GENRE : ACTION/ADVENTURE
DEVELOPER: CAPCOM
PUBLISHER: CAPCOM
NUMBER OF PLAYERS: 1


Review by J. M. Vargas
(Reader Review) 

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RESIDENT EVIL: DIRECTORS CUT

I was a happy gamer before March of 1996, when my 3DO was filling my gaming needs and distracting me from the flashy but unrewarding first-generation games on the then-new Saturn and PSX machines.  Then Capcom released "Resident Evil" to an unsuspecting gaming world, and about the same time Taito/Acclaim released "Bust-A-Move 2"; my defense mechanisms dropped, and I was over $300 poorer by the time I walked out of an Electronics Boutique with a copy from each of the above games, plus a brand-new PSX.

Now it's 1998, the "Resident Evil" phenomenon has spawned a successful sequel and related merchandise (t-shirts, toys, even a movie), and there's talk of Dual Shock-compatible versions of both "RE" and "RE2" hitting American shores in the Fall.  But Capcom managed to squeeze money out of their fans once before in late 1997, when they re-released a "Director's Cut" version of the original "RE" with a demo disc of the sequel.  I won't insult your intelligence by trying to describe the plots, characters and background behind what PSX gamers the world over named their #1 game of all time; they are now part of gaming folklore.  I would have loved to do an independent review of "RE2", but the 'Five Review' limit of psxnation got in the way of that one.  Grrrrrr!

GRAPHICS / VISUALS:  B+


The original "RE" took the blocky and jerky-looking elements of the "Alone in the Dark" series and injected them with plenty of atmosphere and a sense of impending doom and gloom around every corner.  As one of two elite members of a special police force, your on-screen alter ego (Chris Redfield and Jill 'master of unlocking' Valentine) will have to walk through dozens of rendered and static backgrounds, picking up items, moving statues, solving puzzles and slaughtering dozens of freaky mutations straight out of a Dario Argento or George Romero movie.  The game is fast-paced, features plenty of those bloody moments that make the lungs scream in anguish, has amateurish FMV openings that ARE NOT THE UNCENSORED GORY CINEMAS THE TITLE PROMISED, and packs a mean-looking set of shotguns, bazookas and other nifty weaponery.

Because it was the first game of its kind, many of the graphical shortcomings of "RE" were overlooked in the initial excitement over the game's release: the use of the door animations to effectively disguise loading sequences, those weird camera angles that sometimes don't give the player the best-possible view, the use of low-intensity hues and drab "brownish" colors (who decorated this Victorian mansion??!!), etc.  "RE2" increased the resolution of the rendered backgrounds to almost-photo realistic levels of resolution, and gave the new quest a bigger and better-looking playground for bodies to pile upon.  "RE" may be aging badly when compared to its sequel and the flashier new offerings on the PSX, but as a graphical milestone of late first-generation/early second-generation PSX software, it still holds its own for an infrequent trip back to the woods of Racoon City.  The new camera angles, FMV (still butchered!) and little plot twists here and there of the "Director's Cut" aren't different enough to justify a new purchase; graphically it hasn't changed an iota, resolution-wise, from the original.

MUSIC / SOUND EFFECTS:  C+


A movie-quality musical score that would make any Italian horror movie director proud, with a perpetually somber feeling of dreadfulness that is only interrupted by the piercing audio clues of approaching snakes or zombies.  The sound effects are equally well-done and atmospheric (your footsteps sound different depending on the surface you're running on top of), giving the player the sense of being trapped in a house where evil is all around you: the sounds of your weapons hitting flesh and the now-classic dog jumping through a window are my favorites, and the weird buzz that the giant spiders make as their huge legs touch the wooden floor and go toward you still gives me the creeps.  And that big plant that must have its roots burned in order to make its defeat easier; have you ever heard a more discomforting and unpleasant BGM in your life? Ugh!

