
Before the mansion, before the destruction of Raccoon City, there was Resident Evil 0. Now remastered with improved visuals and sounds, as well as the all-new Wesker Mode, there's never been a better time to experience the origins of the Resident Evil story.
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Languages: English*, French, Italian, German, Spanish - Spain, Japanese, Simplified Chinese, Traditional Chinese*languages with full audio support
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Hours played at review time, across 136 reviews with recorded playtime.
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Reviews
good game but not really but kinda, i love billy and i love rebecca but i will never play this game again.
This was my first Resident Evil game, as I had decided I wanted to play them in Chronological order. After getting about halfway into this, I decided that I was stupid for wanting to play every one of these games in chronological order, and now regret not buying only the mainline games. This game is kinda ass. Don't get me wrong, the story telling is good (albeit a little sparse) and the remaster looks great (performs ok, could've been ported a bit better); but the gameplay and difficulty leaves ALOT to be desired. Without spoilers, there is far too much backtracking and enemy management required versus the ammo and melee options in this game (they suck). Additionally, some puzzles require many item slots to solve... of which you are limited, and theres no item box, so get used to having a collection of crap on the floor and remembering where and what said crap is. Overall, I had to finish this game using a guide because I couldn't stand it anymore, and wanted to get my moneys worth. I wouldn't recommend it unless if you get it for £2 or less.
"Hate. Let me tell you how much I've come to hate you since I began to live. ... If the word 'hate' was engraved on each nanoangstrom of those hundreds of millions of miles it would not equal one one-billionth of the hate I feel for eliminator apes at this micro-instant. For RE0. Hate. Hate.
It's not the worst game I ever played, however it is frustrating to play at times to be honest.
Já joguei todos os jogos da franquia Resident Evil, faltava apenas esse MARDITO do RE0. Posso dizer, sem sombra de dúvidas, que foi a pior experiência que tive em toda a saga. O jogo, em essência, entrega a experiência clássica de Resident Evil. Temos câmera fixa, poucos inimigos, recursos escassos e aquela tensão constante presente nos primeiros títulos, como RE1 e RE2. Nesse aspecto, é um prato cheio para os fãs da franquia. Mas então, por que considero a experiência tão ruim? Simples. O jogo não possui o tradicional sistema de baús presente nos outros Resident Evil. O inventário é extremamente limitado, com apenas seis espaços, e armas grandes, como a Shotgun e o Grenade Launcher, ocupam dois slots cada. Como não existe um local para armazenar os itens, somos obrigados a largá-los pelo cenário e voltar inúmeras vezes para recuperá-los. Isso vale para munições, ervas, armas e até mesmo itens essenciais para a progressão, como chaves e outros objetos importantes. Para piorar, o jogo ainda limita a quantidade de itens que podem ficar em uma mesma sala, obrigando você a espalhar equipamentos por praticamente todo o mapa. Outro ponto que me incomodou bastante é o sistema de dois personagens. Durante praticamente toda a campanha controlamos Rebecca e Billy. Você escolhe qual deles controlar, quais armas e itens cada um irá carregar e ainda pode dar comandos para o parceiro. É possível deixá-lo parado em uma sala, fazer com que apenas acompanhe você ou colocá-lo em modo de ataque, situação em que ele atira automaticamente e consome sua própria munição. Em alguns momentos é necessário separar a dupla para resolver quebra-cabeças ou avançar na campanha. O problema é que você precisa ficar constantemente preocupado com o personagem que ficou para trás, pois os inimigos podem atacá-lo e, caso ele morra, é game over. Na prática, essa mecânica acaba sendo mais frustrante do que divertida. O jogo também não possui salvamento automático. É preciso utilizar Ink Ribbons nas máquinas de escrever, como nos clássicos da franquia. O problema é que existem poucas máquinas espalhadas pelo mapa, obrigando o jogador a percorrer longas distâncias apenas para salvar o progresso. Considerando que muitos inimigos matam em poucos golpes, sendo que alguns possuem ataques que eliminam o personagem instantaneamente, isso torna a experiência ainda mais cansativa. Somado aos cenários apertados e à câmera fixa, não foram poucas as vezes em que fiquei preso entre paredes ou objetos sem conseguir reagir, apenas esperando o personagem morrer. Levei cerca de sete horas para terminar o jogo, mas precisei de uma semana inteira para concluir essas poucas horas de campanha, simplesmente porque era cansativo continuar jogando. Diferente de todos os outros Resident Evil, terminei RE0 e o desinstalei imediatamente. Não senti qualquer vontade de fazer uma segunda campanha ou buscar os conteúdos extras. Para mim, é aquele tipo de jogo que você termina uma vez e nunca mais. No fim das contas, só recomendo RE0 para quem realmente é fã da franquia e quer conhecer todos os capítulos da história. Caso contrário, acredito que existam jogos muito melhores para investir seu tempo. Apesar de todas as críticas, ainda espero que a Capcom faça um remake. Com melhorias no sistema de inventário e uma reformulação da mecânica dos dois personagens, reformulando alguns pontos na história para transformar a campanha em um verdadeiro modo cooperativo, assim, esse jogo teria potencial para ser muito mais divertido do que é hoje.
