Nothing Special   »   [go: up one dir, main page]

Resident Evil (2002 video game)

Resident Evil[a] is a 2002 survival horror game developed and published by Capcom for the GameCube. 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. officers sent in by the city and the R.P.D. to investigate the murders.

Resident Evil
North American cover art
Developer(s)Capcom Production Studio 4
Publisher(s)Capcom
Director(s)Shinji Mikami
Producer(s)Hiroyuki Kobayashi
Designer(s)
  • Kouji Kakae
  • Joesuke Kaji
  • Shigenori Nishikawa
Programmer(s)Hideaki Motozuka
Artist(s)Naoki Katakai
Composer(s)Shusaku Uchiyama
Makoto Tomozawa
Misao Senbongi
SeriesResident Evil
Platform(s)
Release
March 22, 2002
  • GameCube
    • JP: March 22, 2002
    • NA: April 30, 2002
    • EU: September 13, 2002
    • AU: September 20, 2002
    Wii
    • JP: December 25, 2008
    • NA: June 23, 2009
    • AU: June 25, 2009
    • EU: June 26, 2009
    PS3, PS4, Win, Xbox 360, Xbox One
    • JP: November 27, 2014
    • WW: January 20, 2015
    Nintendo Switch
    • WW: May 21, 2019
    • JP: May 23, 2019
Genre(s)Survival horror
Mode(s)Single-player

Resident Evil was developed over the course of one year and two months as part of an exclusivity deal between Capcom and Nintendo. It was directed by Shinji Mikami, who also designed and directed the original Resident Evil. Mikami decided to produce a remake because he felt that the original had not aged well enough and that the GameCube's capabilities could bring it closer to his original vision. The game retains the same graphical presentation, with 3D models superimposed over pre-rendered backgrounds. However, the quality of the graphics was vastly improved. The remake also features new gameplay mechanics, revised puzzles, additional explorable areas, a revised script, and new story details including an entire subplot cut from the original game.

Upon release, Resident Evil received acclaim from video game journalists, who praised its graphics and improved gameplay over the original game. It is often described as one of the best, scariest, and most visually impressive entries in the Resident Evil series. However, the game sold worse than expected, leading Capcom to change the direction of the series to a more action-oriented approach. In 2008, the game was ported to the Wii, featuring a new control system. In 2015, a high-definition remaster was released to critical and commercial success for PlayStation 3, PlayStation 4, Windows, Xbox 360, and Xbox One, then later for Nintendo Switch in 2019.

Gameplay

edit
 
The player, controlling Chris Redfield, can use defensive weapons such as daggers when grabbed by zombies. The game features 3D models over pre-rendered backgrounds.

Resident Evil is a survival horror game where the player controls the on-screen character from a third-person perspective to interact with the environment. To advance, the player must explore a mansion and its surrounding areas while avoiding, outsmarting and defeating monsters including zombies and giant spiders.[1] The player can open doors, push certain objects, climb obstacles, and pick up items. When an item is collected, it is stored in an inventory that the player can access at any time. Items in the inventory can be used, examined, and combined to solve puzzles and gain access to areas that were previously inaccessible.[2] The inventory is limited to a certain number of slots, and the player must often move items from the inventory to storage boxes located in certain areas to manage space.[2]

Although the player can use firearms to kill monsters, Resident Evil emphasizes evasion over fast-paced combat by providing the player with limited ammunition. The player has a limited amount of health, which decreases when attacked by monsters. Players can regain health by collecting and using herbs, which can be mixed with other herbs to increase their healing effect.[2] Some monsters can also infect the player with a poisoning effect, which gradually depletes the player's health over time until the poison is cured with serum or special herbs.[2] Zombies that are defeated but not beheaded or burned eventually revive and mutate into faster and deadlier forms.[3][4]: 176 

