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I went into Resident Evil completely oblivious to everything but the over-generalized subtitle “survival horror” game. I approached this game with no nostalgic attachment, allowing me to experience Resident Evil as a “dated” survival horror experience. What I got was a master class in how using constraints creates a genre defining experience.

As a contractor I know the beauty of how limitations bring out elegance in design. In Resident Evil’s case the tank controls, fixed camera views, and limited resources were not limitations, they were all part of the design to create an atmosphere of horror.

You’re trapped in a house full of hostile biological experiments that you barely understand and you don’t have enough ammo to kill everything. Therefore, you have to think before you shoot, move at a slow pace, and conserve your resources. The camera constantly pulls back, forcing you to take in the scene as if it were a movie. Every aspect of Resident Evil’s design contributes to one thing, creating horror through fear and tension.

What Resident Evil Really Does

Wake up in the middle of the woods after a car accident and trek towards a mansion in sight. Said mansion is filled with monsters, puzzles and all sorts of challenges. Manage your inventory, ration your ammo, solve environmental puzzles to progress. Fight or avoid monsters based on how scared you are or how much ammo you have. Your goal is to survive and get the hell out of that mansion.

Tank controls force you to move slow and with deliberation; you can’t wiggle past threats, you’re committed to moving forward and are exposed to attack. This slow pacing is built to create tension, because you feel like you can’t react fast enough to every potential threat. The fixed camera angles force cinematic presentation of each individual scene; when you round a corner the camera will often pull all the way back and showcase something scary. That right there is pure atmosphere.

Monster designs are terrifying. Zombies are disgusting. Hunters are… well everything about them is terrifying. Bosses aren’t large Champions with health bars, they scare you. There isn’t anything in Resident Evil trying to be real; every aspect of the game is designed with fear in mind. This design mentality is better suited for horror then trying to be realistic.

Why Survival Horror Needs These Designs

What Resident Evil did that most action games do not – Horror is created through vulnerability, not how many bullets you can shoot. If you have unlimited ammo, shooting zombies isn’t scary; its just another combat encounter. When you are forced to manage a finite amount of ammo every encounter becomes a resource management problem. Do I have enough ammo? Should I use my limited healing items? Maybe I should just fight, I don’t have enough to heal anyways!

This creates real tension as you’re constantly juggling limited ammo, limited healing items, and limited inventory space. This constant managing of your resources is not included to pad out the gameplay it’s required to create horror.

Environmental puzzles are decently challenging without feeling cheap or obscure. You observe your surroundings, pick up clues, and solve logical puzzles. You won’t find yourself completely stuck due to poor design, nor will you breeze through them either. Everything feels earned.

Technical Achievement for 1996

Impressively, Resident Evil shows me how well they utilized the limitations of the PSX to sell atmosphere. Pre-rendered backgrounds are gorgeous and give the mansion you’re exploring a realistic feel. Fixed camera angles weren’t due to hardware limitations of the PSX, they were a deliberate choice to force cinematic framing of your characters. Monster designs had to be creative with the small number of polygons used to render them on screen. Animation of each monster effectively sells how dangerous they are.

Audio design for Resident Evil is fantastic. Each enemy has unique terrifying sounds. Every time you pick up an item it makes satisfying sounds. Doors don’t just open and close, they convey fear when you’re being hunted. Orchestra music is used but not over done, allowing you to hear enemy movements and subtle clues. Responses from the game for actions you take are immediate and perfectly communicate the state of game world.

Is Resident Evil Relevant Today?

Tank controls feel weird at first but they really sell the pacing of game. Methodical movement forces tension. You cannot juke past a monster, you’re committed to your movement and vulnerable to attack. The graphics are dated but environments feel authentic. Monster designs are still terrifying. The atmosphere this game sells is still effective today.

Puzzles are still fun to solve and don’t feel cheap. The game does a great job keeping you challenged without feeling punishing. Managing your resources will always create tension. Exploration is rewarding and the mansion you traverse is huge. There’s always something hidden that you’ve never noticed.

Why Resident Evil Defined Its Genre

Resident Evil proved that survival horror can be its own genre with design philosophies different from your typical game. You’re in this game for the atmospheric horror experience; not the action. Every design choice is serving to create that horror. Tank controls make you vulnerable to attacks. Fixed cameras force you to take in the horror cinematographically. Limited resources force you to manage items.

Developers that worked on Resident Evil proved that horror games require different philosophies than your typical action game. Horror is about tension and not firepower. Horror is about atmosphere and not enemy AI. Survival horror became what it is today by learning from Resident Evil.

The Verdict

Resident Evil showed me that design philosophy is more important than technology. Tank controls force pacing to slow down. Fixed cameras force you to take in your horrors cinematographically. Limited resources force you to manage what you pick up. Puzzle design keeps you engaged when you’re not shooting zombies. Every individual aspect of Resident Evil is in place to create a sense of horror and vulnerability.

Nothing in this game feels lazy, every design choice is intentional. Resident Evil isn’t trying to be an action game, its a survival horror game. Understand the design philosophy going into this game and you’ll enjoy it more. If you know its there, you’ll appreciate how each individual design decision forces you to be scared.

Go into Resident Evil knowing you’re forced to move slow to create tension. If you played this game years ago go back and appreciate the design. Resident Evil is what survival horror gaming can be when developers focus on and commit to a design.

Rating: 9/10 – The game that defined survival horror through constraint based design.

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