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Game Scoop! Episode Summary: Resident Evil: Is It Still Fun Today?
Podcast Information
- Podcast Title: Game Scoop!
- Episode Title: Resident Evil: Is It Still Fun Today?
- Description: The episode revisits the original 1996 Resident Evil game in light of IGN's 30th anniversary and the upcoming Resident Evil Requiem.
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Episode Highlights
Introduction
- Context: The episode focuses on the original Resident Evil as a landmark title that launched an entire genre and franchise.
- Hosts: Daemon Hatfield and the IGN crew discuss personal experiences with the game, providing a nostalgic backdrop.
Nostalgia and Initial Reactions
- Personal Anecdotes:
- Daemon recalls being too scared to play the game as a child.
- Sam shares a rental experience and falling in love with the remake on GameCube.
- Nick plays both the 1996 and 2015 versions, enjoying the nostalgic experience.
Gameplay Experience
- Various Versions Played:
- The crew played the original PS1, the 2002 GameCube remake, and the 2015 HD remaster.
- They discuss the differences in graphics, controls, and overall experience.
Controls and Mechanics
- Tank Controls:
- Explanation of tank controls and their significance in the gameplay experience.
- Mixed feelings on controls, with suggestions to try modernized controls but appreciate the original layout.
- Inventory Management:
- Discussion of limited inventory slots, the necessity of backtracking, and the use of item boxes.
- Strategies for managing inventory effectively.
Graphics and Sound Design
- Visuals:
- Praises for the pre-rendered backgrounds and artistic camera angles that enhance tension.
- Nick's capture of gameplay in 4K adds a modern twist to the retro experience.
- Audio:
- Appreciation for the save room music and the sound design that contributes to the atmosphere.
- Memorable voice lines and the infamous "you're almost a Jill sandwich" dialogue.
Thematic Elements
- Horror and Tension:
- Elements that contribute to the horror atmosphere, including fixed camera angles and enemy placements.
- The game’s design promotes a sense of dread, especially through audio cues and enemy encounters.
Comparison to Modern Titles
- Evolution of Gameplay:
- Discussion on how Resident Evil has evolved while maintaining core themes and elements that define the series.
- Suggestions that playing the original provides insight into modern game design and horror elements.
Concluding Thoughts
- Overall Experience: The hosts agree that while the game has its frustrations, it remains fun and engaging, particularly for those who played it during its original release.
- Recommendation: New players are encouraged to play through recent Resident Evil titles first to better appreciate the original.
Closing Remarks
- The crew expresses excitement for upcoming episodes exploring other classic titles from 1996 and beyond.
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Key Takeaways
- Nostalgia vs. Modern Experience: While nostalgia enhances enjoyment for long-time players, newcomers may face challenges due to outdated controls and inventory systems.
- Engagement with Friction: Understanding the limitations and design choices of older games can enrich the gaming experience, making it more enjoyable despite frustrations.
- Artistic Design: The intentional use of fixed camera angles and pre-rendered backgrounds creates a unique horror experience that stands the test of time.
- Legacy: Resident Evil's influence on the survival horror genre is profound, and its mechanics continue to resonate in modern gaming.
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This episode of Game Scoop! serves as a retrospective on a seminal title that shaped the landscape of video games, emphasizing the importance of historical context in appreciating game design evolution.
Written by AI. May contain mistakes. Listen to the episode to check what was said.
Chapters
Tap a time to open that second in VOPersonal Stories with Resident Evil
3:02 to 6:36
The hosts share their personal experiences with Resident Evil.
“I was getting excited for RE9, aka Resident Evil Requiem, and I've been doing a whole playthrough of the series, so I did start with the original.”
Discussion on Gameplay and Versions
6:36 to 8:08
A detailed discussion on different versions of Resident Evil and gameplay experiences.
“It is time to find out if the OG pre-rendered backgrounds, tank controls, hilariously bad dialogue, and jaggy polygons of Resident Evil 1996 are still fun today.”
Is Resident Evil Still Fun Today?
9:38 to 14:02
The hosts evaluate whether the original Resident Evil is still enjoyable.
“We spent the holidays turning rooms green in order to determine whether or not the original Resident Evil is still fun today.”
Playing Resident Evil: Strategies and Challenges
14:02 to 15:01
Learn about unique strategies for playing Resident Evil that heighten the fear factor.
“I never once considered doing that, playing Resident Evil, because I'm just like, yeah, I got the item I think I need.”
The Art of Graphics in Resident Evil Remake
15:28 to 17:28
Explore the impressive graphics and artistic choices in the Resident Evil 2015 remaster.
“Alright, let's talk a little bit about the graphics.”
Game Design: Point-and-Click Elements in Resident Evil
17:31 to 19:15
Discover how Resident Evil incorporates point-and-click adventure elements in its design.
“So there's so much intentionality with having pre-rendered backgrounds that they can make them look as artistic or as nice as they want.”
The Sound Design and Voice Acting of Resident Evil
19:20 to 24:29
Analyze the impactful sound design and the infamous voice acting in Resident Evil's history.
“When you have games, and then there was, of course, Return to Zork and Mist and stuff like that.”
Comparing Resident Evil's Original vs. Remake
24:30 to 28:03
Understand the key differences and improvements between the original and the remake of Resident Evil.
Resident Evil Dogs Encounter
28:03 to 28:49
Discussion on the intense encounter with dogs in the Resident Evil remake.
