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23rd July 2025: Hesitant Feeble Hero

I've finally sat down and trudged through a task I've been quite hesitant to tackle for over 18 months now.

And "trudged" is a very apt word, for though Resident Evil 0 is a comparatively short game, the play time is artificially lengthened by the sheer need to ferry items back and forth throughout the map.

It wasn't like I wasn't prepared for it either. My map was already 90% complete, so I knew certain things like when to pick up the different chemicals, and which enemies were coming up. This saved a lot of backtracking and reloading, but even with this knowledge things were still a bit silly. I would say it actually feels like a much shorter game than the other early Resident Evil games I've played. What I mean by that is I think there are less keys and puzzles in this one, and less objectives. It's only the running back and forth managing items that makes the game so long.

Though it helped me in my playthrough, making another map was probably a mistake, and has amplified my time spent with the game by factors unknown. I love them when they're done, but map creation is a tedious experience. Still, it's probably the last map for this series I will ever make, so I wanted to at least make it a good one.

And speaking of the map, here it is:

Resident Evil 0 map

Resident Evil 0 map

It's strange how my enjoyment of this series had changed over the years. I thought the original game was pretty good, and I ended up really liking the second one. The different characters and the A & B scenarios were a cool idea. RE3 dipped off a bit because I didn't like Nemesis being the boss fight nearly every time. Code: Veronica didn't do anything for me at all, but then the remake of the original was really good, and is my second fave behind RE2.

This one was just an absolute chore. Just a very unfun experience. If there was a gun to my head and I had to play this one or Code: Veronica again, I'm really not sure which one I would choose. Both games seem to be designed to waste your time.

It's not like it makes much sense in terms of where it fits into the franchise anyway. There's so little story here it may as well not be there. And we're talking about a Resident Evil game here. It's not like they're known for having incredible narratives.

What's worse is that it doesn't even fit in with the original game, with Rebecca making no comment to Chris about the torrid time she has had during this game's events. Weird plot holes happen often when prequels are created, but they had a glorious opportunity to remedy this in the original's remake, but for some reason refused.

Sit down nerds

Sit down nerds

Rebecca doesn't like crows

Rebecca doesn't like crows

Ever feel like you have a monkey on your back?

Ever feel like you have a monkey on your back?

Crawlies can't get to me so I blow them away

Crawlies can't get to me so I blow them away

Geographically, things also fall apart.

We know from the start of RE1 that Bravo Team's chopper crashed somewhere near the mansion in order for the team members to find it. We also know from the start of RE0 that the chopper crashed somewhere near the train tracks.
But then the train moves, at some speed, for quite a while until it crashes into the training facility. So at this point, we should be a considerable distance away from the mansion.
Then we take an underground cable car for an unknown distance to the factory which gives us access to the elevator which both takes us down to the treatment plant, and back up to the training facility.
Then when the treatment plant explodes, we find that we are not too far from the mansion.
So what the hell is going on with this place? The only thing I can think of is that the training facility was a long way from the treatment plant, and that the elevator somehow has special powers. That or Rebecca smoked something and hallucinated the entire thing. I mean, she's good with the herbs, after all.

To be honest, I felt like I needed some medication after playing this...

Know what time it is? Yep. It's box-pushin' time.

Know what time it is? Yep. It's box-pushin' time.

It's getting hot in here<br /><span class='skye'>(webm video)</span>

It's getting hot in here
(webm video)

Shooting a Tyrant up the arse<br /><span class='skye'>(webm video)</span>

Shooting a Tyrant up the arse
(webm video)

Facing off against the queen

Facing off against the queen

21st January 2023: Resident Evil Chore

A few years ago I tried to get an old copy of Resident Evil 4 up and running, but couldn't get it to work the way I wanted it to, which was basically to have mouse support. For whatever reason, the mouse patch just wouldn't have it.

More recently, I'd been having plans to try and install an older Windows on one of my more modern machines, to see if the mouse patch would work on that, while still having enough grunt to run the game with the HD patch.

Luckily, before I started mucking around with all that, I learned that the HD version of the game from 2014 already has mouse support built in. Unfortunately, it meant having to buy it again on Steam. Again, I got some luck, as when I went to check how much it cost, a sale was in full effect and I swiped it for a few quid.

With the remake coming out soon, I thought it was about time I got through this at last, so I can at least see what is the same and what has changed about the new game.

