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I'm sure I'll REgret this - Going through the Resident Evil Games

Falselogic

Lapsed Threadcromancer
(they/them)
I think it's about time I RE-acquaint myself with the Resident Evil games. I played the original when it first came out, my neighbor bought it (in the long box) and played it for about 10 minutes, right up until the first zombie got up and mauled them, and then dropped it again. I was intrigued though and played it a few times at their house. I didn't play through an entire game until the 2nd one came out, which I purchased and completed (with the help of a strategy guide.) I believe I also picked up the 3rd game when it came out but don't have any clear memories of the game... Actually, I don't have very clear memories of any of the games just impressions and moments - The dogs jumping through the windows in RE1, the crocodile bursting from the water in RE2. The Spanish mutterings of RE4. RE4 being the last game in the series I played. I bounced off of the game hard when it first came out, I did not appreciate the transition from 'survival horror' to 'action horror.' I continued to bounce off the game on replay attempts, until 2017 when I finally managed to sit down and beat the game on the PC. I still don't really like it. I know I am in the minority there.

So what is this all about? Well, Requiem came out this month, and I then noticed I owned most of the mainline games on Steam (either the original PC release or one of the numerous remakes) and I thought it might be nice to go through the entire mainline. So here I am. And here is the thread.

I am starting with Resident Evil 0 (2016) on Steam. I haven't started yet. I know that this game wasn't released until after Code: Veronica. But, when I was thinking of playing games in release order or story order it made more sense to me do it through story, there have been so many re-releases, remakes, ports, etc. that using the storyline seemed the easiest way to go about it.

Should I know anything going in? As I move forward are there versions of the games you would recommend over others? Why? What are your memories of RE and RE: Zero specifically. My understanding is that this game is harder than the ones before it. Which is saying something, I've never had a lot of difficulty with the monster avoiding/killing part of the series. I more get hung up on mapping the locations in my head and solving the puzzles.
 
Oh, these are the games, and order, I plan on doing:

  • Resident Evil 0 (2016) Steam
  • Resident Evil (2015) Steam
  • Resident Evil 2 (2019) Steam
  • Resident Evil 3: Nemesis (2020) Steam
  • Resident Evil Code: Veronica (2000) PS2
  • Resident Evil 4 (2014) Steam
  • Resident Evil 5 (2009) Steam
  • Resident Evil 6 (2013) Steam
  • Resident Evil 7: Biohazard (2017) Steam
  • Resident Evil Village (2021) Steam - Not purchased
  • Resident Evil Requiem (2026) Steam - Not purchased.
Looking online, there seems to be some disagreement over whether Code Veronica is a mainline game or not, but since I own it already I figured I could include it here. Maybe, get some actual use out of my PS2 that's just sitting underneath my TV...
 
I've been doing this too since Requiem got me in the mood, with the intent to play through every series game pre-RE4, including the spinoffs. Dead Aim's next, whenever I'm up to it. It's all been great fun.

Having played most of these in close succession, I don't think RE0 is any harder than the others, but the perception might still be that it is, which I would chalk up to relative unfamiliarity and unpopularity compared to the others. For as replayable as the games fundamentally are, the Big Ones have been thoroughly internalized, scrutinized and turned over by their fanbases, so newcomer perspectives as far as difficulty will usually be muddled by that context. Most simply do not have the working hours in learning the ins and outs--or even the basic baselines--in game-specific mechanics like 0's partner system and lack of storage chests, or how the knife breaks the game balance in Code Veronica with even modest use, whereas they might know all the steps for how to trivialize every Birkin encounter or avoid triggering a single Crimson Head. For those reasons I'd always encourage trying out the less familiar, less talked about, and less liked games in even as popular a series as this, since the chances are you'll discover something entirely new to you.

