# *[[Resident Evil Zero]]* Notes
No better way to head back to the Spencer Mansion than by making a prequel! Using the remade assets from the GameCube remake of *[[Resident Evil (Remake)]]*, Capcom made an ambitious dual protagonist game, well before the likes of *[[Resident Evil 5]]*. Featuring a swapping mechanic, this game takes puzzles and survival to unexplored places within the franchise.
> [!warning]
> Spoilers below!
![[Resident Evil 0 Notes.pdf]]
### Stats
- Started playing on 11/29/22
- Beat on 12/14/22
- Time: 09:27:26
### Legacy
- Neat concept of fusing the two protagonists in one campaign. Offers unique puzzle opportunities, but could use modern conveniences in easing repetition, item management, and number of button presses. Not really horror-ish, but certainly survival. The plot is a fine backstory, but doesn’t necessarily flesh out Umbrella—which is fine for keeping the company veiled in mystery and corruption.
### Overall
- Allllll aboard!!!
- An “on rails” experience like RE3 😬
### World
- Loooove the train. Distinct, each car has a great design. Easy to remember. Linearity creates restriction, arguably simplicity, but keeps you focused.
- Hope we stay on train whole time
- RIP the dream
- No map key or legend
- Found in Player Manual
- Association with RE1
### Story
- Investigating something?? Then we crash. Then Rebecca finds a train. Okay. Wesker is there too.
- In an Umbrella research facility
- Billy’s story is some MGS level murder African villagers and children stuff
- Marcus being this obsessive scientist alone that seem to be rivaling Umbrella man.
- And Marcus is the leech boi
### Graphics
- [[Resident Evil (Remake)|RERE]] GameCube era
- CG cutscenes are better looking
- Fire has a warm glow. Being ground up designed with RE1 structure helps
### Music
- Save theme tweaked
- Brake sequence chase
- The music when the bad guy pops out of the fridge
### Gameplay
- Switch feels clunky, but I enjoy the act of switching for puzzles.
- There’s multiple buttons for stay/come
- I enjoy the leaving items staying put. Replaces the box mechanic. Feels more real.
- This mechanic helps remember the layout of the locations so much. You start tying rooms to items you drop, thus increasing association and memorization.
- BUT, it increases back tracking for hoarders like myself
- Not a fan of all the animal enemy types.
- Monkeys, spiders, crickets, centipede, scorpion
- Screw the monkeys
- Nice they are narratively explained as test subjects though.
- Some item pick up wonkiness
- I have a sort of soft lock going on with the cable car. Rebecca is at one hit. Leech man is fast and has long reach. Restart?
- Strip away swap mechanic after Billy falls with big ape