[h2]Nota Geral | Overall Rating[/h2] ⭐⭐⭐⭐⭐ [b]Resident Evil 0 é uma prequel que se arrisca de um jeito que poucos jogos da franquia tentaram: te dá dois personagens jogáveis simultaneamente, sem a possibilidade de guardar itens em baús espalhados pelo cenário. É uma decisão de design ousada que muda completamente a forma como você aborda o survival horror clássico da Capcom, e mesmo sendo controversa entre os fãs, funciona muito bem quando você se entrega à proposta. É Resident Evil clássico levado a um novo patamar de tensão logística.[/b] [i]Resident Evil 0 is a prequel that takes a risk few games in the franchise attempted: it gives you two playable characters simultaneously, without the ability to store items in boxes scattered around the environment. It's a bold design decision that completely changes how you approach Capcom's classic survival horror, and even being controversial among fans, it works really well once you commit to the premise. It's classic Resident Evil taken to a new level of logistical tension.[/i] [h2]Jogabilidade | Gameplay[/h2] ⭐⭐⭐⭐⭐ [b]O sistema de dupla protagonista, Rebecca e Billy, é o grande diferencial do jogo. Você pode alternar entre eles livremente ou controlar os dois simultaneamente, cada um com a IA controlando o outro, o que abre possibilidades táticas interessantes: um distrai um inimigo enquanto o outro ataca, ou um segura uma alavanca enquanto o outro passa por uma porta que só abre com os dois presentes. A remoção dos baús de itens transforma o inventário limitado em um quebra-cabeça logístico constante, você precisa largar itens fisicamente no cenário e se lembrar onde deixou cada coisa, o que aumenta a tensão de gerenciamento de recursos a um nível que nenhum outro jogo da franquia clássica atingiu. Os puzzles ambientais continuam inteligentes e bem integrados ao trem e à mansão, exigindo que você pense em termos dos dois personagens ao mesmo tempo.[/b] [i]The dual-protagonist system, Rebecca and Billy, is the game's biggest differentiator. You can freely switch between them or control both simultaneously, with the AI handling the one you're not controlling, which opens up interesting tactical possibilities: one distracts an enemy while the other attacks, or one holds a lever while the other passes through a door that only opens with both present. Removing the item boxes turns the limited inventory into a constant logistical puzzle, you need to physically drop items in the environment and remember where you left each thing, which raises resource management tension to a level no other game in the classic franchise reached. The environmental puzzles remain clever and well integrated into the train and the mansion, requiring you to think in terms of both characters at once.[/i] [h2]Duração | Duration[/h2] ⭐⭐⭐⭐⭐ [b]A campanha dura entre 8 e 10 horas na primeira run, um padrão sólido para o gênero, mas a natureza do sistema de inventário sem baús garante que runs subsequentes tenham uma abordagem completamente diferente, já que você precisa replanejar toda a logística de itens do zero. O sistema de ranking baseado em tempo incentiva runs otimizadas, e o desbloqueável de personagens extras dá um motivo real para voltar depois da campanha principal.[/b] [i]The campaign lasts between 8 and 10 hours on the first run, a solid standard for the genre, but the nature of the boxless inventory system ensures subsequent runs take a completely different approach, since you need to replan your entire item logistics from scratch. The time-based ranking system encourages optimized runs, and the unlockable extra characters give a real reason to come back after the main campaign.[/i] [h2]Enredo | Story[/h2] ⭐⭐⭐⭐⭐ [b]Como prequel direta dos eventos do primeiro jogo, Resident Evil 0 preenche buracos importantes da lore da franquia, mostrando como a equipe Bravo do S.T.A.R.S. caiu na armadilha que leva à mansão Spencer. A introdução de James Marcus como o vilão principal, um dos fundadores originais da Umbrella traído e ressuscitado através de sanguessugas geneticamente modificadas, é uma adição fascinante à mitologia da série. A dinâmica entre Rebecca, uma recruta inexperiente do S.T.A.R.S., e Billy, um ex-militar condenado à morte injustamente, dá um contraste interessante de personalidades que carrega bem a narrativa ao longo do trem e da mansão de treinamento da Umbrella.