“I guess this creepy mansion has gotten to my nerves.”
Controls and Gameplay Mechanics
31:06 to 33:58
Exploration of control mechanics in Resident Evil, including tank controls.
“They updated the controls in the 2002 version.”
Show all 17 chapters
Aiming and Combat Systems
33:58 to 35:59
A discussion on aiming mechanics and combat satisfaction in the game.
“kind of how I need to be playing this game.”
Inventory Management Challenges
35:59 to 37:19
Analysis of the inventory management system and its challenges in Resident Evil.
“You don't it's not it's more like an adventure game where you're just clicking to shoot.”
Pacing and Gameplay Flow
37:19 to 41:01
The flow of gameplay and how surprises enhance the experience in Resident Evil.
“But back to the inventory beyond the ink ribbon part, like a lot of this game is like you don't have enough inventory slots.”
Route Design and Character Differences
41:01 to 42:01
Discussion on the different character routes and their impact on gameplay experience.
“But then Capcom will sprinkle in little surprises.”
Game Design Insights: Chris vs. Jill
42:01 to 44:29
Explore the differences in character mechanics and inventory management between Chris and Jill in Resident Evil.
“because in place of the lockpick, Chris gets mini keys that are disposable keys that you use to unlock doors that would otherwise be lockpicked.”
Understanding Resident Evil's Design Language
44:30 to 46:25
Learn about the consistent design language across Resident Evil games and how it enhances gameplay experience.
“And then why I'm saying that is because those are a lot more.”
The Friction of Retro Gaming
46:26 to 50:08
Discuss the value of experiencing older games and understanding their design challenges compared to modern titles.
“And, you know, it's and when you ask, is this game still fun?”
Transcript
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2:30You may have heard that this year is IGN's 30th anniversary. As part of that celebration, we thought it would be good to do a few Is It Still Fun episodes on games from 1996. So to kick things off, we're starting with a game that itself kicked off an entire genre, started a franchise that is still going strong, could be argued is doing better than ever today. We are about to revisit the original Resident Evil from 1996.
3:02ages I think the last time I genuinely played this game was near its launch window and my cousin had it on his PlayStation and I was much too young to play it so the second that like FMV cutscene of the zombie or it's the CG cutscene of the zombie turning around I got way too scared and ran out of the room I was like no I'm not doing this I can't handle this I got a weak constitution I gotta go uh but you know I'm ready to face my fears and Michael you actually played this on your own earlier this year, right? I did. I was getting excited for RE9, aka Resident Evil Requiem, and I've been doing a whole playthrough of the series, so I did start with the original.
3:39I played the remake, though, but I think for this I am going to play the original PS1 or find a way to play the original PS1 version. Also came to Saturn, so if you have a Saturn lying around... I super don't. I've got one out there. I will say, the one thing I'll say is that I think I'm getting to the age in which I am finding games, old games with clunky controls to be fun. So, okay. That might be my answer already. As long as you know what you're getting into, the challenge comes from the controls, right? Yes. Oh, yeah, yeah. 1 ,000%. Sam, it is known to Scoop Nation that you love Resident Evil.
4:11When did you last play the original? Yeah, so I, weirdly, probably a rental, but at my cousin's house. Like, that's exactly what happened to me, too. I was between liking video games at the time, and so I wasn't super into the PlayStation 1. But I do remember these games having black compact discs instead of silver, and it blew my mind. And then I remember thinking the FMVs were just so bad, and I couldn't believe that people were into this game. And then I played the remake on GameCube, and of course, I fell in love with that game and Resident Evil Zero at that time. I don't have a lot of experience playing the actual PS1 version.
4:53I 100 % have it on disc and I have a PS1 I also have a PS3 that can play PS1 games the you know 60 game one I think so I gotta figure out how I'm gonna pull this off if not what do you recommend well I'm gonna play there's a 2015 HD remaster I have it on Playstation it's also on PC so I can play it on Steam Deck as well and that's technically the GameCube one right so that's where I'm playing that oh and Nick you're playing on PS1 actually you're gonna capture it in 4K right for all of our B-roll so we're gonna have a beautiful B-roll thanks to Nick Thanks to the power of IGN and One Dave Tool, I've managed to hook up the IGN office, or he managed to hook up the IGN office with a RetroTink 4K.
5:32So I got my PS1 connected to that RetroTink. So now it's just, I really want to play it with scan lines, but I'll do a test footage and see whether or not that looks good on your YouTube video. Because the scan lines are just so pretty on the RetroTink 4K. It's true. What do you do? Is it just RCA output? Or is there like S video? Like, what do you do? I am currently doing the RetroTink has RGB. RGB, I have a modded PS1, so I can do RGB out. Oh, you have a modded one. Yeah, you're all set. It's going to look really good. It's going to look very good. As good as a game on compact disc from 1996 can look.
6:01Very crispy. Yeah, yeah. So we have all played before. Some people had commented on the first video that we should have someone on the panel who has never played the game before, so they're not influenced by nostalgia. I count. I didn't play a lot of it. I didn't beat it. Well, I just want to say, that's a great idea that we'll definitely implement in future episodes. All right, Resident Evil, the original one. It has a 91 on Metacritic. EGM gave it an 8, a 9.5, a 9, and a 9. So definitely well received at the time. We are going to enter the Spencer Mansion and replay Resident Evil 1996. We're shooting this cold open right before we head out for a holiday break.