Though it has to be stated, I'm pretty annoyed that Code: Veronica is not getting a remake, when it needs it the most.

Dude takes a shit while I reload

Dude takes a shit while I reload

Get off my bridge!

Get off my bridge!

Leon's got quite the kick

Leon's got quite the kick

Good pupper

Good pupper

Even though I could finally use my mouse to tackle this, I also used the re4_tweaks add on, which pumped the raw mouse input into the game, without any of that acceleration crap. As well as this, it allows the mouse to turn the character in addition to turning the camera, so it would feel like a much more modern game. The only thing that was missing was strafe, and it felt weird moving around with what are essentially still tank controls.

I was much more comfortable being able to aim this way, but there were still a few little weird issues with the control scheme. Firstly, whenever I went in and out of aim mode, the camera would point in a different direction. Though I found some options in re4_tweaks that were supposed to fix this, they only partially relieved the issue. And when using the rifle, the problem was worse than with any other gun. For example, if I wanted to target an enemy who was up on a ledge, or down on a lower level, I would point my camera roughly in that direction, then activate aim mode. Rather than already be pointing in the desired direction, the camera would always reset to point straight ahead, no matter what. Annoying, but this is what we have to put up with when a game that was never meant to have mouse support gets it added at a later date.

The other slight issue with the mouse is that the activation button, in this case E, would not work at all if there was even the slightest movement on the mouse. The amount of times I would have to press that button sometimes just to open a door or pick up an item. I quickly learned to just spam the damn thing any time I needed it.

Is that brains flying out of this guy?

Is that brains flying out of this guy?

Bad pupper! Bad pupper!

Bad pupper! Bad pupper!

You spin me right round, baby

You spin me right round, baby

This game is just silly

This game is just silly

Back in the day, this game marked a big change for the franchise. Not only did it switch from a fixed camera perspective to an over the shoulder one, it also switched the franchise away from a more tense, "scary" feel, to a more action oriented one. Whereas in the past, you could learn to slip by enemies and conserve ammo, here the game makes you fight. There are so many times where a door will lock and it's only possible to open it again if you kill everyone. I've not watched anyone speed run this, but I bet it pisses some runners off having to do this all the time.

This constant need to fight brought up another problem, and this was available ammo. In old games, if you hunted for it all, there was more than enough ammo to kill every enemy in the game and have tons to spare. And in those games, you didn't even need to fight most of the time. In this game, I always felt low on ammo. I never fully ran out entirely, but there were always moments where I only had ammo in a single gun and the others were empty. I even ended up with something like an 82% accuracy over the whole game, which is not great on a mouse, but would have been much worse on a controller. I just would not have had enough ammo to get through this if I had not been able to aim the way I did.

The prime example of this ammo issue was a boss fight against two giants, which I got through with a single shotgun shell remaining. And this was after dumping the first giant into a pit of molten steel. I don't know if the game is designed this way, to just about give you enough ammo to get through things, but I didn't like it.

It didn't help that I often saw items dropping while I was in the middle of a big fight. But when I'd killed everyone and turned around to look for the items, they had all disappeared. The fact that this happened so many times fucking sucked. What the hell, game?

The other main thing that made this so different from earlier games was the step away from zombies and Umbrella. I guess Capcom thought those games were getting old, but I really missed them here. This game, with all of its differences, just doesn't feel like Resident Evil to me, and that's at least partially why I found it so tiresome to get through.

I hated fighting these things

I hated fighting these things

Come on Ashley. Gotta push some boxes. This is Resident Evil, after all.

Come on Ashley. Gotta push some boxes. This is Resident Evil, after all.

How does Ashley know how to drive this thing?

How does Ashley know how to drive this thing?

MIKE! NOOOOO!

MIKE! NOOOOO!

Games in this series have always had really strange settings, but this one was the most bizarre of any I've played. The puzzles and locks in this game made no sense. For example, there's one point where a villain runs away from you out of the room and sets a trap. Then when you escape the trap and follow them, the next door is locked. But it's not locked from the other side. Instead there's a pad lock on this side that you have to shoot off. How the hell did they get out then put that lock on?

There are also multiple times where you have to go through a maze of rooms and enemies to find an item that will open a door somewhere else. But the villains, Ada, and the merchant for that matter, can seemingly just waltz through these doors whenever they want.