All of the remakes the series has seen serve as complementary takes on the source material, not as replacements of it, which is something that's beneficial to remember... but even in that context, RE3's remake is particularly contentious because it's seen as cutting too much game-defining material with little adaptational ingenuiety to show for it, as you might find in its fellow revisions. If it ends up feeling a little thin, it's because the greatest gap in source material and adaptation exists between it and the original, so look there for further context.
 
Starting with RE0 seems a little dicey to me, since it's one of the weaker entries in the main series. But the remake of RE1 is quite good, despite being nearly as old as the original game itself, and the remakes of RE2 and RE4 are brilliant. My hot Resident Evil take is that RE8 is one of the absolute highlights of the series, which I'm not sure is widely-shared opinion. But it has such a bonkers, off-the-wall story that I can't help but respect it, and the game part is pretty good too.

I suppose it's worth mentioning that I played RE9 at launch, then decided to go back and do a Leon run of the RE2 remake (I had only played it as Claire previously). I finished that over the weekend and dipped my toes into the 2nd playthrough as Claire (where you do all the stuff that happens off-camera while Leon is being the star of the game), but I haven't decided if I'll see it through yet. All this to say, I'm pretty in the tank for Resident Evil these days.
 
My hot Resident Evil take is that RE0 is one of the absolute highlights of the series, which I'm sure is not widely-shared opinion. Played the shit out of that game. One of the few entries I got into score chasing and optional difficulties/modes for. Complete delight.

That said, I also loved 8, far more than 7, because my hottest RE take is that the first part of RE7 is awful and the last third of it is great, but that's outside the scope of this thread (for now, at least).
 
When you play Code: Veronica, for the love of christ look up the potential chokepoints so you don't lose hours to an unwinnable save.
 
So, I played just under an hour of Zero today. I'm a little confused as to why STARS is out in the wilderness around Racoon City (though they keep calling it suburbs). I thought in RE1 they stated that the original team was sent into to the Mansion and never heard from but, and the game only implies this, it seems they are sent out there due to a botched Military prisoner transfer? Why the Armed Services would call in the local cops to do that is beyond me... I thought they were sent out because of the train thing. But it becomes clear when Rebecca comes upon the train they had no idea it was out here. I'm a little confused as to why I'm out here at all. I guess I'll find out!

I'm not up on my T virus but when did it become a shapeshifting (in a T-1000) weird giant leech sort of thing?

I also made the mistake of not reviewing the controls before I started playing. I will def need to remap some of these. I don't need a trigger button bringing up just my map in a special menu that can't take me anywhere else. I don't know why when I press the start button it brings up a lost pause button but when I press the X button it brings up the actual menu. I'll need to work on that.

Atmosphere seems creepy. I like that. All the extra weird stuff they are throwing at me keeps bringing me out of it a little though. One of the great things about RE1 was that it was just a zombie or two as you slowly explored and the weird stuff ramps up appropriately as you explore. Zero goes straight to the deep end with the weird stuff.

I'm going to have real trouble with the inventory management and shuffling item between party members to solve puzzles. These are not my strong point.
 
If you're ever confused about something in the plot of Resident Evil 0, all you need to do is remember that the team was given a very simple assignment: Make a prequel focused on Bravo Team investigating the Spencer mansion in connected with a series of murders where victims were eaten, getting completely blindsided by it being full of zombies and other monsters, getting picked off one by one in the places you eventually find their bodies until it's down to just Rebecca.

And then to understand that the game is named after the grade that team was given on that assignment.
 
I think it's fairly straightforward a premise in how the game presents it: Bravo Team are investigating the murders in the Arklay Mountains region, experience a helicopter crash, and variously spread out to either end up in the places of their demise in the eventual first game, or Rebecca's whole prequel adventure with similarly crashed-transport convict Billy. If you're a turbonerd for series mythology then there are plenty of details to um-actually about during the course of it, but this is a series that is fueled at least by half with retcon and sleight of hand, so it's more goofy fun than anything else. Zero was in development for so long--active period from the Nintendo 64 days on, with that being the intended original platform--and its concepts gestated so thoroughly that many of the ideas experimented with and thrown around during its making ended up implemented in other games in the series, like the much-adored remake of the first game that released a mere eight months prior. The perception at the time and long after was that Zero was the last gasps of a tired formula that surely was pushed out at a quick turnaround, but it would be more accurate to say that they made the best of a very prolonged set of circumstances to avoid leaving the game as a cancelled project footnoted in industry lore.