[/b] [i]As a direct prequel to the events of the first game, Resident Evil 0 fills in important gaps in the franchise's lore, showing how the S.T.A.R.S. Bravo team fell into the trap that leads to the Spencer Mansion. The introduction of James Marcus as the main villain, one of Umbrella's original founders betrayed and resurrected through genetically modified leeches, is a fascinating addition to the series' mythology. The dynamic between Rebecca, an inexperienced S.T.A.R.S. rookie, and Billy, a wrongfully condemned ex-soldier, gives an interesting contrast of personalities that carries the narrative well throughout the train and Umbrella's training facility.[/i] [h2]Visual[/h2] ⭐⭐⭐⭐⭐ [b]Os cenários pré-renderizados continuam impressionando pela qualidade artística, com o trem Ecliptic Express nos primeiros capítulos oferecendo um ambiente claustrofóbico e diferente do que a franquia costumava explorar, corredores estreitos, vagões que se conectam de formas inesperadas, tudo isso reforça a tensão de um jeito único. A mansão de treinamento da Umbrella que vem depois mantém a excelência visual característica da série, com detalhes ambientais que contam histórias por si só. Os ângulos de câmera fixos continuam sendo usados de forma cinematográfica para criar sustos e esconder ameaças.[/b] [i]The pre-rendered backgrounds continue to impress with their artistic quality, with the Ecliptic Express train in the early chapters offering a claustrophobic environment different from what the franchise usually explored, narrow corridors, train cars connecting in unexpected ways, all of it reinforces tension in a unique way. The Umbrella training facility that comes afterward maintains the series' characteristic visual excellence, with environmental details that tell stories on their own. The fixed camera angles continue to be used cinematically to create scares and hide threats.[/i] [h2]Audio[/h2] ⭐⭐⭐⭐⭐ [b]O design de som mantém o padrão de excelência da franquia, com o silêncio pontuado por rangidos metálicos do trem e sons distantes de criaturas construindo tensão constante. A trilha sonora é usada com moderação, entrando apenas nos momentos certos para intensificar o pavor. Os efeitos sonoros das sanguessugas e demais criaturas são grotescos e memoráveis, e a dublagem mantém o charme camp reconhecido da série, funcionando bem dentro do tom exagerado que sempre foi parte da identidade de Resident Evil.[/b] [i]The sound design maintains the franchise's standard of excellence, with silence punctuated by the train's metallic creaks and distant creature sounds building constant tension. The soundtrack is used with restraint, coming in only at the right moments to intensify dread. The sound effects for the leeches and other creatures are grotesque and memorable, and the voice acting maintains the series' recognized campy charm, working well within the exaggerated tone that has always been part of Resident Evil's identity.[/i]
First off, If you're a newcomer looking in good faith to start the series from the very beginning, I would recommend checking out the remake of Resident Evil 1, then playing through this prequel. In my original playthrough of Zero, I walked away feeling impatient and frustrated. Frustrated with both the game's difficulty, and with myself for not enjoying it as I had hoped. Now, a decade later with more experience with the series under my belt, [b]I highly recommend it.[/b] With Resident Evil Zero releasing in the twilight of the series' "classic" era (OG Resident Evil 1-3, Code Veronica, 1's Remake), the established formula had been figured out down to the very science. Given that, the game does not hesitate in throwing some curve balls that may leave newcomers turned off. [h3]That is not to say, this is an entry you should only dare play if you consider yourself a true connoisseur of [b]Survival Horror™[/b]. [/h3] Normal difficulty gives a fair amount of both recovery items, and enemies. There is plenty of time between boss encounters, with multiple safe areas to gather your bearings. You'll need to manage the safety of two characters throughout most of the story- if one goes down, game over. In addition, the AI of whichever character you're not controlling leaves a bit to be desired; arguably, the weakest point of the game. These frustrations can be mitigated. At almost any point in the game, you may have the pair split up - perhaps for a room you anticipate housing various tough monsters, or to collect some key items more efficiently. Using the right thumbstick (or the arrow keys if you're a KB & M user) you can move the other character independently, giving you the means to keep them out of danger. Another major change to the series' sauce is [u]the ability to drop items on the floor, picking them back up whenever you wish - with the in-game map keeping track of them, as well.