The Premise
Take one of the most influential games of all time, completely recreate it with stunning hand-painted backgrounds, add a ton of new locations and puzzles, and flip many conventions of the series. For Resident Evil 0, create a backstory that didn't exist (or need to) and fill it with one of the last and most forgettable traditional survival horror games that still manages to be somewhat striking. Years pass and Capcom decides these highly-reviewed Nintendo exclusives need to see a wider release because who cares about Shinji Mikami's wishes? A quick HD fix-up and these gorgeous titles look even better...with some caveats.
Resident Evil (REmake)
It's truly impressive that Capcom could take a game oozing with personality like the first Resident Evil and develop an entirely new game around it, one which is so good it makes the original entirely obsolete. This isn't merely a case of "some purists prefer the original," there is absolutely nothing outside of some funny voice acting that the original Resident Evil does better than its Gamecube (and now modern console and PC) counterpart. REmake, as it's been dubbed by fans, adds several new areas, new monsters, and a tragic subplot that paints the experiments of the Umbrella Corporation in a horrifying new light.
But you know that already. REmake released on the Gamecube in 2002 and later on the Nintendo Wii in 2009, although that version had no real changes aside from a control scheme on the Wii Remote that matched Resident Evil 4 in many ways. This game, along with the original and Resident Evil 4, mark the only titles in which Shinji Mikami was lead director--and it shows. While Resident Evil 2, directed by Hideki Kamiya, is my favorite of the franchise, there's something utterly fascinating about REmake that allows it to hold up to this day, thanks in no small part to the incredible vision of its director.
Very few games still leave me terrified of zombies, but REmake's Crimson Head enemies lead to some of the most tense, unscripted moments of terror that has yet to be replicated in a survival horror title. For the uninitiated: in previous Resident Evil games the zombies would disappear completely after you left a room. In REmake, not only do the bodies persist but they will only stay down on a limited timer. After killing a zombie normally and allowing its body to sit, the body will leap up and attack with much more strength and speed than most other enemies in the game. The only way to kill them permanently before this happens is to use a fire grenade, getting a lucky shot and blowing the head apart, or by using a limited fuel canister to burn the body before it can turn. This gives the game a unique take on fleeing from enemies or killing one in your way: if you kill a zombie, there's a very real possibility you won't get a headshot and it will come back later, leaving you with much less ammo you may need for more difficult situations and the very real threat of a difficult monster waiting for you in an important hallway. Even coming back with the fuel canister might not be a guarantee, as they might just wait for you to come near before surprising you.
Aside from unique monsters, REmake introduces Lisa Trevor, a test subject for Umbrella's experiments and one of the franchise's few recurring enemies, alongside others such as Mister X and Nemesis. Her story offers a cryptic look at the foundations of the Umbrella corporation while shedding light on the creation of the mansion. Everything about Lisa is terrifying, from her appearance to how the characters handle her in-game. She doesn't exactly roam around, but she does appear in some locations that require patience and planning to get around her. Like much of the new additions to REmake, one can make a strong argument that her inclusion elevates the remake to one of the better, possibly one of the best, titles in the Resident Evil series.
To take a simple concept like the first Resident Evil and add such in-depth changes is a testament to the quality of the remake. Puzzle items are typically in different places and with different functions, most of which are cleaner than the original counterpart while adding additional content for returning players. Different difficulty modes test your skill at the game, and the two characters have different gameplay properties in subtle ways which change your approach to how you play. While there is no series staple Mercenaries challenge, beating the game unlocks a large amount of new modes such as a mode where all monsters in the game are invisible, a mode where none of the item boxes are linked, or a mode where a special surprise zombie will explode and give you an instant game over if you attack it.
Even if you have no intentions of picking up the Origins Collection, go get this game immediately. It's available on Playstation 3 and 4, Xbox One and Xbox 360, and PC.
