Resident Evil

Description

Resident Evil, released in 1996, is a groundbreaking survival horror game where players take on the roles of S.T.A.R.S members Jill Valentine or Chris Redfield. The game begins with an investigation into a series of murders near Raccoon City, leading the team to a mansion infested with undead creatures and other horrors. Players must navigate the mansion, solve puzzles, and fight off monsters while unraveling the mystery behind the eerie events. The game is known for its cinematic camera angles, puzzle elements, and intense survival horror gameplay.

Gameplay Videos

Where to Buy Resident Evil

PC

Resident Evil Cracks & Fixes

Resident Evil Patches & Updates

Resident Evil Mods

Resident Evil Guides & Walkthroughs

Resident Evil Reviews & Reception

metacritic.com (100/100): This is exactly the kind of revolutionary title that we applaud.

metacritic.com (100/100): Resident Evil stands tall as a topnotch second-generation PlayStation game.

metacritic.com (100/100): excellent jeu en tout point graphiquement et techniquement impeccable gamplay plaisant.

metacritic.com (100/100): *Resident Evil* no solo creó un género, sino que estableció un estándar para los juegos de terror y supervivencia.

metacritic.com (91/100): Stunning graphics. Amazing sounds. Gripping storyline. Frightening enemies. Challenging gameplay.

imdb.com (100/100): No game is so scary, has so beautiful graphics and is so original as this one.

imdb.com (100/100): All these changes have been made to make the game as different from the original as possible, and it is a huge success.

imdb.com (90/100): Resident Evil is simply this great.

ign.com (87/100): From start to finish, Resident Evil is simply an amazing game.

gamespot.com (82/100): Resident Evil – a super-slick, realistically mapped, and ultra-violent Alone in the Dark – is at the top of the heap in cinematic 3-D adventure games.

Resident Evil Cheats & Codes

PlayStation (PSX) – Japanese Version

At the title screen, press the following button sequence.

Code Effect
R1, L2, R2, L1, X, Triangle, X, Square Enables difficulty change during gameplay (hold R1 + R2 + L1 + L2 and press Select to change difficulty)

PlayStation (PSX) – GameShark Codes

Enter these codes using a GameShark device or emulator.

Code Effect
D00CF844 ???? Joker Command
800C51AC 0060
800C867E 0060
Infinite Health
800C867C 0000 Overall Game Time at End of Game is 00’00’00
800C86B4 BFDF
800C86B6 CF7E
Most Doors Open
800C8668 0000 Play as Chris with Jill’s Voice & Storyline
800C8668 0001 Play as Jill with Chris’s Voice & Storyline
D00C8784 0001
800C8784 FF0A
Turn Knife into Rocket Launcher
D00CF844 0044
800C8456 0002
800343F2 2400
8003446E 2400
Press L1 + X to Save Anywhere
800C8784 ???? Infinite Item in 1st Position
800C8786 ???? Infinite Item in 2nd Position
800C8788 ???? Infinite Item in 3rd Position
800C878A ???? Infinite Item in 4th Position
800C878C ???? Infinite Item in 5th Position
800C878E ???? Infinite Item in 6th Position
800C8724 ???? Infinite Item in 1st Chest Position
800C8726 ???? Infinite Item in 2nd Chest Position
800C8728 ???? Infinite Item in 3rd Chest Position
800C872A ???? Infinite Item in 4th Chest Position
800C872C ???? Infinite Item in 5th Chest Position
800C872E ???? Infinite Item in 6th Chest Position
800C8730 ???? Infinite Item in 7th Chest Position
800C8732 ???? Infinite Item in 8th Chest Position
800C8734 ???? Infinite Item in 9th Chest Position
800C8736 ???? Infinite Item in 10th Chest Position
800C8738 ???? Infinite Item in 11th Chest Position
800C873A ???? Infinite Item in 12th Chest Position
800C873C ???? Infinite Item in 13th Chest Position
800C873E ???? Infinite Item in 14th Chest Position
800C8740 ???? Infinite Item in 15th Chest Position
800C8742 ???? Infinite Item in 16th Chest Position
800C8744 ???? Infinite Item in 17th Chest Position
800C8746 ???? Infinite Item in 18th Chest Position
800C8748 ???? Infinite Item in 19th Chest Position
800C874A ???? Infinite Item in 20th Chest Position
800C874C ???? Infinite Item in 21st Chest Position
800C874E ???? Infinite Item in 22nd Chest Position
800C8750 ???? Infinite Item in 23rd Chest Position
800C8752 ???? Infinite Item in 24th Chest Position
800C8754 ???? Infinite Item in 25th Chest Position
800C8756 ???? Infinite Item in 26th Chest Position

