Resident Evil 0

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Resident Evil 0 begins in the suburbs of Raccoon City, a small town located in the Midwest. Several reported incidences of people being eaten by a strange creature have surfaced. The police department viewed the terrible murders as a top priority and quickly sends in the S.T.A.R.S Bravo team. As the team heads to the scene of the murders, their helicopter begins to have mechanical problems, eventually crashing deep into the forest surrounding Raccoon City.

Format: GameCube
Release 07 Mar 2003
Developer: Capcom Japan
Publisher: Capcom
Players: 1
PEGI Rating: 18
Editor Score: 8 User Score: 9
Resident Evil 0 boxshot on TotalVideoGames.com

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Resident Evil 0 Preview

Chris Leyton

00/12/0000

Chris Leyton

Resident Evil 0 has been in development for years, CHECK to see whether this is the title to bend the rulebook as we take an updated look.


We first laid eyes on Resident Evil 0 back at E3 2000, marking the series first original title a Nintendo format. The N64 title featured Rebecca Chambers as the focal character, blasting zombies in a section upon a moving train. Naturally set before the events of the first Resident Evil, the story told of how S.T.A.R.S Bravo team was dispatched to investigate a series of gruesome murders occurring in the Aklay Woods just outside of Racoon City. Jumping aboard their helicopter the team discover a mysterious train stuck in the woods, bizarrely their helicopter looses power and plunges towards the ground, before impact the group notice a burning wagon in the distance. Splitting into two groups to investigate the two sightings, one team sets out to check out the wagon whilst the other investigates the train.

Whilst the game has seen a format change it stays relatively similar to the N64 title, the story remains the same, though it has been expanded and explained more thoroughly. We knew that the game was going to feature a āzappingā system that allowed you to switch instantaneously between the two playable characters. Now we know that the second playable is Billy Cohen, an ex Navy-Seals who was travelling on the train under lock-and-key after being found guilty of a number of murders, realising that he is the sole survivor of the crash, Bravo Team set out to find him and what has happened.

Eventually when you come across Billy, youāre introduced to the āzappingā system, a new introduction to the RE formula that should mark a radical change from the rulebook. This system allows you to switch between controlling Rebecca and Billy instantaneously, giving the scope for puzzles different to the traditional āFind Key A, Open Door Bā method. Each of the characters has different attributes and skills, so determining which character to use and when, is likely to be the key to succeeding. This also allows for some intense combat scenes featuring both characters fighting side-by-side, weāve already witnessed a closed scene on the train where a horde of marauding zombies close in on the two, as theyāre unpacking some serious firepower on the legion of the undead. Weāve heard that youāll be able to control both characters simultaneously during certain moments like this, using both analogue sticks on the GameCube pad, hopefully the implementation and control system will hold up, otherwise this could become very frustrating.

The next biggest change for the series is the ability to swap items and drop those that you no longer require. The traditional system, whereby you could only get rid off items that you no longer required in the containers situated in save rooms, was a throwback to the technical limitations of the PSOne, and resulted in some very tedious gameplay that frustrated gamers. Thankfully this should mark the end of needless backtracking, and having to plan on what youāre going to carry and what not.

Unfortunately the control system hasnāt evolved yet, Capcom are waiting until Resident Evil 4 before unveiling the new system for Resident Evil. So itās the same stilted and wooden controls with the minor enhancements that featured in the recent remake of Resident Evil for the GameCube.

Elsewhere the game uses the same mixture of pre-rendered backdrops, layers of FMV to provide atmospheric lighting and animations and real-time characters that produced stunning effects in the remake of Resident Evil. Capcom are claiming that Resident Evil 0 goes one step better then the remake, and from what weāve seen weāre not going to argue. At some point the train regains power and begins to move, the lighting during this section is absolutely fantastic as it filters in through the window, and is truly creepy as it gives the impression that something is always moving.

Whilst most of what weāve seen so far has been on the train, weāre assured that this is only a small part of the game. Weāre assuming that the train will eventually appear at the mansion and tie in nicely with the events of the first game, explaining why Rebecca and other Bravo Team members were in the mansion at the start of Resident Evil. However whatās going to happen to Billy, our guess is that he meets an untimely end towards the end of the game.
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Resident Evil | Resident Evil 0 | Nintendo | GameCube | GC | Capcom | Capcom Japan | Japan | Action | Released in 2003 |

Editor and User Scores


Editor Score: 8 User Score: 9