off on a very high note, RE 2015 is a perfect example of how you do both a remaster and a remake.
The 2002 version was already a massive visual improvement over 1996. It showed off how rapidly graphics in video games progess, even in such a short period of time. The mansion went from brightly-lit and empty-feeling to dark, unsettling, and lived-in. While 1996 still holds up for its time, there's no denying that 2002 is visually superior.
Now take the jump from 2002 to 2015. Aside from allowing the game to become playable on modern consoles, this second update allowed for finer details in the visual design (even if it's not as drastic of a change.) Things are generally less blurry-looking. You can see of all the carvings in the woodwork, all of the fabric textures in the clothing. The lighting is adjusted to allow a better view of your surroundings. Proportions are adjusted for the better, as well.
The 2002/2015 versions also add new subsettings to the already fairly wide selection. There are now forests and underground tunnels to explore, on top of the labs and dormitories that were present before. Each one is unsettling in its own right, keeping you on your toes as you constantly adjust to the new surroundings and puzzle your way through them.
Two big factors in making every single setting outstanding are the colors and the lighting. The mansion's dark shades of brown and red make the dimly lit rooms intriguing to the eye; the lighting perfectly highlights the dreary, but thoughtful, palette. Windows bathe the hallways in moonlight, allowing you to even see the dust dancing in the air. Lamps add a cold glow to otherwise dark rooms. These things, coupled with gorgeous pre-rendered backgrounds, add up to some of the best video game locations I've encountered.
A few of these new locations - the tunnels, a little shack hidden in the trees - are governed by a mutated beast named Lisa Trevor. Lisa is easily one of the best additions to 2002/2015. Although she was slated to be passively mentioned in 1996, she was ultimately cut due to story contradictions. Not only was her existence restored the REmake - she was given a much bigger role, becoming an important recurring boss.
Lisa's design is both thoughtful and terrifying. The hunched back, the pillory around her wrists, the tattered gown, and the faces covering her own - everything demands your attention. It's similar to Silent Hill in its portrayal of story aspects, though Lisa's is a more direct depiction of her own backstory and the world around her, rather than symbolism.
The human characters stand out, too, though obviously in very different ways than Lisa. It's hard to believe that a cast comprised entirely of military members would be so diverse in design, but the REmake accomplished it perfectly. Everyone is totally unique in their clothing and silhuoettes. Jill looks like a badass with her short hair, beret, and appropriate military gear. Chris' green vest stands out in the gloom of the mansion. Barry's stocky frame, slicked back hair, and dad face make him very visually interesting to me.
Now, to discuss the elephant in the room. The fixed camera angles. This is something that many REmake players have a problem with - but I very much disagree, from both a gameplay and visual perspective. In fact, they're one of the best and most unique parts of the game in my eyes. These fixed angles allow for some really beautiful, very intentionally chosen shots that would otherwise be impossible. The corridors feel more claustrophic; the inability to see ahead of you adds an entirely new level of tension. This is one of the few games that I think feels truly cinematic - not only in cutscenes, but in regular gameplay - for these exact reasons.
I have only one minor complaint about the REmake's visuals, which is the strange blurriness in many cutscenes. I won't pretend to know why this happens. It could have been an intentional choice, or a side effect of something else. But it occasionally makes cutscenes a bit of an eyesore, unfortunately. They are very enjoyable otherwise, though, if a little goofy. The characters are surprisingly expressive in them (minus the inability to use their mouths correctly.) And little details, such as Barry playfully shoving Jill, add to their character and relationships a lot.
Ultimately, I simply adore the REmake's art design. It's akin to watching a classic 90s horror flick, with the benefit of some modern-day technology sprucing it up. It's not only tense and disturbing, as anything scary should be, but it's just a beautiful game. I could look at it for hours without getting bored.
Overall, 5/5.

Audio:
The REmake is an absolute masterclass in sound design. It uses everything available to its advantage, creating a thick and creepy atmosphere in the process. Distant cerberus howl hauntingly as you explore outside. Zombies moan out of your line of sight, alerting you to danger that you can't yet see. You gunshots crack loudly to break the gloomy silence.
Yet much of that silence is undercut by an eerie, violin-heavy score. The understated nature of the music means it never distracts from the task at hand - it only adds to it. Much of it sounds like whispers in the wind, subtly setting the mood as you travel. And still, it also knows exactly when to bring itself to the forefront, just as much as it knows when to stay in the background.
I'd specifically like to discuss Save Theme for a moment. This is a track that has become one of my absolute favorites of all time, for many reasons. The soft pluck of a classical guitar allows a sense of calm to wash over you - the only calm you will get throughout this entire game. You are safe in these save rooms; the game never breaks that promise. But even then, the siren-like wails that overlap the guitar allude to more danger ahead. You've found a place to hide for now, but you can't stay here forever. You must continue on your journey, and leave this newfound safety behind.
Although I think Save Theme is an especially well-done piece, there are many tracks in the REmake that could warrant just as much analyzing. The specific mood they convey, the way instruments and strange vocals are utilized to unsettle. Vacant Room is another standout. This one plays while you make your way through rooms devoid of enemies. Much in the same way Save Theme does, it alludes to distant danger through its unsettling backing music and unusual tempo; the tension stays high because of it.
All in all, the REmake has a horror soundtrack that will always stand the testament of time, being possibly one of the best ever made. Any movie would be lucky to have half the atmosphere this one does.
But there is still one more important aspect of the audio design to address. The voice acting.
If you've ever heard the original RE's voice acting, then you've been subjected to some of the funniest and cheesiest VA work this medium has to offer. Such iconic lines as "You were almost a Jill Sandwich!" and "What is this? BLOOD." are abundant. Thankfully, the REmake took the opportunity to rewrite and re-record the dialogue. You can now play RE1 without feeling like you're watching a parody of the entire genre.
The original game's VA DOES have its own brand of charm in its overwhelming goofiness, but it simply wouldn't work in a modernized game that's meant to be taken seriously. 2002/2015's is much, much better, if still a bit stilted and silly at times. It's a testament to the quality of these games as remakes; they take what was a flaw in the original and make it something worth praising.
Overall, 4.5/5.