Regardless of its creative context, it's still the last game released in the series's "classic" period following that blueprint, and however the game changed over the course of its creation I think that aspect wasn't lost on the developers. Following narrative order in a series playthrough will probably put that into focus, since the design very much operates on a baseline of half-a-decade of constant iteration in survival horror, and so attempts are made to subvert expectations (within the margins, still) for an experienced playerbase when it can. It's both why people bounce off of it and why it has the claims to the draws it does. My personal biggest criticism overall is that the Training Facility is just about the most uncharismatic primary location the series has had. The level of presentational fidelity is ostensibly the same between the two 2002 Gamecube games, but remake part the first ends up being one of the most gorgeously lit and framed games ever made, while Zero ambles along in flatly-lit, brownish drudgery for most of its runtime. People tend to remember the Ecliptic Express fondly and not much else.
 
My first RE game was REmake, immediately followed by RE0. I loved REmake, and liked RE0 quite a bit. It was a step down, but it was more Resident Evil and that's what I wanted at the time. I then picked up the RE2 Gamecube port and... I didn't like it as much. I know, it's one of the more popular games in the series, but for whatever reason it didn't do it for me. I've only played up through 6 (which I didn't finish), and I'd rank them:

1) Resident Evil 4
2) REmake
3) RE3
4) RE0
5) RE5 (the racism drags it down)
6) RE6
7) RE2
8) RE CV

But, a few years back I decided to stop playing games with realistic guns. Guns are fucking poison for our society and should be melted down en masse. This is a personal decision - I just don't want to spend any more of my time playing games where the main way to interact with the world is shooting a gun over and over. This is not a critique of Resident Evil - it's a great series and has a lot of other qualities that I enjoyed. And it is not a critique of this thread or anyone on this site. It's just my reason why I won't be playing the later games in the series or remakes.
 
I've put another two or so hours into Zero. First, I'm going to say I do miss prerendered backgrounds. They can look so good! I hope someone out there is missing this aesthetic and working on a game that captures that prerendered beautiful look (and it isn't just old RE games, the Baldur's Gate 1 & 2 still look great as does Planescape: Torment for this very reason.)

I've made my way to the Training Facility, though it just looks like another Mansion... Especially with all the art everywhere. Even stacked up in closets and hallways. Parts of it look good, but I agree with you @Peklo they're not doing much with it and it could really use some color and lighting!

I'm pretty sure Ive encountered Wesker in a cutscene. I remember he is a bad guy but I don't really remember any of the details. I suppose he had to show up here, didn't he? Someone who made this game really hates bugs, huh? I wasn't expecting a giant scorpion on the train! Even once I saw the claw dig through the roof of the train, there is a file you find on the train that mentions T-virus and crabs and so I thought that is what I was going to be facing. Then once you get to the Facility there are giant cricket like things and an enormous centipede... Bugs, don't really scare me though, so this has been a relief. The body horror stuff gets me more. I keep waiting to see more of my STARS team but I don't think I have. Some of the zombies that show up though appear to be in tactical gear and I think it says STARS on it? I guess even STARS has its faceless grunts!

What else? Oh the braking system of the train is very silly. And despite having a timer and successfully completing the task the train still seems to speed up and crash into something, so, what was the point? One of my pet peeves are games that make you jump through hopes to do actions and then those actions turn out to be pointless. A lot of games do this! Oh, I hate the leech zombie things. I don't know if they're beatable or not. The first one you encounter on the train seemed invulnerable and they use it to introduce the two characters to each other. But I encountered another one in the Facility and I didn't even bother trying to figure out if you can kill them or not, their attack has huge range and the two or three bullets I tried seemed to do nothing, so I just ran away. Though it did kill me twice (as did the crickets...)

