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Resident Evil (1996 video game)

Resident Evil[c] is a 1996 survival horror game developed and published by Capcom for the PlayStation. It is the first game in Capcom's Resident Evil franchise. Players control Chris Redfield and Jill Valentine, members of the elite task force S.T.A.R.S., who must escape a mansion infested with zombies and other monsters.

Resident Evil
Western cover art by Bill Sienkiewicz
Developer(s)Capcom[a]
Publisher(s)
Capcom
  • PlayStationMicrosoft Windows
    • JP: Capcom
    • NA/PAL: Virgin Interactive Entertainment
    Sega Saturn
    Nintendo DS
Director(s)Shinji Mikami
Producer(s)
Designer(s)
  • Takahiro Arimitsu
  • Isao Ōishi
Programmer(s)Yasuhiro Anpo
Writer(s)
  • Kenichi Iwao
  • Yasuyuki Saga
Composer(s)
SeriesResident Evil
Platform(s)
Release
March 22, 1996[3]
  • PlayStation
    • JP: March 22, 1996
    • NA: April 1, 1996
    • PAL: August 16, 1996
    Director's Cut
    • JP: September 25, 1997
    • NA: September 30, 1997
    • PAL: December 10, 1997
    Director's Cut Dual Shock Ver.
    • JP: August 6, 1998
    • NA: September 14, 1998
    Microsoft Windows
    Sega Saturn
    • JP: July 25, 1997
    • EU: September 11, 1997[2]
    • NA: October 1, 1997
    Nintendo DS
    • JP: January 19, 2006
    • NA: February 7, 2006
    • PAL: March 30, 2006
Genre(s)Survival horror
Mode(s)Single-player

Resident Evil was conceived by the producer Tokuro Fujiwara as a remake of his 1989 horror game Sweet Home (1989). It was directed by Shinji Mikami. It went through several redesigns, first as Super NES game in 1993, then a fully 3D first-person PlayStation game in 1994 and finally a third-person game. Gameplay consists of action, exploration, puzzle solving and inventory management. Resident Evil established many conventions seen later in the series, and in other survival horror games, including the inventory system, save system, and use of a vitals-monitoring system instead of a health counter.

Resident Evil was praised for its graphics, gameplay, sound, and atmosphere, although it received some criticism for its dialogue and voice acting. It was an international best-seller, and became the highest-selling PlayStation game at the time. By December 1997, it had sold about 4 million copies worldwide and had grossed more than $200,000,000 (equivalent to $389,000,000 in 2023).

Resident Evil is often cited as one of the best video games of all time. It is credited with defining the survival horror genre and with returning zombies to popular culture, leading to a renewed interest in zombie films by the 2000s. It created a franchise including video games, films, comics, novels, and other merchandise. It has been ported to Sega Saturn, Windows and Nintendo DS. A sequel, Resident Evil 2, was released in 1998. In 2002, the game's remake, alongside its prequel, Resident Evil Zero, were both released for GameCube (and subsequently on other platforms) in March and November 2002, respectively.

Gameplay edit

 
Gameplay of Resident Evil, with Chris Redfield next to one of the early-game puzzles. While the characters and interactable objects are rendered in real-time polygonal models, the environment itself is made from pre-rendered images.

Resident Evil is a third-person survival horror game set in the Arklay Mountains, a fictional mountain range in the Midwest - the player, choosing to play as either Chris Redfield or Jill Valentine, members of the nearby Raccoon City's Special Tactics and Rescue Service (S.T.A.R.S.)[7], explores an abandoned forest mansion in the outskirts of the mountain range to find their missing teammates.[8] The game is presented with real-time 3D polygonal characters and objects, superimposed over pre-rendered backdrops with fixed camera angles.

The player uses tank controls, where up and down move the character forward and backward and left and right rotate the character,[9] as they navigate the mansion, and they are also able to run, observe the environment, pick up items, go through doors (accompanied by a transition between rooms), talk to certain non-playable characters, draw and use their equipped weapon, and push certain environmental objects.[10] Each character has different abilities and have a slightly different campaign - Chris has more health, uses weapons more efficiently and starts with a lighter that can solve certain puzzles early, while Jill has eight inventory slots compared to Chris' six, and starts with a lockpick that unlocks doors Chris would need a key for.[11] The player's starting key item does not take up inventory space.

The player can pause the game at any time to bring up the status screen, which shows their current health and inventory, and allows them to view the map of the area and read any files they obtained - items can also be combined together to create certain effects, e.g. reloading a firearm with fresh ammunition, or making key items required to progress. The player's health, represented by an electrocardiogram, goes down whenever the player is caught by a zombie or other hazard - if they run out, the character dies, resulting in a game over and forcing the player to restart from their last save, although herbs and first aid spray can be used to heal. Special safe rooms contain typewriters, where the player can use ink ribbons found in the environment[7] to save their game, and item boxes that can store any excess items.[12]

Plot edit

On July 24, 1998, when a series of bizarre murders occur on the outskirts of the fictional Midwestern town of Raccoon City, the Raccoon City Police Department's S.T.A.R.S. team are assigned to investigate. After contact with Bravo Team 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. 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 assume control of (Chris or Jill), either Barry or Chris are separated from the rest of the team during the chase and do not make it to the mansion. The team decides to investigate the mansion to search for their missing team member.

As the team members explore the mansion, they encounter dangerous creatures roaming its halls. The player character eventually learns that a series of illegal experiments were being undertaken by a clandestine research team under the 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. The player character may also encounter several members of Bravo Team, including Enrico Marini, who reveals that one of Alpha Team's members is a traitor before being shot and killed by an unseen assailant.

Eventually, the player character discovers a secret underground laboratory containing Umbrella's experiments. In the lab, the player encounters Wesker, who reveals that he is a double agent working for Umbrella, and plans to use the Tyrant, a giant, humanoid supersoldier, to kill the remaining S.T.A.R.S. members. In the ensuing confrontation, Wesker is seemingly killed, and the player character defeats the Tyrant. After activating the lab's self-destruct system, the player character reaches the heliport and manages to contact Brad for extraction, at which point the Tyrant may confront them one last time.

The game features multiple endings depending on the player's actions at key points over the course of the game. The best ending sees that the player character saves their partner (Rebecca Chambers for Chris's campaign, and Barry for Jill's campaign) as well as a team member imprisoned in the lab (Jill for Chris's campaign, and vice versa). If at least the partner survives, the Tyrant is defeated and the mansion destroyed, otherwise the mansion remains intact and the Tyrant remains loose in the forest if the partner or team member is left to permanently die.

Development edit

Design edit

Resident Evil was created by a team of staff members who would later become part of Capcom Production Studio 4.[13] The inspiration for Resident Evil was the earlier Capcom horror game Sweet Home (1989), itself a video game adaption of the Japanese horror film of the same name.[14] Shinji Mikami was commissioned to make a game set in a haunted mansion like Sweet Home,[15] and early on, the game was intended to be a remake of Sweet Home.[16] The project was proposed by Sweet Home creator Tokuro Fujiwara, who was Mikami's mentor and served as the game's producer.[17] Fujiwara said the "basic premise was that I'd be able to do the things that I wasn't able to include" in Sweet Home, "mainly on the graphics front", and that he was "confident that horror games could become a genre in themselves." He entrusted Mikami, who was initially reluctant because he hated "being scared", with the project, because he "understood what's frightening."[18] Since Capcom no longer had the rights to the Sweet Home license, they had to invent a new universe,[17] but the game still adopted many elements from Sweet Home.[19]

Resident Evil was based on Sweet Home's gameplay system, adopting many elements from the game, including the limited item inventory management,[19] the mansion setting, the puzzles, the emphasis on survival, the door loading screen,[20][21] the use of scattered notes and diary entries as storytelling mechanics, multiple endings depending on how many characters survive, backtracking to previous locations in order to solve puzzles later on, the use of death animations,[22] individual character items such as a lockpick or lighter,[23] restoring health through items scattered across the mansion, the intricate layout of the mansion,[24] and the brutally horrific imagery.[16]

Part of the inspiration for limited ammunition came from the MSX port of the game Alcazar: The Forgotten Fortress, according to scenario writer Kenichi Iwao. The idea of having limited ammunition was inspired by the limited amount of supplies in the game's randomized dungeons. Iwao wanted to take more elements from the game, such as adding more ways to attack zombies with items such as mines and traps, but was unable to due to schedule constraints.[25]

Production edit

Production began in 1993, and the game took three years to develop.[19] During the first six months of development, Mikami worked on the game alone, creating concept sketches, designing characters, and writing over 40 pages of script.[26] The project was originally planned for the Super NES, before moving development to the PlayStation in 1994. Koji Oda was working on the Super NES version, after having worked on Super Ghouls 'n Ghosts (1991). Oda revealed that the setting was originally more of a hellish place, before being changed to a more realistic setting.[27][28]

Several of the Resident Evil mansion's pre-rendered backdrops were inspired by The Overlook Hotel, the setting for the 1980 horror film, The Shining.[29] Mikami also cited the 1978 film Dawn of the Dead as a negative inspiration for the game.[d][30][31] The game was initially conceived as a fully 3D first-person update of Sweet Home (influenced by the game's first-person battles), with action and shooting mechanics. A first-person prototype was produced, and initially featured a supernatural, psychological Japanese horror style similar to Sweet Home, before opting for an American zombie horror style influenced by George Romero films. During production, Mikami discovered Alone in the Dark (1992), which influenced him to adopt a cinematic fixed-view camera system. Mikami said that, if it was not for Alone in the Dark, Resident Evil would have had a first-person view instead.[17][32] Mikami was initially reluctant to adopt Alone in the Dark's fixed-view camera system, saying it "had an effect on immersion, making the player feel a bit more detached", but eventually adopted it because the use of pre-rendered backdrops allowed a higher level of detail than his fully 3D first-person view prototype, which "didn't get along so well with the original PlayStation's specs."[19] A concept art claimed to be of the original first-person prototype has been available since the 1990s, showing more similarity to Doom rather than Alone in the Dark.[33] A first-person perspective was not used again for the mainline Resident Evil series until Resident Evil 7: Biohazard (2017).[34]

