Resident Evil Remake

Date Started

Jun 09, 2026

Progress

complete

Console

ps4

Genre

survival horror

Date Finished

Jun 21, 2026

Both Catrena & I are reading Itchy, Tasty, the defacto book on the history of the Resident Evil franchise, written and researched by Alex Aniel. It’s good so far, though it does, for whatever reason, spoil the ever loving shit out of CODE: Veronica. And since we’ve maintained a healthy fixation on RE I’ve decided that it was time for us to play the Remake of RE1.

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I don’t think that I’ve played the first Resident Evil game. My sister had a boyfriend who had a bad home life and my parents let him set up in the (very unfinished) basement of our house. I remember watching him play through that game on the PS1, from behind pillows, while some terrible blueberry candle burned away in the background. For 12 year old me, this was one of the scariest games I’ve ever seen. And that’s been my experience with the game, I’ve been around it, I’ve watched people play it, I’ve been scared by it in the moment but I’ve never sat down with it, to make it my own. And I’m not really doing that now, because in 2002 Capcom decided that they needed to remake it. So I’m finally sitting down with the more accessible remake on my Playstation 4 and Catrena and I are making our way through it.

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We started with Jill! I mean how could we not? She’s Jill Valentine, an icon! I love her beret and dead-eyed stare. Right out the gate I have appreciated the updated handling. Tank controls be damned, Jill can now run around in a circle if she so wishes. It’s still not the easiest game to maneuver but to my modern gaming ass its much easier to wrap my head around especially in risky situations. You can point your gun up or down - the only real use I’ve seen for this so far is shooting enemies that have been downed but aren’t dead. I don’t know if you can point up for a headshot. Everyonce in a while Jill just crits and blows the head off a zombie or kills a rotten dog in one hit.

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So far our time in the mansion has been tense and fun and frustrating and spooky - it is living up to the legacy. I think the most interesting part of playing through this, to me, is the reliance on keeping the pre-determined camera angles and pre-rendered backgrounds. Apparently the GameCube was still not powerful enough to render the scenes in realtime so the pre-rendered backgrounds stayed. And frankly I think it’s better for it. The game really looks excellent, even today in 2026. We really lost something with games when we gained control of the camera. Some of the vantage points they use in a room are so incredibly cinematic, they help to amp up the atmosphere. And of course with the parts of these confusing rooms obscured, the enemies are able to get the jump on you. Sometimes you can hear them scratching around or breathing heavy, other times you just see a shadow cast on the wall when an opportune bolt of lightning lights up the mansion through the windows. Sometimes your only clue is a small swell of music which is such a cool system, the music reacts to the situation and helps keep the suspense or - as is the case with safe rooms - helps ease all the tension and bring about some much needed calm and clarity.

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Currently I’ve gotten past the first major boss - a giant snake named Yawn apparently - and have seen a handful of our fellow S.T.A.R.S. members perish. I’ve placed all 4 death masks in the furnace room off the rear garden and killed the horrible creature that was hanging in the coffin. I’m now hanging out, cautiously in a garden shed that was past an outdoor corridor that opened up after I fit an emblem I found in the coffin in a crevice of the wall. Much of the mansion has turned from red to beige and there seem to only be helmet keys remaining.

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We had a great couple of sessions, on and off today. I love this game when you are in a groove, when you have a little list in your head of what you need to do. “Okay, first I need to make it back to the second floor safe room, drop off this wind token and death mask, take the sword key and make my way back to that first hallway, the one after the great hall that has the clock and finally unlock that room in the basement I kept ignoring.” Then you go do it, your task takes 20-30 minutes, sometimes you get sidetracked because you forgot you had something on you or you go back for something you didn’t have space for in your inventory.

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I think this game is also interesting because so much of what made Resident Evil special is evolved into this game and so much of the modern remakes take evolutionary keys from this. I like how you can see on the map which rooms are considered done and how when you finish using a key the game lets you know and it gets thrown away. These are small features but make the game feel like it’s valuing your time. I’m done for the night, but I know what needs to be done next session - we’ve got these outdoor areas to explore!

Jun 20, 2026 / 9:44 pm

After an early morning session and an evening session, I’ve made it out of the Residence! This a cool area that also has one of the clumsier puzzles I’ve seen in a Resident Evil game. I was also introduced to Lisa Trevor for the first time which was terrifying. I didn’t try to shoot her but just dodged her and got the hell out of her disgusting whacky-shack. I’m curious what’s happening with Barry. I thought he was a fan favorite, who was he talking to in Room 202? Wesker showed up after all the mayhem to help sew some doubt into the narrative. I don’t trust him, but Barry is a surprise.

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Jun 21, 2026 / 3:28 pm

My intention was to do a whole post on the contents of the courtyard / residence / aqua ring area but we got distracted … by playing more Resident Evil! I’ve got to say, this game is brilliant; every puzzle is a puzzle on a puzzle AND it’s done so well that it doesn’t ever feel bloated… well most of the time.

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In the residence there is one puzzle that I absolutely do not know how you’re supposed to solve without looking it up. There is a note you find that describes the only effective chemical to kill a giant plant that has grown out of control. In a small closet that was locked behind the OTHER clumsy puzzle in this section (the eye-ball lamps and pool balls). The note tells you what color these compounds are and in the room you have three options, a red chemical, a yellow chemical and water. There is no formula written down anywhere and after a few attempts we just looked it up. And I’m glad they did! Because it was an assinine number of steps that could not have been sussed out with trial and error. Maybe the trick here is that you don’t HAVE to do this at all, you can raw dog the plant, guns blazing, but it still feels ill-explained.