The player can control either Chris Redfield or Jill Valentine, each with advantages and disadvantages.[5] For example, Chris can take and deal more damage than Jill, but Jill can carry more items and unlock certain doors with a lock pick. Both characters can equip defensive weapons that can save them from taking damage when seized by an enemy. These defensive weapons include a dagger and a unique special weapon: Jill can use a taser, while Chris can shove stun grenades into zombies' mouths and detonate them with a pistol shot.[6] Defensive weapons are limited and can only be used when the player is grabbed by a monster.[6]

The game features an automap to help players navigate the different areas of the game. Additionally, the player can pick up maps of certain sections to reveal unexplored areas.[2] To save their progress, players need to find ink ribbons and use them with a typewriter; the game features a limited supply of ink ribbons, so players cannot save their progress as many times as they want.[2] The story is slightly altered by the character the player chooses to play as,[5] and certain choices the player makes in the game can impact the direction of the game and its ending.[7] Upon completing the game under a certain difficulty setting and time limit, the player may unlock secret costumes for the main characters, bonus weapons, and special difficulty modes.[8]

Plot

edit

On July 24, 1998, a series of bizarre murders occur on the outskirts of the Midwestern town of Raccoon City. The Raccoon City Police Department's Special Tactics And Rescue Service (S.T.A.R.S.) are assigned to investigate. After contact with Bravo Team is lost, Alpha Team is sent to locate their whereabouts. Finding Bravo Team's crashed helicopter in a forest, they descend to investigate, but are attacked by a pack of monstrous dogs, killing one of them. After Alpha Team's helicopter pilot, Brad Vickers, panics and flies off alone, remaining members Chris Redfield, Jill Valentine, Albert Wesker, and Barry Burton retreat inside a nearby abandoned mansion, where they decide to split up.

While exploring the mansion, the player-controlled character (either Chris or Jill) finds several members of Bravo Team, including Kenneth J. Sullivan, who is devoured alive by a zombie; Richard Aiken, who is either killed by a giant snake or eaten by a large shark; Forest Speyer, who is found dead and reanimates as a zombie; and Bravo Team leader Enrico Marini, who reveals there is a traitor among Alpha Team before being killed by an unseen shooter. Rebecca Chambers, a survivor from Bravo Team, joins Chris. The player character then learns about a series of illegal experiments conducted by a clandestine research team under the authority of biomedical company Umbrella Corporation. The mansion teems with monstrous creatures resulting from these experiments, which have exposed both personnel and wildlife to a highly infectious and mutagenic biological agent known as the T-virus.

The player character discovers a secret underground laboratory housing Umbrella's experiments. Inside, they find Jill or Chris (depending on the player's character choice) in a cell and witness Wesker programming a Tyrant, a humanoid bioweapon. Wesker reveals that he is a double agent working for Umbrella, and plans to use the Tyrant to kill the S.T.A.R.S. members. In the ensuing confrontation, Wesker is seemingly killed and the player character defeats the Tyrant. After activating the lab's self-destruct mechanism, the player character reaches the heliport and contacts Brad for extraction. The game's ending varies depending on the player's actions at key points: in the best ending, Chris, Jill, Barry, and Rebecca all escape via helicopter after defeating the Tyrant once more; in the worst ending, the mansion remains intact and the player character emerges as the sole survivor.

Development

edit
 
Canadian model Julia Voth served as the basis for Jill Valentine's facial and physical appearance.[9]

Resident Evil was developed by Capcom Production Studio 4[10] and directed by Shinji Mikami, who designed and directed the original Resident Evil for the PlayStation console.[11] The game was part of an exclusivity agreement between Capcom and Nintendo to bring previous and new Resident Evil games to the GameCube.[12][13] Unlike Resident Evil 2, Resident Evil 3: Nemesis, and Resident Evil – Code: Veronica, which were simply ported to the GameCube, Mikami decided to produce a remake of the original game because he felt its graphics had not aged well, making it hard for new players to appreciate it.[11] Programmer Yasuhiro Anpo also cited the original game's poor localization as another reason for the remake.[14] Mikami[15] and producer Hiroyuki Kobayashi[4]: 175  agreed the GameCube would allow them to bring the game closer to the original vision the team had for the series. As Capcom's marketing director Todd Thorson said, the main goal was to "achieve motion picture-quality visuals and create even more suspense and fear than the original".[16]

