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Resident Evil (1996 video game)

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"Resident Evil 1" redirects here. For the GameCube remake, see Resident Evil (2002
video game). For the first film in the Resident Evil film series, see Resident Evil
(film). For other uses, see Resident Evil (disambiguation).
"Biohazard 1" redirects here. For biological hazards, see Biological hazard.
Resident Evil
Resident Evil 1 cover.png
Western cover art by Bill Sienkiewicz
Developer(s) Capcom[a]
Publisher(s)
Capcom
Director(s) Shinji Mikami
Producer(s)

Tokuro Fujiwara
Masayuki Akahori

Designer(s)

Takahiro Arimitsu
Isao Ōishi

Programmer(s) Yasuhiro Anpo


Writer(s)

Kenichi Iwao
Yasuyuki Saga

Composer(s)

Makoto Tomozawa
Koichi Hiroki[3][4]
Masami Ueda

Series Resident Evil


Platform(s)

PlayStation
Microsoft Windows
Sega Saturn
Nintendo DS

Release
March 22, 1996
Genre(s) Survival horror
Mode(s) Single-player

Resident Evil[b] is a 1996 survival horror video game developed and published by
Capcom originally for the PlayStation. It is the first title in Capcom's Resident
Evil franchise. Players control Chris Redfield and Jill Valentine, members of the
elite task force S.T.A.R.S., who must escape a mansion infested with zombies and
other monsters.

Conceived by producer Tokuro Fujiwara as a remake of his earlier horror game Sweet
Home (1989), the development of Resident Evil was led by Shinji Mikami. It went
through several redesigns, first as Super NES game in 1993, then a fully 3D first-
person PlayStation game in 1994 and finally a third-person game. Gameplay consists
of action, exploration, puzzle solving and inventory management. Resident Evil
establishes many conventions seen later in the series, including the control
scheme, inventory system, save system, and use of 3D models superimposed over pre-
rendered backgrounds.

Resident Evil was praised for its graphics, gameplay, sound, and atmosphere,
although it received criticism for its voice acting. It was an international best-
seller, and became the best-selling PlayStation game ever at the time. By December
1997, it had sold about 4 million copies worldwide and had grossed more than
$200,000,000 (equivalent to $346,000,000 in 2021).

Resident Evil is often cited as one of the most influential and greatest video
games. It is credited with defining the survival horror genre and with returning
zombies to popular culture, leading to a renewed interest in zombie films by the
2000s. It created a franchise including video games, films, comics, novels, and
other merchandise. It has been ported to Sega Saturn, Windows and Nintendo DS. In
2002, a Resident Evil remake was released for the GameCube and ported to other
platforms in 2015. A sequel, Resident Evil 2, was released in 1998, and a prequel,
Resident Evil Zero, in 2002.
Contents

1 Gameplay
2 Plot
3 Development
3.1 Design
3.2 Production
3.3 English localization
4 Release
4.1 Director's Cut
4.2 Director's Cut Dual Shock Ver.
4.3 Sega Saturn
4.4 Microsoft Windows
4.5 Game Boy Color version
4.6 Deadly Silence
5 Reception
5.1 Sales
5.2 Accolades
6 Sequels
6.1 Novelization
6.2 Remake
7 Cultural impact
8 Notes
9 References
10 External links

Gameplay
A screenshot of a puzzle that has to be solved at the beginning of the game. The
environmental graphics are pre-rendered, whereas the characters and the objects
that can be interacted with are real-time polygonal models

The player's character is a member of a special law enforcement task force who is
trapped in a mansion populated by dangerous mutated creatures. The objective of the
game is to uncover the mystery of the mansion and ultimately escape alive. The
game's graphics consist of real-time 3D polygonal characters and objects,
superimposed over pre-rendered backdrops with fixed camera angles. The player
controls the character by pushing the D-pad or analog stick left or right to rotate
the character and then move the character forward or backwards by pushing the d-pad
up or down (tank controls).

To fulfill the game's objective, the player uncovers various documents that provide
exposition about the game's narrative, as well as clues that help them solve
various puzzles within the mansion. Key items are also available that give the
player access to other items or new areas. The player can arm their character with
weapons to defend themselves from enemies, although the ammunition available for
each firearm is limited and the player must learn to conserve the ammunition they
have for situations where they will really need it. To restore the character's
health, the player uses first-aid sprays or three types of healing herbs that can
be mixed together in different combinations for different healing effects. The
carrying capacity of the player is limited depending on the character and items
that the player does not wish to carry at the moment can be stored into an item box
to be retrieved for later use. To save their progress, the player must pick up an
ink ribbon and use it on any of the typewriters scattered through key locations in
the game. However, the supply of ink ribbons the player can acquire is limited,
much like the player's ammunition and healing supplies. Players will encounter and
fight various infected creatures such as flesh-eating zombies and zombie dogs,
giant spiders, sharks, and other monsters. The player character is assisted by
another character (Rebecca Chambers or Barry Burton) throughout the game.
Plot

