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‘Resident Evil 0’ HD Review: Creepy Crawlies

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In addition to it’s being one of the more overlooked games in the main series, Resident Evil 0 serves as a good starting point for determining when the series first started developing an interest in leeches. Giving mucous vampire snakes such a prominent role in the game might’ve felt gimmicky — as they did in Resident Evil 5 — had Capcom not been so inventive in their use.

Like any prequel story, anyone who’s familiar with the series will know how it ends, and in this case, the GameCube remake had reminded everyone of that ending when it came out earlier that year. A successful prequel answers questions, fixes problems and puts its own twist on what we loved before. Resident Evil 0 achieved this in a few ways, but it’s most evident in its cast of monsters.

The creepy crawly theme made the enemies seem new enough to be unpredictable and frightening without straying too far from what was established in the game it’s set mere hours before.

With officer Rebecca Chambers as one of the two leads, we finally learned what happened to the members of the S.T.A.R.S. Bravo team that weren’t found dead in the Spencer estate. Pairing Chambers with the former soldier-turned-prison convict and possible serial murderer Billy Coen made for one of the more memorable partnerships in the series.

The “partner zapping” mechanic took that dynamic a step further by giving players the ability to switch between Chambers and Coen so they could experiment with the subtle differences in each play style. Chambers, for example, is a medic so she has a kit to combine herbs in, but her health is low compared to Coen, whose man strength allows him to move heavy objects.

It’s strange how much this has in common with Resident Evil 5, seeing as they’re separated by a an entire series’ worth of games. Leech monsters, a misfit pair of characters who can be played simultaneously and a male co-lead who enjoys pushing heavy objects.

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Both games are even known for what they changed about the inventory, albeit with varying levels of criticism. Resident Evil 5 was lambasted for throwing out the endlessly satisfying grid inventory that was such a delight in the series reboot, even though it wouldn’t have worked in a multiplayer game.

Resident Evil 0 got rid of another series staple when it rendered the static storage boxes obsolete by saving the location of dropped items so they could be picked up hours later. This added a layer of strategy that would not have been available before.

No significant alterations were made to the core gameplay with this remaster, which is only slightly more ambitious than the HD remake we got last year.

The presentation benefits greatly from the added support for 5.1 surround sound, higher resolution textures, and a full 1080p 16:9 widescreen viewing mode that can be reverted to the original 4:3 ratio, should you feel so inclined. I enjoyed the tweaked control scheme, but if it’s not your cup ‘o tea, it can be swapped out for the original controls.

An all-new Wesker Mode puts an exciting and occasionally silly twist on New Game Plus by replacing Billy Coen with the super-powered Albert Wesker from Resident Evil 5, before that hilariously awful volcano bit. Playing through the campaign again as Wesker is kind of a big deal for a series that’s spent a long damn time teasing us with the idea. He’s joined by an evil alternate reality version of Rebecca who plays the same as she did before for some reason.

If you were impressed by last year’s remaster of the Resident Evil remake, this is more of that. It took considerable experimentation — mostly with Resident Evil 4 — for Capcom to find their groove, and since they found it we’ve gotten two of the best remasters in quite some time.

The Final Word: This is another terrific remaster from Capcom that’s easy to recommend if you never played the original, or if you’re merely itching for more classic Resident Evil.

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Gamer, writer, terrible dancer, longtime toast enthusiast. Legend has it Adam was born with a controller in one hand and the Kraken's left eye in the other. Legends are often wrong.

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George A. Romero Foundation Founder Suzanne Desrocher-Romero Has Passed Away

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Suzanne Desroches-Romero and George A. Romero

All of us here at Bloody Disgusting are deeply saddened to learn that George A. Romero Foundation Founder and President Suzanne Desrocher-Romero has passed away.

GARF shared in a statement on socials, “It is with a heavy heart that we announce the passing of Suzanne Desrocher Romero. Suzanne passed away of natural causes on June 24 at her home in Toronto after a prolonged illness.”

The statement continues, “Suzanne was the fierce leader of the George A. Romero Estate and The George A. Romero Foundation. She worked tirelessly to preserve George’s legacy. Her work at the foundation will continue to inspire and live on for generations to come. The family asks for privacy at this time.”

Desrocher-Romero founded GARF in 2018, after her late husband’s passing in 2017, and has been a fierce advocate for his legacy and the arts. It was her mission to “strengthen horror as a serious field of global study,” and she was a tremendous fighter on behalf of Romero’s works and supporting new filmmakers inspired by his legacy.

It was Desrocher-Romero who spearheaded the recovery and restoration of The Amusement Park, and, as the person in charge of the George A. Romero estate, worked closely with author Daniel Kraus on completing unfinished novels like Pay the Piper and The Living Dead. She most recently celebrated the restoration of her favorite of Romero’s zombie films, Day of the Dead, and was hard at work producing the upcoming film Twilight of the Dead.

That passionate advocacy led to Suzanne Desrocher-Romero becoming family to Bloody Disgusting as well.

2023 marked the start of an ongoing partnership between Bloody FM and GARF on The Dead, a scripted audio series spanning multiple seasons that saw Desrocher-Romero working closely with the Bloody FM team and mentoring the series’s contributing writers with GARF. To say her loss will be felt internally is an understatement. 

“Anytime George Romero is mentioned is good, because what we are doing is to provide a healthy legacy. We’re uplifting his legacy, we’re supporting the archive, and we’re also supporting the Horror Study Center. So, all of these three things are what the Foundation is striving to do. As far as I’m concerned, the more we say George Romero’s name, the better it is,” Desrocher-Romero recently told BD. 

It’s the perfect encapsulation of her unwavering enthusiasm for supporting Romero’s legacy and the horror genre, and just a glimpse at how much she contributed to preserving it. She is, in short, an inspiration.

We send our deepest condolences to Suzanne Desrocher-Romero’s family, friends, and GARF.

 

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