Oh and I am crap at aiming this gun. I don't know how anyone gets headshots. I seem to only be able to aim straight forward, and then down and up at a set 45 degree angle.
 
Oh and I am crap at aiming this gun. I don't know how anyone gets headshots. I seem to only be able to aim straight forward, and then down and up at a set 45 degree angle.
Prior to RE4, pistol* headshots are not a thing you get by aiming. It's more of a critical hit situation where every so often you get a nice lucky pop. The one thing that is worth noting is that while you're aiming the other trigger switches targets (or recenters you if there's just the one).

* Shotgun headshots on the other hand you can consistently go for if you angle up and let a zombie get VERY uncomfortably close. Whether this is worth trying for varies from game to game and based on the circumstances (offhand, very worth it in 1 if you can afford to use a shotgun on zombies, tactically useful in 2 and CV at times, not worth it in 3 because 2 even shots clears a room, and I THINK 0 is using the same engine as 1 on the GC so generally its efficient).
 
Resident Evil (1996), Resident Evil 2 (1998) and Resident Evil 3: Nemesis (the remake of this dropped the subtitle, see) are now available on Steam, and half off for the release period during the current Capcom sale. They're the GOG ports, and should be as good as official versions as you could ask for on modern PC platforms... added DRM excepted.
 
Resident Evil (1996), Resident Evil 2 (1998) and Resident Evil 3: Nemesis (the remake of this dropped the subtitle, see) are now available on Steam, and half off for the release period during the current Capcom sale. They're the GOG ports, and should be as good as official versions as you could ask for on modern PC platforms... added DRM excepted.
Ive got the remakes in my library. Im tempted to play the remakes instead of the originals but Im curious what everyone else thinks.
 
It depends on what you're looking for. The original Resident Evil was a formative experience for me, and a game that I love to revisit, and there's a lot to be said for seeing where the series began and appreciating the design decisions that it made in their original context and seeing how those things evolved over the course of the series that will be lost if you play the remake, to say nothing of the memetic appeal of the voice performances. That said... the REMake is one of my favourite video games of all time, and certainly will feel directly in conversation with RE0. But then again, a lot of what I think makes the REMake a great remake is the way that it subverts player expectations for players familiar with the original game.

In summary, Raccoon City is a land of contrasts.

Honestly, you could just play them them back-to-back. Few of them are very long.
 
Ive got the remakes in my library. Im tempted to play the remakes instead of the originals but Im curious what everyone else thinks.
Resident Evil 1 is a little musty. You have shockingly little inventory space. The voice acting is actively going for the vibe of Fred Olen Ray's Alien Dead, which is a level of cheese and intentionally bad miccing you're going to love or hate. Oh and there's two characters, the main difference being Jill is objectively easier and lets you skip some puzzles, while Chris doesn't have Barry around to deliver all the super memorable lines.

Resident Evil 2 is probably one of the top 3 games ever made and should absolutely be experienced in its original form. Also it has this interesting structure where you do a playthrough as one character then the other to get two halves of a single narrative overlapping neatly and building to a cool shared finale... and then there's a whole alternate version if you play again, picking a different one first. If you're pressed for time, Claire A Leon B is the clearly canonical/generally more narratively satisfying route to take.

Resident Evil 3 feels kind of like an expansion pack to 2 with the difficulty broadly dropped down and some gimmicky stuff with choose your own adventure choices and a big freaky persistent enemy who's just kind of on the map doing his thing for large chunks of the game.