On July 24, 1998, when a series of bizarre murders occur on the outskirts of the
fictional Midwestern town of Raccoon City, the Raccoon City Police Department's
S.T.A.R.S. team are assigned to investigate. After contact with Bravo Team is lost,
Alpha Team is sent to investigate their disappearance. Alpha Team locates Bravo
Team's crashed helicopter and land at the site, where they are suddenly attacked by
a pack of monstrous dogs. After Alpha Team's helicopter pilot, Brad Vickers, panics
and takes off alone, the remaining members of the team — Chris Redfield, Jill
Valentine, Albert Wesker, and Barry Burton — are forced to seek refuge in a nearby
abandoned mansion. Depending on which character the player chooses to assume
control of (Chris or Jill), either Barry or Chris are separated from the rest of
the team during the chase and do not make it to the mansion. The team decides to
investigate the mansion to search for their missing team member.

As the team members explore the mansion, they encounter dangerous creatures roaming
its halls. The player character eventually learns that a series of illegal
experiments were being undertaken by a clandestine research team under the
supervision of biomedical company Umbrella Corporation. The creatures roaming the
mansion and its surrounding areas are the results of these experiments, which have
exposed the mansion's personnel and various animals and insects to a highly
contagious and mutagenic biological agent known as the T-virus. The player
character may also encounter several members of Bravo Team, including Enrico
Marini, who reveals that one of Alpha Team's members is a traitor before being shot
and killed by an unseen assailant.

Eventually, the player character discovers a secret underground laboratory


containing Umbrella's experiments. In the lab, the player encounters Wesker, who
reveals that he is a double agent working for Umbrella, and plans to use the
Tyrant, a giant humanoid supersoldier, to kill the remaining S.T.A.R.S. members.
However, in the ensuing confrontation, Wesker is supposedly killed, and the player
character defeats the Tyrant. After activating the lab's self-destruct system, the
player character reaches the heliport and manages to contact Brad for extraction,
at which point the player may be confronted by Tyrant one last time.

The game features multiple endings depending on the player's actions at key points
over the course of the game. The best ending sees that the player character saves
their partner (Rebecca Chambers for Chris's campaign, and Barry for Jill's
campaign) as well as a team member imprisoned in the lab (Jill for Chris's
campaign, and vice versa). If at least the partner survives, the Tyrant is defeated
and the mansion destroyed, otherwise the mansion remains intact and the Tyrant
remains loose in the forest if the partner or team member is left to permanently
die.
Development
Design

Resident Evil was created by a team of staff members who would later become part of
Capcom Production Studio 4.[5] The inspiration for Resident Evil was the earlier
Capcom horror game Sweet Home (1989).[6] Shinji Mikami was commissioned to make a
game set in a haunted mansion like Sweet Home,[7] and early on, the game was
intended to be a remake of Sweet Home.[8] The project was proposed by Sweet Home
creator Tokuro Fujiwara, who was Mikami's mentor and served as the game's producer.
[9] Fujiwara said the "basic premise was that I’d be able to do the things that I
wasn’t able to include" in Sweet Home, "mainly on the graphics front", and that he
was "confident that horror games could become a genre in themselves." He entrusted
Mikami, who was initially reluctant because he hated "being scared", with the
project, because he "understood what’s frightening."[10] Since Capcom no longer had
the rights to the Sweet Home license, they had to invent a new universe,[9] but the
game still adopted many elements from Sweet Home.[11]

Resident Evil was based on Sweet Home's gameplay system, adopting many elements
from the game, including the limited item inventory management,[11] the mansion
setting, the puzzles, the emphasis on survival, the door loading screen,[12][13]
the use of scattered notes and diary entries as storytelling mechanics, multiple
endings depending on how many characters survive, backtracking to previous
locations in order to solve puzzles later on, the use of death animations,[14]
individual character items such as a lockpick or lighter,[15] restoring health
through items scattered across the mansion, the intricate layout of the mansion,
[16] and the brutally horrific imagery.[8]

Part of the inspiration for limited ammunition came from the MSX port of the game
Alcazar: The Forgotten Fortress, according to scenario writer Kenichi Iwao. The
idea of having limited ammunition was inspired by the limited amount of supplies in
the game's randomized dungeons. Iwao wanted to take more elements from the game,
such as adding more ways to attack zombies with items such as mines and traps, but
was unable to due to schedule constraints.[17]
Production

