Resident Evil (2002)
About
Resident Evil is a survival horror video game developed by Capcom Production Studio 4 and published by Capcom. Released for the GameCube video game console in 2002, it is a remake of the 1996 PlayStation game Resident Evil, the first installment in the Resident Evil video game series. The story takes place in 1998 near the fictional Midwestern town of Raccoon City where a series of bizarre murders have taken place. The player takes on the role of either Chris Redfield or Jill Valentine, S.T.A.R.S. agents sent in by the city to investigate the murders.
System requirements for Nintendo Switch
System requirements for Xbox One
System requirements for PlayStation 4
System requirements for PlayStation 3
System requirements for Xbox 360
System requirements for PC
System requirements for Wii
System requirements for GameCube
Last Modified: Nov 5, 2024
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Resident Evil (2002) reviews and comments
The mansion is one of my favorite environments in all of gaming. A perfectly designed level. It’s essentially just a bunch of “go get the key to open the door puzzles” but there’s enough variation on that idea that it doesn’t get stale.
People like to call games cinematic when they really mean it looks cool and good. This is one of the few games where the term totally fits. With the fixed camera angles, this game is actually built on the visual language of film. Mikami is able to control everything you see on screen, no matter where you are. And he uses that control to sustain endless tension. I was a little thrown by the controls/camera at first, but I eventually fell in love with it.
Jill is rad, and it’s great that she’s basically not sexualized at all. Her outfit makes sense and she’s good at her job. I wish I could say the same about Rebecca. Jill’s campaign was a lot more fun that Chris’ IMO.
It’s cool that this is a zombie game about scary corporatists.
People like to call games cinematic when they really mean it looks cool and good. This is one of the few games where the term totally fits. With the fixed camera angles, this game is actually built on the visual language of film. Mikami is able to control everything you see on screen, no matter where you are. And he uses that control to sustain endless tension. I was a little thrown by the controls/camera at first, but I eventually fell in love with it.
Jill is rad, and it’s great that she’s basically not sexualized at all. Her outfit makes sense and she’s good at her job. I wish I could say the same about Rebecca. Jill’s campaign was a lot more fun that Chris’ IMO.
It’s cool that this is a zombie game about scary corporatists.