Tank control RE is something of an acquired taste. Over the years, I've tried several times to get into Resident Evil 1's gorgeous remake, but I would keep bouncing off of its unorthodox controls and frustrating pitfalls. It was time to try another angle.
Resident Evil 2 [1998] has a rough start, especially if you're not used to tank controls. Whether you choose Leon or Claire for your A route, it throws you right into a ravaged inferno of a street in Raccoon City, as zombies shuffle toward you. Better learn that Up on the dpad is always Leon/Claire's forward direction quick! It took me several tries to even get to the first typewriter to save, having to learn what kinds of movement will let you dodge zombies and how risky you can play. Huge bit of advice: turn on auto-aim in the control settings. The game was designed around it, and it's off by default in North American copies. It seems Capcom USA did that and other things like tweaking some damage values to be higher to try to make the game too hard to complete in a game rental, but the feature is thankfully still accessible, just hidden away.

But once you get past this tricky intro section and find your way into the RPD, the Raccoon Police Department, the game's difficulty chills out considerably. RE2 is a pretty easy game overall, with some nice quality-of-life such as your map colour coding which key goes with which door. Getting to the station is a great little boot camp, and you should be ready to handle anything else the game throws at you. You might know about Mr. X, the massive hulking man who stalks you wherever you go in RE2 Remake, but here he only shows up a handful of times on the B routes and he isn't much of a threat overall. If you play the routes in the order I did, Leon A - Claire B - Claire A - Leon B, it feels like each run adds a couple more details to the story that flesh out its characters and their motivations. It's a short game too with my fastest clocking in at around 3 hours, so hitting the credits that many times isn't much of a task!
Resident Evil 3: Nemesis [1999] turns the stalker angle up quite a bit. Nemesis is another hulking brute out to kill you, but he shows up way more frequently and this guy can MOVE! It feels like he's slightly faster than Jill, so expect to get clotheslined from behind as you scramble to get away from him. Most of RE3 takes place in the winding roads of Raccoon City which I found more disorienting than the RPD. I'd say that in any of these classic REs, the first playthrough is going to be the roughest, as you'll get bogged down by inventory items and not know where certain key items are or what they're used for. Nemesis is great at ambushing you when you're bumbling around, so keep your wits about you.

There's this flexible gunpowder system where you can mix different types of powders to make the ammo you want, letting you decide which kinds of resources you want. It can impact the combat flow quite a bit! Do you make those shotgun shells you're running low on now, or tough it out and make powerful magnum rounds later? How about dabbling in the various grenade types for the launcher? RE3 also features some minor decisions you can make in cutscenes, so even on a repeat playthrough you can enjoy a few new or altered scenes while also knowing where to go next! It's a nice if leaner approach to RE2. It is also a shorter game overall, for an important reason...
Resident Evil – Code: Veronica X [2001] originally started development as the actual RE3, and the non-X version released on the Dreamcast in 2000. This is a very long game by RE standards and it has the distinction of being the first game in the classic style to have fully 3D environments. This has some advantages with how freely the camera is used in gameplay and cutscenes, but it definitely has drawbacks. The environments are incredibly plain so as to run well on the Dreamcast, especially compared to the detail of the messy rooms and streets made possible by earlier games' prerendered visuals. The lighting is dark and incredibly flat, leading to items like green herbs often blending into the scene. It wouldn't be until the next game where many items would get sparkles or glows to make them stand out, but Code: Veronica could really have used it. Remember people making fun of RE4's bright glowing item barrels that are impossible to miss when you walk into an area? Code: Veronica might be responsible for that.

If you've heard of this game, you might have also heard about an infamous softlock-type situation that led people to not have enough ammo for the final boss. Code: Veronica features a couple little "gotcha" moments you need to look out for.
First: early on in the game Claire needs a fire extinguisher to get a key item. Once you use the extinguisher it remains empty in your inventory, and later you'll be glad to dump it in a metal detector's security box to proceed. Remember to return for this and store it in the actual item box you find later! You'll need it again near the end of the game for the magnum (seriously) and there's a point of no return partway through which will prevent you from going to get it once you realize you need it again. Rude.
Second: There's a brief moment during Chris's route where you regain control of Claire. You can't save but you have access to an item box. Make sure you don't take anything with you that you'll want to have on Chris for the rest of the game! Claire and Chris have access to the same item box inventory, but they can't take each other's gear. I stuck to Claire having her pistol and grenade launcher and that gave Chris plenty to work with for the finale. Oh, and make sure she's fully healed, with another full heal on her. You'll know why I say that when you play that section.
There are other more minor gotchas, like remembering to bring Rodrigo some hemostatic medicine and saving him again as Chris to gain access to submachine guns, and these little traps, along with a couple of truly ridiculous gimmick boss fights make many consider Code: Veronica to be one of the toughest games in the series. Which meant it was the perfect game to prepare me for conquering my white whale.
Resident Evil Remake [2002] is a tricky game. To old-school fans, it provided a beautiful reimagining of the Spencer Mansion, turning many of its dull and confusingly empty rooms into rooms that actually feel lived in and blend in with the characters' 3D models perfectly. Along with that reimagining though came some traps for old players, messing with their expectations to keep the experience fresh. These traps, for a new player, are very overwhelming. There's a very convenient door whose doorknob will fall off rendering it unusable if you use it too much. The musical score for Moonlight Sonata, used to open a secret room, is missing a page that you'll now need to go find. But of course these are trivial compared to the Crimson Heads.