Production began in 1993, and the game took three years to develop.[11] During the
first six months of development, Mikami worked on the game alone, creating concept
sketches, designing characters, and writing over 40 pages of script.[18] The
project was originally planned for the Super NES, before moving development to the
PlayStation in 1994. Koji Oda was working on the Super NES version, after having
worked on Super Ghouls 'n Ghosts (1991). Oda revealed that the setting was
originally more of a hellish place, before being changed to a more realistic
setting.[19][20]

Several of the Resident Evil mansion's pre-rendered backdrops were inspired by The
Overlook Hotel, the setting for the 1980 horror film, The Shining.[21] Mikami also
cited the 1978 film Dawn of the Dead as a negative inspiration for the game.[c][22]
[23] The game was initially conceived as a fully 3D first-person update of Sweet
Home (influenced by the game's first-person battles), with action and shooting
mechanics. A first-person prototype was produced, and initially featured a
supernatural, psychological Japanese horror style similar to Sweet Home, before
opting for an American zombie horror style influenced by George Romero films.
During production, Mikami discovered Alone in the Dark (1992), which influenced him
to adopt a cinematic fixed-view camera system. Mikami said that, if it wasn't for
Alone in the Dark, Resident Evil would have had a first-person view instead.[9][24]
Mikami was initially reluctant to adopt Alone in the Dark's fixed-view camera
system, saying it "had an effect on immersion, making the player feel a bit more
detached", but eventually adopted it because the use of pre-rendered backdrops
allowed a higher level of detail than his fully 3D first-person view prototype,
which "didn't get along so well with the original PlayStation's specs."[11] A
concept art claimed to be of the original first-person prototype has been available
since the 1990s, showing more similarity to Doom rather than Alone in the Dark.[25]
A first-person perspective was not used again for the mainline Resident Evil series
until Resident Evil 7: Biohazard (2017).[26]

A later prototype featured cooperative gameplay, but this feature was eventually
removed, as Mikami said it "technically...wasn't good enough."[9][24] Early footage
of this co-op prototype was revealed in 1995.[25][27] At this stage of development,
a local co-op mode was present, along with different outfits. A later demo made for
the 1995 V Jump Festival presentation in Japan featured real-time weapon changes,
with the co-op mode removed and rudimentary character models and textures.[27][28]
An early 1996 preview in Maximum Console magazine featured a graveyard and a
slightly different version of the final boss.[27] The graveyard, which was removed
from the final game, eventually made it into the 2002 remake. Also featured in the
game until late in development were guest houses and a tower, which were replaced
by the guard house and the lab respectively.[29] Another feature that was removed
from the final game was the real-time weapon changing, from the earlier 1995 V-Jump
demo.[25]

Capcom did not use any motion capture in the game, despite having their own motion
capture studio; instead, the animators referred to books and videos to study how
people, spiders, and other animals encountered in the game move.[30]

In pre-production, other characters were conceived. Dewey, an African-American man,


was intended to perform a comic relief role, while Gelzer, a big cyborg, was a
typical "strongman" character. Both were later replaced, by Rebecca and Barry,
respectively.[27]

Almost all development was done on Silicon Graphics hardware using the software
program Soft Image.[18] The PlayStation was chosen as the lead platform because the
development team felt it was the most appropriate for the game in terms of things
such as the amount of polygons.[18] The development team had upwards of 80 people
towards the end of the game's development.[11] According to Akio Sakai, head of
Capcom's consumer software division, Capcom were hesitant to port Resident Evil to
the Saturn because the hardware was not as ideally suited to the game as the
PlayStation, ensuring the port would take a long time.[30] A Saturn version was
finally unveiled at the April 1997 Tokyo Game Show, at which Capcom also showed a
demo for the sequel on PlayStation.[31]

The live action full-motion video sequences were filmed in Japan with a cast of
American actors.[18] All Japanese releases contain English voice acting with
Japanese captions and text. However, Japanese voice performances were also recorded
but were left unused,[32] as Mikami found the quality of the performances
inadequate.[33] However, lead programmer Yasuhiro Anpo later said that, due to all
of the development staff being Japanese, they were unaware of the "poor
localization" that apparently "hindered the realism and immersion of the title" for
the international release, which was one of the reasons for the re-dub in the 2002
remake.[11] The original Japanese PlayStation version also features a vocal ending
theme, "Yume de Owarasenai..." (夢で終わらせない..., "I Won't Let This End as a
Dream..."), performed by Japanese rock artist Fumitaka Fuchigami, that is not in
any other versions of the game.