PlayStation (PSX) – North America

Enter these codes using a GameShark device or emulator.

Code Effect
E00CF848 0023
300C8457 0003
Access the container (L2+R2+Circle)
D00537FA 3042
300537E2 0005
D00537FA 3042
300537E6 0085
D00537FA 3042
3002D0A8 0008
D00537FA 3042
3002D50C 0008
8-slot inventory (Chris Redfield)

PlayStation (PSX) – Europe

Enter these codes using a GameShark device or emulator.

Code Effect
300C51AC 004C Infinite Health
800C8788 042F Infinite Ink-Ribbons
D00C8784 0001
800C8784 630A
Rocket launcher when you start

PlayStation (PSX) – Australia

Enter these codes using a GameShark device or emulator.

Code Effect
300C51AC 004C Infinite Health
800C8788 042F Infinite Ink-Ribbons
D00C8784 0001
800C8784 630A
Rocket launcher when you start

PlayStation (PSX) – NTSC-U

Enter these codes using a GameShark device or emulator.

Code Effect
300C51AC 008C Unlimited Health
800C867C 0000 00:00:00 Game Time At End
800C51AC 0060
800C867E 0060
Unlimited Health
D00418F8 FFFF
800418F8 0000
Unlimited Ammo (Except for Flame Thrower)
800B8BC6 0301
800B8BC8 FF00
800B8BCC 00FF
800C51AC 0060
Unlimited Health
800C8724 FF3D
800C8726 FF41
800C8728 FF06
800C872A FF07
800C872C FF08
800C872E FF09
800C8730 FF3E
800C8732 FF13
800C8734 FF14
800C8736 FF15
800C8738 FF16
800C873A FF17
800C873C FF18
800C873E FF19
800C8740 FF1A
800C8742 FF1B
800C8744 FF1C
800C8746 FF1D
800C8748 FF1E
800C874A FF1F
800C874C FF20
800C874E FF21
800C8750 FF22
800C8752 FF23
800C8754 FF24
800C8756 FF25
800C8758 FF26
800C875A FF27
800C875C FF28
800C875E FF29
800C8760 FF2A
800C8762 FF2B
800C8764 FF2C
800C8766 FF2D
800C8768 FF2E
800C876A FF2F
800C876C FF30
800C876E FF31
800C8770 FF33
800C8772 FF34
800C8774 FF35
800C8776 FF36
800C8778 FF37
800C877A FF38
800C877C FF39
800C877E FF3A
800C8780 FF3B
800C8782 FF3C
Chest Stocked With All Items
800C86B4 BFDF
800C86B6 CF7E
Open Most Doors
D00CF844 0044
800C8456 0002
800343F2 2400
8003446E 2400
Save Game Anywhere (Press L1 & X)

PC

Edit the savedat1.dat file in the saves directory.