Production started at the beginning of 2001 with a team of only four programmers.[17] Because Resident Evil was one of the first Capcom games developed for the GameCube, the development team had to study the system's performance during the first stages of development.[17] In the process of development, the team wanted to make sure that those who had already played the 1996 version would find things to enjoy in the remake.[4]: 176  Initially, the team considered creating the environments with computer graphic animation but then realized that this approach would require too much hardware capacity and processing to achieve realistic graphics.[18] As a result, the graphical style of the remake features 3D models on top of pre-rendered backgrounds like early Resident Evil games.[15] Despite this, the camera is more dynamic and can track the player at varying angles.[19] The backgrounds also make use of particle effects and full motion video layers to simulate effects such as rushing water or swaying tree branches.[20] Creating fear in players was a priority, and many of the game's backgrounds were designed to have a high contrast between dark and light so that enemies could appear unexpectedly.[21]

Originally, the developers planned to only upgrade the graphics and tweak the gameplay. However, as the game approached completion, Capcom started making more substantial changes.[11] For example, the inventory was expanded so that players could carry a standard item like Jill's lockpick, while defense items, which were initially included in the main inventory, were introduced to make the game easier than the original.[11] Several new weapons were also added in order to expand the range of approaches to combat. Enemies in the game were rebalanced to accommodate for this.[4]: 176  The developers originally planned to make all enemies invisible but the idea was discarded because it would have made the remake very different from the original game. However, they designed the zombies so that they could eventually come back to life after being killed, in the form of more dangerous Crimson Heads.[4]: 176  The developers added new areas for the player to explore, changed most of the puzzle designs, and included an additional control scheme whereby players move their characters by pressing the R button of the GameCube controller and steer them with the analog stick.[5][22] Another addition is a subplot involving the character Lisa Trevor, which was cut from the original game.[23] Instead of using adjectives to describe difficulty levels, Mikami decided to have unique questions so that the player would pick the hard one.[13] In a later interview Kobayashi stated that many of these additions and substantial changes were a deliberate effort to attract veteran players.[4]: 176 

Capcom auditioned actors to be used as references by the character designers.[19] The faces of the protagonists were based on real people and motion capture was used to animate their models.[11] About 60 percent of the character motions were animated based on the captured data, while the rest was created from scratch.[19] The developers initially struggled to develop a system for computer graphic animation. However, Nintendo provided Capcom with assistance and the problems were eventually solved.[13] Capcom also hired new voice actors and rewrote the game's script to make the plot more convincing.[20][4]: 176  The game was developed over the course of one year and two months.[24] Final development was very intense, as programmers had to work for two straight months with no days off to meet the deadline.[17] Resident Evil was released in 2002 on March 22 in Japan,[25] April 30 in North America,[16] and September 13 in Europe,[26] and September 20 in Australia.[27][15]

Reception

edit

Upon its release on the GameCube, Resident Evil received critical acclaim.[28] IGN reviewer Matt Casamassina felt that the game is "a triumph as a stand-alone adventure and a major accomplishment as a remake", calling it "the prettiest, most atmospheric and all-around scariest game we've ever played."[5] Similarly, GameSpot reviewer Shane Satterfield described the remake as "one amazing game that clearly stands as the best the series has to offer",[3] while Edge magazine remarked that the game's unforgiving gameplay and technical artistry improve the tension and anxiety that the original offered.[29]

