There's little indication you need this item until you stumble upon an area where it's necessary. One item in particular, the Hookshot, remains essential to advancing in the game, even long into the adventure. The game pinpoints all your sporadic tools on the in-game map, and RE0 gives you a good deal of freedom in that regard (like turning one area into your base of operations), but keeping track of all your stuff throughout the world can be a slog. On the other hand, you need to keep better track of all your items.
Now you can leave your Magnum Pistol or First Aid Spray on the floor (and return to them) in case your inventory's full when you need to pick up that Mansion Key. Those are gone in RE0 in favor of exchanging items between Becca and Billy or dropping items wherever you want. In previous Resident Evil games, you had the luxury of an item box where you could store ammo, herbs, and keys. Mixed Herbs, Mixed Bag The dual-character "partner zapping" system extends to item management. It's an interesting, if occasionally frustrating, idea, especially when it comes to some of the late-game puzzles. You can swap between them instantly to access their differing skills, or simultaneously control them using dual analog sticks.
Whereas previous games in the series featured selectable characters that go on their own adventures (Chris or Jill, Leon or Claire), Resident Evil 0 keeps Becky and Billy together the entire time. Perhaps Capcom will return to this style with its purported Resident Evil 2 remake. I'm happy to once again see this retired form of game design. That's where a lot of the game's excitement and tension originates. RE0 exchanges the control and security of a third-person, player-controlled camera for a more directorial eye the best possible anxiety-inducing angles are chosen for you. Nostalgia Train Like Resident Evil HD Remaster, Resident Evil 0 uses static camera angles and pre-rendered backgrounds for atmosphere and level design, respectively. However, the game itself is still a mixed bag.
And it didn't give way to modern AAA gaming like Resident Evil 4. It was also stuck on the Nintendo GameCube, a platform few gamers at the time owned. Today, that last part's no longer a worry. The new Resident Evil 0 HD Remaster, available for PC (reviewed), PlayStation 4, and Xbox One, adds a much-needed analog control scheme and gorgeous widescreen visuals. It didn't redefine a dusty old PlayStation game like the Resident Evil remake. It was released between two landmark titles at a time when people grew tired of survival horror's frustrating puzzles, static camera angles, and tank-like controls.
This is a shame considering that the game starts with an introduction saying "now we will explain what happened before". last but not least, the scenario is ridiculously basic, predictable, and doesn't bring any interesting element to the story of Resident Evil. the last map has quite an average, linear and predictable level design. Except to annoy players, I don't see the point. As other reviews pointed it, you lose a good amount of time transferring your extra stuff from one end of the map to another.
Now on the negative side: -the absence of storage chest is baffling. The first half of the game ticks every box of a good classical RE, in particular with an excellent level design. The partner zapping is exploited well all along the game, with puzzles, forced separations pressuring the player even beyond the usual lack of ammo, and specific sequences depending on who you decide to send in specific areas. On the positive side, the atmosphere and the permanent tension are present (although if you have played RE 1 you won't be surprised too often). From this point of view I got exactly what I asked for and it deserves a blue thumb, but there were negative points.
From this point of view I got exactly what I I bought RE 0 because I wanted a classical RE experience but I knew the first episode too well. I bought RE 0 because I wanted a classical RE experience but I knew the first episode too well.