A later prototype featured cooperative gameplay, but this feature was eventually removed, as Mikami said it "technically...wasn't good enough."[17][32] Early footage of this co-op prototype was revealed in 1995.[33][35] At this stage of development, a local co-op mode was present, along with different outfits. A later demo made for the 1995 V Jump Festival presentation in Japan featured real-time weapon changes, with the co-op mode removed and rudimentary character models and textures.[35][36] An early 1996 preview in Maximum Console magazine featured a graveyard and a slightly different version of the final boss.[35] The graveyard, which was removed from the final game, eventually made it into the 2002 remake. Also featured in the game until late in development were guest houses and a tower, which were replaced by the guard house and the lab respectively.[37] Another feature that was removed from the final game was the real-time weapon changing, from the earlier 1995 V-Jump demo.[33]

Capcom did not use any motion capture in the game, despite having their own motion capture studio; instead, the animators referred to books and videos to study how people, spiders, and other animals encountered in the game move.[38]

In pre-production, other characters were conceived. Dewey, an African-American man, was intended to perform a comic relief role, while Gelzer, a big cyborg, was a typical "strongman" character. Both were later replaced, by Rebecca and Barry, respectively.[35]

Almost all development was done on Silicon Graphics hardware using the software program Softimage.[26] The PlayStation was chosen as the lead platform because the development team felt it was the most appropriate for the game in terms of things such as the amount of polygons.[26] The development team had upwards of 80 people towards the end of the game's development.[19] According to Akio Sakai, head of Capcom's consumer software division, Capcom were hesitant to port Resident Evil to the Saturn because the hardware was not as ideally suited to the game as the PlayStation, ensuring the port would take a long time.[38] A Saturn version was finally unveiled at the April 1997 Tokyo Game Show, at which Capcom also showed a demo for the sequel on PlayStation.[39]

The live action full-motion video sequences were filmed in Japan with a cast of American actors; Charlie Kraslavsky (Chris), Inezh (Jill), Greg Smith (Barry), Linda (Rebecca), Eric Pirius (Albert), and Jason (Joseph).[26][40][41][42][43][44] All Japanese releases contain English voice acting with Japanese captions and text, recorded at a recording studio in Tokyo and provided by Scott McCulloch (Chris, Narrator), Lisa Faye (Jill), Barry Gjerde (Barry), Lynn Harris (Rebecca, Triggering System), Sergio Alarcon (Brad, Joseph), Clay Alarcon (Richard, Zombie Forest Speyer, Zombies), Dean Harrington (Enrico, additional voices), Pablo Kuntz (Albert, Radio Transmissions), and Ward E. Sexton (Title and Character Names Announcer). Harris was also the voice director for the game, basing her direction on making it camp, loosely on Dawn of the Dead, The Blob and The Rocky Horror Picture Show.[45][46][47][40][41][42][43][48][44] However, Japanese voice performances were also recorded but were left unused,[49] as Mikami found the quality of the performances inadequate.[50] However, lead programmer Yasuhiro Anpo later said that, due to all of the development staff being Japanese, they were unaware of the "poor localization" that apparently "hindered the realism and immersion of the title" for the international release, which was one of the reasons for the re-dub in the 2002 remake.[19] The original Japanese PlayStation version also features a vocal ending theme, "Yume de Owarasenai..." (夢で終わらせない..., "I Won't Let This End as a Dream..."), performed by Japanese rock artist Fumitaka Fuchigami, that is not in any other versions of the game.

Fujiwara said the game was originally targeted towards a core audience and he only expected it to sell around 200,000 copies, before the game went on to sell millions.[18] Mikami said he was "a little worried about how well a horror game would really sell." Anpo said that Capcom did not expect the game to be successful.[19]

English localization edit

Bio Hazard was renamed for the North American and European markets after Chris Kramer, the director of communications at Capcom, pointed out that it would be impossible to trademark it in the United States. Among others, the 1992 video game Bio-Hazard Battle and the New York alternative metal band Biohazard were already using the name. Capcom ran an internal company contest to find a new name. Resident Evil was chosen since the game takes place in a mansion.[51] Kramer thought the name "was super-cheesy ... but the rest of the marketing crew loved it and were ultimately able to convince Capcom Japan and Mikami-san that the name fit."[51] The cover artwork for the American and European release was created by Bill Sienkiewicz.[52]

The original PlayStation version of Resident Evil went through several changes between its original Japanese release and its international counterparts. The North American and European versions of the intro were heavily cut from the one featured in the Japanese releases. Shots of mangled corpses, a "Cerberus" zombie dog being shot, Joseph's death, and Kenneth's severed head were edited out, as well as scenes featuring the character Chris Redfield smoking a cigarette. Despite these tweaks, the game was ultimately released on the PlayStation as one of the first games to receive the Mature rating from the Entertainment Software Rating Board.[53]

In the game itself, the auto-aiming function was disabled and the numbers of ink ribbons found by the player were reduced. Capcom also planned to eliminate the interconnected nature of item boxes, meaning that items could only be retrieved from the locations where they were originally stored. This change made it in preview copies of the US version, but was removed from the retail release.[15] This particular game mechanic would resurface in the GameCube remake as part of an unlockable difficulty setting. Shinji Mikami noted that they made the American version harder at the request of the American staff so that the game could be rented and not be completed in a few days. Mikami said that this version proved fairly difficult for Capcom staff, who had to play very carefully to complete it.[54]

Releases edit

Resident Evil was initially released for the PlayStation in Japan on March 22, 1996,[3] in North America on April 1,[55] and in Europe on August 16.[56][57] It was then reissued and ported to other systems, with many gaining new features in the process.

Windows edit

The Windows version, released in December 1996, featured the uncensored footage from the Japanese version, and the opening intro is in full color rather than black and white. It is the only version of Resident Evil that has all of the uncensored full motion video (FMV) sequences, which includes the uncensored introduction, Kenneth's death scene in its entirety, and ending. Support for 3D accelerator cards were added, allowing for much sharper graphics. Two new unlockable weapons were added, a MAC-10 for Jill and an FN Minimi for Chris. New unlockable outfits for Chris and Jill were added as well. It also skips the door animations.

Sega Saturn edit

The Sega Saturn version, released in July 1997, added an unlockable battle mode in which the player must traverse through a series of rooms from the main game and eliminate all enemies within them with the weapons selected by the player.[58] It features two exclusive enemies not in the main game: a zombie version of Wesker and a gold-colored Tyrant. The player's performance in the battle mode is graded at the end.[59] The game's backgrounds were touched up to include more detail in this version.[11] The Japanese version is the most gore-laden of all the platforms; after decapitating a crawling zombie with a kick, the head remains on the floor, and Plant 42 can cut the character before the game over screen; though the live-action footage is censored in the U.S. version. The Saturn version also features exclusive enemy monsters, such as a re-skinned breed of Hunters known as Ticks and a second Tyrant prior to the game's final battle in Chris's game.[11] Exclusive outfits for Jill and Chris were added as well.[11]

This version was published in Europe by Sega instead of Capcom's usual European publisher, Virgin Interactive Entertainment.[60]

Director's Cut edit

A second version for the PlayStation, Resident Evil: Director's Cut, was released in September 1997. Director's Cut was produced to compensate for the highly publicized delay of the sequel, Resident Evil 2, and was originally bundled with a playable pre-release demo of that game. The Japanese version of the demo disc also included a pre-release demo of Rockman Neo, later retitled Rockman DASH (Mega Man Legends outside Japan), and a trailer for the newly released Breath of Fire III.

The main addition to Director's Cut is an "arranged" version of the game that changes the location of nearly every vital item in the mansion, as well as the enemy placement. The main characters, as well as Rebecca, are given a new wardrobe and the player's handgun is replaced by an improved model where any shot fired has a random chance of decapitating a zombie, killing it instantly. The original version of the game is included as well,[61] along with a new "beginner" mode where the enemies are easier to kill and the amount of ammunition that can be found by the player is doubled. Additionally, the auto-aim function was restored in all modes, though it is not noted in the in-game controls.

The North American and European releases of the Director's Cut were marketed as featuring the original, uncensored footage from the Japanese releases.[62] However, the FMV sequences were still censored, and Capcom claimed the omission was the result of a localization mistake made by the developers. The game's localization was handled by Capcom Japan instead of Capcom USA, and when submitted to Sony Computer Entertainment America (SCEA), it was rejected because of one line of copyright text. Rather than remove the individual line, Capcom Japan decided to save time and simply swap in the cinematics from the U.S. release of the original Resident Evil. SCEA then approved the game and manufactured a full production run without Capcom USA having any idea that the uncensored scenes had been cut.[63] Three days after the game's release, the uncensored intro was offered as a free download from their website.[63][58] The French and German PAL versions of Director's Cut do feature the uncensored intro FMV in color, though they lacked the uncensored Kenneth death scene.

Director's Cut was included in the lineup for the PlayStation Classic, which was released on December 3, 2018. It was made available on PlayStation 4 and PlayStation 5 on June 13, 2022.[64]

Director's Cut Dual Shock Ver. edit

A third version for the PlayStation, Resident Evil: Director's Cut Dual Shock Ver. (デュアルショックver.), co-produced by Keiji Inafune, was released in August 1998. It features support for the DualShock controller's analog controls and vibration functions, as well as a new symphonic soundtrack, replacing the original soundtrack by Makoto Tomozawa, Koichi Hiroki, and Masami Ueda. The symphonic music was credited to composer Mamoru Samuragochi,[65] although he admitted in 2014 that he directed his orchestrator Takashi Niigaki to ghostwrite the new soundtrack.[66] The Japanese Dual Shock Ver. came packaged with a bonus disc that contained downloadable save data, footage of the unused Japanese dubbed versions of the live-action cutscenes, along with brief gameplay footage of the canceled original version of Resident Evil 2.

The soundtrack was generally deemed inferior to the original, with the ambient theme for the mansion's basement considered to be one of the worst video game compositions of all time.[67][68][69]

In 1998, Capcom USA released the game under PlayStation's Greatest Hits label.