Story:
As you likely already know, there are two playable characters in RE1 - Chris and Jill. Not only do they feature differences in gameplay, but they have their own unique storylines, too. I have currently only played Jill's, so I will only be discussing hers (as well as the ongoing substories of the mansion.) I do look forward to revisiting the game in the future to see Chris', and will likely update this review to reflect my thoughts when I do.
In the first few moments of RE1, we are introduced to our cast of characters and the basic story outline. A police enforcement unit - S.T.A.R.S. - have been sent to investigate a large forest, where they've lost contact with another team of their comrades. That first team was sent to investigate the possible origin of mysterious murders around the city.
But as soon as S.T.A.R.S. begins their search, they find themselves attacked and chased by a pack of savage dogs. Their helicopter pilot flies away to evade the situation; the surviving members run toward a strange mansion situated in the middle of the forest. This is their only hope of safety and survival.
With no way out, S.T.A.R.S. must instead work to uncover the mansion's secrets, and - hopefully - find a way to escape. But they soon discover that this is no ordinary home. This place has been built specifically to keep the average person out. Every other room is a complex puzzle that blocks progression until it's been solved.
I found this tidbit particularly interesting, that there is an actual, in-game reason for why all of these insane puzzles exist. The mansion was built to be near-impossible to navigate, in order to hide its dark secrets. There is a named character we hear about in notes that was specifically contracted for this purpose.
Obviously, this is a very outlandish idea that was specifically thought of to allow for RE1'S puzzle elements to mesh with the story. But every other plot point in this game is just as outlandish, so why not? I find this to be a really creative solution to a plothole that most similar games don't bother to address.
And, ultimately, all of those outlandish plot points add up to something very good. It's all cheesy, and it's often needlessly complex, but who's to say that doesn't make it even more entertaining? A secret laboratory run by evil scientists, a betrayal within your tight-knit group of comrades, a mysterious zombie outbreak. On paper, it sounds too tropey to be worth your time... but it somehow just WORKS. It's a blast from beginning to end.
I think a big part of this is the unique way RE1 relays its narrative. Instead of being a vehicle for the plot, Jill's cutscenes serve more as a way to break up the gameplay and see the characters interact. They're far from the most exciting moments in cinematic history - most of them just consist of Barry doing her a small favor, then leaving. Alternatively, much of the story is told through the environment and the notes scattered around; you spend much of your playthrough simply immersed in the atmosphere and gameplay. The settings you visit, the enemies you fight, the little details that surround you - THIS is what makes it all worthwhile.
As I've mentioned, there are also a few substories going on in the background, which mostly involve the mansion and its former tenants. These serve to add to the history of the world around you. Possibly the biggest and best example of this is Lisa, whose tragic life makes it quite depressing to fight her.
Lisa is arguably the most developed character in RE1 - but the majority of the cast are all quite charming in their own right. Jill is expressively voice acted, and although she's a bit bland, she's studious and makes for a good protagonist. Barry is easily the most interesting out of the human characters; I find him to be very likeable. And while I didn't see much of Chris on the Jill playthrough, I still found him witty and fun.
In the end, there are many better plots out there, with more intriguing characters, and more engaging cutscenes. But the way RE1 utilizes atmosphere and worldbuilding to tell its story - the way you are totally immersed in it through this method - makes it something very special. It's nothing if not endearing and entertaining.
Overall, 4/5.