Fujiwara said the game was originally targeted towards a core audience and he only
expected it to sell around 200,000 copies, before the game went on to sell
millions.[10] Mikami said he was "a little worried about how well a horror game
would really sell." Anpo said that Capcom did not expect the game to be successful.
[11]
English localization

Bio Hazard was renamed for the North America and Europe markets after Chris Kramer,
Director of Communications at Capcom, pointed out that it would be impossible to
trademark the name in the United States. Among others, the 1992 video game Bio-
Hazard Battle and the New York alternative metal band Biohazard were already using
the name. Capcom therefore ran an internal company contest to find a new name. The
name Resident Evil was settled upon since the game takes place in a mansion.[34]
Kramer thought the name "was super-cheesy; [I] can't remember what I felt was a
better alternative, probably something stupid about zombies – but the rest of the
marketing crew loved it and were ultimately able to convince Capcom Japan and
Mikami-san that the name fit."[34] The cover artwork for the American and European
release was done by artist Bill Sienkiewicz.[35]

The original PlayStation version of Resident Evil went through several considerable
changes between its original Japanese release and its international counterparts.
The North American and European versions of the intro were heavily cut from the one
featured in the Japanese releases. Shots of mangled corpses, a "Cerberus" zombie
dog being shot, and Joseph's death were edited out, as well as scenes featuring the
character Chris Redfield smoking a cigarette. Despite these tweaks, the game was
ultimately released on the PlayStation as one of the first games to receive the
Mature rating from the Entertainment Software Rating Board.[36]

In the game itself, the auto-aiming function was disabled and the numbers of ink
ribbons found by the player were reduced. Capcom also planned to eliminate the
interconnected nature of item boxes, meaning that items could only be retrieved
from the locations where they were originally stored. This change made it in
preview copies of the US version, but was removed from the retail release.[7] This
particular game mechanic would resurface in the GameCube remake as part of an
unlockable difficulty setting. Shinji Mikami noted that they made the American
version harder at the request of the American staff so that the game could be
rented and not be completed in a few days. Mikami said that this version proved
fairly difficult for Capcom staff, who had to play very carefully to complete it.
[37]
Release
Director's Cut

An updated version, Resident Evil: Director's Cut, was released for PlayStation in
September 1997, a year and a half after the original game. Director's Cut was
produced to compensate for the highly publicized delay of the sequel, Resident Evil
2, and was originally bundled with a playable pre-release demo of that game. The
Japanese version of the demo disc also included a pre-release demo of Rockman Neo,
later retitled Rockman DASH (Mega Man Legends outside Japan), and a trailer for the
newly released Breath of Fire III.

The main addition to Director's Cut is an "arranged" version of the game that
changes the location of nearly every vital item in the mansion, as well as the
enemy placement. The main characters, as well as Rebecca, are given a new wardrobe
and the player's handgun is replaced by an improved model where any shot fired has
a random chance of decapitating a zombie, killing it instantly. The original
version of the game is included as well,[38] along with a new "beginner" mode where
the enemies are easier to kill and the amount of ammunition that can be found by
the player is doubled. Additionally, the auto-aim function was restored in all
modes, though it is not noted in the in-game controls.

The North American and European releases of the Director's Cut were marketed as
featuring the original, uncensored footage from the Japanese releases.[39] However,
the full motion video (FMV) sequences were still censored, and Capcom claimed the
omission was the result of a localization mistake made by the developers. The
game's localization was handled by Capcom Japan instead of Capcom USA, and when
submitted to Sony Computer Entertainment America (SCEA), it was rejected because of
one line of copyright text. Rather than remove the individual line, Capcom Japan
decided to save time and simply swap in the cinematics from the U.S. release of the
original Resident Evil. SCEA then approved the game and manufactured a full
production run without Capcom USA having any idea that the uncensored scenes had
been cut.[40] Three days after the game's release, the uncensored intro was offered
as a free download from their website.[40][41] The French and German PAL versions
of Director's Cut do feature the uncensored intro FMV in color, though they lacked
the uncensored Kenneth death scene. Although the PC version of Resident Evil was
not billed as the director's cut version of the game, it is the only version of
Resident Evil that has all of the uncensored FMVs, which includes the uncensored
introduction, Kenneth's death scene in its entirety, and ending as well.

Director's Cut was included in the lineup for the PlayStation Classic, which was
released on December 3, 2018. It was made available on PlayStation 4 and
PlayStation 5 on June 13, 2022.[42]
Director's Cut Dual Shock Ver.