[/u] Unfortunately, this comes at the cost of the other games' staple: "Item Boxes" For those who aren't familiar, these boxes would allow you to store items you may need later, with any box in the game connecting to the same storage space. Think Minecraft's "Ender Chests" In my limited opinion, I find this creates a new twist, forcing the player to consider not only which items to take with them, but also where to leave them behind, as well. [i]Would there be some quote unquote fresh faces by the time I came back for this ammo?[/i] [i]Would I even be able to return using the same route?[/i] Having two playable protagonists has its perks, as well. If you're grabbed by a ghoulie, your pal can free you sooner than you would be able to yourself...assuming you're even capable of escaping alone. The two have some differences between them, too. Billy, thanks to his time in the corps, can take a bit more punishment than Rebecca can. Consider using him to take point. Rebecca, thanks to her experience with basketball, has a better arm than Billy. Those aren't the only differences. See if you can find them! [h3]While Resident Evil 0 may not be the warm welcome newcomers hope to find, it provides plenty of exciting twists for familiar players, sending the "classic" era out on a creative note, before Leon's return marked the "before" and "after" points of the franchise's, and the game industry's for that matter, history.[/h3] [b]Quality of life notes:[/b] I [i]implore[/i] everyone to consider using a mod that cuts down the lengthy animations that play when going through a door. They play for [i]EVERYTHING[/i], and while the attention to detail is impressive, I found them wearing me down, forcing me to waste time; watching all manners of doors and then some creak open. Personally, I recommend [url=https://github.com/ThirteenAG/RE0.RE1.DoorSkipPlugin/releases/tag/v1.0] ThirteenAG's DoorSkipPlugin [/url] - it even works on Steamdeck. Without using it, I never could have played as much as I have. [b]Extra notes:[/b] This port includes a new playable character - Wesker, as he appears in 5. While his addition is charming, his unique abilities ultimately add little to the table. "Death-Stare" is effectively a psychic rocket launcher, decapitating potentially all zombies on-screen, given there is nothing between them and the bio-terrorist. "Shadow Dash" is the more unique of the two moves. Wesker can take off sprinting at super-human speed. However, given the game's close quarters, most players will find limited use for it. Still, Wesker is a harmlessly fun addition. Leech Hunter is an extra mini-game from the original GC version. [u]It's not very good.[/u] I only recommend it if you're gung ho on 100%'ing the game, or at least enough to play with the rocket launcher in the main game. In this mode, you explore the "Training Center" (RE 0's equivalent of RE 1's Mansion, essentially) with a new arrangement of items, weapons, and enemies, with the goal of collecting all of the "Leech Charms" - 50 blue, 50 green. Given the smaller scope, this seems at first reminiscent of a randomizer mode, but not quite. While there are three variants to the mini-game's layout, they are minor. What keeps the game frustratingly in hard sell territory, is the [u]arbitrary inability to drop the leech charms[/u] as you collect them, in defiance of one of the game's most unique traits. Due to this, your inventory will gradually shrink, forcing crucial decisions on ammunition vs health recovery items. While this could be considered a challenging twist; flipping the new drop ability on its head, it ends up as more of a frustrating endeavor I wouldn't recommend playing through without a detailed map. Not only that, this can be side-stepped altogether by simply saving the charm collecting for last. Because you're only graded on how many charms you collect, you may take as long as you need. There [i]is[/i] one final twist the mode throws at you later on. Once you've collected 90 charms, new enemies will spawn in places you have already cleared out. If you have kept a steady trigger finger, you'll have little bullets to spare when it's all over. Collecting all 100 rewards you handsomely. Unlimited ammo for all weapons, and several weapons that can only be unlocked through it - an SMG, a special revolver-style Magnum, and a Rocket Launcher. Even then, the mode feels akin to something to [i]subject[/i] yourself to, rather than [i]challenging[/i] yourself with.