The Gamecube Remake of RE1 is a phenomenal game, real lovingly crafted, real cool new ideas brought to the table, absolutely worth playing. It's also very much in conversation with the original version, with like a couple dozen design choices that are just sort of little gotcha moments messing with you if you've played the original. IF you insist on only playing one or the other of the two, this is the better game, but it doesn't replace the original so much as it's just another really good entry in the series (almost as good as 2, even). The characters still work as a difficult select on top of the actual difficulty options, but things are a bit better balanced and Barry's less goofy so, if you're doing both, Chris on this one.

The 2 Remake is a game that people really talk up (around here in particular) and it's a Pretty Good Resident Evil Game, which was particularly impressive after the absolute dark age the series was just coming out of when 4 was followed by a whole slew of questionable decisions. However, it absolutely does not hold a candle to original RE2. Huge swaths of the game are just cut out completely, a really memorably hammy villain is completely changed into Just Some Guy, the most striking little set piece/boss fight kinda gets replaced with a QTE, and that whole split narrative thing I mentioned doesn't happen. Also worth noting, that thing I mentioned about the big persistent enemy walking around is A Thing in 2 Remake, and oddly, not a thing in 3 Remake. Again, a very good game, but if you're only playing one, play the original.

And... 3 Remake is kind of an odd one. It feels like it was very rushed out the door to strike while the iron is hot with how well received the remake of 2 was (whereas original RE3 was kind of released to stall for time while The Real Sequel was stuck in development hell). It kinda just completely drops the whole selling point of the game (which, admittedly, they tossed into the 2 remake instead, and gave Nemesis here a similar role to what Mr. X's deal was in original 2). And once again, this is kind of an abridged experience. Feels like only having half the game (although here I'm bothered less because original 3 did kind of have some fat to it I don't hate seeing trimmed). Also weird, there are huge mechanical changes 2 Remake broad to the table in how beefy normal zombies are which you'd expect would transfer over here, but nope!

All 6 of these are pretty great and the remakes are all really different from the originals, so I'd go 1 2 3 R1 R2 R3 or 1 R1 2 R2 3 R3, but again, if you're super pressed for time, Gamecube (Jill), PSX (Claire, Leon), PSX (no second character here).


And you didn't ask, but the remake of 4 is significantly more faithful to the original version, and you won't particularly miss out on anything playing one over the other.
 
If you're in for the long haul, I'd easily recommend all the games in the series that have received a remake, in whatever iteration and all flavours. They're really just very different experiences across the board, with none negating their counterparts and conducive to whatever play order; you'll just catch the differences on the flipside and appreciate or raise an eyebrow at them when the time comes.
 
The 2 Remake is a game that people really talk up (around here in particular) and it's a Pretty Good Resident Evil Game, which was particularly impressive after the absolute dark age the series was just coming out of when 4 was followed by a whole slew of questionable decisions. However, it absolutely does not hold a candle to original RE2
I don't totally agree here, because the addition of a persistent Mr X is hugely impactful (especially in Claire's story) and I think that whole section is easily one of the strongest Resident Evil segments ever. I wouldn't say the remake totally replaces the original RE2, but it definitely brings something new and exciting to the game that makes it worth experiencing.

The only version of RE3 that I've played was the remake and I found it to be compenent, but pretty uninspired. The RE4 remake, on the other hand, is so good that it got me to love a game that I was pretty cool on in its original form. It also has a lot less creeping on teenage girls, which is a big plus.
 
It's a bit late to say it but, love it or hate it, 0 is one of the worst possible starting points for classic RE, I strongly disagree with Peklo's take and would argue it's one of the hardest, there's just a much greater degree of inventory shuffling dealing with two characters. I'll always advocate to go through things in release order but it's clear that ship has sailed.

The remakes are generally great but they are also just straight up different games, as interesting remakes tend to be.
 