Capcom thought of almost everything in the sound department, and this game was headed toward a nice 'A' rating when Wesker, Barry and Co. started spewing some of the worst-written, vomit-inducing, least-involving, uninspired and unfunny dialogue ever put together for a videogame, EVER!  It isn't even tongue-in-cheek or 'MST3K'-type funny, just a sad waste of dialogue and CD space that could have added atmosphere and tension to an already strong package; shame on Capcom for almost screwing up the entire game with their idiotic dialogue (it really is that bad folks, admit it!).  "RE2" improved dramatically on the voices, which fetured less cheese and more melodrama range than the first "RE"; the audio cues could still use some refinements, but the music/voices/sound effects on "RE2" come close to duplicating the tension and involvement of a real horror movie.  "RE" set the pace and tone of the series though, and voiceovers aside that insures respect.

GAMEPLAY / FUN FACTOR:  B


Like the graphics, the initial shock of playing "RE" camouflaged a few of the game's questionable shortcomings.  The idiotic run back-and-forth to the chests that keep the items you find stored is a clumsy attempt, because you can only carry a handful at a time, to artificially extend the length of the game by forcing the player to make ammunition runs and other stuff.  And why would you save your progress by getting ribbons and typing on a typewriter to mark your progress?  Rather than abandon this flawed approach, "RE2" kept the tradition and brought back both the 'magical chest' and the 'saving typewriters', which will apparently be a trademark of the series when it continues on "RE3" (PSX) and "RE4" (Dreamcast??!!).  "RE" is worth playing every once in a while, the same way you wanna watch a good flick weeks or months after you saw it last to make it seem fresh again; replay value for action games like "RE" cannot be compared with the replay value of a "Tetris", "Death Tank Zwei", "Mario Kart 64" or "Tekken 3".

The new "Director's Cut" of "RE" features, besides the Standard Mode that is the same game released in the States in 1996, two new PSX-exclusive modes: a Training mode (ridiculously easy, with plenty of ammo and easier enemies) and an Advanced mode (less ammo, harder and deadlier enemies, bloodier and more violent death sequences, and puzzles rearranged in different locations).  Control of the characters hasn't changed (a little stiff and hard when you need to turn-around quickly), and neither has the horrible manual of the game, which seems more concerned with plugging Capcom strategy guides and t-shirts than in providing any useful information about the game (what little useful data the manual provides is crammed in ugly B/W pictures and unattractive text).  You should also know that there are two versions of "RE:DC": one with the "RE2" demo disc comes packed in a jewel CD double-case, and a version without the demo disc that comes in a single-case; they are both approx. $35, but if you already have "RE2" the single-case game should be the one to check.

OVERALL:  B


When technology finally allows it, future installments of the "Resident Evil" franchise (which to Capcom is now as valuable as their legendary "MegaMan" and "Street Fighter" franchises) should attempt to abandon the restrictive nature of the rendered-background routine of the first two games; it was fresh and original when it came out a couple of years ago, but the slew of crappy ripoffs ("Nightmare Creatures", "OverBlood", "Perfect Weapon", etc.) indicates that the franchise needs to start rendering its backgrounds on the fly if it wants to attract more gamers to the "RE" tent (everyone who ever wanted a "RE" game already has bought one, how else will Capcom attract more consumers?). 

But don't count of the Capcom folks messing up with the winning formula of their premiere 3D franchise anytime soon; after all, these are the same folks that took more than six years to release a "Street Fighter III" follow-up to the first "Street Fighter II" game.  If you don't have to start playing the original "RE" with the minor bells and whistles of the "Director's Cut" mentioned above, I'd suggest holding your $35 and waiting for the Dual Shock-compatible versions of "RE" and "RE2" to be released in the Fall.  The only thing more enjoyable than being the 'master of unlocking' decapitating a zombie with a shotgun, is to feel that zombie's brain splattering all over your pretty little beret.  God, I hope they reunite the casts of both "RE" and "RE2" for "RE3"; it would be sweet to see Claire Redfield guiding her brother Chris with a banana throughout the entire game :-O  .