Reviews from

in the past


The OG is kind of fun to run through, but I see it as more of a stepping stone proof of concept compared to its immediate sequel and its remake. The voice acting, however, especially for Barry, is eternal and undying

Amazing! Good franchise start.

Começo do Começo, não se tem o que dizer. Um 7 tá de bom tamanho

The first video game I remember witnessing. I still love it to this day. It's extremely dated and I know people hate on this version of the soundtrack, but I absolutely love this game. It's a big part of my childhood and introduced me to the horror genre.


Your first experience with a genre or a franchise should be something memorable and something that makes a good impression, and surprisingly this game has left a very good impression on me. Sure, Resident Evil may be a bit of a clunky game, but I think even with that I've been able to appreciate the good things this game has going for it.

First of all, the atmosphere is eminent and without a doubt the game's strongest point. Exploring a lonely mansion with a bunch of strange and gloomy rooms and places is something that somehow evokes comfort, but at the same time a certain unsettling feeling because of the fact that there can or could always be a zombie or a monster lurking around, or because there are nasty things scattered around. Somehow it manages to become a very familiar place that invites you to explore it and unravel the mystery that engulfs it.

Doing puzzles and collecting items is something you'll do quite often, and I like how the mansion opens up little by little and how it makes you revisit previous locations in order to make your way to new paths or because you simply forgot where you were going. Certainly in the long run it becomes a bit tedious, because the progression is a bit slow, especially considering that many doors are locked by keys and that the space in our inventory is very limited and you have to choose carefully what objects you want to carry, because although in the save points you can access a chest that can store virtually all objects, Our character can only carry 6 at a time and maybe some of them could be useful, or on the other hand, carrying too many objects could be counterproductive because you will not be able to carry with you all the new objects that you discover, so sometimes you will have to go back and turn around a lot. Also the fact that the amount of times you can save game is limited is a bit irritating, as you never know when it's the right time or when you're using this precious resource in vain. Anyway, as clunky and annoying as all of the above may seem, it turns out to be something that enhances the experience, as everything is designed this way on purpose to create tension, and that combined with the atmosphere, makes Resident Evil able to suck you in and transport you into its world in an extraordinary way.

The music gives a depressing and gloomy tone to the lifeless rooms that could have been the tomb of an unfortunate scientist. This game features prerendered scenarios, and the camera angles contribute a lot to that feeling of uncertainty. The files contain interesting information that although sometimes have a bit of a "goofy" tone they still give a bit of depth to everything that is going on and makes you more interested in their universe and what is really going on. Even though the story can be a bit of a joke because of those voice performances, in a way it also has its charm and for the time it was a type of plot that had possibly been seen very few times in a video game.

Conclusion
Resident Evil is very rudimentary and arguably unpolished and unrefined, but it is one of those experiences that you should play at least once in your life because of how unique and different they are and to understand why they were important. It is not a pleasant game to play, but I think that's what makes it special, it is that kind of cases where the game may not be relatively good today for its gameplay, but that is why as an experience it is able to stay in your mind as a good pleasant memory, which in my case, I do not regret having played.

Additional comments regarding the review:
- I played this game with a restoration patch that removes the censorship from the cinematics and replaces the soundtrack with the original.
- I played this game only in Chris mode.

The soundtrack is ridiculous, but I kind of love it. The English voice acting is so unbelievably corny that the weird music fits right in and makes it feel like a really low budget movie.

Gioco fantastico che ha dato vita ad un genere, c'è ben poco da dire, ancora oggi si gioca da dio, riesce a catturare pienamente sia grazie alla sua struttura chiusa e interconnessa brillantemente studiata, puzzle ambientali continui ma mai stucchevoli e un gameplay che, seppur sente il peso dell'età con un gunplay basilare non sempre bilanciato benissimo e gli storici tank control, riesce comunque a divertire tantissimo, il tutto senza considerare come sul profilo estetico e di atmosfera sia bellissimo ancora oggi pur essendo low poly.

Questa versione tecnicamente ha la colonna sonora cambiata, penso che il problema sia passare dall'ost originale a questa alternativa perchè a livello di qualità mi è piaciuta un sacco. La backlore dovendola giudicare singolarmente non mi ha colpito più di tanto ma contestualizzando è la base di un universo narrativo immenso quindi ci sta alla grande. Note dolenti direi sono solo tre.

