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A Prequel Stuck in the Shadow of its Predecessor

by thedrumkid92 on August 30, 2026
3.5 out of 5 starsScore: 70/100

Visuals

Given the games in the franchise that preceded RE: Zero, the game mitigates some of the low light/darkness issues of the RE1 Remake but replaces those issues with a palette of slightly grainier and more washed out colors. While this improves playability and simplifies the process of identifying some of the more esoteric interactable elements, it does lose some of the tension created by the lack of light. Pre-rendered backgrounds are varied and the inclusion of many dynamic lighting elements bring the scenes to life. The 3D character models are rendered with high fidelity and some of the insectoid creatures you encounter employ animations that leave the player's skin crawling.

Gameplay

Tank controls, a series staple, return with the inclusion of a much needed quick-turn. An increased number of fixed camera angles ensures a more comprehensive coverage of many areas, alleviating some of the frustrations of the RE1 Remake. Unfortunately, a severely limited inventory system and wealth of weapons, key items, and consumables leads to much of the player's time being wasted running items back and forth and dropping them on the floor when overburdened. Thankfully, the game tracks all items on the map screen with labels, but this feels like a band-aid over a self-inflicted wound. Swapping control between Rebecca and Billy is swift as long as they remain in the same room together. However, much of the game forces the duo to split up to solve various puzzles and encounters. When this happens, the game loads between every swap, which ruins the tension and pacing. Coupled with the inventory issues, this additional time creates a frustrating experience. Much of RE: Zero's gameplay systems are cumbersome and only serve to get in the way of the narrative and player experience.

Story

The pre-rendered cutscene sequences are a marked improvement over those few in the RE1 Remake. However, stilted English voice acting and direction distract from the otherwise entertaining story. Thankfully, the game leads the player on a varied journey through many different kinds of spaces, which gives the story a sense of momentum. Despite some misgivings, getting to see the events just prior to the start of the franchise is a worthwhile experience for fans.

Audio

The musical score consists of largely forgettable tone pieces that fail to engender the same sense of dread as the first Resident Evil. However, weapon sounds are punchy and loud in confined spaces, and the various squelches, footfalls, and moans of the humanoid and insectoid foes help to round out the experience. Directional audio for the enemies helps greatly when heard from offscreen.

Overall

Resident Evil Zero attempts to recapture and expand upon the magic of the franchise's lauded beginnings. While it does add context to the events of the first game, it stumbles over itself due to a lack of thoughtful innovation. Having two playable characters to manage doesn't often result in mechanically interesting situations, and instead leads to frustration and lengthy resource micro-management. Thankfully, the pre-rendered background design, area variety, and sound design come together in a feast for the eyes and ears, carrying on the standards of the RE1 Remake. RE: Zero never hits the highs of the original remake, but it also isn't without its own merits, however flawed it may be.

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