Right before we stepped foot into the outbuilding that led to the two branches of the courtyard, Catrena and I were debating where we were going to find the helmet key, one of the last keys we needed to unlock the doors in the mansion. We’ve been in the mansion so long that we thought we’d seen most of what the game had to give, but then you step out of these doors and the world of Resident Evil expands dramatically. You start to learn about The Trevor’s, a terribly sad case of cruelty inflicted by the Umbrella Corps of the 1960s. You even meet the deformed (and possibly immortal?) Lisa Trevor who wears the face of her fallen mother because “no one could replace her mother.” You find yourself stomping around in these underground caverns that host experiments gone awry and suddenly you’re trying to drain a million gallons of water from a mutated shark’s tank before they come busting into the control room. The puzzles and gameplay and action and scares are all slotted together like the many bizarre family crests and medallions and transforming keys that you need to make your way through this world.

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Remarkably the move back to the mansion from this newly expanded world did not feel like a rehash of the first hours of the game. In fact, as you come back through that little outbuilding Barry leaves you a note saying that “he fixed that pesky doorknob” which now means I can come and go to the East Storeroom more freely. There are also new enemies stalking us; Hunters are hiding in the mansion in areas that were otherwise safe. Here is where the fixed camera angles can really make things tense - I don’t know if moving around this corner is going to bring on a fight with these scary reptillian BOWs or just reveal an empty hallway.

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As you open the doors with the Helmet key, unlocking the REST of the mansion, it gets even weirder! Lots of angles through dirty windows and hallways with open flames on them. It turns out Yawn, the giant snake from earlier, makes a comeback and thanks to the grenade launcher will never poison me again. And we gain a battery to now unlock the rest of the courtyard!

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After killing some more giant tarantulas, running away from MULTIPLE boulders, tricking Lisa Trevor and crushing some trash, I made my way back into the mansion with all the parts needed to open the mysterious gates in the basement of the main hall. It was a lot of back and forth in this part but I was able to get it done within a few hours and the only time it felt overbearing was when I kept filling my inventory on errant herbs. Now we are staring at the gates, ready to head down to … who knows? I’m assuming it’s going to be some kind of laboratory but you never know with this game!

Jun 21, 2026 / 8:28 pm

It turns out there WAS a laboratory! And a creepy one at that. I maintain that in this playthrough I did not take one single shot at Lisa Trevor. Her story is too sad and after she pulls her mother’s skull from the coffin on the altar and jumps away, I knew I had made the right decision.

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From here we took a quick dinner break and went straight back in. The lab was cool, I really enjoyed all the puzzles relating to the door locks. Getting the x-rays aligned, using the slide filters to get the door codes, hacking into the computer - it was just a well thought out puzzle. And the kicker once you get all of them unlocked you don’t even have to go down there! That’s just where Chris was being held. It feels like you could skip so much of this area yet the way its designed, it compels you to get everything done.

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By the end of the maze we’re met with the reveal that Albert Wesker, that son-of-a-gun, used Barry’s family as leverage to get him to turn heel! What a crook. I’m glad that Tyrant slapped him like a bitch. The Tyrant is also cool, really the prototype for every other bad guy in the Resident Evil franchise since. Also making an appearance here is the “throw them a rocket launcher” for the grand finale (I love how often this comes back throughout the numbered games).

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And that’s credits! What an ending! I think we ended up with Jill’s best ending, as both Barry and Chris made it out with us. I love that we got to use the Rocket Launcher to blow away the Tyrant and we had a race against the clock to escape before the facility exploded. This game’s pacing was so excellent, I’m still reveling in the fact that despite it’s mystery and tedium, this game really helps you along and never punishes you. In the laboratory I started getting annoyed at how often I had to keep running up two flights of stairs to get to the safe room and right before I brought that explosive fuel container over to the power station I noticed a door in the area I hadn’t gone through. It was in a junction at a hallway and my icon kept obscuring it. Well it was a safe room and it was exactly where I felt one should be. They give you what you need when you need it, nothing more and certainly nothing less… at least on the lesser difficulties - I can’t speak to hard or anything like that.

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Final Thoughts

I’m actually really proud of finishing this one. As much as I love video games I feel the further away from a generation you get the harder it can be to get back in the players’ seat, so to speak. And even though this is the REmake, it still has quite a bit of friction from that style of gameplay. And because of that, I think this puts us in a weird position. without those exact things causing friction in this game, without those weird camera angles, and the obscurity of some puzzles or even the inability to precision aim or dodge or shimmy - these are all pieces and parts of a masterpiece that only exist because a group of very talented people set out to make something that’s never been done before within the confines of an era of technical disadvantages. The end result of which is this remake, a masterpiece built upon a masterpiece, and a dozen other games, most of which can be considered some of the best games the hobby has to offer. But we can’t go back again, right? We can’t put in the door animations just for the sake of trying to recreate some of the lightning of the first game, and using pre-rendered backgrounds and odd camera angles that change every few steps in a room in 2026 just feels derivative. But I do feel like we still live in a world where a “top-down” Resident Evil, for lack of a better term, would be welcomed, IF it could be done with authenticity in mind.

Additional Screenshots

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This game is ...

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President Beebo

Listen, this game is an absolutely masterpiece and one that I'm personally happy to have finally beaten. Shinji Mikami knows how to make a thrilling, compelling and bat-shit insane video game, and one that can stand the test of time.

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