6:33So we'll be playing over the holidays and shooting the full episode early in the new year. It is time to find out if the OG pre-rendered backgrounds, tank controls, hilariously bad dialogue, and jaggy polygons of Resident Evil 1996 are still fun today. You are almost a Jill sandwich. Thanks, Barry. Astro of Unlocking. Resident Evil. Resident Evil. So, you want to learn a new language, but you're struggling to get beyond the basics. Stuck on free apps aimed at cheap dopamine highs? Well, then it's time to try Babbel, the language app that makes grammar fun and is really worth your time. Learning a language with Babbel is all about small steps, big wins, and progress you can actually track and feel.
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9:35Taxes and fees extra. See Mint Mobile for details. And we're back. It's a whole new year. We spent the holidays turning rooms green in order to determine whether or not the original Resident Evil is still fun today. And I think we're all in agreement that it sure is. Although my recommendation comes with a little asterisk. Let me paint you all a picture. It was the nights around Christmas and all through the house not a creature was stirring except Damon on the couch, lit by the light of the Christmas tree, cat in lap, steam deck in hand, headphones on, playing Resident Evil. And I had a blast.
10:05This style of Resident Evil game totally holds up, even feels refreshing because no one is making games like this anymore. We'll dive into all the details, but my high-level takeaway is, yes, still fun, especially if you played the old style of Resident Evil games back in the day. If you didn't, and all you know are the modern-style games from RE4 onward, there are a couple big caveats that I would warn you about. But let's dig in. I played the 2015 remaster of the 2002 remake, which is readily available on modern platforms. I played as Jill. Sam, you played the same? Yeah, I did. I played as Jill.
10:31It was great. And I played on my Steam Deck by the Christmas tree with a cat in my lap as well, if that's what you're asking. Jill's right, man. Goose Camp Birds of a Feather. Now, Michael, do you play the 1996 version over the holiday? Man, I wish I did, but I did not. Because I played it on Switch, the version that is available on the Switch eShop, which is the 2015 remaster of the remake. And yeah, turns out it's still fun. But like you, Damon, there are some caveats that I will tell folks who want to play this version, because I do think it is essential, especially if you are getting into Resident Evil or if you have some gaps in the series, you have to play this version, but you gotta know what to expect.
11:17Yeah, I would agree with that. But Nick, you really went all out because you played, you did two runs of the 2015 version and also the 1996 version and you captured them all, so all the footage you see here is captured by Nick. It's great. No judgment on the gameplay because man, those dogs are a real pain in the ass. No, yeah. Yeah, Resident Evil 1, as I talked about in the cold open, which was now, you know, prior to Christmas, it was a big blind spot for me. And I was like, you know what? I'm Nick Lamone. I got to play all of these games just to see. Plus, I'm Nick effing Lamone. Yeah, and I'm a big sucker for just that early polygon, like PlayStation style.
11:54And I think that a lot of people my age in general are really have nostalgia for. You know, we see games like Crow Country that are evoking original Resident Evil. and I couldn't think of a better thing to just check out the one that started it all. And I had a blast. Granted, I did only play through Jill campaign on the 1996 version, but I played the original version of the game. No DualShock, no director's cut, just that one. And man, and then I did another Jill run and then Chris in the 2015 remake on PC with the help of some lovely fans who did a beautiful job with the RE stored mod that upscales all of the pre-rendered backgrounds up to 4K.
12:38And so all the footage that you're looking at is in glorious 4K. Even the PlayStation 1, which I had connected to a Retro Tink 4K, and it's beautiful scanline. So enjoy all of the lo-fi beauty that you are going to see. But yeah, I love it. I wanted to mention that I did try to get this up and going. I have the Director's Cut, which we were just talking about, has the DualShock upgrades to it and a few other things. It's, of course, on the black CD-ROM disc for people that don't remember how cool PlayStation was for doing that. But I ended up playing the remade version, which I think has so many improvements.
13:17But I also, one other thing I wanted to mention about playing along with this game is that I used a strategy guide for large portions of it and spent that time updating our strategy guide. Because if you're out there and you're playing this, I actually meticulously went through a paragraph by paragraph and made sure that the writing and stuff and the puzzle solutions were up to snuff. And it was a lot of fun. So I had a fun time writing and playing. Dude, that's that brand synergy we're all about here at IGN. So people who watch this episode, you use the guide and you're going to get a definitive 2026 experience.
13:51Yeah, and I do think mastered the guide. It was helpful. But Damon does have one tip for playing this game, which he already mentioned. And what is that, Damon? Turn the rooms green. If you are turning the rooms green, you're playing Resident Evil, man. So, okay, a hot take here. I never once considered doing that, playing Resident Evil, because I'm just like, yeah, I got the item I think I need. Let's get out of here and go. Like, I'm not trying to spend more. It's too creepy, man. I'm not trying to spend more time in these rooms. It's funny because when you play it that way, it adds a different type of fear to the game.
14:24Because what you're doing by doing that is making sure you get every single plant and ammo when you don't have any inventory room ever. So that's already difficult, right? So you're juggling that. And then also while you're doing that, you probably expend some of that very plant juice and ammo, plant powder, I don't know what it is. And you're just getting everything. So you really, it comes out of wash. You're like, I'm gonna make sure I have all the ammo so I don't run out. And then it's like, you spent all this time backtracking and what happens? Bunch of dogs come through a bunch of windows and you're bowed.