In Remake, if you don't get a headshot or burn bodies, most zombies you've killed will eventually rise again, but this time faster and angrier as Crimson Heads. To a new player who will fight to survive, this will turn the mansion into a total death trap! It makes Remake really oppressive and for that reason I really don't recommend it as someone's first classic RE. Do RE2 like I did! By the time I reached this game, I was more than prepared. I dodged zombies and used my shotgun wisely to blast heads off (by the way, aim the shotgun up in point blank range and fire to almost guarantee blasting zombies' heads off. this works even back in RE2 and it's an incredibly thrifty use of the shotgun). I didn't even need to burn any bodies. Knowing how these games tick makes dealing with the Crimson Heads so much more manageable. So finally, I cleared a thorn in my side. There are still the RE: Outbreak games to play but those were designed with multiplayer and I might look into whether that's still possible somehow in current year...but wait. Aside from those, there's one more classic RE to do.
Resident Evil Zero [2002] is...an attempt at shaking up the formula. I actually did enjoy the game quite a bit, though. It's once again taking advantage of beautiful pre-rendered visuals which makes the game not look its age at all. The train in the intro is a particular highlight, as the high speed makes all the foreground and background objects roll and rattle around. It also features two playable characters that you can swap between at any moment, and it uses this format well with puzzles that either split them up or require them to work together. Billy is a better shot with a gun but Rebecca is the only one who can mix healing herbs. It's a good time. It's just...the item box situation.

In all the games so far, the item box is the focal point of all your investigation and preparation. If you've found a save room with a box in it, that can be your base of operations for the area as all item boxes are connected. Does it make sense physically? No. But these are games where sometimes you can only carry six items on you, so some abstract magical inventory boxes to return to reduces how tedious things could get.
Resident Evil Zero doesn't have item boxes.
Instead, you get to just place your items on the floor. This means of course if you left something on the ground that you need later, you'll need to run all the way back for it instead of just checking the local item box that doesn't exist. Rebecca and Billy only have six inventory slots each, and frustratingly, long guns like the shotgun and grenade launcher take up two slots apiece. Even the hookshot, a very important tool you need to use several times across most of the game but NOT a weapon, takes up two slots. Without item boxes, whenever you get to a new save room that seems like a good place to set up as your new base of operations, you'll need to run back and do possibly multiple trips to bring your items from your previous base. Watch out though, because the game will actually prevent you from placing too many items on the floor in a room for the sake of Gamecube framerate probably. Something like 10 items per room is the limit, and it just makes the item shuffle you need to do so much more tedious, especially as your selection of supplies slowly rises.

I can kind of understand what they were going for. From a survival horror perspective, RE0 has a great balance for supplies. Since having more supplies means a more tedious item hauling session to later areas, the game is quietly encouraging you to actually use your resources. Take out those zombies! Use that first aid spray you don't really need! Abandon the knife! And you better not be trying to use that hunting rifle once you get the shotgun! Throw it out! The lack of an item box also means Rebecca and Billy need to either physically be next to each other or use things like dumbwaiters to pass each other items, which many of the puzzles rely on. It's just ultimately too tedious, and it drags down what would otherwise be an excellently paced adventure.
So with that I feel I'm finally pretty ok at survival horror and tank controls. RE0 even defaults controls to alternate which makes analog direction move your character relative to the camera and I changed it back to tank controls. I found it more reliable. What is wrong with me?!
I loved my playthroughs and I can say that the series "becoming an action movie" or "too campy" is criticism that doesn't hold up. Even by the end of RE2, my version of Leon is sprinting down hallways mowing down enemies with a shotgun. There's a part in Code: Veronica where Wesker performs a corner wallrun to avoid an attack. And of course, the Spencer Mansion is filled to the brim with goofy traps, secret passages, and ridiculous mutant experiments. Even a release as late as RE0's has its moments of so-bad-it's-good voice acting.
It's also a series that is frequently described as cozy despite the frequent violence and gore, and I think I know why now. Most classic RE titles are short and tend to play better on repeat playthroughs, as you won't spend as much time being lost. That familiarity with the space, knowing that what's ahead is manageable despite appearances... It's comforting! The many calming save room themes as you swap out your items and plan your next move reinforce the coziness too. What's out there might be dangerous, but in here you're perfectly safe for now.
I'm glad I picked RE2 as my jumping in point and I give that approach a solid recommendation. The game being just a little easy is the perfect way to get yourself hooked in. So what do you like about classic Resident Evil? Or have you never tried them before?




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