Хорошая игра вышла, для своего времени что то прорывное и невероятное. Мне далось сей прохождение с огромным трудом, впервые играю с такой камерой, зомби и все вокруг ваншотят на любой сложности, хз может мне повезло так. Все проходят эту игру в среднем за 6-8 часов, и хоть у меня на финише висело 6 с половиной , то по таймеру и по ощущению, игра проходилась за минимум 11-12. После прохождения нет чувства расслабления или удовольствия, а только усталость. Не знаю вернусь ли в эту игру, но игровой опыт того стоит, спасибо!
Story and Characters — 6/10 The story follows Rebecca Chambers and Billy Coen as they investigate a series of strange events. Their partnership works well, and the game gives both characters enough time to develop. However, the main villain and several plot developments feel overly dramatic and difficult to take seriously. Gameplay — 6/10 The fixed-camera gameplay creates tension, while switching between Rebecca and Billy adds an interesting layer to combat, exploration and puzzle-solving. Managing two characters can also become frustrating when the AI wastes ammunition, takes unnecessary damage or fails to follow properly. The tank controls may also take time to get used to. Inventory System — 4/10 The lack of item boxes is the game’s biggest problem. Items must be dropped on the floor and collected later, often forcing you to repeatedly travel through cleared areas. Limited inventory space makes organising weapons, ammunition, healing items and key objects unnecessarily tedious, especially when managing two characters. Atmosphere and Visuals — 8/10 The pre-rendered environments still look impressive, and the train section provides a memorable opening. Lighting, sound design and narrow environments create a strong horror atmosphere throughout most of the game. Some later locations are less visually interesting, but the overall presentation remains one of its strongest features. Enemies and Bosses — 6/10 Several enemies are more annoying than frightening. Smaller creatures can be difficult to target because of the fixed camera and aiming system, while stronger enemies often absorb large amounts of ammunition. Most bosses are visually impressive but mechanically simple, with many fights mainly involving repeatedly firing until they die. Level Design and Puzzles — 7/10 The puzzles are generally enjoyable and make good use of the two-character system. Splitting Rebecca and Billy between different areas creates some of the game’s best moments. However, the inventory system makes backtracking far more frustrating than it should be, and some later sections feel less memorable than the opening areas. Replayability — 5/10 Extra costumes, unlockable weapons and higher difficulties provide reasons to replay the game. Later runs become faster once you understand the routes and know where to leave important items. However, the inventory management and repeated backtracking make replaying the game less appealing. Steam 100% Completion — 5/10 Full completion requires several playthroughs, challenge runs and collecting every file. Achievements involving limited saves, avoiding healing and completing Leech Hunter can be demanding. A guide is highly recommended to prevent missed collectibles and reduce unnecessary playthroughs. Overall — 6/10 Resident Evil 0 has strong visuals, a memorable opening and an interesting character-switching system. However, its inventory management creates more frustration than strategy. The excessive backtracking, awkward enemies and inconsistent later sections prevent it from being a consistently enjoyable experience, but there is still enough atmosphere and puzzle-solving to make it worth playing.
Very fun! Played on normal difficulty. By modern standards the inventory management is a bit tedious, but encourages you to reexplore areas and keep track of things. The fixed perspectives makes movement with joysticks a little awkward but one gets used to it. Special enemies feel punishing and feel good to defeat. I'll be honest, I did use my shift+tab keep a map and guide to keep me on track, but it didn't stop me from having fun. The first game in my playthrough of the series chronologically o7
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