14:55dude those dogs i swear they're in devil may cry and i'm just in a resident evil one game those dogs are those dogs are so fast and basically every death i had in the game was because of the dogs in both the original and the remake one dog is gonna bite you if they're if if the math is there's more one or more dogs in a room one of them is gonna bite you it's just gonna happen you can aim your your gun downwards up into a corner it doesn't matter it's gonna hit the dog after it bites you.
15:28Alright, let's talk a little bit about the graphics. I think this 2015 remaster is very pretty. I was actually kind of stunned that it still looks so good. Everything from lighting, shadows, candles flickering, lightning flashing through the windows. Capcom, they did a really good job of making good use of their pre-rendered backgrounds and foregrounds. In that main hall, one of the angles is jill you know and those candles like up up real close to the camera it looks great i couldn't believe how good this looks it's like the cinematography right they've just like oh wait movies have come out we know movies let's do that and uh there's just so many like things that stand out to me there's like beautiful shots where the second time you fight the yawn snake boss there's a part where you're entering the hallway and it's the camera is just outside the window of the mansion and so the window is in the foreground with jill in the background just like this is just so beautiful or when you're walking through the graveyard they just take so many interesting angles and honestly i know that people have their gripes about the tank controls combined with the fixed camera angles but i think that it's a beautiful blend of tension and art direction where this angle switch combined with the tank controls is the tension when you are trying to fight an enemy and the fact that you sure hide zombies in every single corner when you have five camera angles to dang room and that's the best part because you know a zombie's coming towards you so you do the thing that every horror protagonist does where you back up and it was like i think i have a big enough vantage point here and you're just holding your gun out like waiting and it's like such good dramatic effect because you wait for the zombie to get as close as humanly possible to pop off a shot and you're gonna do a little bit more damage and potentially headshot it yeah yeah that's a that's another thing too is that when when i think about the pre-rendered backgrounds and especially what the limitations were of the era of the PS1 and the 32-bit era is that there's a lot of intentionality with fixed-tech camera angles and like you might think of it as dated design but that is like that is how that game was made the puzzles are centered around the idea that you're looking at your environment in a very specific way certain items glint in the corner of rooms and that like piques your interest like oh okay like I need to see that out but there's a gate here and And then I need to think about when I go to this room, what's it emphasizing here?
17:51So there's so much intentionality with having pre-rendered backgrounds that they can make them look as artistic or as nice as they want. But it's also conducive to what you're supposed to be doing from room to room or from whatever part of the room that you are currently exploring. So that ties into, I'm going to probably be mentioning this a lot, is that not just because it has pre-rendered backgrounds, but as also as sam mentioned uh before we got on here it's like the cd-rom era of games point and click adventures were kind of the that was like the hottest stuff on pc especially and having replayed this this game is like you know we think of resident evil as an action survival horror franchise but playing through re1 this almost feels a lot like a point and click adventure game especially once you start trying to rack your head around what the puzzle solutions are what items did i miss what room should i go to next what what room what doors the does this key even apply to and then i found myself like backtracking a lot and you know getting a little frustrated here and there but once you find a solution you're like oh my god i'm a i'm a genius and that's a consequence of the game to being designed almost like closer to a point and click adventure game And that also plays to how the game is stylized.
19:14It really is. It's like the CD-ROM era of that. You have like Seventh Guest, is that what that was called? When you have games, and then there was, of course, Return to Zork and Mist and stuff like that. These games, you have an inventory that you fill with like pieces of a crank, and then you combine them and then you use them. That's the entire gameplay of those games. This adds some basic shooting and running around and avoiding things and action elements to it. That's the innovation, right? The rest of it is really drawing from those point and click, from the, what's it called, Scum Engine, LucasArts games, taken into the 3D era.
19:55And I wanted to mention one thing about the graphics. I think that there's, we already talked about camera angles. They can get bad, right? Like they're not good all the time. Oh yeah, for sure. You go down a hallway, then you reach, go back down that hallway, go down and go back down it over and over again. Cause you're trying to find which way is forward in the hallway. And then there's also a contrast issue. That's just kind of even in the HD remake or whatever, the, the, the drawings, they don't show where like a staircase down is very well or where a door is very well. You end up, you really, that's why I ended up using the map so much.