People often argue for Code Veronica being more difficult than average too and that's something I don't personally really understand, since it has ammunition available to an absurd shooting gallery excess exceeding even the action flick game balance of RE2 and 3, if possible--whether you conserve things additionally with knifework and whether or not you pick up the Magnum. I think familiarity is an enormous guiding force to perceptions of difficulty in this series, and the less-played and liked games are affected by it. I know I found Zero easier this go around on my second playthrough of it, because I wasn't trying to bludgeon it into the format of its peers and engaged with its systems as is, by sharing the resources between the two characters, by controlling both in tandem in other contexts beyond required puzzles, and not hoarding and hauling items to centralized hub zones and slowing the game down unnecessarily, often just leaving things behind with a shrug. For a first-timer any game in the series is likely to be challenging, so who knows how Zero goes down for players with less built-in expectations carried forward from prior entries.
 
I'll think about playing both Remakes and Originals, I'm not there yet. I don't know if I have the time for that, despite them not being too long. Gaming time comes only in very little spurts these days.

RE0 isn't bothering me too much with the inventory stuff. I'm just dumping things by the typewriter. It has caused only a lil bit of run back so far. I was worried at first that I might need the hookshot but I can't be precious and lug that thing along, same with ammo crates. And this is a game where I do a lot of running anyway. I don't know how generous ammo is in RE0 but I remember them being pretty stingy with it in RE and RE2 on normal. And fighting with the knife in this game sucks, never thought I'd like RE4 better in any regard but, it's knifing is certainly better than this. So running it is.

Unlocked the mansion, got poisoned messing around with a chessboard, but thankfully the game dropped blue herbs right next to the spot and after taking WAY to long to figure out how to open the Good and Bad book I've opened up the next area of the facility behind the portrait. I didn't go down though. I didn't have a lot of time to play today. But, before I got down I think I need to split the party again because I noticed something on a pillar out in front of the facility but it won't let me pick it up from that point, so I am thinking I need partymember looking down from above with the other down below to pick it up.

I'll find out next time.
 
it definitely occurred to me in the end that i was overly stingy with ammo on my veronica playthrough and could've killed some more enemies in the areas i kept backtracking through. i don't think that's the only reason i found the game really stressful to play by comparison to 1-3 though. there are so many items to juggle in your head and inventory and several puzzles i thought were pretty strange, and while later in the game i felt comfortable priming a shot walking into a room and pressing the button as soon as i saw movement, that's partly because nearly the whole time i felt like there were hardly any healing items for me to use and i felt that i really needed to do anything i could to stretch them out.

though iirc kishi also explained to me after one of the bosses i was expected to do something different and that i had basically "wasted" a bunch of ammo doing some brute force strat. which does further suggest that there's a lot of it
 
the addition of a persistent Mr X ... definitely brings something new and exciting to the game that makes it worth experiencing.

The only version of RE3 that I've played was the remake

So the thing about that...

Resident Evil 3 feels kind of like an expansion pack to 2 with the difficulty broadly dropped down and some gimmicky stuff with choose your own adventure choices and a big freaky persistent enemy who's just kind of on the map doing his thing for large chunks of the game.

...

Also worth noting, that thing I mentioned about the big persistent enemy walking around is A Thing in 2 Remake, and oddly, not a thing in 3 Remake.

So yeah the Resident Evil series has been flirting with the idea of The Big Unkillable Persistent Slow Enemy since... RE2, really. We're kind of inherently in spoiler territory already but trying to be kind since people are coming at these for the first time, the most significant difference between the A and B sides of the story is that VERY early on in B, Mr. X gets airdropped into the station and is repeatedly encountered until the end, where he serves as the final boss for your B character. It's a bit set-piecey, where from time to time he'll unexpectedly Kool-Aid Man through a wall and now you've gotta deal with this guy right in the middle of this hallway until the plot progression demands he pop in somewhere else.

RE3 made this idea the whole cornerstone of the game (which s why the full U.S. title was Resident Evil: Nemesis). While there's still a lot of set piece-y HERE I AM moments, you ALSO spend somewhere in the neighborhood of half the game having to deal with this big scary freak just kind of free-roaming the map, chasing you from room to room, sometimes having a rocket launcher, killing other enemies to clear paths to you, all that good stuff. And it's probably the best iterration on the idea they've done, to give credit where its due.