Resident Evil 0
In the original Resident Evil, Bravo Team of the Raccoon City STARS unit is sent to the Arklay Mountains to investigate a rash of murders wherein "victims were apparently eaten." Bravo's helicopter crashes in the forest and sends a distress call back to the police department; Alpha Team (your player characters in the first game) steps in to investigate, which causes them to flee into the game's mansion. In the Gamecube remake of Resident Evil, STARS waits for a day after the distress call before their investigation. In that time, Rebecca Chambers--a character from Chris Redfield's campaign in the original--goes on a long train ride to find a prisoner nobody has ever heard of before and somehow, despite traveling most of the entire night, ends up outside the mansion in time for the first Resident Evil. Sound convoluted? It is!
Resident Evil 0 is not an easy game to recommend, mostly because very little of the talent behind the series up to the fourth game had nothing to do with it. You may not be aware of this fact, but Resident Evil 0 was not in fact intended to launch on the Gamecube--in actuality, it was first designed as a Nintendo 64 title.
Source: Unseen64
The magazine Nintendo Power even had a very small screenshot of the game and had advertised it as releasing in 2000, a year after the Nintendo 64 port of Resident Evil 2 (as well as the Playstation original Resident Evil 3) and the same year Resident Evil: Code Veronica released on the Sega Dreamcast. In the screenshots we can clearly see the zombies even closely resembled some of the ones found in Resident Evil 2, suggesting it would have shared assets with it. I was excited to play the game, but after hearing nothing about it I assumed it was quietly canceled.
The Gamecube version of Resident Evil 0 released in the same year as the remake of the first and was also a Nintendo exclusive, leading many to skip both as the Gamecube was infamously unpopular at the time. While I don't dislike 0 in the same way I do Code Veronica, I also don't have the same take-it-or-leave-it feelings as I do toward Resident Evil 3: Nemesis.
Basically, you are controlling Rebecca and Billy at the same time--a system which worked very well in Resident Evil 2, and one that I'm not very sure why they would trash for the zapping system seen in 0. Rather than playing through a scenario and coming together at the end, you press a button to switch between the two, which also means you control the inventory space of two people. This wouldn't be so bad if the game had kept item boxes, but instead you are forced to leave items on the ground like some kind of punk to pick up later. This wouldn't be so frustrating if the game wasn't so linear, especially given that you are forced into new areas with points-of-no-return all over the place, meaning you may have to leave behind ammo permanently. One can argue that this demands more attention and strategy out of the player, but given that the game is a survival horror it already demands plenty of attention. Don't fix what isn't broken, and this game did that in spades. I can only hope the Resident Evil 2 remake doesn't take cues from Resident Evil 0, if only because it can be very frustrating.
This is also the title where Resident Evil went from some cops surviving a biohazard (as its Japanese title states) outbreak to corporate conspiracies with super-humans. Code Veronica began the trend with a certain important character ninja-teleporting around and having telekinetic fireball comic book fights with a mutant demon bug lady in Antarctica, but there's just so much wrong with that game that it can be written off as a failed experiment without much of a fuss. It's wholly different to have a game that looks, plays, and feels like a classic Resident Evil that devolves into pretty dudes in dresses turning into leech monsters while corporate espionage occurs off-screen. It's jarring, but at this point in the series history it's all par-for-the-course. It's just a shame that in the same year we got a harrowing character like Lisa Trevor in the same series we have to go back to overbearing anime tropes. If you told me that this game belonged to a series inspired by horror B-movies, I'd probably not believe you.
That said, it's still a traditional Resident Evil in gameplay. Narrow corridors, different types of monsters, and puzzles litter the game. It's much more polished than the complete waste of time Code Veronica was, so if you have to choose one at least you won't be getting a bad experience. If you can get past the terrible story and the gameplay problems that should never have existed in the first place, you'll find a fairly enjoyable traditional survival horror title. Aside from that, Resident Evil 0 has an alternate mode very similar to Mercenaries as well as the normal difficulty options you've come to expect. While not as fully-featured as REmake, 0 has more than enough to set itself apart.