20:28Right. Just because like that really tells you. But until you have a map, it's really hard because there's this kind of this muddy single camera perspective. And it doesn't work for me all the time, but it's pretty funny. And then one last thing about the graphics. The doors opening is ridiculous. And it's not necessary anymore. And it's very funny that we have to go back and forth through our doors. I was going to say that I like that. So there's a loading screen in between every room. And they show the door. And I appreciate that every door is bespoke. It's the door you're opening. the stairs are bestowed even if it's an elevator you see what you see the exact thing that you've traveled through i appreciate that if you go outside this doors are metal i i love i i really like the doors i i will i love the remakes don't get me wrong but i do lament the door transition because i think it's such a a great way of building dread like what am i about to see next kind of thing they're in the remake and you can't skip them i know that's what that i recommend in the re2 remakes and stuff like that oh yeah yeah uh but real quick i want to go back you see it's a skip button like you don't need to load the room a little silly to me i want to go back a little bit to what you guys were talking about with the point and click adventure because 100 it reminds me of very like evocative of the king's quest era of like sierra uh point and click stuff but i'm doing a little bit of research you know i read the uh book itchy tasty which is kind of a recounting of the development of all the re games along with um i checked out the sphere hunters channel on youtube which she's fantastic she does a lot of like long form uh survival horror video essays and she's fantastic uh and then i did some some of my own independent research and one thing that stood out to me is that for the original 1996 resident evil it was created by a man named tokuro fujiwara who is the director of sweet home which was a famicom survival horror RPG so turn based Final Fantasy horror game but he went on to he wanted to remake Sweet Home on the Playstation 1 as a first person shooter so RE1 was originally going to be a first person experience but then he ended up like they lost the Sweet Home rights and they handed it over the reins to Shinji Mikami his prodigy and he was like oh this dude's a scaredy cat so I want him to make a scary game and thus he did that and also for all the for the scoopers out there uh tokuro fujiwara was the director on bionic commando oh my gosh ghouls and ghosts oh my gosh wow so it's all coming from good pedigree and if i may go on one super quick tangent because i'm never going to be able to do this in my entire life sweet home is a video game adaptation of a movie in japan uh that was produced and directed by two of my favorite japanese filmmakers it was directed by kiyoshi kurosawa who's done uh the modern masterpiece called cure and it was produced by juzo itami who's made one of my all-time favorite japanese films called uh tom popo so it's really fun to trace all of this pedigree back and be like man they had some really cool people working on over at Capcom on all this stuff.
23:50Okay, let's talk a bit about the music and sound and the voice acting. First of all, how about that save room music? Oh, it's so good. It's good. I just, every time I go to save room, I'm just going to chill here for a little bit and listen to this. it's it's and it's atmospheric and i'm i love i think everything they did with the soundtrack in the re1 remake the 2002 to 2015 remake is phenomenal music-wise like it's it's a very full score like you can really just uh you hear all the instruments is what i'll say is it the same savor music in the 1996 version it's a similar you can tell it's the same song but i think i prefer the original playstation one whatever i'm not sure if it's red book audio or blue book audio on the PlayStation 1.
24:46I think it's, especially for like all the lo-fi kids out there, that combined with the early polygons and Jill's very cute idle animation in the original game, it just all comes together to be like, yeah I just want to I want this to be like a splash screen lo-fi beats to hunt zombies to or something yeah yeah since you can't look around a room sound is really important in this game and I think they're smart about it every time you go into a room since you can't necessarily see what's in front of you depending on the angle there's always an audio cue right either you hear the footsteps or you hear the and you learn something you learn what enemy is in the room even before you see him because that's how distinct all of the sound design is you're like oh I know that there's uh what are they called the hunters yeah uh hunters are in here it's like oh that's that's really clever that the game teaches you this stuff implicitly yeah i like there's like a there's kind of a scored violin uh like suspense like just tone just like do and then that'll happen until and it might crescendo while you're fighting a zombie and then if it's not fully dead it won't go fully silent so but once everything in the room is dead it's dead silent which is also just a really smart cool effect yeah um yeah dead silent you mean like the ds game resident evil deadly silence yes there's also a particular tune that plays in a puzzle room that's also really good uh so they the the original um famously has really hilarious voice acting it has the you're almost a jill sandwich this mansion is gigantic we could get into trouble if we get lost we should start from the first floor okay and jill here's a lock pick it might be handy if you the master of unlocking take it with you jill you the master of unlocking take this they re-recorded it for the 2002 remake so obviously they were a little bit embarrassed by the clunkiness of it but it's still terrible right like i i think three i think three quarters of the performances are pretty good i think near the end once you get into the laboratory i'm like okay something happened here they're like we gotta get this game out on tuesday it does get worse and like the very end like the finale when you're like at the rush away from the tyrant and it's you and and barry and chrissy it just it just gets laughably bad i do i mean the kenneth part is really embarrassing he's like whining the whole time and sniffling and then you heal him and he just like lies in the floor i was like bro i thought you were special forces what's going on yeah i read in the manual that like you like got fired from the military badass and here we are sniffling on the floor there's a hilarious moment with barry like halfway through uh when he's like oh this mansion's starting to get to me i'm gonna step outside for some air it's like what he's like no don't do that you ran into the mansion because you're being torn apart by dogs outside also like dogs are you're like trapped in this nightmare mansion trying to find a way out i'm just gonna i'm gonna step outside and get some literally so in the big difference between art there's a lot of like drastic differences but my favorite is when you open the front door in the original game that you come in through at the start of the mansion like at the very beginning of the game in the original you just get a cut scene of cg dogs trying to jump at you but if you open the door in the remake the dogs enter the foyer and you now have to deal with like three dogs at once and it's like oh jesus that's so smart so good jill barry i heard someone talking oh you heard i think age is starting to take its toll talking to myself is becoming a bad habit talking to yourself you all right what's gotten into you I'm getting you worried, aren't I?
