Cresps_X12
BACKER
Gaming lover and absolutely adore pro-wrestling.
After years of trophy hunting I lost my love for videogames due to doing horrible acts just for the dopamine pop, now I wanna experience the feelings I got as a child and to play a little bit of everything I want.
Reviews range from the following;
(0.5 ★ - 2 ★) I didn't really like this, and it will range from how much the game rages me.
2.5 ★ - Is mid bad? If you're a fan of the series it might pass.
(3 ★ - 3.5 ★) From okay (bunch of what if's) to good territory. (impress me!)
(4 ★ - 4.5 ★) I recommend if you're a fan of the genre / other games from the genre should inspire from this.
5 ★: Breaking barriers and creating new standards for the industry / special place in my heart.
I think too much about this, I will keep in account comparing them to other games from the series / it's genre.
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This review contains spoilers
My second dive into the Resident Evil series came after completing RE1 (Remake) a few weeks ago, which I rated 4.5 stars. I enjoyed RE0 more than I should. (after going back and forth between 3,5 and 4 stars I gave it 3,5 now, bear with me.)
This time, I was prepared for manual saves and ink ribbon usage, having learned from my previous experience. The abundance of ink ribbons and the fact the game felt shorter made it easier.
The game's low average rating on Backloggd can be attributed to one mechanic of the game: inventory management. With two characters mostly together, we have 12 item slots, yet shotguns and the hookshot take up 2 slots each, causing frustration in managing health items, key items, ammo, and weapons. It's a juggling act between carrying essential items and risking leaving them behind, leading to backtracking. Losing item boxes while gaining the ability to leave items on the ground seemed like a trade-off, but why not have both? For me this is just a minor complaint due to each section having quick acesses, but can understand why many people hate.
Another componente lies in the reliance on two partners throughout the game. While their chemistry and mutual assistance add depth, certain puzzles, like the one at the Treatment Plant, raise questions. Why couldn't Billy carry Rebecca on his back instead of going through the trouble of finding a battery for the forklift to get the magnetic card? Just rambling, lol.
Survival horror elements felt diluted compared to RE1 Remake, with less emphasis on ammo conservation. The absence of the Crimson Heads made the game easier. Although the fuel canteen added survival elements, they weren't here, kill the zombies, they're dead forever.
As a prequel, the story offers some plot points but I feel this entry shouldn't be your first experience to the series. Also! Certain enemies, like the apes, frogs, and Mimicry Marcus are frustratingly unbearable.
While gameplay similarities with RE1 are appreciated, I desired a stronger presence in the soundtrack and atmosphere. Despite these critiques, RE0 remains a good game overall. My next step? RE2 Remake, with high hopes for an even better experience.