I can't think of an equivalent in Code Veronica, but otherwise every game since, I'm pretty sure, has done something to play with this theme- The GC remake of the original has Lisa, plus various enemies periodically working out how doors work, 0 had the leech man, 4 admittedly kinda used it's big siege setpieces, and 5 and 6 just kinda... arbitrarily expect you to flee sometimes as I understand it.

The remake of 2 pretty much turned Mr. X into Nemesis, and functionally only has a B game so he's introduced earlier. And the way SO MANY PEOPLE reacted like Mr. X was a wholy new addition to the game really left me horrified that apparently a significant number of people just... never played the back half of the original game at all. This is, I'll grant, pretty cool, and one of the two big refreshing things the game has going on (the other being how lickers are suddenly a very real and serious threat when they were originally the most easily kite-able and harmless enemy in the whole game).

Then when they got to the remake of 3, presumably because they wanted to avoid unkillable-ever-pursuing-threat fatigue, they cut WAY the hell back on Nemesis, so you're essentially left with the original Mr. X experience of popping up in a few scripted moments and only being a persistent threat if you find yourself hanging out in the specific screens he shows up here and there.

So, first off, yeah it'd definitely have more of an impact seeing it in the 2 Remake if you never played the original 3, but also if you went with the remakes of 1 and 2 then original 3 that would be waaaaaaaaaaay too much having to deal with that sort of thing. Plus you'd miss out on half of the latter two games because no really they are super cut down, especially 3.
 
I think my point about the persistent enemy in the RE2 remake is more that it's really well done, and less that it had never been attempted before. The first time I played RE2 remake that guy had me sweating for hours, I was terrified every time I had to leave a safe room. It helps that I played as Claire the first time, since her path intersects with Mr X's in a lot more meaningful ways than Leon's does in the main campaign. Either way, it made for a super memorable experience.

I did find it pretty baffling that they excised the persistent enemy idea from the RE3 remake, considering that game had one originally. Like you said, it was probably to avoid repeating the same idea two games in a row, but it definitely makes the RE3 remake a bit blander than it needed to be.
 
People often argue for Code Veronica being more difficult than average too and that's something I don't personally really understand, since it has ammunition available to an absurd shooting gallery excess exceeding even the action flick game balance of RE2 and 3, if possible--whether you conserve things additionally with knifework and whether or not you pick up the Magnum. I think familiarity is an enormous guiding force to perceptions of difficulty in this series, and the less-played and liked games are affected by it. I know I found Zero easier this go around on my second playthrough of it, because I wasn't trying to bludgeon it into the format of its peers and engaged with its systems as is, by sharing the resources between the two characters, by controlling both in tandem in other contexts beyond required puzzles, and not hoarding and hauling items to centralized hub zones and slowing the game down unnecessarily, often just leaving things behind with a shrug. For a first-timer any game in the series is likely to be challenging, so who knows how Zero goes down for players with less built-in expectations carried forward from prior entries.
RE0 was literally my second game in the series and I didn't exactly have complete experience with REmake having gotten about halfway through it on a rental. I came to the opinion that its inventory management is much more difficult for the reason that the things it's encouraging ultimately end up creating the hub response and certainly caused it in me. Players are encouraged to hold onto ammo, healing and puzzle items, each character has 6 spots, many items that are important take up two. If I suddenly need one of those I don't want to have to trek halfway across the facility past plenty of enemies to get it. I would argue the instinct to leave things behind is much more indicative of knowing what you don't need that mostly comes from having experience with both the franchise and the individual game.
 
The only time I played it before now was over a decade ago, so nothing practical remained in memory, but okay. I think the most accurate assessment any one of us can keen on is that all of these games are difficult for first-time players, whatever the specific reasons.
 
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