The game was widely praised for its graphics.[3][32][33][35] GameSpot credited the attention to detail, realistic gore, volumetric fog, and integration of real-time lighting and shadows with pre-rendered backgrounds, commenting that Capcom had "finally perfected the art of mixing prerendered scenery with ambient animations and polygonal objects, and the result is the most visually impressive video game ever released."[3] IGN highlighted the complex geometry of the character models, stating that "close shots of Chris or Jill look almost photo-realistic."[5] Writing for NGC Magazine, Jes Bickham remarked that, unlike in the original Resident Evil, the contrast between character models and backgrounds is seamless.[35] He also noted that the game is "so visually rich that simply seeing the next area is an experience to be treasured."[35]

The game's suspenseful and cinematic atmosphere received praise, with GameRevolution going so far as to say that the game makes the original Resident Evil look like Pong.[33] Resident Evil was also praised for its realistic sound. AllGame reviewer Scott Alan Marriott felt that the game "[creates] a constant sense of dread without relying too much on obvious shock values",[30] while GameSpot highlighted the quality and variety of sound effects, noting that "there seem to be dozens of sound effects for footsteps alone."[3] However, some publications considered the voice acting to be weak due to its exaggerated delivery.[3][5]

Although the game's limiting controls and inventory management were criticized,[35] changes to many aspects of the gameplay were positively viewed. Mike Weigand of GamePro wrote, "It's like playing Resident Evil for the first time."[32] GameSpot remarked that the defensive weapons add a new layer of strategy to the game.[3] However, the controls were criticized for their lack of analog precision, a feature that was previously available in the Nintendo 64 version of Resident Evil 2.[35] Hector Guzman of GameSpy criticized the fact that the original game's "laborious" tank controls, whereby the analog stick moves the player character in the direction they are facing, was not changed, stating that it can cause unnecessary difficulties when players try to evade monsters.[34] IGN's criticism was similar but considered the game's alternative control schemes a welcome addition.[5]

GameSpot editors named Resident Evil the best video game of April 2002.[36] At the GameSpot's Best and Worst of 2002 awards, Resident Evil was nominated for Best Story on GameCube,[37] Best Graphics (Technical) on GameCube,[38] and Best Action Adventure Game on GameCube.[39][40] As of November 2003, 445,176 copies of the game had been sold in the United States.[41] In May 2008, Capcom revealed that a total of 1.35 million copies of the game were sold.[42]

Legacy

edit

Resident Evil is often regarded as one of the greatest and most visually impressive games in the series.[20][43][44] According to IGN, the game's graphics "became the new standard by which all future installments in the series would be compared."[45] In 2009, Official Nintendo Magazine ranked the game 43rd in a list of greatest Nintendo games.[46] Digital Spy writer Liam Martin remarked that the game is "the definitive version of a true classic" and that it still looked "fantastic" nearly 13 years after it was first released.[44] Although the game received critical acclaim, it sold worse than expected.[47] As a result, Mikami and Capcom decided that subsequent games in the Resident Evil series would shift away from the survival horror genre and incorporate more action-based elements, starting with Resident Evil 4 in 2005.[47] Before that happened, Capcom developed Resident Evil Zero, a direct prequel using the same graphics engine and released in late 2002.[48]

Re-release and remaster

edit

Wii version

edit

On December 25, 2008, Resident Evil was ported to the GameCube's successor, the Wii, along with Resident Evil Zero.[49] The port, Resident Evil Archives: Resident Evil, features a control system that supports both the Wii Remote and the GameCube controller.[49] Although Capcom originally had no plans to release the Wii version outside of Japan, arguing that the game would not sell very well, the game was eventually released in North America on June 23,[50] Australia on June 25,[51] and in Europe on June 26, 2009,[52] due to the commercial success of Resident Evil 5.[53] The Wii version received generally favorable reviews from critics,[54] but some publications criticized it for its outdated controls, lack of new features, and lack of widescreen support.[55][56]