Code Effect
00FF Nothing
01FF Combat Knife
02FF Beretta w/127
03FF Shotgun w/127
04FF DumDum Colt
05FF Colt Python
06FF FlameThrower
07FF Bazooka w/127 Acid
08FF Bazooka w/127 Explosive
09FF Bazooka w/127 Flame
0AFF Rocket Launcher
0BFF Clip w/255
0CFF Shells w/255
0DFF DumDum Rounds
0EFF Magnum Rounds
0FFF FlameThrower Fuel w/255
10FF Explosive Rounds w/255
11FF Acid Rounds w/255
12FF Flame Rounds w/255
13FF Empty Bottle
14FF Water
15FF Umb No. 2
16FF Umb No. 4
17FF Umb No. 7
18FF Umb No. 13
19FF Yellow 6
1AFF NP-003
1BFF V-Jolt
1CFF Broken Shotgun
1DFF Square Crank
1EFF Hex Crank
1FFF Wood Emblem
20FF Gold Emblem
21FF Blue Jewel
22FF Red Jewel
23FF Music Notes
24FF Wolf Medal
25FF Eagle Medal
26FF Chemical
27FF Battery
28FF MO Disk
29FF Wind Crest
2AFF Flare
2BFF Slides
2CFF Moon Crest
2DFF Star Crest
2EFF Sun Crest
2FFF Ink Ribbon w/255
30FF Lighter
31FF Lock Pick
32FF Nameless (Can of Oil)
33FF Sword Key
34FF Armor Key
35FF Sheild Key
36FF Helmet Key
37FF Lab Key (1)
38FF Special Key
39FF Dorm Key (002)
3AFF Dorm Key (003)
3BFF C. Room Key
3CFF Lab Key (2)
3DFF Small Key
3EFF Red Book
3FFF Doom Book (2)
40FF Doom Book (1)
41FF F-Aid Spray
42FF Serum
43FF Red Herb
44FF Green Herb
45FF Blue Herb
46FF Mixed (Red+Green)
47FF Mixed (2 Green)
38FF Mixed (Blue + Green)
49FF Mixed (All)
4AFF Mixed (Silver Color)
4BFF Mixed (Bright Blue-Green)
6FFF Uzi w/ Infinity
70FF Mini Mi w/ Infinity

Resident Evil: The Definitive Review – Birth of a Genre, Legacy of Terror

Introduction

In the summer of 1996, Capcom unleashed Resident Evil upon an unsuspecting world—a game that would redefine horror in interactive media and spawn a franchise generating billions. What began as a cult-classic homage to George A. Romero’s zombie films and Alone in the Dark’s atmospheric dread became a cultural phenomenon. This review examines how Resident Evil overcame technical limitations, rewrote the rules of survival horror, and solidified its place as one of gaming’s most pivotal artifacts.


Development History & Context

Studio Vision & Technological Constraints

Directed by Shinji Mikami and produced by Tokuro Fujiwara, Resident Evil emerged from Capcom’s desire to innovate in 3D horror storytelling. Originally conceived as a Super Nintendo successor to Fujiwara’s 1989 horror RPG Sweet Home, it shifted focus to the PlayStation to capitalize on CD-ROM storage and 3D rendering. The PlayStation’s hardware, however, posed challenges:

  • Fixed Camera Angles & Pre-Rendered Backgrounds: Unable to render full 3D environments fluently, Capcom embraced pre-rendered backdrops inspired by The Shining’s Overlook Hotel, enhancing immersion while conserving processing power.
  • Tank Controls: Designed to compensate for cinematic camera shifts, these polarizing controls forced players into deliberate, panic-inducing movement.

Gaming Landscape in 1996

The mid-90s were dominated by action-platformers (Crash Bandicoot) and arcade fighters (Tekken 2). Horror games like Alone in the Dark laid groundwork but lacked mainstream appeal. Resident Evil’s gamble on adult themes—gore, psychological tension, and B-movie camp—defied Nintendo and Sega’s family-friendly censorship norms. Released in a post-Mortal Kombat era, it exploited the PlayStation’s lack of content restrictions to carve a niche for Mature-rated experiences.


Narrative & Thematic Deep Dive

Plot & Character Archetypes

Set in July 1998, S.T.A.R.S. Alpha Team investigates cannibalistic murders in Raccoon City’s Arklay Mountains before taking refuge in the Spencer Mansion—a facade for Umbrella Corporation’s t-Virus lab. Players choose between Jill Valentine (the “Master of Unlocking”) or Chris Redfield (the brawler), unraveling clues via journals, mutated horrors, and corporate betrayal.

