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  • Resident Evil: Zero takes you back to a time that was much simpler for Capcom's prolific

  • series. There are no quick time events, multiple character arches, or overblown action sequences

  • to be found: Only green herbs, ink ribbons, and the distant moans of the undead.

  • It's been seventeen years since the first Resident Evil pushed the survival horror into

  • the mainstream. It makes those of us who can clearly remember the exact moment that those

  • zombie dogs came crashing through a set of windows, feel kind of old.

  • Thankfully the experience was remade in the 2001 remake of the original Resident Evil

  • for the Gamecube, Capcom made sure a new generation of gamers would collectively s*** their pants,

  • whilst forgetting about the terrible live action film that had just released.

  • Hot off the remakes success, Resident Evil: Zero would be released just a shy year later,

  • and three years before the entirely revolutionary fourth game in the series that has since been

  • cited as the series best. And while 4th game is a marvel of game design and truly worthy

  • of being named one of the best games of the past decade, Resident Evil 2 will always be

  • my all-time favorite of the series, which may be why I enjoyed Resident Evil: Zero so

  • much. Taking place before the events of the first

  • game, you play as Rebecca Chambers, the series favorite S.T.A.R.S medic, who has found herself

  • stranded aboard a train that has just been ravished by man eating slugs. It doesn't take

  • long for Rebecca to partner up with Billy Coen, an escaped convict her team was after.

  • Zombies find their way into the equation and the their partnership seems reasonable so

  • long as giant scorpions and androgynous villains are about.

  • The game's biggest deviation from the remake is the abailty to play as both Rebecca and

  • Billy, switching between the two by the press of a button. Both characters have their own

  • special attributes: Rebecca can mix herbs and chemicals, while Billy can use his brute

  • strength to solve the block pushing puzzles the series is infamously known for.

  • Partnering up with a serial killer, under already frightening circumstances seems right

  • for the narrative picking. In the traditional Capcom way, the story and writing is so bad

  • it's almost a parody of the way Hollywood action characters speak. Which isn't a complaint,

  • as the cut scenes helps to balance the jump scares with brief moments of unintentional

  • laughter. The other welcome change to Zero is the ability

  • to drop items. Instead of having to run back and forth between item boxes, you can just

  • drop items wherever your character stands. Which helps cut down on the already heavy

  • backtracking one will encounter. Resident Evil Zero is as classic of a Resident

  • Evil experience as you'd expect. Its biggest problem is that it's okay with satisfying

  • what's expected and not much else, making the experience feel more like an expansion

  • pack, than its own full-fledged game. And I'm okay with that.

  • As a huge Resident Evil fan, I'm willing to look over the lame enemy design, which resorts

  • to me to imagining the designers turning to one another and asking "what animals haven't

  • we oversized and zombiefied yet?" The oversized bugs, evil monkeys, and entire exclusion of

  • the Crimson Heads, feels lazy. The rest is still that zombie evading, key

  • collecting, mansion exploring, and obtuse puzzle solving, that we fell in love with

  • in the first place. Those looking to satiate a nostalgic hunger for a Jill Sandwich, look

  • no further than Resident Evil: Zero.

Resident Evil: Zero takes you back to a time that was much simpler for Capcom's prolific

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