A third version for the PlayStation, Dual Shock Ver. (デュアルショック ver.), co-
produced by Keiji Inafune, was released in August 1998. It features support for the
DualShock controller's analog controls and vibration functions, as well as a new
symphonic soundtrack, replacing the original soundtrack by Makoto Tomozawa, Koichi
Hiroki, and Masami Ueda. The symphonic music was credited to composer Mamoru
Samuragochi,[43] although he admitted in 2014 that he directed his orchestrator
Takashi Niigaki to ghostwrite the new soundtrack.[44] The Japanese Dual Shock Ver.
came packaged with a bonus disc that contained downloadable save data, footage of
the unused Japanese dubbed versions of the live-action cutscenes, along with brief
gameplay footage of the canceled original version of Resident Evil 2.

The soundtrack was generally deemed inferior to the original, with the ambient
theme for the mansion's basement considered to be one of the worst video game
compositions of all time.[45][46][47]

In 1998, Capcom USA released the game for $19.99 under Greatest Hits.

In North America, Resident Evil: Director's Cut Dual Shock Ver. was later released
as a downloadable game available from the PlayStation Network,[48] although the
game is advertised with the original Director's Cut box art. In Japan and Europe,
the original Director's Cut was instead made available from the PlayStation
Network.
Sega Saturn

The Sega Saturn version added an unlockable battle mode in which the player must
traverse through a series of rooms from the main game and eliminate all enemies
within them with the weapons selected by the player.[41] It features two exclusive
enemies not in the main game: a zombie version of Wesker and a gold-colored Tyrant.
The player's performance in the battle mode is graded at the end.[49] The game's
backgrounds were touched up to include more detail in this version.[50] The
Japanese version is the most gore-laden of all the platforms; after decapitating a
crawling zombie with a kick, the head remains on the floor, and Plant 42 can cut
the character before the game over screen. The Saturn version also features
exclusive enemy monsters, such as a re-skinned breed of Hunters known as Ticks and
a second Tyrant prior to the game's final battle in Chris's game.[50] Exclusive
outfits for Jill and Chris were added as well.[50]
This version was published in Europe by Sega instead of Capcom's usual European
publisher, Virgin.[51]
Microsoft Windows

The Microsoft Windows version featured the uncensored footage from the Japanese
version, and the opening intro is in full color rather than black and white.
Support for 3D accelerator cards was added as well, allowing for much sharper
graphics. Two new unlockable weapons were added, a MAC-10 for Jill and an FN Minimi
for Chris. New unlockable outfits for Chris and Jill were added as well. It also
skips the door animations.
Game Boy Color version

A Game Boy Color version of the game, developed by the Software House HotGen, was
supposed to be released in late 1999 or early 2000, until Capcom decided to cancel
this project citing that the port was poor quality due to the Game Boy's limited
hardware.[52] This version contains every room, cutscene, and almost all the items
that were present in the original PlayStation version.[53]

In January 2012, an anonymous individual claimed to have an EPROM cartridge of the


GBC version and requested $2,000 before he was willing to leak the playable ROM.
[54] The goal was met in February and the ROM files containing an unfinished build
of the game were subsequently leaked.[55]
Deadly Silence

A Nintendo DS port, Resident Evil: Deadly Silence, was released in Japan as


Biohazard: Deadly Silence (バイオハザード デッドリーサイレンス, Baiohazādo Deddorī
Sairensu), and was made to commemorate the tenth anniversary of the series. Deadly
Silence includes a "Classic Mode", the original game with minimal enhancements and
touch-screen support, and a "Rebirth Mode", containing a greater number of enemies
and a series of new puzzles that make use of the platform's capabilities.

The game makes use of the dual screen display with the top screen used to display
the map, along with the player's remaining ammunition and health (determined by the
color of the background); while the bottom screen displays the main action, and can
be switched to show the player's inventory. The DS version also includes updated
play mechanics: the 180-degree turn introduced in Resident Evil 3: Nemesis, along
with the knife button and tactical reload from Resident Evil 4. The updated
controls are applicable to both Classic and Rebirth modes. Just like the PC
version, the door animations can be skipped as well as the cut scenes. The live-
action footage was still censored, even in the game's Japanese release; however,
the scene showing Kenneth's severed head was kept.

In "Rebirth", new puzzles are added that use the system's touch-screen. "Knife
Battle" sequences, viewed from a first-person perspective, are also added, in which
the player must fend off incoming enemies by swinging the knife via the stylus. One
particular puzzle requires the player to resuscitate an injured comrade by blowing
into the built-in microphone. The player can also shake off enemies by using the
touch screen, performing a melee attack.

