Resident Evil (2002 video game)
Resident Evil | |
---|---|
North American GameCube cover art | |
Developer(s) | Capcom |
Publisher(s) | Capcom |
Director(s) | Shinji Mikami |
Producer(s) | Hiroyuki Kobayashi |
Designer(s) |
Koji Kakae Joesuke Kaji Shigenori Nishikawa |
Programmer(s) | Hideaki Motozuka |
Artist(s) |
Naoki Katakai Kenichi Ueda Shimako Sato |
Composer(s) |
Shusaku Uchiyama Makoto Tomozawa Misao Senbongi |
Series | Resident Evil |
Platform(s) | GameCube, Wii, Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One |
Release date(s) | |
Genre(s) | Survival horror |
Mode(s) | Single-player |
Resident Evil, known in Japan as biohazard (バイオハザード baiohazādo), is a survival horror video game developed and published by Capcom and originally released for the GameCube video game console in 2002. It is a remake of the 1996 game Resident Evil, the first installment in the Resident Evil video game series. The story takes place in 1998 near the fictional Midwestern town of Raccoon City where a series of bizarre murders have taken place. The player takes on the role of either Chris Redfield or Jill Valentine, S.T.A.R.S. agents sent in by the city to investigate the murders.
Resident Evil was developed over the course of one year and two months as part of an exclusivity deal between Capcom and Nintendo. It was directed by Shinji Mikami, who also designed and directed the original Resident Evil. Mikami decided to produce a remake because he felt that the original had not aged well and that the GameCube's capabilities could bring the game closer to his original vision. The game retains the same graphical presentation, with 3D models superimposed over pre-rendered backgrounds. However, the quality of the graphics were vastly improved. The remake also features new gameplay mechanics, revised puzzles, additional explorable areas, a revised script, and new story details including an entire subplot cut from the original game.
Upon release, Resident Evil received critical acclaim from video game journalists, who praised its graphics and improved gameplay over the original game. It is often described as one of the best, scariest, and most visually impressive entries in the Resident Evil series. Despite this, the game sold worse than expected and led Capcom to change the direction of the series to a more action-oriented approach. In 2008, the game was ported to the Wii, featuring a new control system. A high-definition version of the game was released worldwide for Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360, and Xbox One in 2015 to positive critical reception and commercial success.
Gameplay
Resident Evil is a survival horror game where the player controls the on-screen character from a third-person perspective to interact with the environment. To advance through the game, the player must explore a mansion and its surrounding areas while avoiding, outsmarting and defeating various types of monsters like zombies, undead dogs, and giant spiders.[1] The player can open doors, push certain objects, climb obstacles, and pick up items. When an item is collected, it is stored in an inventory that the player can access at any time. Items in the inventory can be used, examined, and combined to solve puzzles and gain access to areas that were previously inaccessible.[2] The inventory is limited to a certain number of slots, and the player must often move items from the inventory to storage boxes located in certain areas to manage space.[2]
Although the player can use firearms to kill monsters, Resident Evil emphasizes evasion over fast-paced combat by providing the player with limited ammunition. The player also has a limited amount of health which decreases when attacked by monsters. Nevertheless, players can regain their health by collecting and using herbs, which can be mixed with other herbs to increase their healing effect.[2] Some monsters can also infect the player with a poisoning effect, which gradually depletes the player's health over time until the poison is cured with serum or special herbs.[2] The zombies that are defeated but not decapitated or burned eventually revive mutated into a much faster and deadlier opponents.[3]
Like in the original Resident Evil, the player can play as either Chris Redfield or Jill Valentine and each character has advantages and disadvantages.[4] For example, Chris can take and deal more damage than Jill but Jill can carry more items and unlock certain doors with a lock pick. Both characters can also equip defensive weapons that can save them from taking damage when seized by an enemy. These defensive weapons include a dagger and a special weapon that is exclusive to each of them: Jill can use a taser, while Chris is able to shove stun grenades into the zombies' mouths and detonate them with a pistol shot.[5] Defensive weapons are limited and can only be used when the player is grabbed by a monster.[5]
The game features an automap to help players navigate the different areas of the game. Additionally, the player can pick up maps of certain sections to reveal unexplored areas.[2] To save their progress, players need to find ink ribbons and use them with a typewriter; the game features a limited supply of ink ribbons, so players cannot save their progress as many times as they want.[2] The story of the game is slightly altered by the character the player chooses to play as,[4] and certain choices the player makes in the game can impact the direction of the game and its ending.[6] Upon completing the game under a certain difficulty setting and time limit, the player may unlock secret costumes for the main characters, bonus weapons, and special difficulty modes.[7]
Plot
Resident Evil takes place on July 24, 1998, when a series of bizarre murders have occurred on the outskirts of the Midwestern town of Raccoon City. The Raccoon City Police Department's Special Tactics And Rescue Service (STARS), which is divided into Alpha Team and Bravo Team, is assigned to investigate these murders. Bravo Team is sent first, but after contact with them is lost, Alpha Team is sent to investigate their disappearance. Alpha Team locates Bravo Team's crashed helicopter and land at the site, where they are suddenly attacked by a pack of monstrous dogs, one of which kills one of the team's members. After Alpha Team's helicopter pilot, Brad Vickers, panics and takes off alone, the remaining members of the team (Chris Redfield, Jill Valentine, Albert Wesker and Barry Burton) are forced to seek refuge in a nearby abandoned mansion.