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31:06Okay, controls. They updated the controls in the 2002 version. Are they better than the 1996 original? Are they easier to grasp? The tank controls are borderline the same. That said, if you're going to play the Steam version, the 2015 HD remake, just do the alternate controls. it's so much better yeah is yeah okay go ahead michael i was gonna ask if this was one of your i i think uh for so if you're coming into this from a modern sense yes i think it'll make a lot more sense to use the the modernized controls but there's uh kind of going back to the like when we talk about fixed camera angles and intentionality yeah tank controls listen they will take maybe an hour to get used to it takes some work try like i know explain what tank controls mean to people so tank controls that's not a term we just throw around yeah absolutely um so if you know regardless of where the camera is pressing forward or up on the d-pad will move your character forward whichever direction they're looking and then you change the direction with left and right and then you press up to move forward regardless so instead of you know using a joystick to move left right up down whichever direction you want and the character will respond to the according direction so the the sense is that you need to like shift the character to the direction you want to go and then press up which sounds extremely inconvenient but hear me out the way the original resident evils were built with the camera angles the fixed camera angles and the way enemies pop up at certain points and the way you navigate certain rooms pressing up to just go straightforward regardless of where the camera is going to shift is i i almost want to say it's my preferred way to play the game although it does take some getting used to and maybe also because i'm so speed run pilled with the resident evil games but like speed running the speed run community always uses tank controls when you uh play these games but it is also once you get used to it it it's easier to navigate like i found it easier to navigate boss fights because in rooms where the camera is changing a lot and you have to be quick on your feet and like you want to like dart to certain points in the room and you like sometimes you might stumble like oh the camera's gonna change this way so then you need to like instead of pressing up you gotta press left to keep moving forward um it's little things like that where i think it does matter if you want to have like that true experience of resident evil when you think about intentionality with how the game is designed again again i'm not saying like oh if you play with modernized controls you're playing it wrong it's like no no you're do you're perfectly fine the fact that you are engaging with the game on any level it's perfectly fine with me but i do when i did play this game replay this game i took a moment be like do i want to do tank controls um and then once i got once i gave it like half an hour to an hour, I'm like, okay, yes, this is kind of how I need to be playing this game.
34:01So that is something that I would at least encourage. Try it out, yeah. Even the modern controls, there's some uncomfortableness with it, because let's say Jill is facing the camera down a hallway, so you would press down on the controller for her to walk, but then as soon as the camera switches, now she's moving to the left and you're still holding down. You still have to wrap your head up. Yeah, that's what I mean. It's also probably important to realize that a lot of people are probably trying to replay the original re1 to get not gaming literacy but to get some sort of understanding and like kind of center yourself in a time and place of the the time that this was made and probably not a lot of people are going to be a weirdo like me and play all of the games back to back so i i think there there was that moment of revelation i was like whoa it didn't have to always be like this kind of thing but no yeah the only reason they're planning is to know what happened in raccoon city dude what happened in that what the heck happened in that Spencer Mansion.
34:57Captain Wesker, where's Chris? Stop it. Don't open that door. But Chris is... What is it? Maybe it's Chris. Now, Jill, can you go? I'm going with you. Chris is our old partner, you know. Okay. Let me handle this. Yeah. I think the one thing that will trip up people returning to this game is not the directional controls. It is the aiming of the gun. I was going to ask about that, too. It's fine with me because I remember the first time I played this on GameCube and I was like, this is so stupid. I cannot believe how stupid this is. And then I played Resident Evil 4 and then I loved it so much. And now I go back to him like, I understand this is a product of its time.
35:50But you really don't expect to aim in this game. The most aiming you're going to do is like kind of being stuck in a corner and like either pressing up or down where you just shoot a wildly wrong direction. And the thing reacts to it anyway. You don't it's not it's more like an adventure game where you're just clicking to shoot. Yeah, you're just clicking to shoot. It's a very generous auto aim. Right. So even if you're sort of if I if you're the zombie, if I'm going to hit you, if I'm shooting like this. right and there is something satisfying too because of the auto aim in the remake uh where when you wait for a zombie to get really close and you have a shotgun you aim up yeah you're gonna nine times out of ten shoot their head off and it is so satisfying the the like you said like when we talk about sound design when it comes to like the guns and like just like like gushy sound of getting a headshot with a shotgun is so disgusting i kind of love it it rules yeah yeah Yeah, so then the other big control-based thing, I think, is the inventory.
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36:46And there's a good thing that the inventory pauses the game. That's not in every Resident Evil game. And thank goodness that it does, because you have to do a lot in your inventory system. And you have to manage your inventory by running back to item boxes. And at least for the first part of the game, the save rooms are not easy to get to. They're annoying to get to, and they're far away. So saving is also a pain in the butt, because you have to have an ink ribbon. you have to take it out of a box, take it over to save, then put it back in the box so it doesn't take up an inventory slot. Like all that stuff is nonsense, right?
37:15Like it doesn't need to be in the game. It doesn't make it scarier, but it's a holdover and you'll learn a little bit about, you know, this game this way. But back to the inventory beyond the ink ribbon part, like a lot of this game is like you don't have enough inventory slots. And then when you have the inventory thing that you need, you don't know when you need it and you always need to go in your before and look at it closely so it's like there's just a lot of like things that you're not going to know because no games do that anymore yeah i was i was going to bring that up as one of my big gripes so let's jump to the wrap up here
37:57so this is a metroidvania right kayak gets my flight hotel and rental car right so I can tune out travel advice that's just plain wrong. Bro, Skycoin. Way better than points. Never fly during a Scorpio full moon. Just tell the manager you'll sue. Instant room upgrade. Stop taking bad travel advice. Start comparing hundreds of sites with Kayak and get your trip right. Bad advice? You talking to me? Kayak. Got that right. spring is here and there's a whole new way to chai at starbucks that's made perfect for you choose your sweetness dial it up or keep things light add a touch of pistachio a hint of strawberry or vanilla or make it a spring classic with lavender because this season there's endless ways to chai at starbucks yeah yeah i mean what do you yeah i mean it's the way that remember is because it has lots of platforming.
