Resident Evil Zero – GC – Review

This game needs no
introduction.  It doesn’t need a clever intro, or any other "hook" that will
make you continue reading.  Why?  Because this is Resident Evil Zero, the
first Resident Evil game developed exclusively for a Nintendo platform.  After
several successful years on the PSone, Capcom struck a deal with Nintendo that
would guarantee the release of one brand-new Resident Evil game for Nintendo
64.  That game turned out to be Resident Evil Zero, the series’ first (and
perhaps only) prequel.  Like Onimusha on the PSone, REZ proved to be too
powerful for the Nintendo 64’s weak processor.  GameCube’s release wasn’t too
far away, so Capcom decided to do what other developers were doing and scrap
the N64 version in favor of developing for Nintendo’s new platform.  The
results are quite stunning.  From slow and sluggish, to dark, deep and
intense, Resident Evil Zero is the game that survival/horror fans have been
waiting for.

It’s
no surprise that Resident Evil Zero features two playable characters.  What
may surprise you is the revelation that both of these characters must be
controlled (managed) at the same time!  The first character is Rebecca
Chambers, the geeky, never-shot-a-gun-before-in-her-life chick from the
original Resident Evil.  Apparently Capcom didn’t like the idea of her being a
wimpy cop, so they scrapped that idea and made her a tough rookie who’s fully
capable of handling herself in a dangerous situation.  She meets up with Billy
Coen, a convicted murderer who is lucky enough to escape while being
transported to an execution facility.  Rebecca hates murderers (big shock),
but comes to the conclusion that if she doesn’t work with Billy, neither of
them may get out alive.  And so another chapter in the Resident Evil saga
begins.

Is this a new, team-based
Resident Evil?  Not quite.  Resident Evil Zero is very much a part of the
classic series we all know and love.  But now they can embark on a horrifying
journey with two characters from the start, alternate between them, solve
unique puzzles and get a small taste of what Resident Evil Online might be
like.

Players can’t entirely
control both characters at the same time, but they can issue a simple command
to the secondary character — attack, idle, solo or team.  Select to "attack"
to make your partner fire at will when an enemy is nigh; choose "idle" if
you’d prefer to conserve ammo.  Exploring can take quite a while, and it’s not
always safe checking out those dark and scary places alone, making "team" the
ideal choice.  With team selected, your partner will follow you wherever you
go.  But if you are trying to solve a puzzle that requires some teamwork, or
if you would like to do a little exploring on your own, choose "solo" to make
your partner stay where he/she is.  All of these commands are changeable via
the menu screen, but you can switch between "team" and "solo" very quickly by
pressing the Start button.

The unique gameplay
additions go beyond that, involving puzzles that require the cooperation of
both characters.  Resident Evil Zero demonstrates this concept early on in the
game when Billy and Rebecca are separated.  Rebecca is trapped in a room with
a jammed door, and it must be un-jammed from the inside.  Switch over to
Billy, search the various train cars and you’ll eventually come across a
small, pointy tool.  Then Billy must locate an item transfer elevator, insert
the tool and send it to Rebecca, who can then use the tool to break out.  This
is the most basic of all the cooperative puzzles that you’ll encounter in the
game, so don’t expect this game to be easy.

Oh, and did I mention
that there are no item chests in this game?  Billy and Rebecca can hold a
total of 12 items (six each), all of which can be transferred between the two
characters so long as they are within close range of each other.  Additional
items must be discarded, but may be picked up again once an item slot has been
vacated.  Discarding items is risky though, since not all areas of the game
are always accessible.  You could discard a ton of important items, leave and
never, ever get them back.

Resident Evil Zero’s easy
mode makes it easier than the other games in the series, since it greatly
decreases the amount of shots it takes to kill each zombie, but the puzzles
stay the same.  The new map style is a little harder to read, and there are
fewer hints than in the previous games, making it that much harder to figure
out what needs to be done next.  In that respect, REZ is exactly what I
wanted.  I made the foolish mistake of beating the first two games with a
strategy guide at my side, and when the remake came around, the mansion’s
layout was so familiar that I didn’t really need any help.  RE3 and CODE:
Veronica both had simpler level designs and key items that were easier to
find, making them less difficult than the first two games.