So what's new?
Aside from upscaling to higher resolutions, Capcom put in a lot of work to create better textures for the two games. Some moving effects have been touched up and in general, despite the age and resolution of the older backgrounds they hold up shockingly well today. The HD remasters allow players to play in the original 4:3 as well as a new, cropped 16:9 display. To account for the resolution of the backgrounds Capcom has instead decided to crop the image and pan around the room, having the camera follow your character. It's a pretty smart decision that doesn't hurt the presentation at all, though it leaves a bit to be desired. Aside from that, the new releases heavily alleviate cutscene load times that plagued the Gamecube releases. Moving to a new camera angle during a cutscene could take up to three seconds, heavily breaking the flow of many scenes. This new version eradicates every instance of load times in cutscenes, leading to a much more refined experience. Despite this, both games have longer overall saving and loading times than the Gamecube originals, but the experience isn't entirely dampened by them.
If you were around during the "orange brick" DVD releases of Dragon Ball Z, you might have come across the argument that in presenting the series in widescreen, FUNimation inadvertently ended up cropping some of the screen and causing some scenes to come off as too narrow--for example, full shots of character faces might just be half of the eyes and a nose (before you point out that I just criticized Resident Evil 0 for being too anime while now using anime as an example, I just want you to know that shut up).While Capcom did their best to make sure every individual camera angle covered the most important character movement, some characters or objects in focus might be cropped unnaturally or shoved off the screen entirely.
It's very weird and I find it hard to recommend the 16:9 display because of that, but if the side-bars distract you enough in 4:3 then it's not the worst thing in the world. Just be prepared for some of the image to be cropped if you do choose that option. The in-engine cutscenes from the Gamecube releases were already in widescreen, so only a very small part of the top and bottom of the screen is cropped to accommodate the presentation. As mentioned it's not always a problem, but if some scenes appear unfocused to you that's the reason why.
In terms of content, nothing new was added to REmake, although Resident Evil 0 adds a clever new mode in which you play as a certain super-powered character who can ninja teleport and blast all enemies onscreen. It's tongue-in-cheek and honestly very funny, and if you've seen everything in the game there's no reason not to try it out as it's mostly a palette swap.
Something to take note of, if you're planning on picking any of these games on consoles: The PC versions have a framerate capped at 60 frames per second, whereas all the console versions are capped at 30. This means the PC will have a smoother presentation and higher response time in comparison, but given that every version of these games prior to the HD remaster played at 30 FPS and considering the generally slow speed of the game, it's not as much of an issue than it would be if it were more action-oriented. Still, it's a bummer that Capcom couldn't get the console versions at full parity with PC.
Tank controls.
As a long-time survival horror fan I want to address the elephant in the room: tank controls. To be clear, I do not understand the complaints and I feel like most of the detractors tried it out for all of a few seconds, noticed that the controls weren't ubiquitous with other 3D games, and immediately hated it. 3D graphics were relatively new when the first Resident Evil was released so to have a new control scheme on top of that might be a bit frustrating, but the game was designed around them for a good reason.
Unlike earlier 3D games that have graphically aged horribly, much of the initial Resident Evil titles still look fairly striking given their meticulously-drawn 2D backgrounds. Unlike Final Fantasy VII where you had distinct loading times between many of the 2D screens, Resident Evil instead placed several camera angles in a room and loaded a new area whenever you entered a new room. Camera angles shift at set moments to give the player a distinct view of the room, which helps in maneuvering around monsters and solving puzzles. Capcom could not have released a better game than they did at the time, and to dismiss the work put into these historical video games (which is not an oxymoron) because of a control scheme is ignorant. Sadly, many reviews for the HD remasters of these games have lauded the new controls as "more accessible" and "much better" and "I'm a stupid neanderthal." It's a bit disheartening to see that people who trust these reviews might agree with these ideas and even champion the new controls as the "true way" to play the games.