Depending on which character the player chooses to control, one of the members of Alpha Team is separated from the others during the chase and does not make it to the mansion (Barry if Chris, Chris if Jill). In the mansion, the team decides to split up and search for clues. Over the course of the game, the player character finds several members of Bravo Team, including Kenneth J. Sullivan being eaten by a zombie, Richard Aiken, who dies after being bitten by a venomous snake, Forest Speyer, who is found dead on the balcony and then revived as a zombie, and Bravo Team leader Enrico Marini, who reveals that one of the Alpha Team members is a traitor before being shot and killed by an unseen assailant. Bravo Team survivor Rebecca Chambers joins Chris. The player character also learns from scattered documents found in the mansion that a series of illegal experiments were being undertaken by a clandestine research team under the authority and supervision of biomedical company Umbrella Corporation. The creatures roaming the mansion and its surrounding areas are the results of these experiments, which have exposed the mansion's personnel and various animals and insects to a highly contagious and mutagenic biological agent known as the T-virus.
Eventually, the player character discovers a secret underground laboratory containing Umbrella's experiments. In the laboratory, the player finds Jill or Chris in a cell and encounters Wesker programming a Tyrant supersoldier. Wesker reveals that he is a double agent working for Umbrella and plans to use the Tyrant to kill the remaining STARS members. However, in the ensuing confrontation, Wesker is supposedly killed and the player character defeats the Tyrant. After activating a self-destruct system, the player gets up to the heliport and manages to contact Brad for extraction. The game features multiple endings depending on how well the player performed at key points within the game. In the best ending, the mansion is destroyed and most of the team escapes in the helicopter after defeating the Tyrant one last time. In contrast, in the worst possible ending, the mansion remains intact and the player character is the sole survivor.
Development
Resident Evil was developed by Capcom and directed by Shinji Mikami, who has designed and directed the original Resident Evil for the PlayStation video game console. The game was part of an exclusivity agreement between Capcom and Nintendo that spanned three Resident Evil titles for the GameCube, the others being Resident Evil Zero and Resident Evil 4.[8][9] Mikami decided to produce a remake of the original Resident Evil because he felt that it had not aged very well, making it hard for new players to appreciate its charm.[10] He also remarked that the GameCube's capabilities would allow the developers to bring the Resident Evil series closer to the original vision he had for the series.[11] According to Capcom's marketing director Todd Thorson, the main goal in developing the remake was to "achieve motion picture quality visuals and create even more suspense and fear than the original".[12]
Production on the game started at the beginning of 2001 with a team of only four programmers.[13] Since Resident Evil was one of Capcom's first titles developed for the GameCube, the development team had to study the system's performance during the first stages of development.[13] Initially, the team considered the possibility of creating the game's environments with computer graphic animation, but then realized that this approach would require too much hardware capacity and processing to achieve realistic graphics.[14] As a result, the graphical style of the remake features 3D models over pre-rendered backgrounds like the Resident Evil games for the PlayStation.[11] Despite this, the camera is more dynamic and can track the player at varying angles.[15] The backgrounds also make use of particle effects and full motion video layers to simulate effects such as rushing water or swaying tree branches.[16] Causing fear to the player was a high priority, and many of the game's backgrounds were designed to have a high contrast between dark and light so that enemies could appear unexpectedly.[17]