The game also includes wireless LAN support for up to four players with two
different multiplayer game modes. The first is a cooperative mode in which each
player must help each other solve puzzles and escape the mansion together. The
other is a competitive mode in which the objective is to get the highest score out
of all the players by destroying the most monsters, with the tougher monsters being
worth more points. There are three playable multiplayer stages and nine playable
characters.
Reception
Reception
Aggregate scoresAggregator Score
DS PC PS Saturn
GameRankings 71%[90] 80%[91] 87%[92]
(Director's Cut) 76%[93] N/A
Metacritic 71/100[94] N/A 91/100[95] N/A
Review scoresPublication Score
DS PC PS Saturn
1Up.com B[56] N/A N/A N/A
AllGame N/A [57] [58] [59]
CVG N/A N/A [60] [61]
EGM N/A N/A 35.5/40[62]
(Director's Cut) 17.5/40[63] 32/40[64]
Famitsu 32/40[65] N/A 38/40[66] 32/40[67]
Game Informer N/A N/A 9.25/10[70] 9/10[71]
GameFan N/A N/A 294/300[68] 262/300[69]
GameRevolution N/A A−[72] A[73] N/A
GamesMaster N/A N/A N/A 92%[74]
GameSpot 7.9/10[75] 7.2/10[76] 8.2/10[77]
(Director's Cut) 6.9/10[78] 7.3/10[79]
GameSpy [80] N/A N/A N/A
Hyper N/A N/A 90%[81] N/A
IGN 7.0/10[82] N/A 8.7/10[83]
(Director's Cut) 8.9/10[84] N/A
Next Generation N/A N/A [88][89] N/A
Entertainment Weekly N/A N/A A[85] N/A
Maximum N/A N/A [86] N/A
Sega Saturn Magazine N/A N/A N/A 94%[87]
AwardsPublication Award
Electronic Gaming Monthly
(Readers' Picks) Game of the Year (Runner-Up),
PlayStation Game of the Year,
Adventure Game of the Year (Runner-Up)[96]
Electronic Gaming Monthly
(Editors' Choice) PlayStation Game of the Year (Runner-Up),
Adventure Game of the Year (Runner-Up)[97]
5th GameFan Megawards Game of the Year (Runner-Up)[98]
Electronic Gaming Monthly Game of the Month[62]
GameFan Game of the Month[68]
Sony Computer Entertainment
(Consumer's Choice) Best PlayStation Game Overall[99]

The original PlayStation version of Resident Evil was critically acclaimed,


receiving an aggregated rating of 91 out of 100 at Metacritic based on eight
reviews.[95] Among those who praised the game was GameSpot, describing it as "one
of those rare games that's almost as entertaining to watch as it is to play".[77]
Famitsu gave it ratings of 9, 10, 10 and 9 out of 10, adding up to 38 out of 40.
This made it one of their three highest-rated games of 1996, along with Super Mario
64 (which scored 39/40) and Tekken 2 (which scored 38/40). Resident Evil was also
one of only ten games to have received a Famitsu score of 38/40 or above up until
1996.[66] GamePro described the storyline and cinematics as "mostly laughable", but
felt the gameplay's "gripping pace" and the heavy challenge of both the combat and
the puzzles make the game effectively terrifying. They reassured readers that the
unusual control system becomes intuitive with practice and applauded the realism
instilled by the graphics and sound effects.[100] The four reviewers of Electronic
Gaming Monthly also commented on the realistic graphics and sounds, and
additionally praised the selection of two playable characters. Sushi-X remarked
that it, "at first glance, may appear to be a clone of Alone in the Dark, but in
reality, it is a totally new experience". Mark Lefebvre particularly remarked, "The
element that really grabs a player here is fear. After trading blows with the first
zombie, you'll quickly become hesitant to turn down any uncharted corridors in the
mansion."[62]

A reviewer for Next Generation said it "manages to be as genuinely scary as a good


horror film - no small achievement. There are a lot of things that work around
games being this frightening ... In this case, however, the fine character work,
creepy and well-executed sound effects, and just the right music in just the right
places all have a subtle, cumulative effect ..." While criticizing the "laughable"
dialogue and voice acting, he felt they were overridden by the game's positive
aspects. He pointed out that the lack of genuinely confounding puzzles allows the
game to move at a good pace, and the use of prerendered backgrounds allowed the
PlayStation to handle much more detailed characters.[89] Yasuhiro Hunter of Maximum
stated that "The game has the greatest atmosphere of any other game in existence
[sic] - naming a game that makes you jump as much as when encountering your first
pair of Cereberos in this title would be very difficult." He also praised the heavy
difficulty of the puzzles, the great care required in combat, the 3D graphics, and
the exceptionally high replay value.[86] Computer Gaming World gave a more mixed
review for the Windows version, explaining that they "tried to hate it with its
graphic violence, rampant sexism, poor voice acting and use of every horror cliché,
however...it's actually fun."[101]

