Reviews from

in the past


Survival Horror perfected. Amazing atmosphere. Jill Valentine fucking rules and I love her. Elder God tier game.

Playing this as my second Resident Evil, shortly after RE4, I was confused and disappointed. Even though this was a remake of the original game, the controls still felt like a mess. Where was the action? Over time I've come to appreciate the older games in the series for what they are now, so this one feels ripe for a replay and reassessment soon.

Probablemente el mejor videojuego de todos los tiempos.

Love those spooky spooky prerenders and those good good puzzles.


One of the best video game remakes of all time, it truly is what the team wanted the original to be if it weren't for the PS1's limitations.

Not a huge fan of actually playing the older Resident Evil games but I do love the hokey dialogue. I mostly played this when I wanted to show off how amazing it looked (especially on my wee CRT).

The perfect video game remake -- an original designer returns and meaningfully expands on and modernizes his game with its original spirit totally intact.

This might be the best horror game in the last 20 years.

Gameplay is a little too dated for me.

It's not even funny how much of a "greatest of all time" material this game is. It is pretty much the perfect survival horror game, and a phenomenal example of how to remake a game.

It expands upon Resident Evil's game design enough to be considered its own thing, rather than just being the original but better, with tons of new paths, details, puzzles, areas, and so much more. It doesn't have the hilarious and absurd B-movie campiness of the original but that's pretty much the point of this remake. The dialogue is still admittedly corny but the cheesiness is kept to a minimum so the developers can focus on what they want to accomplish with this game: a chilling, creepy, hauntingly atmospheric and true survival horror experience.

Visually, my god, it might actually be the most beautiful looking game in the series in my opinion. Seriously, the gorgeous and dynamically crafted pre-rendered backgrounds with fantastic use of lighting really add to the dark and twisted ambience of this mansion, and to the memorability of its design as a whole. Just like in the original, every corner of this mansion is purposeful, every enemy placement is purposeful, every puzzle is purposeful, and the progression can be done in numerous different ways making for an infinitely replayable experience.

Literally what else can I say about this game? It's just one of the greatest video games ever created. Resident Evil 4 might be the definitive best game in the series, but Resident Evil Remake is the definitive survival horror experience. Truly phenomenal stuff!

After my disappointing experience with Silent Hill 2 i was hesitating about trying the Remake of the first Resident Evil game, having watched a fragment of gameplay videos and noticing the similarity of control mechanics I had my doubts on playing this game. Until recently i saw the remaster edition available on the PS4 and at a good discount as well, being a fan of the new Resident Evil games i decided to jump in and try this game.
Turns out the control style of directed camera scenes was not my problem at all, as surprisingly i fell in love with this game within the first minutes.
This game is great, its a masterpiece actually, I would even say its better than any Resident Evil game i have ever played.
The Mansion is a very terrifying setting, built in a dark forest, isolated, it creates a type of horror immersion unlike any other, its similar to that dark gothic Prussian castle in Amnesia one of my favorite games. Exploring the mansion and figuring out its puzzles have got to be one of the best gaming experience ever, the progression towards the outdoor like Courtyard and Residence was also captivating as well.
Music is top tier, the save room keeps ringing through my ears, the puzzle music, many other atmospheric pieces are so damn memorable and do their job with immersing me with the game.
Camera direction is fantastic, weapon and item management and combat is also good, the combat is surely outdated but its still serviceable.
Puzzles are interesting.
Story is also interesting as i always wanted to solve the mystery behind what is happening. Characters are simple and not explored like other genres but i surprisingly liked them especially Jill, i loved my playthrough with her.

This game caught me by surprise as i never was even expecting to enjoy it as much.

5/5

I have no idea what to rate this, because I feel like rating it as its aged to sin is not reflective of the experience I had, but rating it as I have it now would not reflect how... unfortunate the gameplay has gotten. Play without the tank controls in the modern versions and the game is way too easy, but they are hell to use. And the constant, CONSTANT door loading screens after the trick has worn off. I don't know. I loved it. I don't love it anymore, but think it's cool. Idk.

A suberb remake that retains retro charm of the original whilst amping up the lighting and atmosphere.

This is the ideal Resident Evil game. You may not like it, but this is what peak Resident Evil looks like.

The rare and truly, truly special occasion where each and every element works perfectly in tandem to fully realize a game's potential. The gratifyingly punishing mechanics, the terrific sound design, art direction, and camera angles, the grounded yet still interesting puzzles, the ingenious map design leading to a healthy amount of very purposeful backtracking, the slow drip of story clues, and yes, even the control scheme all come together to create not only the pinnacle of survival horror, but perhaps the pinnacle of video games altogether. Every second spent playing Resident Evil (2002) is a second of decision-making, a second of rapidly building anticipation and curiosity, and a second of experiencing an unmatched atmosphere. It's a game that everyone who's at all interested in the medium needs to play, for real.

Gold standard for remakes as far as I'm concerned. At least those that seek to elevate the original vision of a game.

Absolute classic. What every remake wishes it was.