38:59Wait, hold on. We've got to start using terms to define these things. Yes, what is it? Metroid Dread is a platformer, damn it. I would say this is a puzzle game. You've got to bring the right tool for the puzzle. Okay, but the basic gameplay loop is you're starting from a save room. You're going to see how far you can make it in the mansion. You either make it to the next save room or you have to backtrack, which is the exact same loop as Symphony of the Night. I love it, Damon. I love it. I was tying it back to that for you, Sam. You're constantly pushing outward on the map. Usually in Symphony of the Night, you get abilities that change how you move about and interact.
39:36What are your, you get new verbs. I don't know this, Nick. You have to run around the corner perimeter of every room just to make sure you've 100 %ed that room and found all the doors. It's like Symphony. You gotta go whip all the corners. In Metroidvanias, you get new verbs that you interact with the environment with. But I would argue in Resident Evil. You become the master of unlocking. But it's just a glorified key, right? Like, that's all it all is. A permanent key. Every item is a key. I could see it if the weapons interacted differently with the environment. But this is where I draw my line in the sand right here.
40:08Yeah, I'm with Nick. I got to draw a line. Come on. Y 'all are too old to be doing this. Y 'all should be gatekeeping these terms. No, we get the troll because we were there and we thought that we're stupid to be getting. I'm all joking, though. It genuinely is. And I think that's my favorite part of Resident Evil games in general because there is this idea where you are operating within the very confined inventory space. You know exactly where you need to go. You have the items you need. And there's just this flow state you enter where you're guiding and flying through enemies and you're just wishing past them.
40:41You're wishing past the crimson head dude who you swore you've killed like four times at this point, but you're still making it through. And that's what always stands out as being feel-good to me about Resident Evil. When you know where you need to go and you have the tools that you need in order to fulfill something. And nothing feels better than that in these games. And I like how you can settle into this gameplay loop, going from room to room, picking up items, using items to unlock the next area. But then Capcom will sprinkle in little surprises. Like very early on, Jill, I'll just say because I was playing as Jill, she rounds a corner.
41:12You can't see what's happening. The game takes over. Jill backs up and a zombie comes out. It's so classic. moments like that. For the most part, enemies can't follow you through doors, but once or twice they can, so it's like, what the F? Boom! Boom! It's such a good sound effect. There is a lot of subversion of expectations coming from the original to this, like, whether it be the addition of new areas, the addition of the crimson heads, which didn't exist in the original game, the burning of the bodies, like, all that stuff is pretty clever. Granted, I'm not a huge fan of the burning body system, but...
41:44It's just another thing that takes up two inventory slots. You get two slots. That goes into my rant, this realization that I've had over the holiday break of like, Chris is the best, it's the most fun way of playing the game. Yes, he only has six inventory slots compared to Jill's eight. But I would argue that the game's design and the way the map is laid out, because in place of the lockpick, Chris gets mini keys that are disposable keys that you use to unlock doors that would otherwise be lockpicked. but the route that the game takes you through as Chris, I would argue that it's designs make it so that you actually never have the situation that you often run into Jill where your inventory is full and you need to go backtrack because you got to dump stuff because they made the, the, the, almost the procedural unlocking of the mansion logical with Chris.
42:32But then with Jill, they're like, we're going to make an alternate route. She was always like the B route. When you have more room, you end up using that room. And then you kind of, it's not soft locking, but that's kind of what I call it when it's like, okay, the frustrating part of this game is where I have to go back, hike all the way back. That's the whole thing. In the RE1 remake, you mentioned earlier, in the west wing of the mansion, the door that leads into that save room will break after a while? It's the east. It's the east wing, yeah. That's not in the original game. I'm like, one, what a clever thing to add to this remake, but two, what a colossal pain in the ass.
43:07It's such a troll. It becomes one way, at least, you get to the room, but you can't get back to, and that's the final area of that part of the mansion. So you're in that area a lot, and then you have to go up and around over and over again. It's very clever, though. I like it. The restrictive inventory, I would say, is the biggest sort of like warning to anyone who's going to play this game who hasn't played it before. Because it's so limited, you can't take much at all with you. You don't have an item box, but you have to dump it in there. So you're heading out to explore more of the mansion.
43:37You can take maybe your pistol, your keys, and a green herb. you make it far, then you get to the next place where an item needs to be used, oh, I need the crank. And there's no way of knowing what you're going to need. Yeah. So you end up either backtracking or just loading your save, right? I want to, there's no way, and this is all joking, Sam, but I would love a modified guide where it's just like, don't tell me what to do per se, but just at every point in the game, just tell me what items I need to have in my inventory and then I'll figure out the rest. I definitely did that as part of the chapter heads are is like before you leave the saver, you need to take this, but you could just do that.
44:14It would make the game a lot more fun. My big recommendation is, you know, I think it is fun to use a guide for this game, but but I but my biggest recommendation is play another Resident Evil first. Don't start with this. And I used to always say play for first, even though it was the most different. But now you can play two or three remake. And then why I'm saying that is because those are a lot more. They will condition you to things like save rooms and inventory management and puzzle solutions and keys and the types of like the kind of flow of weapons through a game, which is like you have a handgun, you have a shotgun, then you get a choice from like a bunch of different things and some of them are kind of crappy.