  • Themes of Hubris & Isolation: Umbrella’s reckless bioweapon research mirrors Frankenstein’s folly, while the mansion’s claustrophobic design embodies existential dread.
  • B-Movie Storytelling: Notorious for stilted dialogue (“You were almost a Jill sandwich!”), the live-action FMVs—filmed with American actors in Japan—oscillate between unintentional comedy and eerie charm.

Symbolism & Legacy Narrative Devices

  • Environmental Storytelling: Bloodstained diaries, suicide notes, and mutilated corpses hint at the mansion’s downfall without exposition.
  • Multiple Endings: Player choices (saving allies, resource management) enforce replayability—a rarity in 1996.

Gameplay Mechanics & Systems

Core Gameplay Loops

Survival hinged on four pillars:

  1. Resource Scarcity: Ammo and healing herbs were finite, forcing strategic retreats.
  2. Inventory Tetris: Jill’s 8 slots vs. Chris’ 6 prioritized key items over firepower, creating tense trade-offs.
  3. Puzzle-Driven Progression: Moonlight Sonata piano codes, crest collections, and V-JOLT chemical mixing rewarded exploration.
  4. Save System: Ink ribbon-limited saves at typewriters amplified risk/reward tension.

Combat & Controls

  • Tank Controls: Movement relative to character orientation, not the camera—a divisive choice that weaponized disorientation against players.
  • Auto-Aim: A necessary crutch for fixed-angle encounters, patched in via Director’s Cut.
  • Boss Design: Landmark fights against Yawn (giant snake) and Tyrant (final super-soldier) emphasized vulnerability over power fantasy.

Innovation vs. Flaws

  • Innovation: The “door loading” screen masked load times while heightening anticipation.
  • Flaws: Clunky melee combat, voice acting, and censored FMVs (in Western releases) drew criticism. The Saturn port’s Battle Mode (1997) added replayability but couldn’t salvage stiff animations.

World-Building, Art & Sound

The Spencer Mansion: A Character Itself

  • Gothic Architecture & Traps: Labyrinthine halls, art galleries, and underground labs fused Victorian aesthetics with sci-fi grotesquery.
  • Sound Design:
    • Ambience: Distant groans, creaking doors, and the snap of zombie jaws exploited stereo sound.
    • Music: Masami Ueda’s dissonant strings (Mansion Basement) and silence punctuated by jump-scare stings.

Visual Direction

  • Pre-Rendered Backdrops: Static yet richly detailed, masking PS1 polygon limitations.
  • Character Models: Blocky but expressive, with gore effects (decapitations, acid burns) pushing boundaries.

Reception & Legacy

Critical & Commercial Impact

  • Scores: 90% avg. (PlayStation), praised for atmosphere (Edge), panned for dialogue (GameSpot: “Voice acting [is] laughable”).
  • Sales: 2.75M+ copies by 1997, PlayStation’s best-selling game until Gran Turismo (1997).
  • Cultural Influence: Revived zombie tropes in 2000s cinema (28 Days Later) and TV (The Walking Dead).

Industry Influence

  • Genre Codification: Defined survival horror staples: limited resources, fixed cameras, dopamine-pulse scares.
  • Franchise Spawn: Six mainline sequels, films ($1.3B gross), novels (S.D. Perry), and the acclaimed 2002 remake.
  • Indie Inspiration: Silent Hill, Amnesia, and Alien: Isolation owe debts to its template.

Conclusion

Resident Evil is a paradox: jaw-droppingly innovative yet flawed, a B-movie script wrapped in cutting-edge tech. Its clunky controls and camp dialogue remain divisive, but they birthed a language of horror that dominates gaming 25 years later. Capcom’s gamble—merging cinematic ambition with hardcore survival mechanics—created a blueprint that still terrifies. For defining a genre, reshaping pop culture, and proving games could evoke primal fear, Resident Evil is not merely a classic—it’s gaming’s first true nightmare.

Final Verdict: Essential historical artifact; imperfect but revolutionary.

“Resident Evil really put the horror in survival horror—it’s like being the star of a classic zombie film.”
— Player Review, MobyGames (2014)

Scroll to Top