In North America, Resident Evil: Director's Cut Dual Shock Ver. was released as a downloadable game available from the PlayStation Network soon after it launched in November 2006,[70] although the game is advertised with the original Director's Cut box art. In Japan and Europe, the original Director's Cut was instead made available from the PlayStation Network.

Game Boy Color version edit

A Game Boy Color version of the game, developed by the Software House HotGen, was supposed to be released in late 1999 or early 2000, until Capcom decided to cancel this project citing that the port was poor quality due to the Game Boy's limited hardware.[71] This version contains every room, cutscene, and almost all the items that were present in the original PlayStation version.[72]

In January 2012, an anonymous individual claimed to have an EPROM cartridge of the GBC version and requested $2,000 before he was willing to leak the playable ROM.[73] The goal was met in February and the ROM files containing an unfinished build of the game were subsequently leaked.[74]

Deadly Silence edit

A Nintendo DS port, Resident Evil: Deadly Silence, known in Japan as Biohazard: Deadly Silence (バイオハザード デッドリーサイレンス, Baiohazādo Deddorī Sairensu), was released in January 2006, made to commemorate the tenth anniversary of the series. Deadly Silence includes a "Classic Mode", the original game with minimal enhancements and touch-screen support, and a "Rebirth Mode", containing a greater number of enemies and a series of new puzzles that make use of the platform's capabilities. The characters models are remade with better textures and different clothing, and enemies have higher quality of detail. Although the graphical changes are difficult to notice on the DS' dual screen, they are easier to notice on an HD emulator. Exclusive new outfits for Jill, Chris and Rebecca were added as well.

The game makes use of the dual screen display with the top screen used to display the map, along with the player's remaining ammunition and health (determined by the color of the background); while the bottom screen displays the main action, and can be switched to show the player's inventory. The DS version also includes updated play mechanics: the 180-degree turn introduced in Resident Evil 3: Nemesis, along with the knife button and tactical reload from Resident Evil 4. The updated controls are applicable to both Classic and Rebirth modes. Just like the PC version, the door animations can be skipped as well as the cut scenes. The live-action footage was still censored, even in the game's Japanese release; however, the scene showing Kenneth's severed head was kept. Gameplay and combat are otherwise uncensored, thus making this the first of 11 DS games to ever be rated Mature 17+ by the ESRB.[75]

In "Rebirth", new puzzles are added that use the system's touch-screen. "Knife Battle" sequences, viewed from a first-person perspective, are also added, in which the player must fend off incoming enemies by swinging the knife via the stylus. One particular puzzle requires the player to resuscitate an injured comrade by blowing into the built-in microphone. The player can also shake off enemies by using the touch screen, performing a melee attack.

The game also includes wireless LAN support for up to four players with two different multiplayer game modes. The first is a cooperative mode in which each player must help each other solve puzzles and escape the mansion together. The other is a competitive mode in which the objective is to get the highest score out of all the players by destroying the most monsters, with the tougher monsters being worth more points. There are three playable multiplayer stages and nine playable characters.

Reception edit

The original PlayStation version of Resident Evil was critically acclaimed, receiving an aggregated rating of 91 out of 100 at Metacritic based on eight reviews.[115] Among those who praised the game was GameSpot, describing it as "one of those rare games that's almost as entertaining to watch as it is to play".[97] Famitsu gave it ratings of 9, 10, 10 and 9 out of 10, adding up to 38 out of 40. This made it one of their three highest-rated games of 1996, along with Super Mario 64 (which scored 39/40) and Tekken 2 (which scored 38/40). Resident Evil was also one of only ten games to have received a Famitsu score of 38/40 or above up until 1996.[86] GamePro described the storyline and cinematics as "mostly laughable", but felt the gameplay's "gripping pace" and the heavy challenge of both the combat and the puzzles make the game effectively terrifying. They reassured readers that the unusual control system becomes intuitive with practice and applauded the realism instilled by the graphics and sound effects.[121] The four reviewers of Electronic Gaming Monthly also commented on the realistic graphics and sounds, and additionally praised the selection of two playable characters. Sushi-X remarked that it, "at first glance, may appear to be a clone of Alone in the Dark, but in reality, it is a totally new experience". Mark Lefebvre particularly remarked, "The element that really grabs a player here is fear. After trading blows with the first zombie, you'll quickly become hesitant to turn down any uncharted corridors in the mansion."[82]

A reviewer for Next Generation said it "manages to be as genuinely scary as a good horror film - no small achievement. There are a lot of things that work around games being this frightening ... In this case, however, the fine character work, creepy and well-executed sound effects, and just the right music in just the right places all have a subtle, cumulative effect ..." While criticizing the "laughable" dialogue and voice acting, he felt they were overridden by the game's positive aspects. He pointed out that the lack of genuinely confounding puzzles allows the game to move at a good pace, and the use of prerendered backgrounds allowed the PlayStation to handle much more detailed characters.[109] Yasuhiro Hunter of Maximum stated that "The game has the greatest atmosphere of any other game in existence [sic] - naming a game that makes you jump as much as when encountering your first pair of Cereberos in this title would be very difficult." He also praised the heavy difficulty of the puzzles, the great care required in combat, the 3D graphics, and the exceptionally high replay value.[106] Computer Gaming World gave a more mixed review for the Windows version, explaining that they "tried to hate it with its graphic violence, rampant sexism, poor voice acting and use of every horror cliché, however...it's actually fun."[122]

The Saturn version was also very well-received. While most remarked that Capcom had taken too long to bring Resident Evil to the console (the game had been out on the PlayStation for well over a year, and hype had built up for Resident Evil 2, which would be released in just a few months),[81][84][107][123] critics agreed that the game was still as stunning as it had been on its initial release and had been accurately recreated for the Saturn.[81][84][99][107][123] Computer and Video Games, for example, commented that "With all the talk about the Saturn being inferior in this department, the [graphics] quality cannot be surpassed. All of the rooms, the enemies and the animation are almost identical."[81] GamePro, which gave it identical scores to the PlayStation version (a 4.0 out of 5 for control, and a perfect 5.0 for graphics, sound, and funfactor), summarized that "It would have been nice to have it on the Saturn sooner, but this is as close to a sure thing as you could ask for."[123] Sega Saturn Magazine said that "the intense feeling of terror heightened by the chilling music and eerie silences ... sets Resident Evil apart from any other adventure game you may care to mention."[107] Critics also widely praised the Saturn-exclusive Battle Mode.[81][99][107][123]

The Director's Cut was positively received as well, with most critics regarding the advanced mode and the bundled Resident Evil 2 demo as the highlights.[98][104][124] However, all four reviewers for Electronic Gaming Monthly decried it, arguing that a handful of changes and a demo disc were not enough to justify the price.[83]

Sales edit

Resident Evil was a best-seller in Japan,[125] North America,[126] and Europe,[127] including the United Kingdom.[128] Shortly after release, it became the best-selling PlayStation game ever at the time.[129][130] In Japan, the game sold 1.016 million units in 1996.[125] Overseas, it topped the US charts and entered at number-two on the UK charts.[131] In the United States, the game sold over 1 million copies by early September 1996, becoming a system-seller for the PlayStation and increasing its install base at the time.[132] In Europe, the game shipped 230,000 units on its first day of release,[132] with 21,500 sold on its first weekend in the United Kingdom where it was one of the fastest-selling CD releases up until then.[133] The game went on to sell at least more than 300,000 units in Europe by December 1996.[127][134]

By December 1997, the game had sold about 4 million units worldwide and grossed more than $200,000,000 (equivalent to $389,000,000 in 2023).[135] According to Capcom's investor relations website, the original version of Resident Evil has sold over 2.75 million copies, while the Director's Cut version (including the Dual Shock edition) sold an additional 2.33 million copies. All PlayStation versions of the game have sold a combined 5.08 million units worldwide.[136]

Accolades edit

Resident Evil was the first game to be dubbed a "survival horror", a term that it coined for the genre.[137] It was ranked as the 91st top game of all time by Next Generation in 1996, stating that it "successfully redefine[d] the genre which started with Infogrames' Alone in the Dark."[126] In 1996, GamesMaster rated the game 14th on their "Top 100 Games of All Time".[138] Game Informer referred to the original Resident Evil as "one of the most important games of all-time" in 2007.[139] In 2012, Time named it one of the 100 greatest video games of all time.[140] That same year, the game ranked as one of G4TV's top video games of all time for how it has "launched one of the most successful series in gaming history and provided one of its most memorable scares."[141] Resident Evil was inducted into the World Video Game Hall of Fame in 2024.[142]

In 2004, readers of Retro Gamer voted Resident Evil as the 37th top retro game, with the staff calling it "one of the finest horror-themed games ever" and adding that "full of shocks, surprises and perfectly poor B movie dialogue, Resident Evil is the gaming equivalent of Night of the Living Dead."[143] It entered the Guinness World Records Gamer's Edition 2008 for the "Worst Game Dialogue Ever".[144] Stuff ranked it as the 3rd best PlayStation game of all time.[145]

Sequels edit

The game's success resulted in a media franchise that has since branched out into comic books, novels and novelizations, sound dramas, a non-canonical series of live-action films and animated sequels to the games, and a variety of associated merchandise, such as action figures.[146] The series has become Capcom's biggest franchise. The events of the game were also retold in Resident Evil: The Umbrella Chronicles, originally released for the Wii in 2007.

Novelization edit

Resident Evil: The Umbrella Conspiracy is a novelization of the game, was written by S. D. Perry in 1998 as the first book in her series of Resident Evil novels. The novel combines Jill's and Chris scenarios into one narrative and features all five of the main characters (including Barry, Rebecca and Wesker).