44:48Like you need to know these kind of Resident Evil essentials and then you can go play the annoying stuff in this game will be far less annoying than just going and being like, well, I'm going to start at the beginning. Don't do that. Yeah, there's a certain like design language that comes with Resident Evil that is consistent regardless of which entry you play. there's some things are consistent so when you work backwards and when you when I came back to the original Resident Evil I'm like okay like there there's certain things that just haven't changed and like I like that there is a consistency that you see a lot in RE7 and Resident Evil Village and I from what I from the little I played of Resident Evil Requiem still consistent to this day and I I love that you know as much as Resident Evil change you know I had had a had a dark time with five and six I would say that is it kind of like it It gained its – it remembered what it was about.
45:39And so if you go back to RE1, you're like, oh, this is the origins of it. Yeah, it's frustrating in parts. That's what makes it so fun. Yeah, but like I think it's important. And as I get older, I've valued the friction that came with older games. Yeah. And I wouldn't say the inventory stuff makes the game what it is. Like that stuff is very frustrating. And I don't say like, oh, like you should play this game the way it is intended. You're supposed to like it. It's like, no, I did not like that stuff when I replayed this game. But it's important to engage with it, to know what that game was at the time and how far it has come around.
46:18And like part of it is like, hey, you get a better appreciation of where games were and where they are now. So as frustrating as that stuff might be, it's like, got to eat your vegetables. And, you know, it's and when you ask, is this game still fun? Like, I think the core, the game itself is still fun. But I also think that in the process of playing the game, it is also fun to, you know, to know what it's like when games came out at the time. And it's a kind of a relic of the past that has been modernized in some sense. But I think that is also fun to look back and be like, oh, this is a series that I really like.
46:55That's where it was. And now I have that institutional knowledge. Now I have that design language as a series continues. Because, again, this is a series that's going on to this day. 20 years at this point still going strong. I play a lot of vegetables in my games. I love going back and playing crappy old games. I know Damon does this a lot too. He'll roll the dice on like an old system and try to play something you never played and just suffer through it a little bit. I love doing that. This game is a lot more fun. It is the ketchup of vegetables. I was named Ronald Reagan. Yeah, sure. It is 100 % like just a down and out, great fun experience.
47:33I will recommend it to anybody and I will not recommend Chubby Cherub to anybody is a very unfortunate side yeah two observations before we wrap things up I think the actual scariest part of the game is the sharks 100 % like waist high water waist high water with a giant shark chasing me both the 96 version and this one filled me with such dread of like it's the subnautica thing right when I'm in a body of water I move slower and I know something's after me and it's just that again I was terrified of sharks as a kid so it's just it just evokes this like primal fear in me that I truly cannot explain but the sharks are really good looking in the remake and they're good and it's cool and that one explodes real good too I love how you like you run through the water and then you go up the stairs and you're in the sort of control room and you go down and then there's like a porthole and you can see the sharks swimming around in there it looks so cool the one thing when you try to like you know do your stuff they start ramming the glass when you're in that room and it's really good it's a great moment in the game i i'm trying to think the scariest moment is and i i think the sharks are are scary when they're out of the water too because you're like they're flopping around evil yeah are they just gonna bite me because they're flopping around and then one's huge yep like there's just like a huge one that's a good set piece that's a really good set piece yeah yeah one thing that you guys missed though because you played as jill in the remake right did you all play as jill is chris and uh what's the dude who's face who faces the giant snake when you're playing as jill that's kenneth that's kenneth so kenneth has an incredible death against the neptune shark where it's basically like that scene from deep blue sea where samuel jackson gets ripped apart by the shark and it's that but kenneth and his arm gets lopped off and you get to use his semi automatic shotgun once you once you find it and it's like hell yeah great death resident evil predated Deep Blue Sea by three years.
49:29Well, there you go. Deep Blue Sea stole from Resident Evil. You heard it here first. Finally, the funniest part of the whole game, I hope you caught this, Sam, when you get down to the labs and you find a photo of the team of scientists that made the T-Virus, they're all wearing their white lab coats, and one of them is Wesker. He's wearing his white lab coat with his sunglasses on. It's incredible. You know he has his infinite magnum under there, too. And he can teleport, too. You just don't know it yet. Yeah. This is a really fun one. That's the best part about this show. A great excuse to revisit old games.
50:03There you have it. Nicely job, Capcom. The original Resident Evil is still fun today, especially if you played it back in the day. If you've never played the pre-rendered Resident Evil, just know the controls might take some getting used to and expect to do a certain amount of backtracking if you're not sure what items you'll need next. But Sam did just update the IGN guide. So thanks for watching. We have more Is It Still Fun Today episodes planned, more games from 1996 in celebration of IGN's 30th, and also games from other years as well. I will not rest until we know whether or not every game is still fun to play.
50:31Thank you, Nick. Thank you, Sam. Thank you, Michael. Thank you to Tayo working behind the scenes to make this episode possible. My name is Damon, and we'll see you on the next one. Jill, you did a fine job.
From the publisher
Welcome back to Is It Still Fun Today?, our show where we revisit classic games to see how they hold up. With Resident Evil Requiem approaching (and with IGN turning 30), we thought it would be a good time to replay the original Resident Evil from 1996.
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