The Saturn version was also very well-received. While most remarked that Capcom had
taken too long to bring Resident Evil to the console (the game had been out on the
PlayStation for well over a year, and hype had built up for Resident Evil 2, which
would be released in just a few months),[61][64][87][102] critics agreed that the
game was still as stunning as it had been on its initial release and had been
accurately recreated for the Saturn.[61][64][79][87][102] Computer and Video Games,
for example, commented that "With all the talk about the Saturn being inferior in
this department, the [graphics] quality cannot be surpassed. All of the rooms, the
enemies and the animation are almost identical."[61] GamePro, which gave it
identical scores to the PlayStation version (a 4.0 out of 5 for control, and a
perfect 5.0 for graphics, sound, and funfactor), summarized that "It would have
been nice to have it on the Saturn sooner, but this is as close to a sure thing as
you could ask for."[102] Sega Saturn Magazine said that "the intense feeling of
terror heightened by the chilling music and eerie silences ... sets Resident Evil
apart from any other adventure game you may care to mention."[87] Critics also
widely praised the Saturn-exclusive Battle Mode.[61][79][87][102]

The Director's Cut was positively received as well, with most critics regarding the
advanced mode and the bundled Resident Evil 2 demo as the highlights.[78][84][103]
However, all four reviewers for Electronic Gaming Monthly decried it, arguing that
a handful of changes and a demo disc were not enough to justify the price.[63]
Sales

Resident Evil was a best-seller in Japan,[104] North America,[105] and Europe,[106]


including the United Kingdom.[107] Shortly after release, it became the best-
selling PlayStation game ever at the time.[108][109] In Japan, the game sold 1.016
million units in 1996.[104] Overseas, it topped the US charts and entered at
number-two on the UK charts.[110] In the United States, the game sold over 1
million copies by early September 1996, becoming a system-seller for the
PlayStation and increasing its install base at the time.[111] In Europe, the game
shipped 230,000 units on its first day of release,[111] with 21,500 sold on its
first weekend in the United Kingdom where it was one of the fastest-selling CD
releases up until then.[112] The game went on to sell at least more than 300,000
units in Europe by December 1996.[106][113]

By December 1997, the game had sold about 4 million units worldwide and grossed
more than $200,000,000 (equivalent to $346,000,000 in 2021).[114] According to
Capcom's investor relations website, the original version of Resident Evil has sold
over 2.75 million copies, while the Director's Cut version (including the Dual
Shock edition) sold an additional 2.33 million copies. All PlayStation versions of
the game have sold a combined 5.08 million units worldwide.[115]
Accolades

Resident Evil was the first game to be dubbed a "survival horror", a term that it
coined for the genre.[116] It was ranked as the 91st top game of all time by Next
Generation in 1996, stating that it "successfully redefine[d] the genre which
started with Infogrames' Alone in the Dark."[105] In 1996, GamesMaster rated the
game 14th on their "Top 100 Games of All Time."[117] Game Informer referred to the
original Resident Evil as "one of the most important games of all-time" in 2007.
[118] In 2012, Time named it one of the 100 greatest video games of all time.[119]
That same year, the game ranked as one of G4tv's top video games of all time for
how it has "launched one of the most successful series in gaming history and
provided one of its most memorable scares."[120]

In 2004, readers of Retro Gamer voted Resident Evil as the 37th top retro game,
with the staff calling it "one of the finest horror-themed games ever" and adding
that "full of shocks, surprises and perfectly poor B movie dialogue, Resident Evil
is the gaming equivalent of Night of the Living Dead."[121] It entered the Guinness
World Records Gamer's Edition 2008 for the "Worst Game Dialogue Ever."[122] Stuff
ranked it as the 3rd best PlayStation game of all time.[123]
Sequels
Main articles: Resident Evil and List of Resident Evil media

The game's success resulted in a media franchise that has since branched out into
comic books, novels and novelizations, sound dramas, a non-canonical series of
live-action films and animated sequels to the games, and a variety of associated
merchandise, such as action figures.[124] The series has become Capcom's biggest
franchise. The events of the game were also retold in Resident Evil: The Umbrella
Chronicles, originally released for the Wii in 2007.
Novelization

Resident Evil: The Umbrella Conspiracy is a novelization of the game, was written
by S. D. Perry in 1998 as the first book in her series of Resident Evil novels. The
novel combines Jill's and Chris scenarios into one narrative and features all five
of the main characters (including Barry, Rebecca and Wesker).

The book also takes liberty with some of the original source materials; the most
notable difference being the inclusion of an original character named Trent, an
insider from the Umbrella Corporation who provides Jill with information about the
Spencer Mansion prior to the events of the mansion incident. Since the book was
written a few years before the Nintendo GameCube remake, the novelization lacks the
presence of Lisa Trevor in the mansion. However, the book does allude to the
original version of George Trevor's journal from The True Story Behind Bio Hazard,
as well as the short story it contained, "Bio Hazard: The Beginning", which
involved the disappearance of Chris Redfield's friend, Billy Rabbitson. Another
notable difference in the novels is moving the location of Raccoon City from the
Midwest to Pennsylvania, apparently about an hour's drive from New York. Overall,
despite having been written before the retcon introduced in the Resident Evil
remake and Resident Evil Zero, the book still maintains overall similarity to what
the story warped into in the early 2000s.
Remake
Main article: Resident Evil (2002 video game)

In 2002, Resident Evil was remade for the GameCube as part of an exclusivity
agreement between Capcom and Nintendo that spanned three new games. The remake
includes a variety of new gameplay elements, environments, and story details, as
well as improved visuals and sound.[125] The game was also later ported for the Wii
in 2008. A remastered version of the remake, featuring high definition graphics,
was released as a download for the PlayStation 3, PlayStation 4, Windows, Xbox 360,
Xbox One in 2015, with a limited edition PlayStation 3 version released at retail
in Japan.[126]
Cultural impact

GameSpot listed Resident Evil as one of the fifteen most influential video games of
all time. It is credited with defining and popularizing the survival horror genre
of games. It is also credited with taking video games in a cinematic direction with
its B-movie style cutscenes. Its live-action opening, however, was controversial;
it became one of the first action games to receive the "Mature 17+" (M) rating from
the Entertainment Software Rating Board (ESRB), despite the opening cutscene being
censored in North America.[36] Chicago Tribune said it "revolutionized" gaming in
1997.[127]

Resident Evil is credited with sparking a revival of the zombie genre in popular
culture since the late 1990s, leading to a renewed interest in zombie films during
the 2000s.[128][129] Resident Evil also played an important role in the zombie
genre's shift from supernatural themes to scientific themes, using science to
explain the origins of zombies.[130] In 2013, George Romero said it was the video
games Resident Evil and The House of the Dead "more than anything else" that
popularised zombies in early 21st-century popular culture.[131][132] In a 2015
interview with Huffington Post, screenwriter-director Alex Garland credited the
original Resident Evil video game as a primary influence on his script for the
horror film 28 Days Later (2002), and credited the first Resident Evil game for
revitalizing the zombie genre.[129] Shaun of the Dead (2004) star and co-writer
Simon Pegg also credits the original Resident Evil game with starting the zombie
revival in popular culture.[128] The Walking Dead comic book creator Robert Kirkman
cited Resident Evil as his favorite zombie game,[133] while The Walking Dead
television series director Greg Nicotero credited Resident Evil and The House of
the Dead with introducing the zombie genre "to a whole generation of younger people
who didn’t grow up watching Night of the Living Dead and Dawn of the Dead."[134]

After the original Resident Evil video game sparked a renewed interest in the
zombie genre, it was followed by zombie films such as 28 Days Later, Dawn of the
Dead (2004), Shaun of the Dead, 28 Weeks Later (2007), Zombieland (2009), Cockneys
vs Zombies (2012), and World War Z (2013), as well as zombie-themed graphic novels
and television shows such as The Walking Dead and The Returned,[128] and books such
as World War Z (2006), Pride and Prejudice and Zombies (2009) and Warm Bodies
(2010).[135] The Resident Evil film adaptations also went on to become the highest-
grossing film series based on video games, after they grossed more than $1 billion
worldwide.[136] The zombie revival trend was popular up until the mid-2010s,[128]
before zombie films declined in popularity by the late 2010s.[135]
Notes

Ported to Sega Saturn by Nextech[2]


Known in Japan as Bio Hazard (Japanese: バイオ ハザード, Hepburn: Baio Hazādo). The
original game spelled the title as two words, instead of the one-word convention
used from Biohazard 2 and onward.

Mikami refers to the film as Zombie. At the time, two films had been released
under that name: a 1978 film directed by George A. Romero, more famously titled
Dawn of the Dead, and a 1979 film directed by Lucio Fulci. A later feature in
GamePro, the magazine which interviewed Mikami, clarifies that he was referring to
Dawn of the Dead and not the Fulci film.

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video gamesVideo games about genetic engineeringVideo games about police
officersVideo games directed by Shinji MikamiVideo games set in 1998Video games set
in the United StatesVideo games with alternate endingsVideo games with alternative
versionsVideo games with pre-rendered 3D graphicsVirgin Interactive gamesWindows
gamesWorks set in country houses

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This page was last edited on 2 August 2022, at 17:59 (UTC).


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