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Cover art of Resident Evil

3.9 / 5

417 votes

Platform
PlayStation
Genres
Adventure
Player Perspective
Third person
Developers
Capcom Planning Room 2
Publishers
Virgin Interactive Entertainment · Capcom · GOG.com
Release date
March 22, 1996

Summary

Resident Evil still feels like a haunted house you can’t quit, especially now that the GOG release lets me wander its mansion on a modern PC without sacrificing any of the original’s blood‑soaked charm. The game runs in a refreshed DirectX renderer, offers windowed mode, vertical sync, integer scaling and a suite of anti‑aliasing options that keep the texture maps and lighting looking surprisingly crisp. It even recognizes every major controller—from DualSense to Xbox Series—so I can still yank the trigger on a Beretta without fumbling for a keyboard. And because the version is completely uncut, the gore is even more graphic than the PlayStation original, which only adds to the dread.

You pick either Chris Redfield, the tank‑like marksman with extra health, or Jill Valentine, whose larger inventory and lock‑pick let her solve puzzles a bit faster. The world is built from polygonal characters over pre‑rendered 2‑D backdrops, and the camera jumps to fixed angles that force you to plan each move with the classic tank controls. Every room hides a limited number of slots—six for Chris, eight for Jill—so you’re constantly juggling herbs, ammo and key items in cramped item boxes. Heavy weapons feel weighty, but ammunition is scarce, turning each encounter with zombies or the occasional grotesque mutant into a tense gamble. The health meter is an electrocardiogram, and a well‑timed herb combo can be the difference between a quick death and a narrow escape.

Beyond its scares, Resident Evil earned the title of the game that coined the phrase “survival horror,” shaping an entire genre that still thrives today. Its blend of exploration, puzzle‑solving and resource management set a template that countless titles have tried to copy. Even after three decades, the mansion’s oppressive corridors and ever‑changing camera angles remain a benchmark for atmospheric game design.

Storyline

On July 24, 1998 a string of bizarre murders erupts on the outskirts of Raccoon City. The Raccoon City Police Department’s elite S.T.A.R.S. unit sends Bravo Team into the Arklay forest, but contact is lost and their helicopter is found crashed. Alpha Team – Chris Redfield, Jill Valentine, Barry Burton, Albert Wesker, Joseph Frost and Brad Vickers – arrives, is ambushed by a pack of ravenous Dobermanns, and watches a teammate die before Brad flees in the helicopter.

The remaining members scramble for shelter in a nearby abandoned mansion, which quickly reveals itself as a hidden Umbrella research facility. Inside, they confront zombies, mutant creatures such as a giant snake named Yawn, infected crows, and the prototype Tyrant B.O.W. Wesker is uncovered as Umbrella’s mole, and the team must survive the on‑slaught while uncovering the truth behind the t‑Virus outbreak.

Eventually the survivors trigger the mansion’s self‑destruct, escape to a helipad, and signal Brad’s returning helicopter. The ending varies depending on who is rescued, but canonically Chris, Jill, Barry and Rebecca make it out as Resident Evil’s iconic PS1 horror concludes.

Edited by Maya Carter

Game Videos

Game Screenshots

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Game Artworks

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Multiplayer

Game modes
Single

Alternative Titles

  • RE Short
  • Director's Cut Short
  • RE: Biohazard Alternative
  • Resident Evil Archives: Resident Evil Alternative
  • Resident Evil: Director's Cut Alternative