The book also takes liberty with some of the original source materials; the most notable difference being the inclusion of an original character named Trent, an insider from the Umbrella Corporation who provides Jill with information about the Spencer Mansion prior to the events of the mansion incident. Since the book was written a few years before the Nintendo GameCube remake, the novelization lacks the presence of Lisa Trevor in the mansion. However, the book does allude to the original version of George Trevor's journal from The True Story Behind Bio Hazard, as well as the short story it contained, "Bio Hazard: The Beginning", which involved the disappearance of Chris Redfield's friend, Billy Rabbitson. Another notable difference in the novels is moving the location of Raccoon City from the Midwest to Pennsylvania, apparently about an hour's drive from New York. Overall, despite having been written before the retcon introduced in the Resident Evil remake and Resident Evil Zero, the book still maintains overall similarity to what the story warped into in the early 2000s.

Remake edit

In 2002, Resident Evil was remade for the GameCube as part of an exclusivity agreement between Capcom and Nintendo that spanned three new games. The remake includes a variety of new gameplay elements, environments, and story details, as well as improved visuals and sound.[147] The game was also later ported for the Wii in 2008. A remastered version of the remake, featuring high definition graphics, was released as a download for the PlayStation 3, PlayStation 4, Windows, Xbox 360, Xbox One in 2015 then later for Nintendo Switch in 2019, with a limited edition PlayStation 3 version released at retail in Japan.[148]

Cultural impact edit

GameSpot listed Resident Evil as one of the 15 most influential video games of all time. It is credited with defining and popularizing the survival horror genre of games. It is also credited with taking video games in a cinematic direction with its B-movie style cutscenes. Its live-action opening, however, was controversial; it became one of the first action games to receive the "Mature 17+" (M) rating from the Entertainment Software Rating Board (ESRB), despite the opening cutscene being censored in North America.[53] Chicago Tribune said it "revolutionized" gaming in 1997.[149]

Resident Evil is credited with sparking a revival of the zombie genre in popular culture since the late 1990s, leading to a renewed interest in zombie films during the 2000s.[150][151] Resident Evil also played an important role in the zombie genre's shift from supernatural themes to scientific themes, using science to explain the origins of zombies.[152] In 2013, George Romero said it was the video games Resident Evil and The House of the Dead "more than anything else" that popularised zombies in early 21st-century popular culture.[153][154] In a 2015 interview with Huffington Post, screenwriter-director Alex Garland credited the original Resident Evil video game as a primary influence on his script for the horror film 28 Days Later (2002), and credited the first Resident Evil game for revitalizing the zombie genre.[151] Shaun of the Dead (2004) star and co-writer Simon Pegg also credits the original Resident Evil game with starting the zombie revival in popular culture.[150] The Walking Dead comic book creator Robert Kirkman cited Resident Evil as his favorite zombie game,[155] while The Walking Dead television series director Greg Nicotero credited Resident Evil and The House of the Dead with introducing the zombie genre "to a whole generation of younger people who didn't grow up watching Night of the Living Dead and Dawn of the Dead."[156]

After the original Resident Evil video game sparked a renewed interest in the zombie genre, it was followed by zombie films such as 28 Days Later, Dawn of the Dead (2004), Shaun of the Dead, 28 Weeks Later (2007), Zombieland (2009), Cockneys vs Zombies (2012), and World War Z (2013), as well as zombie-themed graphic novels and television shows such as The Walking Dead and The Returned,[150] and books such as World War Z (2006), Pride and Prejudice and Zombies (2009) and Warm Bodies (2010).[157] The Resident Evil film adaptations also went on to become the highest-grossing film series based on video games, after they grossed more than $1 billion worldwide.[158] The zombie revival trend was popular up until the mid-2010s,[150] before zombie films declined in popularity by the late 2010s.[157]

Notes edit

  1. ^ Ported to Sega Saturn by Nextech[4]
  2. ^ Credited to Mamoru Samuragochi.
  3. ^ Known in Japan as Bio Hazard (Japanese: バイオ ハザード, Hepburn: Baio Hazādo). The original game spelled the title as two words, instead of the one-word convention used from Biohazard 2 and onward.
  4. ^ Mikami refers to the film as Zombie. At the time, two films had been released under that name: a 1978 film directed by George A. Romero, more famously titled Dawn of the Dead, and a 1979 film directed by Lucio Fulci. A later feature in GamePro, the magazine which interviewed Mikami, clarifies that he was referring to Dawn of the Dead and not the Fulci film.

References edit

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Bibliography edit

  • Resident Evil instruction booklet. Capcom. 1996.