La prima è la qualità della sceneggiatura unita a quella del doppiaggio: i dialoghi sono basilari e brutti, uniti ad un doppiaggio quasi comico rendono la componente narrativa sgradevole, non che sia importante ma ci tenevo a sottolinearlo.

Il secondo problema in realtà non è così grave, come il primo del resto, non ho apprezzato il fatto che, ai limiti delle inquadrature a telecamera fissa nel momento in cui si va a mirare l'inquadratura cambi con la sezione contigua non facendoti vedere più nulla, una piccolezza che però si è ripetuta fin troppe volte e mi ha dato fastidio.

L'ultimo problema è quello che ha inciso di più, la parte finale mi sembra un pò rushata, non mi ha appagato specialmente perchè la boss fight finale col Tyrant è stata decisamente troppo facile e sottotono, al punto che speravo il mostro uscisse da un secondo all'altro per un altro round e invece così non è stato, sinceramente un finale che non apprezzo all'apice della tensione mi spegne sempre un pò l'entusiasmo tuttavia per gran parte del gioco Resident Evil si dimostra degno di essere la pietra miliare che tutti conosciamo e fa scuola a tutti i giochi del genere.

The music being this horrendous really brings down the whole vibe a hell of a lot. Still a great game

wanted to dive into the classic REs because I wanted to play nemesis and code veronica down the line (and maybe zero) so I figured I might as well start from the beginning. this is the ultimate director's cut hack which restores the original uncut and colorized FMVs along with the soundtrack from the first two editions, so no ghostwritten MIDI squelches for me. it seems like a weird combination of elements of both the original and director's cut: original american difficulty (in terms of enemy/player HP and resource drops) with auto-aim restored and enemy layouts from director's cut. the translation even seems to interleave the old and the new at separate points... the infant-to-elder puzzle has the awkward original hints while the pool password puzzle has the revised, more legible hints. I had a fascinating time watching some videos and reading up on all the differences and finding where this hack (and the dualshock version) manages to fuse them together.

even though the presentation is purely vintage, the core design shines through. as this was a chris playthrough, I felt more pressed than my remake playthrough with jill to plan item usage carefully and optimize my routes. chris lacks access to jill's lockpick and two of her inventory slots, giving him heavy constraints over how much he can carry at once. a single firearm, an ammo supply (which thankfully never stretched into two slots during my playtime), and a full heal eats up half the space straight away, leaving just enough room to bring whatever your next key item is to its corresponding puzzle along with room to pick up whatever you find along the way. with these restrictions careful item box placement becomes essential to keeping backtracking from becoming too strenuous.

resident evil achieves this simply by how contained its world is: the core realm of the first two thirds of the game can be ran across front to back (west side of mansion to the back of the guardhouse) within a couple of minutes. plenty of analysis already mentions how the protracted door transitions heighten the apprehension of exploring a new area, but they also manage to make each area feel just a hair more immense. cutting from the top of the elevator to the bottom without watching that slowly-lowering rust-covered platform would make it more than clear just how small the environment actually is, for better or worse. on a first appearance the depths of the mansion and its surrounding areas seem endless, but once the majority of the threat has been cleared out and you're left to simply clean up items it sort of ceases to become enjoyable. in effect the fear is gone since you know that no more zombies walk the halls and you're left to run through endless garishly well-lit rooms.

if anything the real fear comes from the encounters, specifically in the latter half of the game. once you know the head-splattering shotgun trick regular zombies and their naked variants towards the end of the game feel effortless to dispose of, but hunters and chimeras are a much more dicey proposition. hunters specifically have copious i-frames on their jump and can easily decapitate you without much warning, and walking into an area to discover they've suddenly infested it becomes an ever-present fear in the second mansion visit and the catacombs. however, the director's cut bumps up the hunter count in these areas and it's pretty clear from watching videos of the original release that I might have preferred having fewer in the game... they're the most annoying enemy to fight by far (chimeras are also bad but magnum ammo is not in short supply by the time you reach the labs). missing a shotgun round because they immediately jumped upon standing up is frustrating to say the least, and the auto-aim doesn't fare well with their ability to juke the player. this all adds up to finding the right balance to properly scare the player however: weaken the enemy too much or make them too easy to dodge and they won't be able to take the threat seriously, while make the enemy too annoying to deal with and the actual combat mechanics overwhelm the player's suspension of disbelief. in my case I had gotten tired of them by the time I reached the catacombs (which feels oddly unfinished as a whole) while my roommate was sitting in rapt fear watching me get utterly shredded in these sections, a reaction I didn't even see from her when she watched me play silent hill. not bad for these muppet-ass looking monsters from '96!