Zero, on the other hand,
is not quick to reveal your mission objectives.  There were times when it got
so tough that I was tempted to surf the Web for a strategy guide.  But that
would have spoiled all of the cool surprises that awaited me in this
incredible prequel.  Every scenario is a brand-new, joyous experience.  New
monsters lurk in the depths of the runaway train, though I’m not about to tell
you what they are.  Hopefully you’re unaware of the giant [blank] that attacks
you near the beginning of the game.  Hopefully you haven’t seen the vicious
[blanks] that surround you in [blank].  Because if you knew about all of the
cool new [blanks], the shock, the thrill and surprising feeling that this game
creates will be somewhat lost, degrading one of the grandest experiences you
could ever have on the ‘Cube.  My advice: avoid looking at more than a few of
the game’s screenshots.  Take my word for it — the graphics are just as good
as the Resident Evil remake.  That’s all you need to know.

Resident Evil Zero’s
sound effects are mighty impressive.  While most of the game takes place in
doors, there are a few times when you’ll be forced to face the thunderstorm
outside.  As the rain bangs against windows, metal and other objects, it
bounces of with a powerful, realistic sound.  Gunshots are crystal clear. 
Zombies groan horrifically.  Footsteps are quiet when running on carpet, and
loud and obvious when running on harder, less-cushioned surfaces.

The music is eerily
familiar, even though the soundtrack is comprised of mostly new material. 
Diehard fans will no doubt feel a bit of nostalgia when they enter the game’s
first save room.  Resident Evil Zero’s composers and sound designers/engineers
deserve just as much credit as the graphic artists who make the game look so
pretty.  Without these people, the game would not be very scary.  Sound
enhances every moment.  If the somewhat intense music isn’t freaking you out,
then maybe the sound of a groaning zombie will.  Some scenarios are so
surprising that they might even make you jump out of your seat!

As expected, Resident
Evil Zero takes full advantage of the GameCube’s extra horsepower.  Polygons
are in high abundance, filling each monster with an unbelievable amount of
detail.  If this is your first Resident Evil outing on the ‘Cube, then you
will be blown away by all of the intricate zombie models that Capcom has come
up with.  Their faces are rotting, some more than others.  Facial scars
indicate the traumatic events that preceded the humans’ zombie
transformation.  As former humans, these zombies come dressed in torn suits,
casual shirts and other typical attire.  Aside from looking more realistic,
the zombies are a whole lot bigger than the puny (but scary) creatures that
infiltrated the PSone, adding an extra layer of fright to the world’s greatest
survival/horror series.

If you’re still not
convinced that Resident Evil Zero is a must-have game, let me give you my
sales pitch.  "Resident Evil Zero.  Developed by the same people who brought
you Onimusha, Devil May Cry and the other Resident Evil titles.  Available now
wherever video games are sold."


Reviewer’s Scoring Details

 


Gameplay: 9.3
Resident Evil
Zero is another reason to buy Nintendo’s latest console.  The new areas are
awesome, and the new monsters, especially the one that attacks you at the
beginning of the game, have to be seen to believe.  No survival/horror fan
should be without this game (or the Resident Evil remake, for that matter).

Graphics: 9.4 
Still not
convinced of the GameCube’s amazing graphical power?  Then pop Resident Evil
Zero into your system and prepare to be blown away.

Sound: 8.8
Dark, creepy and
atmospheric, Resident Evil Zero’s sound is so good that you may want to buy a
sub-woofer just to experience that extra kick.


Difficulty: Medium
The familiar
enemies are easier to defeat (in easy mode, at least), but the puzzles can be
quite tricky.

Concept: 8 
Resident Evil
Zero kicks the series up a notch by adding a number of new features.  Not only
is it more difficult to watch over/control two characters at the same time,
it’s also a lot of fun, and adds a new dimension to the Resident Evil series. 
There’s a lot that could be done with this sort of thing in the future…

Overall: 9.3
GameCube owners
have a lot of great games to eat this holiday season, so dig into this
wonderful feast and enjoy it while it’s hot.  Grab a leg of the Resident Evil
remake, snag a piece of Metroid Prime Pie and bite into Capcom’s most
delicious GameCube dessert, Resident Evil Zero.  And don’t forget to top your
pie with a little Metroid Fusion Whipping Cream.