The best remake of a game I've ever played. Hell, going back to the original afterwards, you feel these little pockets of space where something feels missing... This remake carefully adds only what is necessary to complete the experience, rather than becoming bloated on unnecessary content and mechanics. The music. The camera angles. The controls. The monsters. Everything comes together beautifully, and it is as wonderful as it is horrifying. (The HD port loses a lot with its modern controls, essentially breaking parts of the game, and it doesn't look great on modern TVs, but I do appreciate it for reaching a lot of new players.) Quite frankly, Resident Evil has never been better.

Legit one of the best games every made, and to date the best game remake, making every aspect of the game better but also expanding on it in amazing aways. Perfect.


For me, this is the game. The game that changed the way I thought about games, the one that got me writing all these reviews and critiques in the first place. The reason why is because Resident Evil may have the most cohesive design of any game I’ve ever played, with every element focused on creating a compelling survival-horror experience. So, instead of just writing a personally fulfilling, yet ultimately useless love letter, this review is going to be an attempt at laying out the chain of design details that form the core of Resident Evil’s elegance.

The best place to start is probably the movement, with the infamous tank controls being the first hurdle players will have to jump over. Most third person games center their movement on the perspective of the camera, rather than the player character itself, so players don’t have to think about their facing direction and just move where they want. However, this benefit presupposes that the camera position is dynamic rather than fixed, and Resident Evil’s fixed camera is as legendary as the controls themselves. In the tight, claustrophobic halls of the mansion, the viewpoint flips between establishing shots of each area, balancing interesting perspectives with the ability to see hazards clearly. Since the camera can snap to different angles, camera-relative controls would lead to players awkwardly changing direction as they move around each room, something many players were confronted with when the HD version added this sort of control scheme. While there is the occasional awkward camera angle, the enemy design and placement are balanced around the player’s restrictions. Zombies groan to signal their presence, stand still until you’re in view, move slowly, and hold their arms out to indicate attacking range. Not only is this danger zone explicitly defined, but every lunge has an obvious cooldown time that allows for players to step back or run past, communicating to the player that they have the option of circumnavigating zombies instead of taking them on.

It’s not just “run or kill” that is going through players’ heads when they encounter a zombie though, there’s a deceptive amount of decision making that factors into this simple scenario. Players can’t shoot and move at the same time, so as soon as you see an enemy, a mental calculation has to occur on whether it’s safe to engage. Miscalculations could mean having to swap from abundant pistol ammunition to the rarer shotgun shells, or just taking damage. Even a successful kill isn’t the end of the decision making, with zombies turning into ferocious Crimson Heads shortly after being killed, unless they are decapitated or subsequently burned up. This means players have to factor in their proximity to an item box to retrieve the kerosene and lighter, assuming they didn’t already decide to use the shotgun for a headshot. Running back to the item box could lead to more encounters, so a route has to be chosen carefully, and the amount of kerosene itself is limited. Retrieving these items also takes up inventory space, so a judgement call needs to be made on the balance of healing, fighting, and collecting new items. Deciding to just sneak past an enemy has its own perils, carrying a high risk of taking damage in exchange for maintaining your supply cache. This risk only compounds with each traversal through the room, so encountering an enemy might even lead to opening up the map to analyze alternate routes. If you do mess up and get grabbed, you have the choice to use a rare defensive item to prevent the damage, or hold onto it in case of an emergency. If you don’t use it and eat the damage, you have to decide if you even want to heal yourself afterwards, either waiting to get the most value out of a full heal, or being slightly inefficient in exchange for safety and a free item slot. With supplies and key items scattered evenly across the map, having free inventory slots is a key element of strategy in itself, pushing players to take risks with fewer items on hand for the rewards of efficient play. Sometimes the best option is to carry no healing items or no extra ammo, putting you on a nervous edge entirely free from the artificiality of narrative stakes or a subjective sense of atmosphere.

Really though, it’s not just exploring without many items to defend yourself that gives you that nervous edge, it’s everything I’ve listed. Remember, those two whole blocks of detail resulted from explaining why the movement functions the way that it does; every system is so elegantly linked to the others that nothing can be analyzed on its own. All the supply management, the decision making required for each enemy, the tight corridors and cinematic angles, every single part of the game has been tuned to build up a comprehensive horror experience. This perfect design cohesion set on a backdrop of visual polish generations ahead of its time (thanks in part to the prerendering that static camera angles allow for) gives it a level of timelessness few games ever achieve. Even twenty years later, it stands as an achievement in survival horror game design, atmosphere, and how remakes should be handled in general. This is where I feel the temptation to transition into the love letter I was avoiding earlier, so this is probably the best place to wrap up. Everyone should play this to experience what I consider to be a textbook on effective game design. It’s required reading for understanding what makes games great.

re4 is good enough to deserve the rep it got but this deserves it a little more. planning and executing your trajectory through the orbits of the two save rooms is so stressful that it should qualify you for coordinating moon missions

The original and the legend. With updated graphics and some nice new additions to the game, resi still holds up today for new and old fans alike. Survival horror at it's best, you will not be going guns blazing into the action, but likely awkwardly running away with classic tank controls.

A true and definitive Survival Horror Experience.