External links edit

  Media related to Resident Evil at Wikimedia Commons

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Resident Evil 1 redirects here For the GameCube remake see Resident Evil 2002 video game For the first film in the Resident Evil film series see Resident Evil film For other uses see Resident Evil disambiguation RE1 redirects here For other uses see RE1 disambiguation Resident Evil c is a 1996 survival horror game developed and published by Capcom for the PlayStation It is the first game in Capcom s Resident Evil franchise Players control Chris Redfield and Jill Valentine members of the elite task force S T A R S who must escape a mansion infested with zombies and other monsters Resident EvilWestern cover art by Bill SienkiewiczDeveloper s Capcom a Publisher s Capcom PlayStationJP NA CapcomPAL Virgin Interactive EntertainmentMicrosoft WindowsJP CapcomNA PAL Virgin Interactive EntertainmentSega SaturnJP NA CapcomPAL SegaNintendo DSJP NA EU CapcomAU Nintendo AustraliaDirector s Shinji MikamiProducer s Tokuro FujiwaraMasayuki AkahoriDesigner s Takahiro ArimitsuIsao ŌishiProgrammer s Yasuhiro AnpoWriter s Kenichi IwaoYasuyuki SagaComposer s Makoto TomozawaKoichi Hiroki 5 6 Masami UedaDirector s Cut Dual Shock Ver Takashi Niigaki b SeriesResident EvilPlatform s PlayStationMicrosoft WindowsSega SaturnNintendo DSReleaseMarch 22 1996 3 PlayStationJP March 22 1996NA April 1 1996PAL August 16 1996Director s CutJP September 25 1997NA September 30 1997PAL December 10 1997Director s Cut Dual Shock Ver JP August 6 1998NA September 14 1998Microsoft WindowsJP December 6 1996NA PAL September 17 1997 1 Sega SaturnJP July 25 1997EU September 11 1997 2 NA October 1 1997Nintendo DSJP January 19 2006NA February 7 2006PAL March 30 2006Genre s Survival horrorMode s Single player Resident Evil was conceived by the producer Tokuro Fujiwara as a remake of his 1989 horror game Sweet Home 1989 It was directed by Shinji Mikami It went through several redesigns first as Super NES game in 1993 then a fully 3D first person PlayStation game in 1994 and finally a third person game Gameplay consists of action exploration puzzle solving and inventory management Resident Evil established many conventions seen later in the series and in other survival horror games including the inventory system save system and use of a vitals monitoring system instead of a health counter Resident Evil was praised for its graphics gameplay sound and atmosphere although it received some criticism for its dialogue and voice acting It was an international best seller and became the highest selling PlayStation game at the time By December 1997 it had sold about 4 million copies worldwide and had grossed more than 200 000 000 equivalent to 389 000 000 in 2023 Resident Evil is often cited as one of the best video games of all time It is credited with defining the survival horror genre and with returning zombies to popular culture leading to a renewed interest in zombie films by the 2000s It created a franchise including video games films comics novels and other merchandise It has been ported to Sega Saturn Windows and Nintendo DS A sequel Resident Evil 2 was released in 1998 In 2002 the game s remake alongside its prequel Resident Evil Zero were both released for GameCube and subsequently on other platforms in March and November 2002 respectively Contents 1 Gameplay 2 Plot 3 Development 3 1 Design 3 2 Production 3 3 English localization 4 Releases 4 1 Windows 4 2 Sega Saturn 4 3 Director s Cut 4 4 Director s Cut Dual Shock Ver 4 5 Game Boy Color version 4 6 Deadly Silence 5 Reception 5 1 Sales 5 2 Accolades 6 Sequels 6 1 Novelization 6 2 Remake 7 Cultural impact 8 Notes 9 References 9 1 Citations 9 2 Bibliography 10 External linksGameplay edit nbsp Gameplay of Resident Evil with Chris Redfield next to one of the early game puzzles While the characters and interactable objects are rendered in real time polygonal models the environment itself is made from pre rendered images Resident Evil is a third person survival horror game set in the Arklay Mountains a fictional mountain range in the Midwest the player choosing to play as either Chris Redfield or Jill Valentine members of the nearby Raccoon City s Special Tactics and Rescue Service S T A R S 7 explores an abandoned forest mansion in the outskirts of the mountain range to find their missing teammates 8 The game is presented with real time 3D polygonal characters and objects superimposed over pre rendered backdrops with fixed camera angles The player uses tank controls where up and down move the character forward and backward and left and right rotate the character 9 as they navigate the mansion and they are also able to run observe the environment pick up items go through doors accompanied by a transition between rooms talk to certain non playable characters draw and use their equipped weapon and push certain environmental objects 10 Each character has different abilities and have a slightly different campaign Chris has more health uses weapons more efficiently and starts with a lighter that can solve certain puzzles early while Jill has eight inventory slots compared to Chris six and starts with a lockpick that unlocks doors Chris would need a key for 11 The player s starting key item does not take up inventory space The player can pause the game at any time to bring up the status screen which shows their current health and inventory and allows them to view the map of the area and read any files they obtained items can also be combined together to create certain effects e g reloading a firearm with fresh ammunition or making key items required to progress The player s health represented by an electrocardiogram goes down whenever the player is caught by a zombie or other hazard if they run out the character dies resulting in a game over and forcing the player to restart from their last save although herbs and first aid spray can be used to heal Special safe rooms contain typewriters where the player can use ink ribbons found in the environment 7 to save their game and item boxes that can store any excess items 12 Plot editOn July 24 1998 when a series of bizarre murders occur on the outskirts of the fictional Midwestern town of Raccoon City the Raccoon City Police Department s S T A R S team are assigned to investigate After contact with Bravo Team 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 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 assume control of Chris or Jill either Barry or Chris are separated from the rest of the team during the chase and do not make it to the mansion The team decides to investigate the mansion to search for their missing team member As the team members explore the mansion they encounter dangerous creatures roaming its halls The player character eventually learns that a series of illegal experiments were being undertaken by a clandestine research team under the 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 The player character may also encounter several members of Bravo Team including Enrico Marini who reveals that one of Alpha Team s members is a traitor before being shot and killed by an unseen assailant Eventually the player character discovers a secret underground laboratory containing Umbrella s experiments In the lab the player encounters Wesker who reveals that he is a double agent working for Umbrella and plans to use the Tyrant a giant humanoid supersoldier to kill the remaining S T A R S members In the ensuing confrontation Wesker is seemingly killed and the player character defeats the Tyrant After activating the lab s self destruct system the player character reaches the heliport and manages to contact Brad for extraction at which point the Tyrant may confront them one last time The game features multiple endings depending on the player s actions at key points over the course of the game The best ending sees that the player character saves their partner Rebecca Chambers for Chris s campaign and Barry for Jill s campaign as well as a team member imprisoned in the lab Jill for Chris s campaign and vice versa If at least the partner survives the Tyrant is defeated and the mansion destroyed otherwise the mansion remains intact and the Tyrant remains loose in the forest if the partner or team member is left to permanently die Development editDesign edit Resident Evil was created by a team of staff members who would later become part of Capcom Production Studio 4 13 The inspiration for Resident Evil was the earlier Capcom horror game Sweet Home 1989 itself a video game adaption of the Japanese horror film of the same name 14 Shinji Mikami was commissioned to make a game set in a haunted mansion like Sweet Home 15 and early on the game was intended to be a remake of Sweet Home 16 The project was proposed by Sweet Home creator Tokuro Fujiwara who was Mikami s mentor and served as the game s producer 17 Fujiwara said the basic premise was that I d be able to do the things that I wasn t able to include in Sweet Home mainly on the graphics front and that he was confident that horror games could become a genre in themselves He entrusted Mikami who was initially reluctant because he hated being scared with the project because he understood what s frightening 18 Since Capcom no longer had the rights to the Sweet Home license they had to invent a new universe 17 but the game still adopted many elements from Sweet Home 19 Resident Evil was based on Sweet Home s gameplay system adopting many elements from the game including the limited item inventory management 19 the mansion setting the puzzles the emphasis on survival the door loading screen 20 21 the use of scattered notes and diary entries as storytelling mechanics multiple endings depending on how many characters survive backtracking to previous locations in order to solve puzzles later on the use of death animations 22 individual character items such as a lockpick or lighter 23 restoring health through items scattered across the mansion the intricate layout of the mansion 24 and the brutally horrific imagery 16 Part of the inspiration for limited ammunition came from the MSX port of the game Alcazar The Forgotten Fortress according to scenario writer Kenichi Iwao The idea of having limited ammunition was inspired by the limited amount of supplies in the game s randomized dungeons Iwao wanted to take more elements from the game such as adding more ways to attack zombies with items such as mines and traps but was unable to due to schedule constraints 25 Production edit Production began in 1993 and the game took three years to develop 19 During the first six months of development Mikami worked on the game alone creating concept sketches designing characters and writing over 40 pages of script 26 The project was originally planned for the Super NES before moving development to the PlayStation in 1994 Koji Oda was working on the Super NES version after having worked on Super Ghouls n Ghosts 1991 Oda revealed that the setting was originally more of a hellish place before being changed to a more realistic setting 27 28 Several of the Resident Evil mansion s pre rendered backdrops were inspired by The Overlook Hotel the setting for the 1980 horror film The Shining 29 Mikami also cited the 1978 film Dawn of the Dead as a negative inspiration for the game d 30 31 The game was initially conceived as a fully 3D first person update of Sweet Home influenced by the game s first person battles with action and shooting mechanics A first person prototype was produced and initially featured a supernatural psychological Japanese horror style similar to Sweet Home before opting for an American zombie horror style influenced by George Romero films During production Mikami discovered Alone in the Dark 1992 which influenced him to adopt a cinematic fixed view camera system Mikami said that if it was not for Alone in the Dark Resident Evil would have had a first person view instead 17 32 Mikami was initially reluctant to adopt Alone in the Dark s fixed view camera system saying it had an effect on immersion making the player feel a bit more detached but eventually adopted it because the use of pre rendered backdrops allowed a higher level of detail than his fully 3D first person view prototype which didn t get along so well with the original PlayStation s specs 19 A concept art claimed to be of the original first person prototype has been available since the 1990s showing more similarity to Doom rather than Alone in the Dark 33 A first person perspective was not used again for the mainline Resident Evil series until Resident Evil 7 Biohazard 2017 34 A later prototype featured cooperative gameplay but this feature was eventually removed as Mikami said it technically wasn t good enough 17 32 Early footage of this co op prototype was revealed in 1995 33 35 At this stage of development a local co op mode was present along with different outfits A later demo made for the 1995 V Jump Festival presentation in Japan featured real time weapon changes with the co op mode removed and rudimentary character models and textures 35 36 An early 1996 preview in Maximum Console magazine featured a graveyard and a slightly different version of the final