Gameplay:
The gameplay is by far the most controversial part of RE1. Many people downright loathe every aspect of it. The fixed camera angles, the tank controls (optional now, fortunately), the limited inventory, the finite amount of saves and ammo - there are so many things that one could argue are too aged for the game to be any fun now. In fact, some people will likely think I'm insane for giving it a 4.5. But I implore you guys to hear me out.
Yes, the combat is clunky. The storage system can be annoying as hell, and the backtracking it causes is a serious pain in the ass. The puzzles are infuriatingly convoluted at times. BUT, many of these things are exactly what cause an overwhelming sense of dread and stress while playing. THAT is what makes RE1 genuinely scary to this day.
You can't mow your way through zombies - instead, you must weigh if using the ammo is worth it. Even then, it's possible that they could just come back stronger, so you must weigh burning their body too. You have to plan the safest travel routes, and try to avoid backtracking to dangerous areas. You must strategically choose what items to bring whenever you reach a storage box; you can't have all of your weapons on you, you can only bring so many healing items, and you have to guess which items you'll need for puzzles soon. All of this is what puts the 'survival' in survival horror. You are not a unstoppable hero, or a total powerhouse. You are vulnerable to the brutish undead, as any human would be.
That is why I believe that, despite its obvious flaws, the gameplay of RE1 mostly adds to the experience. What's scarier than feeling helpless, like you're actually at the mercy of the monster(s) chasing you? Or making split-second decisions about whether to use precious resources or tough something out?
That's not to say it's all roses, of course. The backtracking caused by limited inventory space is time-consuming and irritating. Item boxes are few and far between - meaning you likely will have to make ten minute trips to-and-fro more than once.
The puzzles are ridiculous at times, too. Maybe I'm simply not trained for 90s brain busters, but RE1 (and Silent Hill 2) have some of the strangest in history to me. There were multiple times where I would hit a wall, only to find out that I needed to examine something in my inventory to progress - a mechanic I definitely am not in the habit of using often.
That being said, I WAS able to solve the majority of them on my own. And, just as importantly, it was very satisfying to do so. But I do hope that these are dialed in a bit in future entries. I just want them to be more fun to figure out in the moment-to-moment.
I'd be remiss not to briefly mention the tank controls, too. These are totally optional in the 2015 version, so even if I did strongly dislike them, It would feel wrong to count it against the game's score. I made the daring decision to play with them, in the hopes of getting the most 'original' experience possible. I'm sure it's not a surprise to anyone that they are definitely clunky and outdated. There's really no reason to play with them, unless you're like me and simply enjoy the novelty. I did enjoy them, and I found them charming in a way. They fit in with the rest of the game perfectly. You get used to them eventually, anyways.
Overall, 4.5/5.

Worldbuilding:
I love worldbuilding. It's one of my favorite aspects of any fictional medium. It's something I put a lot of weight on.
For me, what merits an exceptional grade in this category is a combination of atmosphere, presentation, and setting history. And while there are a million ways in which RE1 is great, a million different things I could praise, I think it is particularly exceptional in this category.
Its atmosphere alone stands up as one of the best. Your fear while playing is not just because of the protagonist's vulnerability, but the way RE1 hones in on negative emotions through its presentation. You always feel exactly what it wishes you to - fear, sadness, gloom, tension. The environmental details, while making RE1 a wonder to explore, also provide constant reminders of the terrible, dangerous state of the place you're in. Scratch marks, broken glass, cobwebs. The sound design hammers home a sense of dread, too, with the eerie music and unsettling groans of the undead; it tells you that you'll never be safe within this forest. And the fantastic lighting and camera angles allow for a beautiful lense into this dreary world.
The mansion is also built for a perfect sense of progression, prodding both your curiosity and satisfaction. The hallways and rooms wrap in upon themselves perfectly; every corridor feels intentional, and every locked door gates progression in a way that manages to not be irritating. You still have access to plenty of areas before broadening those horizons, after all. And you'll feel great gratification from gaining entry to new ones, as you slowly make traversal easier.
The surrounding settings are just as unique. The forest feels unnaturally still, but those distant howls alert you to the danger that is always there, even when things seem calm. The dormitories are overtaken by dangerous flora and fauna - not something that's very scary on a surface level, but provides such a challenge gameplay-wise that you can't help feeling fearful. The caves are dark and damp, overseen by the monstrous Lisa, feeling smaller and smaller as you try to avoid her.
Of course, a big part of what makes the worldbuilding so fantastic is the history. Notes and environmental details strewn about give insight into what this strange place was like before you ever visited. There are characters who have tragically died and are remembered only by their handwritten letters, many of which were left for loved ones. The mansion is filled with these lives cut short by the manmade virus which now plagues Raccoon City. It gives you a true sense of how treacherous, deadly, and sad this situation is.
All of this adds up to a very intentional experience; nothing is left forgotten about. Each room you enter tells its own story, has its own puzzle, presents its own problem. That's why its worldbuilding is some of the best. You are never forced to look behind the curtain because of obvious flaws, such as empty spaces or nonsensical details. It never gets old to explore, and you are always totally immersed in the world.
Overall, 5/5.

Overall game score: 4.5/5. I've exhausted every possible talking point about RE1, and all to say that it is a damn good game. It's one of the prime examples of a remake + remaster done well, building upon and reworking the original in countless ways to make it a more focused and fun experience.
I hardly come out of writing my reviews excited to revisit a game any time soon, but this one is an exception. I can't wait to see what a Chris playthrough has to offer me.

Reviewed on Feb 17, 2022


1 Comment


2 years ago

I'll never understand the problem with those camera angles, both you and your enemy doing the plug walk is much scarier and fitting than having full control about it.