Originally, the developers planned to only upgrade the graphics and tweak the gameplay. However, as development was getting closer to completion, Capcom started making more substantial changes in the game.[10] For example, the inventory was expanded so that players could carry a standard item like Jill's lock picking, while defense items, which were initially not going to be separated from the main inventory, were introduced to make the game a bit easier than the original Resident Evil.[10] The developers originally planned to make all enemies invisible but the idea was ultimately discarded because it would have made the remake very different from the original game. However, they designed the zombies so that they could come back to life a certain amount of time after they are killed.[10] The developers also added new areas for the player to explore, changed most of the puzzle designs, and included a new control scheme called Type C where players move their characters by pressing the R button of the GameCube controller and steer them with the analog stick.[4][19] Another addition is the subplot involving the character Lisa Trevor, which was cut from the original game.[20] Instead of using adjectives to describe difficulty levels, Mikami deliberately decided to have unique questions so that the player would pick the hard one.[9]
Capcom auditioned actors to be used as references by the character designers.[15] The faces of the main protagonists were shaped and based on real people, while motion capture was used to animate their models.[21] About 60 percent of the characters' motions were animated based on the captured data, while the rest was created from scratch.[15] The developers initially struggled to develop a system for computer graphic animation. However, Nintendo provided Capcom with assistance and the problems were eventually solved.[9] Capcom also hired new voice actors and rewrote the game's script to make the plot more convincing.[16] The game was developed over the course of one year and two months.[22] Final development of the game was very intense, as programmers had to work for two straight months with no days off to meet the proposed deadline.[13]
Release
Resident Evil was originally released for the GameCube in March 2002 in Japan, April 2002 in North America, and September 2002 in Europe.[11][12] As of January 2004, 445,176 copies of the game had been sold in the United States.[23] In May 2008, Capcom revealed that a total of 1.35 million copies of the GameCube game were sold.[24] In December 2008, the game was ported to the Wii along with Resident Evil Zero. The port, titled Resident Evil Archives: Resident Evil, features a control system that supports the Wii Remote and the GameCube controller.[25] Although Capcom originally had no plans to release the Wii version outside Japan, arguing that the game would not sell very well, the game was eventually released in North America and Europe in June 2009 due to the commercial success of Resident Evil 5.[26]
A high-definition version of the game, titled Resident Evil HD Remaster, was released worldwide for Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360, and Xbox One in January 2015.[27] The HD version supports 5.1 surround sound as well as a resolution of 1080p and a widescreen aspect ratio of 16:9.[27] Since the original controls of the game were criticized, the remaster also includes a new control scheme which allows players to move their character in the direction of the analog stick.[27] Although the game is a digital-only release in North America and Europe, a retail edition of the PlayStation 3 version was made available exclusively in Japan and Asia.[28] The HD version was a commercial success, breaking several sales records.[29] It became the PlayStation Network's biggest launch title in the service's history and Capcom's fastest selling digital game across both North America and Europe.[30][31] As of April 2015, more than one million copies of HD Remaster had been sold worldwide across all platforms.[32]
Reception
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Upon its initial release, the GameCube version of Resident Evil received critical acclaim.[33] Matt Casamassina of IGN felt that the game is "a triumph as a stand-alone adventure and a major accomplishment as a remake", calling it "the prettiest, most atmospheric and all-around scariest game we've ever played."[4] Similarly, GameSpot reviewer Shane Satterfield described the remake as "one amazing game that clearly stands as the best the [Resident Evil] series has to offer."[3] Jes Bickham, writing for NGC Magazine, criticized the gameplay for its limiting controls and tedious inventory management, but nevertheless judged its graphics impressive, noting that the game is "so visually rich that simply seeing the next area is an experience to be treasured."[50]