HD remaster

edit

A high-definition (HD) version, Resident Evil HD Remaster, was released for PlayStation 3, PlayStation 4, Windows, Xbox 360, and Xbox One in January 2015.[66] The HD version supports 5.1 surround sound as well as a resolution of 1080p and a widescreen aspect ratio of 16:9.[66] Although the original pre-rendered backgrounds have a 4:3 format, the developers decided against re-rendering them in 16:9 because it would allow players to see more of the environment than intended, reducing the sense of immersion and danger.[67] As a result, the developers added vertical scrolling to the backgrounds, which respond to the movement of the character, to fit the remaster's widescreen aspect ratio.[67] A new control scheme was also included, allowing players to move their character in the direction of the analog stick.[66]

The remaster was a commercial success, breaking sales records.[68] It became the PlayStation Network's biggest launch game and Capcom's fastest-selling digital game across North America and Europe.[69][70] Capcom announced that the remaster exceeded sales of one million copies by April 2015.[71] Its commercial success resulted in Capcom's announcement of a similar edition of Resident Evil Zero in 2015.[72] Critical reception towards the remaster was generally favorable.[58] Several critics noted that some features like the inventory system and the insistence on having to revisit previously explored areas have not aged very well, but generally agreed that the remaster was a solid revival of a classic.[61][64][65][63] The new control scheme was also considered more intuitive and satisfying, especially for new players.[62] As of September 2022, the remaster had sold 3.7 million copies worldwide across all platforms.[73]

Resident Evil: Origins Collection

edit

Resident Evil Zero and Resident Evil became a compilation called Resident Evil: Origins Collection,[74] that was released for the Nintendo Switch on May 21, 2019.[75]

Notes

edit
  1. ^ Known in Japan as Biohazard, stylized as biohazard (Japanese: バイオハザード, Hepburn: baiohazādo). The Japanese version of the remake has the title spelled entirely in lowercase letters, as opposed to the uppercase style used in the original game.