boss 35 The graveyard which was removed from the final game eventually made it into the 2002 remake Also featured in the game until late in development were guest houses and a tower which were replaced by the guard house and the lab respectively 37 Another feature that was removed from the final game was the real time weapon changing from the earlier 1995 V Jump demo 33 Capcom did not use any motion capture in the game despite having their own motion capture studio instead the animators referred to books and videos to study how people spiders and other animals encountered in the game move 38 In pre production other characters were conceived Dewey an African American man was intended to perform a comic relief role while Gelzer a big cyborg was a typical strongman character Both were later replaced by Rebecca and Barry respectively 35 Almost all development was done on Silicon Graphics hardware using the software program Softimage 26 The PlayStation was chosen as the lead platform because the development team felt it was the most appropriate for the game in terms of things such as the amount of polygons 26 The development team had upwards of 80 people towards the end of the game s development 19 According to Akio Sakai head of Capcom s consumer software division Capcom were hesitant to port Resident Evil to the Saturn because the hardware was not as ideally suited to the game as the PlayStation ensuring the port would take a long time 38 A Saturn version was finally unveiled at the April 1997 Tokyo Game Show at which Capcom also showed a demo for the sequel on PlayStation 39 The live action full motion video sequences were filmed in Japan with a cast of American actors Charlie Kraslavsky Chris Inezh Jill Greg Smith Barry Linda Rebecca Eric Pirius Albert and Jason Joseph 26 40 41 42 43 44 All Japanese releases contain English voice acting with Japanese captions and text recorded at a recording studio in Tokyo and provided by Scott McCulloch Chris Narrator Lisa Faye Jill Barry Gjerde Barry Lynn Harris Rebecca Triggering System Sergio Alarcon Brad Joseph Clay Alarcon Richard Zombie Forest Speyer Zombies Dean Harrington Enrico additional voices Pablo Kuntz Albert Radio Transmissions and Ward E Sexton Title and Character Names Announcer Harris was also the voice director for the game basing her direction on making it camp loosely on Dawn of the Dead The Blob and The Rocky Horror Picture Show 45 46 47 40 41 42 43 48 44 However Japanese voice performances were also recorded but were left unused 49 as Mikami found the quality of the performances inadequate 50 However lead programmer Yasuhiro Anpo later said that due to all of the development staff being Japanese they were unaware of the poor localization that apparently hindered the realism and immersion of the title for the international release which was one of the reasons for the re dub in the 2002 remake 19 The original Japanese PlayStation version also features a vocal ending theme Yume de Owarasenai 夢で終わらせない I Won t Let This End as a Dream performed by Japanese rock artist Fumitaka Fuchigami that is not in any other versions of the game Fujiwara said the game was originally targeted towards a core audience and he only expected it to sell around 200 000 copies before the game went on to sell millions 18 Mikami said he was a little worried about how well a horror game would really sell Anpo said that Capcom did not expect the game to be successful 19 English localization edit Bio Hazard was renamed for the North American and European markets after Chris Kramer the director of communications at Capcom pointed out that it would be impossible to trademark it in the United States Among others the 1992 video game Bio Hazard Battle and the New York alternative metal band Biohazard were already using the name Capcom ran an internal company contest to find a new name Resident Evil was chosen since the game takes place in a mansion 51 Kramer thought the name was super cheesy but the rest of the marketing crew loved it and were ultimately able to convince Capcom Japan and Mikami san that the name fit 51 The cover artwork for the American and European release was created by Bill Sienkiewicz 52 The original PlayStation version of Resident Evil went through several changes between its original Japanese release and its international counterparts The North American and European versions of the intro were heavily cut from the one featured in the Japanese releases Shots of mangled corpses a Cerberus zombie dog being shot Joseph s death and Kenneth s severed head were edited out as well as scenes featuring the character Chris Redfield smoking a cigarette Despite these tweaks the game was ultimately released on the PlayStation as one of the first games to receive the Mature rating from the Entertainment Software Rating Board 53 In the game itself the auto aiming function was disabled and the numbers of ink ribbons found by the player were reduced Capcom also planned to eliminate the interconnected nature of item boxes meaning that items could only be retrieved from the locations where they were originally stored This change made it in preview copies of the US version but was removed from the retail release 15 This particular game mechanic would resurface in the GameCube remake as part of an unlockable difficulty setting Shinji Mikami noted that they made the American version harder at the request of the American staff so that the game could be rented and not be completed in a few days Mikami said that this version proved fairly difficult for Capcom staff who had to play very carefully to complete it 54 Releases editResident Evil was initially released for the PlayStation in Japan on March 22 1996 3 in North America on April 1 55 and in Europe on August 16 56 57 It was then reissued and ported to other systems with many gaining new features in the process Windows edit The Windows version released in December 1996 featured the uncensored footage from the Japanese version and the opening intro is in full color rather than black and white It is the only version of Resident Evil that has all of the uncensored full motion video FMV sequences which includes the uncensored introduction Kenneth s death scene in its entirety and ending Support for 3D accelerator cards were added allowing for much sharper graphics Two new unlockable weapons were added a MAC 10 for Jill and an FN Minimi for Chris New unlockable outfits for Chris and Jill were added as well It also skips the door animations Sega Saturn edit The Sega Saturn version released in July 1997 added an unlockable battle mode in which the player must traverse through a series of rooms from the main game and eliminate all enemies within them with the weapons selected by the player 58 It features two exclusive enemies not in the main game a zombie version of Wesker and a gold colored Tyrant The player s performance in the battle mode is graded at the end 59 The game s backgrounds were touched up to include more detail in this version 11 The Japanese version is the most gore laden of all the platforms after decapitating a crawling zombie with a kick the head remains on the floor and Plant 42 can cut the character before the game over screen though the live action footage is censored in the U S version The Saturn version also features exclusive enemy monsters such as a re skinned breed of Hunters known as Ticks and a second Tyrant prior to the game s final battle in Chris s game 11 Exclusive outfits for Jill and Chris were added as well 11 This version was published in Europe by Sega instead of Capcom s usual European publisher Virgin Interactive Entertainment 60 Director s Cut edit A second version for the PlayStation Resident Evil Director s Cut was released in September 1997 Director s Cut was produced to compensate for the highly publicized delay of the sequel Resident Evil 2 and was originally bundled with a playable pre release demo of that game The Japanese version of the demo disc also included a pre release demo of Rockman Neo later retitled Rockman DASH Mega Man Legends outside Japan and a trailer for the newly released Breath of Fire III The main addition to Director s Cut is an arranged version of the game that changes the location of nearly every vital item in the mansion as well as the enemy placement The main characters as well as Rebecca are given a new wardrobe and the player s handgun is replaced by an improved model where any shot fired has a random chance of decapitating a zombie killing it instantly The original version of the game is included as well 61 along with a new beginner mode where the enemies are easier to kill and the amount of ammunition that can be found by the player is doubled Additionally the auto aim function was restored in all modes though it is not noted in the in game controls The North American and European releases of the Director s Cut were marketed as featuring the original uncensored footage from the Japanese releases 62 However the FMV sequences were still censored and Capcom claimed the omission was the result of a localization mistake made by the developers The game s localization was handled by Capcom Japan instead of Capcom USA and when submitted to Sony Computer Entertainment America SCEA it was rejected because of one line of copyright text Rather than remove the individual line Capcom Japan decided to save time and simply swap in the cinematics from the U S release of the original Resident Evil SCEA then approved the game and manufactured a full production run without Capcom USA having any idea that the uncensored scenes had been cut 63 Three days after the game s release the uncensored intro was offered as a free download from their website 63 58 The French and German PAL versions of Director s Cut do feature the uncensored intro FMV in color though they lacked the uncensored Kenneth death scene Director s Cut was included in the lineup for the PlayStation Classic which was released on December 3 2018 It was made available on PlayStation 4 and PlayStation 5 on June 13 2022 64 Director s Cut Dual Shock Ver edit A third version for the PlayStation Resident Evil Director s Cut Dual Shock Ver デュアルショックver co produced by Keiji Inafune was released in August 1998 It features support for the DualShock controller s analog controls and vibration functions as well as a new symphonic soundtrack replacing the original soundtrack by Makoto Tomozawa Koichi Hiroki and Masami Ueda The symphonic music was credited to composer Mamoru Samuragochi 65 although he admitted in 2014 that he directed his orchestrator Takashi Niigaki to ghostwrite the new soundtrack 66 The Japanese Dual Shock Ver came packaged with a bonus disc that contained downloadable save data footage of the unused Japanese dubbed versions of the live action cutscenes along with brief gameplay footage of the canceled original version of Resident Evil 2 The soundtrack was generally deemed inferior to the original with the ambient theme for the mansion s basement considered to be one of the worst video game compositions of all time 67 68 69 In 1998 Capcom USA released the game under PlayStation s Greatest Hits label In North America Resident Evil Director s Cut Dual Shock Ver was released as a downloadable game available from the PlayStation Network soon after it launched in November 2006 70 although the game is advertised with the original Director s Cut box art In Japan and Europe the original Director s Cut was instead made available from the PlayStation Network Game Boy Color version edit A Game Boy Color version of the game developed by the Software House HotGen was supposed to be released in late 1999 or early 2000 until Capcom decided to cancel this project citing that the port was poor quality due to the Game Boy s limited hardware 71 This version contains every room cutscene and almost all the items that were present in the original PlayStation version 72 In January 2012 an anonymous individual claimed to have an EPROM cartridge of the GBC version and requested 2 000 before he was willing to leak the playable ROM 73 The goal was met in February and the ROM files containing an unfinished build of the game were subsequently leaked 74 Deadly Silence edit A Nintendo DS port Resident Evil Deadly Silence known in Japan as Biohazard Deadly Silence バイオハザード デッドリーサイレンス Baiohazado Deddori Sairensu was released in January 2006 made to commemorate the tenth anniversary of the series Deadly Silence includes a Classic Mode the original game with minimal enhancements and touch screen support and a Rebirth Mode containing a greater number of enemies and a series of new puzzles that make use of the platform s capabilities The characters models are remade with better textures and different clothing and enemies have higher quality of detail Although the graphical changes are difficult to notice on the DS dual screen they are easier to notice on an HD emulator Exclusive new outfits for Jill Chris and Rebecca were added as well The game makes use of the dual screen display with the top screen used to display the map along with the player s remaining ammunition and health determined by the color of the background while the bottom screen displays the main action and can be switched