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Platform: Nintendo GameCube
Developer: Capcom
Year: 2003
OFLC Rating: MA15+ |
When Resident Evil Zero came
out, it looked to be the title that would answer
all the questions, tie all the threads together
and give us a better understanding as to why the
events of the original Resident Evil and
beyond took place. It did… to an extent…
Set one night before Resident Evil,
S.T.A.R.S. Bravo Team has been sent into the Arklay
Mountains to investigate a string of bizarre murders,
but when their helicopter encounters engine problems,
they are forced to make an emergency landing far
from their intended drop spot. Being Resident
Evil, you know what comes next.
Zero again incorporates the dual character play
that most of the games in the series presented.
This time around you take control of Rebecca Chambers,
a recognisable character for veterans of the series,
and Billy Cohen, an ex US Marine who was imprisoned
for the murder of 23 innocent people during a
mission years ago. Cohen escapes custody when
his military transport crashes in the aforementioned
woods. You have your gender-balanced protagonists,
the difference this time around is that you can,
and at times must, control them simultaneously.
When the characters are together, you can use
the C-Stick to control the secondary character's
movements, and if your primary character shoots,
the secondary will fire at the target too. Alternately
they can be left for the computer to take control
of until you decide to split the team. For those
new to the series, each of the older games that
used two protagonists had you play as one while
the other was doing something else in another
area. This still happens occasionally, but you
could never switch between the two whenever you
felt, nor could the characters trade off equipment
when they accompanied each other. This new inclusion
may not seem like much, but it really does become
a very important and incredibly useful feature
of the game, particularly when character traits
are taken further than "the male can take
more damage, the chick can carry more stuff".
Another interesting new gameplay feature is the
removal of the famous 'magic boxes'
of the Resident Evil series. In the games that
came before this one, boxes were scattered throughout
the games that could be used to store any items
you didn't wish to carry. The 'magic'
part meaning that even if you put something in
one box, you could retrieve it from any other.
The Resident Evil remake was the first to toy
with this idea, making realistic boxes (which
meant having to remember where you put what),
but Zero allows characters to simply drop items
from their inventory wherever they please (however,
much like the realistic boxes, means that the
player has to be careful where he or she leaves
particular items).
With the actual technical sides of the gameplay
given the tweaking it received, the progression
through puzzles was taken to a whole other level.
Previous games would see characters work through
traditional puzzles to obtain objects for progression,
but in Zero, the puzzles are a combination of
character co-operation and traditional problem
solving. There are a number of puzzles that will
require players to have the characters together
in order to go on, which means, especially under
the circumstances being able to switch back and
forth at will presents, it's best to keep
an eye on what each character is doing constantly,
without getting too carried away in one character's
progression. While the puzzles themselves might
seem inane or frustrating, they are significantly,
simply by their nature, more logical in their
placement than those presented the earlier titles.
Thankfully, Zero doesn't have anywhere near
as many moments where you find yourself presented
with a problem that requires the character to
run all the way back to the other side of the
game to retrieve an item and then, arduously make
your return (unless you leave a needed item somewhere
and forget about it), as the others did.
Graphically, the title is superior to the Resident
Evil remake, and easily one of the nicest
looking games on the Cube. Sure, the backgrounds
are still pre-rendered, but there's enough
animation incorporated into the environments to
give them the life they need (standing atop the
moving train being a perfect example, absolutely
awesome). The character modelling is fantastic,
though not quite as down to earth as the original's
remake. Billy and Rebecca both look a little too
perfect when you compare them to Chris and Jill
from the original. The enemy models however are
perfect, there's more diversity in the zombies
(which actually appear more infrequently than
one would think), and the monsters, though far
more fantastic than any of the other titles, are
superbly designed. I was taken aback by the appearance
of giant frogs (their existence made a little
redundant by the Hunter creatures), but they look
so damn good that I just accepted them. The most
disturbing creatures, humanoid masses comprised
entirely of mutant leeches, are easily the best
looking things in the game and their animations,
fluid movement and general aesthetic make them
genuinely impressive, and probably the most disturbing
creatures to appear in the series. However, while
the creature design is always impressive, the
ideas behind the creatures are often questionable.
I think the final boss is one of those situations
where you really have to completely suspend disbelief,
as it's one of the more absurd ideas the
series has put forward (though it looks very cool).
Oh, and zombie monkeys, very cool!
The cutscenes that take place throughout the
game are equally as impressive visually, again,
surpassing those presented by the remake. The
only problem is that they manage to jump the shark
with Wesker in a way that is so horrifyingly obvious
that his character takes on a totally new and
far less sinister tone. The same is to be said
with Enrico, Bravo Team's leader, who sounds
like a G.I. Joe dropout, yet in the remake sounds
awesome. Generally speaking, Zero does a pretty
good job with its voice acting. Aside from the
aforementioned duo, the rest of the cast does
a pretty damn good job, given how ludicrous some
of the characters are (well, one really).
Now, in my opening, I said that Zero was to be
the game that answered all the questions. It doesn't.
It does answer some things to a certain extent,
but the answers that were promised in the build
up to this game aren't given. Zero is more
of an informative piece in regards to information
than one that answers all. It doesn't really
take you right back to where it all began, as
some claim it does, it takes you right back to
where S.T.A.R.S. became involved physically. Essentially,
Zero is an extension of the original Resident
Evil, telling us the purpose of the original's
mansion, a little more background on the Umbrella
Corporation, Wesker and William Birkin's
(Resident Evil 2) connection
and involvement in the T-Virus research, and basically
what happened to the team that came before the
original's Alpha Unit. The story itself
is fairly self contained, and raises more questions
that aren't addressed come the resolution.
Cohen has a pretty interesting background, the
circumstances surrounding his involvement in the
events of the game probably could have/should
have been addressed. Still, I suppose it's
these questions that keep spawning the sequels
we come to love (or loathe… Code:
Veronica!). The strange thing about Resident
Evil Zero is that while the story is
so relatively small, the game itself is quite
lengthy and certainly feels longer than most Resident
Evil outings.
All in all, Resident Evil Zero is definitely one of the better titles in the
Resident Evil series, and has certainly come a
long way from its Nintendo 64 origins (check some
RE sites for comparisons). It's fresher
than you'd think, given that it runs on
the same engines as the previous games, and it
looks absolutely stunning, both reasons why I
find myself replaying this one more than any of
the others (sans 4). It's these pros that
heavily outweigh the minor continuity quibbles
and sporadic moments of sheer absurdity. Plenty
of great horror moments, plenty of gore, plenty
for any Resident Evil fan yet to play this one
to sink their teeth into (and now that it's
a Platinum Title, you have even more reason to
get it now). |