anything else I can delve into regarding the mechanics undergirding this game I probably already covered in my review of the remake from last year, specifically the "dungeon crawler" reconnaissance/optimization cycles moving through each of the areas. it all exists here, and while the puzzles and overall structure may not be as robust, virtually everything that game does simply builds on top of this. the ingredients are all here after all. it's important to note as well that this game in particular feels more comfortable letting puzzles lead to nowhere or letting the player remain confused on totally optional content that may or may not actually help them in the wrong one. so many important items found entirely out of the proximity of where they're actually used, and random items that have bespoke interactions with no seeming purpose (what was that crack at the bottom of the wall in the labs even for?). more experimental without as many expectations and restrictions as the later titles in the series would need to contend with. also

The original RE is a great game, but holy shit does the music on this version suck balls.

Eu sou burro, usei muito guia, muito savestates, e mesmo assim foram qse 7 horas de jogo. Gostei, sempre desejei jogar até o fim. Muita porta!

I knew playing as Jill was gonna be an easier time, but I didn't expect it to be turbo baby dumb mode. Still a good time, but goddamn I'm so happy I played as Chris the first time. Can't believe most people recommend just playing as Jill smh 🤦

"This game kicks, but the music ain't it, it really needs some orchestral kind of stuff. And the analog stick support without actual analog input would be great." - no one ever

The original game is amazing. Regular Director's Cut is a pretty good re-release - it adds Advanced/Arrange mode and the baby difficulty, but for some reason tones down "original" difficulty as well. And this re-re-release is the same, but also changes the soundtrack to the one made by a talented ghost composer for a talented liar who convinced everyone he's Japanese Beethoven.

New tunes are generally not as bad as you may think judging by the reputation of this edition, but they're just unnecessary and inconsistent as hell. Some of them sound really well and some aren't necessarily bad, but noticeably worse fit for the scenery than the originals. And some are the basement abomination everyone loves bringing out, but actually that's the only horrible one, seems more like a mistake.

And for some reason they cut the end credits movie, now it's just a text on the plain black background regardless of the ending. Not sure why, probably because it didn't really work with the new credits music or something. Still a shame.

This version might be worth it for replays, just for the different soundtrack novelty. But your first playthrough should be either the original release, or non-DualShock Director's Cut depending on the difficulty you want.

Sinceramente esperaba algo mucho peor pero me ha gustado hasta casi mas que el remake

O puro suco do mal gosto

Existem duas versões do Director's Cut, vou avaliar as duas tendo jogado somente uma, mas vocês vão entender o pq. A grande diferença desse para o outro foi a tenebrosa mudança em algumas partes da trilha sonora que deixam o jogo bem diferente (pra pior), além dos controles voltados em especial para o dualshock.

Além desse crime cometido contra a primeira trilha, e de fato foi crime mesmo porque o "compositor" dessa versão foi indiciado por fraude quando fingia ser um compositor surdo, mas que na verdade ele não era e por usar ghostwriter, tivemos a adição de um novo modo de jogo que trazia roupas novas para os personagens, sequencias com tomadas de câmera em diferentes ângulos e itens em lugares diferentes para um frescor no jogo.

No geral, melhor seguir com a primeira versão do jogo mesmo pq a trilha sonora estraga tudo, mas nota 3 pq ainda é Resident Evil.

This review contains spoilers

honestly such an amazing experience. i knew people loved resident evil, but i never really knew how good it really was and i’m glad i gave it a chance!! i think my only real complaint is that i didn’t really know anything about wesker or umbrella. i know this is a ps1 game so the story shouldn’t be a high priority or anything, but it would’ve been nice to understand the motivations behind the villains a little better. also a lot of the music was WAY too repetitive. after two playthroughs i wanted to rip my ears out a little. the safe room music was nice tho i enjoyed that one

Just RE:DE but with the option for dual shock controls and a new soundtrack that sounds like the guy making it is fucking a casio keyboard.

It's still RE1 so it's still a great game, but pretty sure later versions like the PS5 release of the og Director's Cut or fan projects patch in dual shock controls, so there really isn't much reason to go back to the version with the worse ost (aside from the guardhouse and saferoom themes those are really good) outside of laughs.