As this review is meant to address every version of Resident Evil from the original PSX to the DS port, it may go on for a while. I am not satisfied with just talking about each port/remake, and I intend to detail everything (or mostly everything) that is new in each iteration. Let's get it on!
Resident Evil was first released on the PSX in 1996. Inspired by the Famicom game Sweet Home, series designer Shinji Mikami wanted to take the essence of that game and transplant it to 3D environments. He also looked at games like Alone in the Dark for further hints, while adding plenty of unique style. Biohazard, as it is called in Japan because it is not encumbered by copyrights, was the first in a new series dubbed "survival horror".
The storyline in Resident Evil is straight B-movie horror fluff. It works because you become attached to the characters. This is something that is inevitable in the PSX version, mostly due to the horrendous voice acting. These performances easily rank among the worst voice acting of all time, in any medium. Regardless of this, you grow attached to the characters, Chris Redfield, Jill Valentine and many others, as you explore the mansion that is the game's main setting.
Anyway, Chris and Jill are part of an elite police unit called S.T.A.R.S (Special Tactics and Rescue Squad) that has been tasked to investigate several mysterious deaths in the outskirts of the Midwestern town of Raccoon City. The game opens as they are responding to a distress signal from their compatriots Bravo Team, whose helicopter went down in the forest zone situated in northwest Raccoon City. They discover the wreckage, but Bravo Team is nowhere to be found. Next thing they know, they are attacked by some odd creatures and forced into a conveniently located mansion. Then the game begins.
Now we move on to graphics. I think that the best way to conduct this review would be to focus on the initial PSX version first, so here goes.
Resident Evil's graphics allowed the game to be the first that actually looked like a next generation game, far removed from the blocky and pixelated 3D crap of Toshinden and Crash Bandicoot. Pixelization is still heavy, but the prerendered environs and backgrounds are full of nice little touches, and really serve to add a sense of true being to this imaginary video game mansion. It almost feels like it is a character in the game, especially as you could see how this is one of the most oddly decorated mansions there is, with strange puzzles and traps all over the place. Fortunately, there is a storyline reason for this.
Other graphical highlights include the unique life bar system, shown in the form of an EKG, or electrocardiogram scan. As you get more injured, the heartbeat's pace will quicken and the condition will change from fine to caution to danger. No other game that I know of had a lifebar as unique as Resident Evil before 1996.
Resident Evil is quite haunting in its sound presence. The musical score is incredibly effective at conveying a sense of unease, with many standout pieces. These include the First Floor of the Mansion, the Triggering System, and the Guardhouse. The JPN version "Biohazard" deserves special mention here for its awesome ending theme: "I Won't Finish This as Just a Dream". It is a soothing and epic song in Japanese that is unique to that version. If you can't play that version of the game, check an ending video out on Youtube the Biohazard Orchestral Concert CD for an even better (if that's possible) orchestrated instrumental version of it!
Sound effects are a big part of conveying Resident Evil's dread, with zombie groans, creaking footsteps, and swaying branches in the woods. There are tons of sound effects I could describe and tell you how they play into Resident Evil's foreboding nature. Instead, I'll just say that they do their job.
Resident Evil's gameplay works like this: You follow your character from a 3rd person perspective, an airborne view, as if you were floating behind them as they walk. You can interact with objects, pick them up, use them, equip them and suchlike. This is all in the name of solving puzzles that stand in your way as you explore the mansion and work to uncover its secrets.
Movement is affected by this perspective. You move your character in a different way, pressing up moves the character forward, down moves backward, and left and right inches them in that direction a bit. Combat is done taking aim with the R1 button. Range of aiming is limited and somewhat slow to react, so make sure you've lined up your shot well. You have plenty of time to learn the combat nuances for the standard zombie, but some of the later enemies are much quicker than you...
A lot of people criticized this control scheme even when this game first came out as limiting and hard to control, "tank-like" controls was the term used to describe the slow turning and low agility of your character. This is true but I think Resident Evil (at least the first one) is able to make due with this because of its atmosphere and gameplay nature. This is a system that worked well for subsequent RE's, even as the system started to show its age. The best way I can say it is this: I saw and tried the controls, learnt them, and never had a problem again. I don't think I could even determine what excellent controls truly are. What works for one game doesn't automatically work for others. Resident Evil uses what its creators decided, players adapt, have fun, and then go play other games. These controls work fine in the context of the game with its definite emphasis on puzzle solving over combat. Moving on.
Resident Evil's challenge is adjustable, with multiple modes offering different options for gamers of all skills. The first time you play the game, your fear of what's coming can make even the simple zombie feel like a difficult foe. It certainly did for me, I was literally afraid to continue at points. But it turned out that it was mostly in my head. The enemies were not difficult, I just overestimated them. And in case you think that makes me a wimp, wait till my review of Resident Evil 2 and my Mr. X/T-101/whatever the hell its name is... stories.
Overall, I say the challenge is about medium skill. As the player becomes more acclimated to their surroundings, especially the mansion's layout, the game will become more user friendly. Saving the right ammo for the right encounters also plays a big part in how easy the game is. Spoiler, but not really. Save the Magnum for the bosses!
Replay value in Resident Evil is pretty darn good. You have unlockable costumes and weapons, both dependent on which ending you earn upon completion and how fast you can beat the game. The prizes are definitely worth the effort, as they come with unlimited ammo and can be used from the start of new games.
In all, Resident Evil changes a lot of things for video games; in presentation and outright scariness. It was a landmark title when released and it is still memorable today. Check it out!

- Ugly Bob
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