to show the player s inventory The DS version also includes updated play mechanics the 180 degree turn introduced in Resident Evil 3 Nemesis along with the knife button and tactical reload from Resident Evil 4 The updated controls are applicable to both Classic and Rebirth modes Just like the PC version the door animations can be skipped as well as the cut scenes The live action footage was still censored even in the game s Japanese release however the scene showing Kenneth s severed head was kept Gameplay and combat are otherwise uncensored thus making this the first of 11 DS games to ever be rated Mature 17 by the ESRB 75 In Rebirth new puzzles are added that use the system s touch screen Knife Battle sequences viewed from a first person perspective are also added in which the player must fend off incoming enemies by swinging the knife via the stylus One particular puzzle requires the player to resuscitate an injured comrade by blowing into the built in microphone The player can also shake off enemies by using the touch screen performing a melee attack The game also includes wireless LAN support for up to four players with two different multiplayer game modes The first is a cooperative mode in which each player must help each other solve puzzles and escape the mansion together The other is a competitive mode in which the objective is to get the highest score out of all the players by destroying the most monsters with the tougher monsters being worth more points There are three playable multiplayer stages and nine playable characters Reception editReceptionAggregate scoresAggregatorScoreDSPCPSSaturnGameRankings71 110 80 111 87 112 Director s Cut 76 113 N AMetacritic71 100 114 N A91 100 115 N AReview scoresPublicationScoreDSPCPSSaturn1Up comB 76 N AN AN AAllGameN A nbsp nbsp nbsp nbsp nbsp 77 nbsp nbsp nbsp nbsp nbsp 78 nbsp nbsp nbsp nbsp nbsp 79 Computer and Video GamesN AN A nbsp nbsp nbsp nbsp nbsp 80 nbsp nbsp nbsp nbsp nbsp 81 Electronic Gaming MonthlyN AN A35 5 40 82 Director s Cut 17 5 40 83 32 40 84 Famitsu32 40 85 N A38 40 86 32 40 87 Game InformerN AN A9 25 10 90 9 10 91 GameFanN AN A294 300 88 262 300 89 GameRevolutionN AA 92 A 93 N AGamesMasterN AN AN A92 94 GameSpot7 9 10 95 7 2 10 96 8 2 10 97 Director s Cut 6 9 10 98 7 3 10 99 GameSpy nbsp nbsp nbsp nbsp nbsp 100 N AN AN AHyperN AN A90 101 N AIGN7 0 10 102 N A8 7 10 103 Director s Cut 8 9 10 104 N ANext GenerationN AN A nbsp nbsp nbsp nbsp nbsp 108 109 N ANintendo Power8 5 10 120 N AN AN AEntertainment WeeklyN AN AA 105 N AMaximumN AN A nbsp nbsp nbsp nbsp nbsp 106 N ASega Saturn MagazineN AN AN A94 107 AwardsPublicationAwardElectronic Gaming Monthly Readers Picks Game of the Year Runner Up PlayStation Game of the Year Adventure Game of the Year Runner Up 116 Electronic Gaming Monthly Editors Choice PlayStation Game of the Year Runner Up Adventure Game of the Year Runner Up 117 5th GameFan MegawardsGame of the Year Runner Up 118 Electronic Gaming MonthlyGame of the Month 82 GameFanGame of the Month 88 Sony Computer Entertainment Consumer s Choice Best PlayStation Game Overall 119 The original PlayStation version of Resident Evil was critically acclaimed receiving an aggregated rating of 91 out of 100 at Metacritic based on eight reviews 115 Among those who praised the game was GameSpot describing it as one of those rare games that s almost as entertaining to watch as it is to play 97 Famitsu gave it ratings of 9 10 10 and 9 out of 10 adding up to 38 out of 40 This made it one of their three highest rated games of 1996 along with Super Mario 64 which scored 39 40 and Tekken 2 which scored 38 40 Resident Evil was also one of only ten games to have received a Famitsu score of 38 40 or above up until 1996 86 GamePro described the storyline and cinematics as mostly laughable but felt the gameplay s gripping pace and the heavy challenge of both the combat and the puzzles make the game effectively terrifying They reassured readers that the unusual control system becomes intuitive with practice and applauded the realism instilled by the graphics and sound effects 121 The four reviewers of Electronic Gaming Monthly also commented on the realistic graphics and sounds and additionally praised the selection of two playable characters Sushi X remarked that it at first glance may appear to be a clone of Alone in the Dark but in reality it is a totally new experience Mark Lefebvre particularly remarked The element that really grabs a player here is fear After trading blows with the first zombie you ll quickly become hesitant to turn down any uncharted corridors in the mansion 82 A reviewer for Next Generation said it manages to be as genuinely scary as a good horror film no small achievement There are a lot of things that work around games being this frightening In this case however the fine character work creepy and well executed sound effects and just the right music in just the right places all have a subtle cumulative effect While criticizing the laughable dialogue and voice acting he felt they were overridden by the game s positive aspects He pointed out that the lack of genuinely confounding puzzles allows the game to move at a good pace and the use of prerendered backgrounds allowed the PlayStation to handle much more detailed characters 109 Yasuhiro Hunter of Maximum stated that The game has the greatest atmosphere of any other game in existence sic naming a game that makes you jump as much as when encountering your first pair of Cereberos in this title would be very difficult He also praised the heavy difficulty of the puzzles the great care required in combat the 3D graphics and the exceptionally high replay value 106 Computer Gaming World gave a more mixed review for the Windows version explaining that they tried to hate it with its graphic violence rampant sexism poor voice acting and use of every horror cliche however it s actually fun 122 The Saturn version was also very well received While most remarked that Capcom had taken too long to bring Resident Evil to the console the game had been out on the PlayStation for well over a year and hype had built up for Resident Evil 2 which would be released in just a few months 81 84 107 123 critics agreed that the game was still as stunning as it had been on its initial release and had been accurately recreated for the Saturn 81 84 99 107 123 Computer and Video Games for example commented that With all the talk about the Saturn being inferior in this department the graphics quality cannot be surpassed All of the rooms the enemies and the animation are almost identical 81 GamePro which gave it identical scores to the PlayStation version a 4 0 out of 5 for control and a perfect 5 0 for graphics sound and funfactor summarized that It would have been nice to have it on the Saturn sooner but this is as close to a sure thing as you could ask for 123 Sega Saturn Magazine said that the intense feeling of terror heightened by the chilling music and eerie silences sets Resident Evil apart from any other adventure game you may care to mention 107 Critics also widely praised the Saturn exclusive Battle Mode 81 99 107 123 The Director s Cut was positively received as well with most critics regarding the advanced mode and the bundled Resident Evil 2 demo as the highlights 98 104 124 However all four reviewers for Electronic Gaming Monthly decried it arguing that a handful of changes and a demo disc were not enough to justify the price 83 Sales edit Resident Evil was a best seller in Japan 125 North America 126 and Europe 127 including the United Kingdom 128 Shortly after release it became the best selling PlayStation game ever at the time 129 130 In Japan the game sold 1 016 million units in 1996 125 Overseas it topped the US charts and entered at number two on the UK charts 131 In the United States the game sold over 1 million copies by early September 1996 becoming a system seller for the PlayStation and increasing its install base at the time 132 In Europe the game shipped 230 000 units on its first day of release 132 with 21 500 sold on its first weekend in the United Kingdom where it was one of the fastest selling CD releases up until then 133 The game went on to sell at least more than 300 000 units in Europe by December 1996 127 134 By December 1997 the game had sold about 4 million units worldwide and grossed more than 200 000 000 equivalent to 389 000 000 in 2023 135 According to Capcom s investor relations website the original version of Resident Evil has sold over 2 75 million copies while the Director s Cut version including the Dual Shock edition sold an additional 2 33 million copies All PlayStation versions of the game have sold a combined 5 08 million units worldwide 136 Accolades edit Resident Evil was the first game to be dubbed a survival horror a term that it coined for the genre 137 It was ranked as the 91st top game of all time by Next Generation in 1996 stating that it successfully redefine d the genre which started with Infogrames Alone in the Dark 126 In 1996 GamesMaster rated the game 14th on their Top 100 Games of All Time 138 Game Informer referred to the original Resident Evil as one of the most important games of all time in 2007 139 In 2012 Time named it one of the 100 greatest video games of all time 140 That same year the game ranked as one of G4TV s top video games of all time for how it has launched one of the most successful series in gaming history and provided one of its most memorable scares 141 Resident Evil was inducted into the World Video Game Hall of Fame in 2024 142 In 2004 readers of Retro Gamer voted Resident Evil as the 37th top retro game with the staff calling it one of the finest horror themed games ever and adding that full of shocks surprises and perfectly poor B movie dialogue Resident Evil is the gaming equivalent of Night of the Living Dead 143 It entered the Guinness World Records Gamer s Edition 2008 for the Worst Game Dialogue Ever 144 Stuff ranked it as the 3rd best PlayStation game of all time 145 Sequels editMain articles Resident Evil and List of Resident Evil media The game s success resulted in a media franchise that has since branched out into comic books novels and novelizations sound dramas a non canonical series of live action films and animated sequels to the games and a variety of associated merchandise such as action figures 146 The series has become Capcom s biggest franchise The events of the game were also retold in Resident Evil The Umbrella Chronicles originally released for the Wii in 2007 Novelization edit Resident Evil The Umbrella Conspiracy is a novelization of the game was written by S D Perry in 1998 as the first book in her series of Resident Evil novels The novel combines Jill s and Chris scenarios into one narrative and features all five of the main characters including Barry Rebecca and Wesker The book also takes liberty with some of the original source materials the most notable difference being the inclusion of an original character named Trent an insider from the Umbrella Corporation who provides Jill with information about the Spencer Mansion prior to the events of the mansion incident Since the book was written a few years before the Nintendo GameCube remake the novelization lacks the presence of Lisa Trevor in the mansion However the book does allude to the original version of George Trevor s journal from The True Story Behind Bio Hazard as well as the short story it contained Bio Hazard The Beginning which involved the disappearance of Chris Redfield s friend Billy Rabbitson Another notable difference in the novels is moving the location of Raccoon City from the Midwest to Pennsylvania apparently about an hour s drive from New York Overall despite having been written before the retcon introduced in the Resident Evil remake and Resident Evil Zero the book still maintains overall similarity to what the story warped into in the early 2000s Remake edit Main article Resident Evil 2002 video game In 2002 Resident Evil was remade for the GameCube as part of an exclusivity agreement between Capcom and Nintendo that spanned three new games The remake includes a variety of new gameplay elements environments and story details as well as improved visuals and sound 147 The game was also later ported for the Wii in 2008 A remastered version of the remake featuring high definition graphics was released as a download for the PlayStation 3 PlayStation 4 Windows Xbox 360 Xbox One in 2015 then later for Nintendo Switch in 2019 with a limited edition PlayStation 3 version released at retail in Japan 148 Cultural impact editGameSpot listed Resident Evil as one of the 15 most influential video games of all time It is credited with defining and popularizing the survival horror genre of games It is also credited with taking video games in a cinematic direction with its B movie style cutscenes Its live action opening however was controversial it became one of the first action games to receive the Mature 17 M rating from the Entertainment Software Rating Board ESRB despite the opening cutscene being censored in North America 53 Chicago Tribune said it revolutionized gaming in 1997 149 Resident Evil is credited with sparking a revival of the zombie genre in popular