References

edit
  1. ^ Dan Birlew (2002). "Monsters". Resident Evil Official Strategy Guide. BradyGames. pp. 10–14. ISBN 0744001641.
  2. ^ a b c d e f Dan Birlew (2002). "Basics & Combat Tactics". Resident Evil Official Strategy Guide. BradyGames. pp. 18–23. ISBN 0744001641.
  3. ^ a b c d e f g h Shane Satterfield (April 29, 2002). "Resident Evil Review". GameSpot. Archived from the original on April 1, 2014. Retrieved May 9, 2015.
  4. ^ a b c d e f g Albigés, Luke (2021). "The Making of: Resident Evil Remake". In Jones, Darran (ed.). 100 Nintendo Games to Play Before You Die – Nintendo Consoles Edition (3rd ed.). Future plc.
  5. ^ a b c d e f g h Matt Casamassina (April 26, 2002). "Resident Evil". IGN. Archived from the original on February 13, 2013. Retrieved May 9, 2015.
  6. ^ a b Dan Birlew (2002). "Weapons". Resident Evil Official Strategy Guide. BradyGames. pp. 15–17. ISBN 0744001641.
  7. ^ Dan Birlew (2002). "Path Flowcharts". Resident Evil Official Strategy Guide. BradyGames. pp. 155–159. ISBN 0744001641.
  8. ^ Dan Birlew (2002). "Secrets". Resident Evil Official Strategy Guide. BradyGames. pp. 154–155. ISBN 0744001641.
  9. ^ Seth G. Macy (January 5, 2016). "Wrap Your Head Around This Jill Valentine Cosplay From Jill Valentine Actress". IGN. Archived from the original on February 24, 2016. Retrieved March 15, 2016.
  10. ^ "Production Studio 4". Capcom (in Japanese). Archived from the original on February 6, 2005. Retrieved September 22, 2019.
  11. ^ a b c d e ゲームキューブ版 バイオハザード オフィシヤルナビゲーションブック [Biohazard Official Navigation Book] (in Japanese). Enterbrain. March 25, 2002. pp. 4–11. ISBN 4-7577-0851-3.
  12. ^ "Capcom Brings the Evil to Cube". IGN. September 11, 2001. Archived from the original on April 30, 2015. Retrieved April 30, 2015.
  13. ^ a b c "Shinji Mikami X Tatsuya Minami". Hyper Capcom Special 2002 Summer. Sony Magazines. July 15, 2002.
  14. ^ Scott Butterworth (March 22, 2016). "Resident Evil Creator Shinji Mikami Reflects on the Series' Roots". GameSpot. Archived from the original on December 7, 2016. Retrieved December 6, 2016.
  15. ^ a b c "Biohazard". NGC Magazine. No. 68. Future plc. June 2002. pp. 8–16.
  16. ^ a b "Resident Evil Ships". IGN. April 30, 2002. Archived from the original on April 30, 2015. Retrieved April 30, 2015.
  17. ^ a b c "Software lead engineer - Hideki Motozuka". Capcom (in Japanese). 2002. Archived from the original on June 2, 2002. Retrieved June 2, 2002.
  18. ^ "VFX Unit Lead Engineer - Yusuke Hashimoto". Capcom (in Japanese). 2002. Archived from the original on April 15, 2002. Retrieved May 15, 2002.
  19. ^ a b c Yukiyoshi Ike Sato (February 15, 2002). "Resident Evil Preview". GameSpot. Archived from the original on April 27, 2015. Retrieved April 28, 2015.
  20. ^ a b c Michael Harradence (March 19, 2009). "The History of Resident Evil: The REvolution". PSU.com. Archived from the original on February 22, 2014. Retrieved April 29, 2015.
  21. ^ "Stage CG Artwork Unit Art Director - Naoki Katakai". Capcom (in Japanese). 2002. Archived from the original on June 2, 2002. Retrieved June 2, 2002.
  22. ^ Matt Casamassina (March 20, 2002). "Exploring Resident Evil (Page 2 of 2)". IGN. Archived from the original on May 4, 2015. Retrieved May 4, 2015.
  23. ^ Michael Harradence (February 10, 2015). "4 ways Resident Evil HD tops the 1996 original (and 3 ways it fails)". PSU.com. Archived from the original on May 19, 2015. Retrieved May 19, 2015.
  24. ^ Dan Birlew (2002). "Interviews: Hiroyuki Kobayashi, Producer". Resident Evil Official Strategy Guide. BradyGames. pp. 152–153. ISBN 0744001641.
  25. ^ "Resident Evil Retail Info". IGN. February 6, 2002. Retrieved May 23, 2024.
  26. ^ Bramwell, Tom (September 2, 2002). "Resident Spring". Eurogamer. Retrieved May 23, 2024.