There's one point where you emerge from a castle, to see two little islands, each with their own buildings on them. You, as Leon, pick up some binoculars to see Ashley being led away into the building on the second island. Now, the method of crossing onto these islands is a swing bridge, which can pivot around from its anchor point on the first island to reach either the main castle or the second island. For some reason, even though the villains and Ashley must have just crossed the bridge from the first to second island, the bridge is now back pointing towards us as we emerge from the castle. That was very thoughtful of the bad guys, don't you think? I mean, if they'd not sent the bridge back to me, I wouldn't have been able to cross, and the game would be over.
What's doubly confusing is, going into the first island's building, we see that the villains have tried to stop us from using the bridge by jamming wood into all the gears that operate it. Can't lie. I face palmed. Nearly knocked my glasses off too.

And holy crap, the game was so long and tedious. I don't even think I spent as long making all those maps for Resident Evil 2 as I did just playing through this one a single time. Fair enough, if you're a fan of this game you'd probably be happy to keep playing it, but I was fed up with the constant cycle of saving Ashley, only for the next villain in line to capture her again, and so I would have to save her again, and so on...

Urgh.

Ashley gets her ballistics zapped

Ashley gets her ballistics zapped

Let me shoot you in your mouth... eye... thing

Let me shoot you in your mouth... eye... thing

Who'd have thought a Resident Evil game would end this way?

Who'd have thought a Resident Evil game would end this way?

Time heals all things, except these crazy eyes

Time heals all things, except these crazy eyes

I know I probably should have played this years ago, but I guess it makes sense that I'm so late when you think I didn't even fully complete the original game until 2011.

One thing's for sure: I won't be playing it again any time soon. Talk about a drag.

13th August 2021: Evil Remade

I've been planning this blog entry for quite a while, and working towards it for the last 3 or 4 months. The reason for this is that it was exactly 10 years ago today that I finished and uploaded my maps for the original Resident Evil, and I thought it would be cool if I could do the same for the remake.

Unfortunately, while I've got Jill's map all ready to go, I've just not managed to find the time to play through Chris's mission and make that map as well. Yes, I've been busy doing other things, but it's mostly because I'm not really into Resident Evil games that much at the moment, and as such I've really lacked motivation to push through it. If this anniversary wasn't rapidly approaching, Jill's map probably wouldn't be ready by now either.

There's also the issue of how much of a slog it is to make these maps. As much as I like seeing them completed, their creation massively amplifies the play time needed.

Jill Resident Evil Remake map

Jill Resident Evil Remake map

Before this run, I'd never played this remake as it always used to be a Nintendo thing. So outside of map making, how was the actual game, and how did it compare to the original?

Well, as you would expect, there are definite improvements here, especially with the graphics which are much darker and more atmospheric. The writing and voice acting are only marginally better than the original's cheese-fest, though.

The main difference I found was the new control scheme, which allows you to control the character with the left analogue stick rather than using tank controls via the d-pad. This method was definitely better for combat, and allows very easy dodging of nearly every enemy, making the game waaaaay too easy. However, the new controls can lead to some confusion in areas with changing camera angles.

Dodgin' some zombinos<br /><span class='skye'>(webm video)</span>

Dodgin' some zombinos
(webm video)

Here, I got you a gift

Here, I got you a gift

Bye bye Richard

Bye bye Richard

But all-in-all, it was just like playing a slightly better version of the original game all over again. I could have done without it, to be honest. I'd much rather see a remake (yes, another) of this in the current Resident Evil style, the way they remade Resi 2 a couple of years back. I know that game is full of Steam DRM, but every time I see it on sale I get very tempted.

In terms of my future forays into this franchise, I still have Resident Evil 0 and 4 to play, and I know very little about either. Who knows, maybe one day I'll fancy making maps for one or both of those, and that will motivate me to come back to this game and complete the set.
But for now, this is where my journey into Resident Evil Remake ends.

Cooking up some Crimsonhead chowder<br /><span class='skye'>(webm video)</span>

Cooking up some Crimsonhead chowder
(webm video)

Barry! Get me out of this hentai movie!

Barry! Get me out of this hentai movie!

Playing Ring o' Rosie with the Tyrant<br /><span class='skye'>(webm video)</span>

Playing Ring o' Rosie with the Tyrant
(webm video)

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