culture since the late 1990s leading to a renewed interest in zombie films during the 2000s 150 151 Resident Evil also played an important role in the zombie genre s shift from supernatural themes to scientific themes using science to explain the origins of zombies 152 In 2013 George Romero said it was the video games Resident Evil and The House of the Dead more than anything else that popularised zombies in early 21st century popular culture 153 154 In a 2015 interview with Huffington Post screenwriter director Alex Garland credited the original Resident Evil video game as a primary influence on his script for the horror film 28 Days Later 2002 and credited the first Resident Evil game for revitalizing the zombie genre 151 Shaun of the Dead 2004 star and co writer Simon Pegg also credits the original Resident Evil game with starting the zombie revival in popular culture 150 The Walking Dead comic book creator Robert Kirkman cited Resident Evil as his favorite zombie game 155 while The Walking Dead television series director Greg Nicotero credited Resident Evil and The House of the Dead with introducing the zombie genre to a whole generation of younger people who didn t grow up watching Night of the Living Dead and Dawn of the Dead 156 After the original Resident Evil video game sparked a renewed interest in the zombie genre it was followed by zombie films such as 28 Days Later Dawn of the Dead 2004 Shaun of the Dead 28 Weeks Later 2007 Zombieland 2009 Cockneys vs Zombies 2012 and World War Z 2013 as well as zombie themed graphic novels and television shows such as The Walking Dead and The Returned 150 and books such as World War Z 2006 Pride and Prejudice and Zombies 2009 and Warm Bodies 2010 157 The Resident Evil film adaptations also went on to become the highest grossing film series based on video games after they grossed more than 1 billion worldwide 158 The zombie revival trend was popular up until the mid 2010s 150 before zombie films declined in popularity by the late 2010s 157 Notes edit Ported to Sega Saturn by Nextech 4 Credited to Mamoru Samuragochi Known in Japan as Bio Hazard Japanese バイオ ハザード Hepburn Baio Hazado The original game spelled the title as two words instead of the one word convention used from Biohazard 2 and onward Mikami refers to the film as Zombie At the time two films had been released under that name a 1978 film directed by George A Romero more famously titled Dawn of the Dead and a 1979 film directed by Lucio Fulci A later feature in GamePro the magazine which interviewed Mikami clarifies that he was referring to Dawn of the Dead and not the Fulci film References editCitations edit Staff September 17 1997 Releases and Masterings PC Gamer Archived from the original on February 18 1998 Retrieved December 5 2019 New games continue to hit the shelves every day Now available Resident Evil sega europe online December 2 1998 Archived from the original on December 2 1998 Retrieved May 4 2023 a b Bio Hazard Famitsu in Japanese No 403 p 15 Products Nex Entertainment Co Ltd Archived from the original on January 15 2012 Retrieved November 14 2010 a href Template Cite web html title Template Cite web cite web a CS1 maint bot original URL status unknown link VGMdb Forums View Single Post TYCY 5511 BIO HAZARD SOUND TRACK REMIX Vgmdb net November 14 2011 Archived from the original on February 2 2014 Retrieved November 14 2013 VGMdb Forums View Single Post TYCY 5511 BIO HAZARD SOUND TRACK REMIX Vgmdb net November 20 2011 Archived from the original on February 2 2014 Retrieved November 14 2013 a b Capcom 1996 p 7 Capcom 1996 pp 5 6 Turi Tim May 10 2015 The Essentials Resident Evil Game Informer Archived from the original on May 13 2015 Retrieved May 13 2015 Capcom 1996 p 4 a b c d Nutter Lee August 1997 Hear No Evil See No Evil Sega Saturn Magazine No 22 Emap International Limited pp 44 51 Retrieved November 25 2018 Capcom 1996 pp 11 12 Production Studio 4 in Japanese Capcom Co Ltd Archived from the original on February 6 2005 Staton Rich March 27 2016 Resident Evil 20 years on Eurogamer Archived from the original on March 25 2016 Retrieved March 27 2016 a b The True Story Behind Bio Hazard in Japanese July 25 1997 a b Time Machine Sweet Home Computer and Video Games January 8 2011 Archived from the original on November 24 2011 Retrieved April 10 2012 a b c d Shinji Mikami Resident Evil et la source du jeu d horreur Archived November 9 2017 at archive today Le Monde October 10 2014 a b The Man Who Made Ghosts n Goblins Tokuro Fujiwara Interview Archived August 21 2012 at the Wayback Machine CONTINUE Vol 12 2003 a b c d e f g Resident Evil Creator Shinji Mikami Reflects on the Series Roots Archived August 1 2016 at the Wayback Machine GameSpot March 22 2016 Jim Sterling June 9 2008 Fear 101 A Beginner s Guide to Survival Horror IGN Archived from the original on February 17 2012 Retrieved August 26 2009 Top 11 Survival Horror Games Sweet Home UGO Networks May 21 2008 Archived from the original on June 8 2008 Retrieved April 17 2009 a href Template Cite web html title Template Cite web cite web a CS1 maint bot original URL status unknown link Max Bert GOTW Sweet Home GameSpy Archived from the original on March 11 2010 Retrieved August 28 2009 a href Template Cite web html title Template Cite web cite web a CS1 maint bot original URL status unknown link Before Resident Evil There Was Sweet Home 1UP 2012 Pinsof Allistair October 13 2011 It Came from Japan Sweet Home Destructoid Archived from the original on February 5 2015 Retrieved February 24 2015 Kemps Heidi January 29 2016 Interview Kenichi Iwao Scenario Writer Planner Director for Capcom Square Enix DeNA and Oriflamme Gaming moe Gaming moe Retrieved November 10 2021 a b c d The Developers of Resident Evil Spill their Guts Electronic Gaming Monthly No 80 Ziff Davis March 1996 pp 60 61 Resident Evil Was Originally In Development For The SNES Game Informer Archived from the original on January 21 2018 Retrieved January 20 2018 Resident Evil Nearly Got its Start on the SNES Nintendo Life December 5 2017 Archived from the original on January 21 2018 Retrieved January 20 2018 Resident Evil A Retrospective Play February 2000 Creating Evil Incarnate The Making of Resident Evil GamePro No 91 IDG April 1996 pp 32 33 My main inspiration was Zombie a famous Italian horror movie When I saw the movie I was dissatisfied with some of the plot twists and action sequences I though If I was making this movie I d do this or that differently How Evil Is Made GamePro No 113 IDG February 1998 p 42 a b The History of Resident Evil The Beginning PlayStation Universe Psu com Archived from the original on February 22 2013 Retrieved August 11 2013 a href Template Cite web html title Template Cite web cite web a CS1 maint bot original URL status unknown link a b c What Resident Evil Could Have Been Archived February 2 2017 at the Wayback Machine Shacknews Resident Evil 7 s Haunted Homecoming Archived January 26 2017 at the Wayback Machine Den of Geek a b c d Resident Evil 1 PSX Beta Concept Unseen 64 April 11 2008 Archived from the original on December 4 2013 Retrieved August 26 2013 More Capcom Cool Via Virgin Computer and Video Games No 169 December 1995 Future plc November 10 1995 p 12 Buyers Beware GamePro No 100 IDG January 1997 p 26 a b Capcom Next Generation No 17 Imagine Media May 1996 pp 67 69 Tokyo Game Show Report from Japan Next Generation No 30 Imagine Media June 1997 p 17 a b Resident Evil 1996 Video Game live action actors Games and Movies Blog October 4 2015 Retrieved March 11 2024 a b Reed Philip J 2020 In the Mouth of Madness In Durham Gabe ed Resident Evil First ed Boss Fight Books ISBN 978 1 940535 25 8 Retrieved March 19 2023 a b Reed Philip J May 18 2020 REactors Noiseless Chatter Archived from the original on January 19 2024 Retrieved January 19 2024 a b RESIDENT EVIL Original Cast Reunion amp Interview Chris Redfield Barry Burton Albert Wesker YouTube August 24 2022 Retrieved March 11 2024 a b Filming Wraps on Andrew Saullo s The Keeper s Diary A Biohazard Story Bloody Disgusting October 30 2023 Retrieved March 11 2024 Gjerde Barry Narration Profile The Barry Gjerde Homepage Archived from the original on February 9 2005 Retrieved January 19 2024 Dean Harrington Interview Project Umbrella Project Umbrella RE Digest August 1 2011 Retrieved March 11 2024 Entrevista com Barry Gjerde dublador de Barry Burton no primeiro Resident Evil 1996 Resident Evil Database September 30 2015 Retrieved March 11 2024 Lynn Harris Crimson Head com October 30 2022 Retrieved March 12 2024 Bio Hazard Complete disc bundled with Bio Hazard Director s Cut Dual Shock Ver We also recorded Japanese voices for the game not just English ones They were discarded because they were really lame 英語だけでなくじつは日本語のボイズ収録も行なった カッコ悪かったのでボツに Eigo dake de naku jitsu wa nihongo no boisu shuroku mo okonatta Kakkowarukatta node botsu ni The True Story Behind BIO HAZARD page 157 a b GR Asks Why was Biohazard renamed Resident Evil GamesRadar GamesRadar April 8 2009 Archived from the original on August 18 2010 Retrieved February 2 2010 Resident Evil 1 12 April 1996 Marvel a b 15 Most Influential Video Games of All Time GameSpot April 14 2010 Archived from the original on April 14 2010 Retrieved August 11 2013 Wildstorm FX col Resident Evil The Official Comic Magazine vol 1 no 1 p 18 19 March 1998 Wildstorm Pre Aug 96 Shipping GamePen Archived from the original on March 31 1997 Retrieved December 25 2023 Release Dates Leicester Mercury July 20 1996 p 16 Retrieved December 25 2023 Aug 16 Resident Evil PlayStation Disks Discs Staffordshire Newsletter August 16 1996 p 72 Retrieved December 25 2023 Resident Evil Now in Stock a b Klepek Patrick January 19 2015 How The First Resident Evil s Been Censored And Changed Since 1996 Kotaku Gawker Media Archived from the original on January 20 2015 Retrieved January 20 2015 Nutter Lee September 1997 The Evil Has Landed Sega Saturn Magazine No 23 Emap International Limited pp 48 49 Retrieved November 4 2019 PlayStation Conversions Are Go Sega Saturn Magazine No 21 Emap International Limited July 1997 p 6 Resident Evil The Director s Cut GamePro No 108 IDG September 1997 p 54 Resident Evil Director s Cut When they Say Director s Cut they Mean It Electronic Gaming Monthly No 97 Ziff Davis August 1997 p 102 a b A Cut Above the Rest Electronic Gaming Monthly No 101 Ziff Davis December 1997 p 26 Croft Liam June 13 2022 PS1 Classic Resident Evil Director s Cut Part of PS Plus Premium in USA Push Square Retrieved June 13 2022 Larimer Tim September 15 2001 Songs of Silence Video game music maestro Samuragoch can t hear his own work Time com Archived from the original on December 20 2010 Retrieved September 1 2013 GHOST COMPOSER Japan s Beethoven Can t Write Music And Is Only Pretending To Be Deaf Business Insider February 6 2014 Archived from the original on February 14 2014 Retrieved February 6 2014 Hussain Tamoor April 7 2020 The Fake Genius That Lied To The World And Got Caught GameSpot Retrieved March 3 2021 Ewan Moore June 24 2016 This Is Quite Possibly The Worst Song In Videogame History Unilad Archived from the original on August 4 2020 Retrieved March 3 2021 Ryckery Dan March 5 2013 The Worst And Weirdest Music In Gaming History Game Informer Retrieved March 3 2021 Sony Announces downloadable PS1 Games for PSP Eurogamer November 21 2006 Archived from the original on September 29 2012 Resident Evil Passes On IGN March 23 2000 Archived from the original 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pp 38 9 a b Top Selling PlayStation Titles 1996 Europe Screen Digest Screen Digest Limited 130 1997 Gallup UK PlayStation sales chart October 1996 published in Official UK PlayStation Magazine issue 11 NG Alphas NFL GameDay 97 Next Generation No 23 Imagine Media November 1996 p 92 GamePro Issue 101 Volume 09 Number 02 1997 02 IDG Publishing US February 1997 Archived from the original on March 13 2016 Retrieved January 19 2015 Freeplay Computer and Video Games No 180 November 1996 October 9 1996 pp 1 16 2 3 a b Growing Minions of Evil Computer and Video Games No 179 October 1996 September 9 1996 p 9 News Computer and Video Games No 180 November 1996 October 9 1996 p 10 Screen Digest Screen Digest 1997 p 132 Despite the earlier launch in the US sales of next generation console games can already be fairly evenly balanced between the US and Europe with PlayStation titles Tekken II and Crash Bandicoot for example selling 470 000 and 340 000 in the US and 420 000 and 300 000 in Europe 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2011 Guinness World Records 2012 Gamer s Edition Preview Game Informer Retrieved December 31 2011 Bibliography edit Resident Evil instruction booklet Capcom 1996 External links edit nbsp Wikiquote has quotations related to Resident Evil 1996 video game nbsp Video games portal nbsp Speculative fiction Horror portal nbsp Speculative fiction portal nbsp Media related to Resident Evil at Wikimedia Commons Resident Evil at MobyGames Resident Evil at IMDb nbsp Retrieved from https en wikipedia org w index php title Resident Evil 1996 video game amp oldid 1223081413 Deadly Silence, wikipedia, wiki, book, books, library,

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