  27. ^ "Resident Evil...Coming September 20th to the Nintendo GameCube". Nintendo Australia. August 12, 2002. Archived from the original on August 16, 2002. Retrieved May 23, 2024.
  28. ^ a b "Resident Evil for GameCube Reviews". Metacritic. Archived from the original on January 8, 2015. Retrieved May 11, 2015.
  29. ^ a b "Biohazard". Edge. No. 110. Future Publishing. May 2002. pp. 90–91.
  30. ^ a b Scott Alan Marriott. "Resident Evil". AllGame. Archived from the original on November 15, 2014. Retrieved November 15, 2014.
  31. ^ "ニンテンドーゲームキューブ - バイオハザード". Weekly Famitsu. No. 915 Pt.2. Enterbrain. June 30, 2006. p. 98.
  32. ^ a b c Mike Weigand (April 29, 2002). "Resident Evil". GamePro. Archived from the original on July 17, 2010. Retrieved July 17, 2010.
  33. ^ a b c AA White (May 1, 2002). "Resident Evil Review". GameRevolution. Archived from the original on December 21, 2013. Retrieved May 14, 2015.
  34. ^ a b Hector Guzman (May 1, 2002). "Resident Evil". GameSpy. Archived from the original on May 5, 2015. Retrieved May 14, 2015.
  35. ^ a b c d e f Jes Bickham (October 2002). "Resident Evil". NGC Magazine. No. 72. Future plc. pp. 56–63.
  36. ^ "Video Game of the Month, April 2002". GameSpot. May 3, 2002. Archived from the original on November 2, 2003. Retrieved October 29, 2003.
  37. ^ "Best Story on GameCube". GameSpot. 2002. Archived from the original on August 12, 2004. Retrieved August 12, 2004.
  38. ^ "Best Graphics (Technical) on GameCube". GameSpot. 2002. Archived from the original on July 15, 2007. Retrieved July 15, 2007.
  39. ^ "Best Action Adventure Game on GameCube, Nominees". GameSpot. 2002. Archived from the original on May 6, 2004. Retrieved May 6, 2004.
  40. ^ "Best Action Adventure Game on GameCube". GameSpot. 2002. Archived from the original on February 7, 2004. Retrieved February 7, 2004.
  41. ^ "Graphs: Resident Evil GCN Sales". IGN. January 16, 2004. Archived from the original on January 18, 2015. Retrieved January 18, 2015.
  42. ^ Chris Roper (May 23, 2008). "Capcom Releases Lifetime Sales Numbers". IGN. Archived from the original on December 29, 2014. Retrieved January 18, 2015.
  43. ^ Tim Turi (October 27, 2014). "Ranking The Entire Resident Evil Series". Game Informer. Archived from the original on April 7, 2015. Retrieved May 17, 2015.
  44. ^ a b Liam Martin (October 27, 2014). "Ranking the Resident Evil games from worst to best". Digital Spy. Archived from the original on April 3, 2015. Retrieved January 18, 2015.
  45. ^ Lucas M. Thomas (May 24, 2012). "Revisiting the Resident Evil Remake". IGN. Archived from the original on October 9, 2014. Retrieved May 17, 2015.
  46. ^ East, Tom (February 23, 2009). "100 Best Nintendo Games: Part 3". Official Nintendo Magazine. Future plc. Archived from the original on August 31, 2009. Retrieved September 9, 2022.
  47. ^ a b David Hinkle (September 27, 2013). "Why Mikami shifted Resident Evil from horror to action". Engadget. Archived from the original on May 10, 2015. Retrieved May 10, 2015.
  48. ^ Jeremy Peeples (August 5, 2014). "It Will Take More Than Another Resident Evil Remake to Bring Capcom Back From the Dead". Hardcore Gamer. Archived from the original on August 8, 2014. Retrieved June 15, 2015.
  49. ^ a b Anoop Gantayat; Matt Casamassina (September 24, 2008). "Resident Evil Set for Wii". IGN. Wikidata Q131174327. Archived from the original on January 9, 2015. Retrieved November 14, 2024.
  50. ^ IGN Nintendo Team (June 19, 2009). "Wii Games of Summer 2009". IGN. Retrieved May 23, 2024.
  51. ^ "Resident Evil Archives (Nintendo Wii)". PALGN. Archived from the original on May 19, 2009. Retrieved May 23, 2024.
  52. ^ Capcom-Europe.com staff (2009). "Resident Evil (Nintendo Wii)". capcom-europe.com. Wikidata Q131175916. Retrieved November 14, 2024.