As an example of the benefits to tank controls, I've prepared crudely-drawn MS Paint comics to demonstrate the benefits of tank controls with a changing camera angle. In the first image, the character, Jill, is being moved "up" into a new room. The screen and the player's cardinal directions are the same, as are the new movement options and tank controls. Please observe:
As the camera angle transitions, however, the cardinal direction (let's just say 'north') is rotated, giving a better view of the room being entered. However, because of this sudden change the player using the new movement options is suddenly pressing the button moving him in the cardinal direction 'east' because of the shifted perspective. The player using tank controls is moving in the same, fixed direction: forward. Up and forward are ubiquitous with tank controls, after all:
Even with the extra power of his zombie skateboard, the monster is unable to keep up with the player using the old control scheme. Zombies are slow and stupid, but not nearly as stupid as the lunch that ran right into his open embrace using the "new and accessible" control options.
Idiot.
That's not to say tank controls are perfect for every occasion. Some games, like Resident Evil 4 and God Hand, also directed by Shinji Mikami, utilize tank controls very well, but those are very special (and very perfect) cases. You don't want all of your shooters and brawlers to have tank controls, and you don't want all of your static camera games to have them either--take my Final Fantasy VII example from earlier. However, when playing a tense survival horror with a slow pace and multiple angles in a single location, tank controls should be accepted as the norm rather than ostracized as they've become over the years.
That's not to say the new control scheme is bad: in fact, I'm using them myself. There's a very big disclaimer here: the new controls assign the left stick to 2D--or "normal"--movement while the directional buttons stay assigned to 3D--or tank--controls. What this means is that a player can navigate through the tight hallways of the games using the intended control scheme and immediately swap over to the left stick when confronted by an enemy. The new controls allow players to run around in any direction they want; with 3D controls, you'd need to re-position yourself or use the game's very slow quick-turn mechanic, which is back on the D-pad while holding the run button.
Even this comes with its own problem: while it's easier to run around enemies with this control scheme, it also means certain confrontations are rendered completely trivial. You can bait zombies into grabbing and then just run past them while they're reaching out into nothing by just changing directions. The games were clearly designed in a way that free movement would hurt the challenge, and the new movement options being praised as the way to go only send the message that players want an easier experience; with the Resident Evil 2 remake looming over the horizon I for one am terrified this is the biggest message Capcom will take away from reviews of these remasters. If the game is built around utilizing the alternate control method in its favor that might be one thing, but the idea of a fully-3D shooter like some people seem to prefer rather than the perfection that is the Playstation original is even more terrifying than anything seen in these horror masterpieces.
The Verdict
Resident Evil REmake has always been a good game. It was a good game on the Gamecube and it's a good game today. I honestly have never understood the arguments that some elements are "archaic," because video games should always have their own unique design. That said, this version of Resident Evil is the way to go. No annoying loading in cutscenes, being able to reload your weapon in real time outside of a menu, touched up visuals, and new costumes for those interested give it a distinct advantage over the Gamecube and Wii releases. Resident Evil 0 was not a very good game, one that was mostly hype that led to a disappointing prequel many have forgotten about. It's certainly not the worst Resident Evil, not even the worst "classic" title, but it leaves much to be desired. If you can look past its flaws there's a neat little game in there, and there's even a new game mode for returning players.
Neither of these games have been released outside of a Nintendo console, which also means many of the series faithful have not played them until now. The Origins Collection is a great physical bundle, and though I would have preferred individual boxes for these games, it's well worth double-dipping if you've played them before and if you haven't, these are the best versions of some of the best survival horror games ever made.
If you'd like to see me slapping around the PS4 versions of these games, head on over to my Youtube channel where I will be uploading a full playthrough of the entire collection. You can find the first part here: