# *Resident Evil* (Remake) Notes
A ground up remake of the first *Resident Evil* title that was exclusive to the GameCube (for a spell). It look impossibly good by using pre-rendered backgrounds and the graphics power of the GameCube. A shining example of how to do a remake.
> [!warning]
> Spoilers below!
![[Resident Evil Remake Notes.pdf]]
### Stats
- Started playing on 7/24/22
- Beat on 8/24/22
- Time to beat (Jill) - 11:03:44
### Legacy
### Overall
- Feels a bit long in the tooth. How does a subsequent play feel?
- I honestly don’t want to play a second time. I will, but should chronicle that feeling
### World
- The design and vibe is undeniable. Moody, tense, looming
- It’s such a gripping environment. “Just one more room” said with slight tightness in the chest, nerves on alert.
- Lacks diverse, unique, memorable design inside mansion. Unnecessarily challenging recall.
- The tunnels feel unnecessary. Why not make those plot points in the mansion or the courtyard?
### Story
- Okay. Intro obviously animated now, but is VO the OG?
- Delivery sounds it
- The Jill Sandwich line was changed!!!
- Plot is that *chef kiss* B level horror. Endearing.
- Love when a character can die right at the end because of janky camera and aiming. Just greeeeeaaaaaat
### Graphics
- Intro cutscene does not feature old Jill
- The fixed angles (opening 30 min) are impressive. Stylizing the “perfect” shot. Genuinely sweet horror angles, lighting, etc. Power of the GameCube baby!
### Music
- It’s low, haunted sound design more than a soundtrack
- The theme of a save room offers relief. Fear is alleviated. But tension lingers with the knowledge of limited saves and the indisputable fact you have to go back outside and face the danger.
### Gameplay
- And killed by a puzzle in the opening 30. I didn’t save, so fresh from the get go. Limited saves are a cruel mistress.
- Died again!!
- Finally making progress. Actually saved twice. The rush low level zombies give is exciting.
- I enjoy the dependency on puzzles more than waves of monsters.
- Aiming is sorta MGS in a way. Not top down, but locked in place. No assist seemingly.
- Note: there is assist
- Curious how bosses will feel to fight. I fear they are frustrating
- Exploratory. Little to no overt guidance.
- Wish the map indicated what locks are on the doors. A bit too blind, especially after trying the door once
- Can be scary moments. I reloaded a save to do a shorter route and save items/ammo that I wasted relearning the game. The alt route took me to a big ol’ wave of zombies crashing through windows. Difficulty is ramping. I’m worried about late game challenges.
- If you DON’T learn how to and then do burn corpses, they come back so much faster and stronger. It makes it rather difficult, borderline unenjoyable challenge. How do you overcome this?
- A guide helps in a tremendous way.
# Resident Evil by Phillip J. Reed Notes
Just notes, quotes, and musings on [this book](https://bossfightbooks.com/products/resident-evil-by-philip-j-reed).
The use of newspapers and news footage made the intro cinematic feel more feel. Reminds me of TLOU.
### I’ll Take your Soul
“When Sony announced the technical features and the number of 3D elements that could be displayed on the screen, we were skeptical,” Mikami said. “That’s when I played Alone in the Dark, which consisted of fixed sets. It was very interesting because it felt more expressive. The next step was to adapt Resident Evil to this model.”
Interesting to know the depth of inspiration/copying
First chapter really just explores and proves how RE took from Alone in the Dark. Sources, but no interview.
### Splatter University
Explores intro and tutorial
### Smile Before Death
### Them!
The idea of finding these actors is great and valuable. I wonder if this is in both the PS1 version and the remake I will be playing