The game was widely praised for its graphics.[3][43][44] Satterfield was impressed with the game's attention to detail, realistic gore, volumetric fog, and Capcom's ability to integrate real-time lighting and shadows with pre-rendered backgrounds, commenting that the company "has finally perfected the art of mixing prerendered scenery with ambient animations and polygonal objects, and the result is the most visually impressive video game ever released."[3] Bickham also remarked that, unlike in the original Resident Evil, the contrast between character models and backgrounds is seamless.[50] Casamassina highlighted the complex geometry of the character models, stating that "close shots of Chris or Jill look almost photo-realistic."[4] The game's suspenseful and cinematic atmosphere received similar praise, with Game Revolution going so far as to say that the game makes the original Resident Evil look like Pong.[44] Resident Evil was also praised for its realistic sound. AllGame reviewer Scott Alan Marriott felt that the game "[creates] a constant sense of dread without relying too much on obvious shock values",[38] while Satterfield highlighted the quality and variety of sound effects, noting that "there seem to be dozens of sound effects for footsteps alone."[3] However, some publications considered the voice acting to be weak due to its exaggerated delivery.[3][4]
Changes to many aspects of the gameplay were positively viewed; Mike Weigand of GamePro wrote that "It's like playing Resident Evil for the first time."[43] Satterfield remarked that the defensive weapons add a new layer of strategy to the game.[3] However, the controls were criticized for their lack of analog precision, a feature that was previously available in the Nintendo 64 version of Resident Evil 2.[50] Hector Guzman of GameSpy criticized the fact that the original game's "laborious" movement scheme, where the analog stick moves the player character in the direction they are facing, was not changed, stating that it can cause unnecessary difficulties when players try to evade monsters.[47] Casamassina also criticized the game's default control scheme, but considered the Type C controls to be a welcome addition.[4] At the GameSpot's Best and Worst of 2002 awards, Resident Evil was nominated for Best Story on GameCube,[51] Best Graphics (Technical) on GameCube,[52] and Best Action Adventure Game on GameCube.[53][54]
The Wii version of the game received generally favorable reviews from critics,[36] but some publications such as IGN criticized it for its outdated controls and lack of new features.[48] Critical reception towards the HD version was mostly positive.[35] Several critics noted that some features like the inventory system and the insistence on having to revisit previously explored areas have not aged very well, but generally agreed that the remaster was a solid revival of a classic.[40][46][49]
Legacy
Resident Evil is often regarded as one of the best and most visually impressive titles in the Resident Evil series.[16][55][56] According to Lucas M. Thomas of IGN, the game's graphics "became the new standard by which all future installments in the series would be compared."[57] Digital Spy writer Liam Martin remarked that the game is "the definitive version of a true classic" and that it still looked "fantastic" nearly 13 years after it was first released.[56] Although the GameCube version received critical acclaim, it sold worse than expected.[58] As a result, Mikami and Capcom decided that subsequent games in the Resident Evil series would shift away from the survival horror genre and incorporate more action-based elements, starting with Resident Evil 4 in 2005.[58] Before that happened, Capcom developed Resident Evil Zero, a direct prequel using the same graphic engine and released in late 2002.[59] The commercial success of the HD version resulted in Capcom's announcement of a similar edition of Resident Evil Zero in 2015.[60] A retail compilation called Resident Evil: Origins Collection that includes both Resident Evil HD Remaster and Resident Evil Zero HD Remaster was released on January 22, 2016.[61]
References
- ↑ Dan Birlew (2002). "Monsters". Resident Evil Official Strategy Guide. BradyGames. pp. 10–14. ISBN 0744001641.
- 1 2 3 4 5 6 Dan Birlew (2002). "Basics & Combat Tactics". Resident Evil Official Strategy Guide. BradyGames. pp. 18–23. ISBN 0744001641.
- 1 2 3 4 5 6 7 8 Shane Satterfield (April 29, 2002). "Resident Evil Review". GameSpot. Archived from the original on April 1, 2014. Retrieved May 9, 2015.
- 1 2 3 4 5 6 7 8 Matt Casamassina (April 26, 2002). "Resident Evil". IGN. Archived from the original on February 13, 2013. Retrieved May 9, 2015.
- 1 2 Dan Birlew (2002). "Weapons". Resident Evil Official Strategy Guide. BradyGames. pp. 15–17. ISBN 0744001641.
- ↑ Dan Birlew (2002). "Path Flowcharts". Resident Evil Official Strategy Guide. BradyGames. pp. 155–159. ISBN 0744001641.
- ↑ Dan Birlew (2002). "Secrets". Resident Evil Official Strategy Guide. BradyGames. pp. 154–155. ISBN 0744001641.
- ↑ "Capcom Brings the Evil to Cube". IGN. September 11, 2001. Archived from the original on April 30, 2015. Retrieved April 30, 2015.
- 1 2 3 "Shinji Mikami X Tatsuya Minami". Hyper Capcom Special 2002 Summer (Sony Magazines). July 15, 2002.
- 1 2 3 "Biohazard". NGC Magazine (Future plc) (68): 8–16. June 2002.
- 1 2 "Resident Evil Ships". IGN. April 30, 2002. Archived from the original on April 30, 2015. Retrieved April 30, 2015.