  53. ^ Andrei Dumitrescu (April 29, 2009). "Resident Evil Archives Coming on June 23". Softpedia. Archived from the original on May 11, 2015. Retrieved May 11, 2015.
  54. ^ "Resident Evil Archives: Resident Evil". Metacritic. Archived from the original on January 8, 2015. Retrieved May 11, 2015.
  55. ^ Matt Casamassina (July 7, 2009). "Resident Evil Archives Review". IGN. Archived from the original on May 11, 2015. Retrieved May 11, 2015.
  56. ^ Kristan Reed (July 3, 2009). "Resident Evil Archives". Eurogamer. Archived from the original on May 1, 2015. Retrieved June 15, 2015.
  57. ^ "Resident Evil HD Remaster for PC Reviews". Metacritic. Archived from the original on January 23, 2015. Retrieved May 11, 2015.
  58. ^ a b "Resident Evil HD Remaster for PlayStation 4 Reviews". Metacritic. Archived from the original on January 23, 2015. Retrieved May 11, 2015.
  59. ^ "Resident Evil HD Remaster for Xbox One Reviews". Metacritic. Archived from the original on April 27, 2015. Retrieved May 11, 2015.
  60. ^ "Resident Evil for Switch Reviews". Metacritic. Archived from the original on June 6, 2020. Retrieved June 29, 2020.
  61. ^ a b Simon Parkin (January 20, 2015). "Resident Evil HD Remaster review". Eurogamer. Archived from the original on January 21, 2015. Retrieved May 11, 2015.
  62. ^ a b Tim Turi (January 19, 2015). "Resident Evil HD Remaster". Game Informer. Archived from the original on March 21, 2015. Retrieved June 15, 2015.
  63. ^ a b Paul Tamburro (January 19, 2015). "Resident Evil HD Remaster Review". GameRevolution. Archived from the original on April 21, 2015. Retrieved June 15, 2015.
  64. ^ a b Kevin VanOrd (January 19, 2015). "Resident Evil HD Remastered Review". GameSpot. Archived from the original on January 28, 2015. Retrieved May 11, 2015.
  65. ^ a b Jose Otero (January 19, 2015). "A Classic Never Dies". IGN. Archived from the original on May 11, 2015. Retrieved May 11, 2015.
  66. ^ a b c Eddie Makuch (August 5, 2014). "Resident Evil Remake Coming to Xbox 360, Xbox One, PS3, PS4, and PC". GameSpot. Archived from the original on August 26, 2014. Retrieved May 11, 2015.
  67. ^ a b Ben Hanson (October 27, 2014). "Dissecting Resident Evil HD Remaster". Game Informer. Archived from the original on January 20, 2015. Retrieved September 11, 2017.
  68. ^ Brett Makedonski (February 9, 2015). "Resident Evil HD broke all sorts of sales records". Destructoid. Archived from the original on March 26, 2015. Retrieved June 15, 2015.
  69. ^ Mike Futter (February 9, 2015). "Resident Evil HD Remake Has Biggest Opening Day In PSN History". Game Informer. Archived from the original on June 15, 2015. Retrieved June 15, 2015.
  70. ^ Jeffrey Matulef (February 9, 2015). "Resident Evil HD Remaster sets sales record for PSN and Capcom digital". Eurogamer. Archived from the original on February 10, 2015. Retrieved May 11, 2015.
  71. ^ Luke Karmali (April 24, 2015). "Resident Evil HD Sales Pass 1 Million Milestone". IGN. Archived from the original on May 30, 2015. Retrieved May 30, 2015.
  72. ^ Ollie Barder (May 27, 2015). "'Resident Evil Zero' HD Remaster Announced". Forbes. Archived from the original on June 15, 2015. Retrieved June 15, 2015.
  73. ^ "Platinum Titles". Capcom. Archived from the original on November 30, 2018. Retrieved December 19, 2018.
  74. ^ Wesley Yin-Poole (September 1, 2015). "Resident Evil Origins Collection announced for PS4 and Xbox One". Eurogamer. Archived from the original on September 1, 2015. Retrieved September 1, 2015.
  75. ^ Michael McWhertor (February 25, 2019). "Three Resident Evil classics come to Switch in May". Polygon. Archived from the original on February 25, 2019. Retrieved February 25, 2019.
edit