- 1 2 3 "Software lead engineer - Hideki Motozuka" (in Japanese). Capcom. 2002. Archived from the original on June 2, 2002. Retrieved June 2, 2002.
- ↑ "VFX Unit Lead Engineer - Yusuke Hashimoto" (in Japanese). Capcom. 2002. Archived from the original on May 15, 2002. Retrieved May 15, 2002.
- 1 2 3 Yukiyoshi Ike Sato (February 15, 2002). "Resident Evil Preview". GameSpot. Archived from the original on April 27, 2015. Retrieved April 28, 2015.
- 1 2 3 Michael Harradence (March 19, 2009). "The History of Resident Evil: The REvolution". PSU.com. Archived from the original on February 22, 2014. Retrieved April 29, 2015.
- ↑ "Stage CG Artwork Unit Art Director - Naoki Katakai" (in Japanese). Capcom. 2002. Archived from the original on June 2, 2002. Retrieved June 2, 2002.
- ↑ Seth G. Macy (January 5, 2016). "Wrap Your Head Around This Jill Valentine Cosplay From Jill Valentine Actress". IGN. Archived from the original on February 24, 2016. Retrieved March 15, 2016.
- ↑ Matt Casamassina (March 20, 2002). "Exploring Resident Evil (Page 2 of 2)". IGN. Archived from the original on May 4, 2015. Retrieved May 4, 2015.
- ↑ Michael Harradence (February 10, 2015). "4 ways Resident Evil HD tops the 1996 original (and 3 ways it fails)". PSU.com. Archived from the original on May 19, 2015. Retrieved May 19, 2015.
- ↑ Dan Birlew (2002). "Interviews: Hiroyuki Kobayashi, Producer". Resident Evil Official Strategy Guide. BradyGames. pp. 152–153. ISBN 0744001641.
- ↑ "Graphs: Resident Evil GCN Sales". IGN. January 16, 2004. Archived from the original on January 18, 2015. Retrieved January 18, 2015.
- ↑ Chris Roper (May 23, 2008). "Capcom Releases Lifetime Sales Numbers". IGN. Archived from the original on December 29, 2014. Retrieved January 18, 2015.
- ↑ Anoop Gantayat and Matt Casamassina (September 24, 2008). "Resident Evil Set for Wii". IGN. Archived from the original on January 9, 2015. Retrieved May 11, 2015.
- ↑ Andrei Dumitrescu (April 29, 2009). "Resident Evil Archives Coming on June 23". Softpedia. Archived from the original on May 11, 2015. Retrieved May 11, 2015.
- 1 2 3 Eddie Makuch (August 5, 2014). "Resident Evil Remake Coming to Xbox 360, Xbox One, PS3, PS4, and PC". GameSpot. Archived from the original on August 26, 2014. Retrieved May 11, 2015.
- ↑ Michael Harradence (September 4, 2014). "Resident Evil HD Remaster getting 3 physical editions in Japan and Asia". PSU.com. Archived from the original on September 27, 2014. Retrieved May 11, 2015.
- ↑ Brett Makedonski (February 9, 2015). "Resident Evil HD broke all sorts of sales records". Destructoid. Archived from the original on March 26, 2015. Retrieved June 15, 2015.
- ↑ Mike Futter (February 9, 2015). "Resident Evil HD Remake Has Biggest Opening Day In PSN History". Game Informer. Archived from the original on June 15, 2015. Retrieved June 15, 2015.
- ↑ Jeffrey Matulef (February 9, 2015). "Resident Evil HD Remaster sets sales record for PSN and Capcom digital". Eurogamer. Archived from the original on February 10, 2015. Retrieved May 11, 2015.
- ↑ Luke Karmali (April 24, 2015). "Resident Evil HD Sales Pass 1 Million Milestone". IGN. Archived from the original on May 30, 2015. Retrieved May 30, 2015.
- 1 2 "Resident Evil". Metacritic. Archived from the original on January 8, 2015. Retrieved May 11, 2015.
- ↑ "Resident Evil HD Remaster". Metacritic. Archived from the original on January 23, 2015. Retrieved May 11, 2015.
- 1 2 "Resident Evil HD Remaster". Metacritic. Archived from the original on January 23, 2015. Retrieved May 11, 2015.
- 1 2 "Resident Evil Archives: Resident Evil". Metacritic. Archived from the original on January 8, 2015. Retrieved May 11, 2015.
- ↑ "Resident Evil HD Remaster". Metacritic. Archived from the original on April 27, 2015. Retrieved May 11, 2015.
- 1 2 Scott Alan Marriott. "Resident Evil". AllGame. Archived from the original on November 15, 2014. Retrieved November 15, 2014.
- ↑ Kristan Reed (July 3, 2009). "Resident Evil Archives". Eurogamer. Archived from the original on May 1, 2015. Retrieved June 15, 2015.
- 1 2 Simon Parkin (January 20, 2015). "Resident Evil HD Remaster review". Eurogamer. Archived from the original on January 21, 2015. Retrieved May 11, 2015.
- ↑ "ニンテンドーゲームキューブ - バイオハザード". Weekly Famitsu (Enterbrain) (915 Pt.2): 98. June 30, 2006.
- ↑ Tim Turi (January 19, 2015). "Resident Evil HD Remaster". Game Informer. Archived from the original on March 21, 2015. Retrieved June 15, 2015.
- 1 2 3 Mike Weigand (April 29, 2002). "Resident Evil". GamePro. Archived from the original on July 17, 2010. Retrieved July 17, 2010.
- 1 2 3 AA White (May 1, 2002). "Resident Evil Review". Game Revolution. Archived from the original on December 21, 2013. Retrieved May 14, 2015.
- ↑ Paul Tamburro (January 19, 2015). "Resident Evil HD Remaster Review". Game Revolution. Archived from the original on April 21, 2015. Retrieved June 15, 2015.
- 1 2 Kevin VanOrd (January 19, 2015). "Resident Evil HD Remastered Review". GameSpot. Archived from the original on January 18, 2015. Retrieved May 11, 2015.
- 1 2 Hector Guzman (May 1, 2002). "Resident Evil". GameSpy. Archived from the original on May 5, 2015. Retrieved May 14, 2015.
- 1 2 Matt Casamassina (July 7, 2009). "Resident Evil Archives Review". IGN. Archived from the original on May 11, 2015. Retrieved May 11, 2015.
- 1 2 Jose Otero (January 19, 2015). "A Classic Never Dies". IGN. Archived from the original on May 11, 2015. Retrieved May 11, 2015.
- 1 2 3 4 Jes Bickham (October 2002). "Resident Evil". NGC Magazine (Future plc) (72): 56–63.
- ↑ "Best Story on GameCube". GameSpot. 2002. Archived from the original on August 12, 2004. Retrieved August 12, 2004.
- ↑ "Best Graphics (Technical) on GameCube". GameSpot. 2002. Archived from the original on July 15, 2007. Retrieved July 15, 2007.
- ↑ "Best Action Adventure Game on GameCube, Nominees". GameSpot. 2002. Archived from the original on May 6, 2004. Retrieved May 6, 2004.
- ↑ "Best Action Adventure Game on GameCube". GameSpot. 2002. Archived from the original on February 7, 2004. Retrieved February 7, 2004.
- ↑ Tim Turi (October 27, 2014). "Ranking The Entire Resident Evil Series". Game Informer. Archived from the original on April 7, 2015. Retrieved May 17, 2015.
- 1 2 Liam Martin (October 27, 2014). "Ranking the Resident Evil games from worst to best". Digital Spy. Archived from the original on April 3, 2015. Retrieved January 18, 2015.
- ↑ Lucas M. Thomas (May 24, 2012). "Revisiting the Resident Evil Remake". IGN. Archived from the original on October 9, 2014. Retrieved May 17, 2015.
- 1 2 David Hinkle (September 27, 2013). "Why Mikami shifted Resident Evil from horror to action". Engadget. Archived from the original on May 10, 2015. Retrieved May 10, 2015.
- ↑ Jeremy Peeples (August 5, 2014). "It Will Take More Than Another Resident Evil Remake to Bring Capcom Back From the Dead". Hardcore Gamer. Archived from the original on August 8, 2014. Retrieved June 15, 2015.
- ↑ Ollie Barder (May 27, 2015). "'Resident Evil Zero' HD Remaster Announced". Forbes. Archived from the original on June 15, 2015. Retrieved June 15, 2015.
- ↑ Wesley Yin-Poole (September 1, 2015). "Resident Evil Origins Collection announced for PS4 and Xbox One". Eurogamer. Archived from the original on September 1, 2015. Retrieved September 1, 2015.
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