{"id":2291,"date":"2010-03-10T02:15:47","date_gmt":"2010-03-10T02:15:47","guid":{"rendered":"http:\/\/danielprimed.com\/?p=2291"},"modified":"2012-03-11T09:57:21","modified_gmt":"2012-03-11T09:57:21","slug":"resident-evil-0-%e2%80%93-detecting-a-history-of-solace","status":"publish","type":"post","link":"https:\/\/danielprimed.com\/2010\/03\/resident-evil-0-%e2%80%93-detecting-a-history-of-solace\/","title":{"rendered":"Resident Evil 0 \u2013 Detecting a History of Solace"},"content":{"rendered":"
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Three ideas were cycling through my mind when playing Resident Evil 0<\/em>, figured that they’d go well together in a tasty dish.\u00a0Bon app\u00e9tit.<\/p>\n \n \n Even though I’ve completed Resident Evil Remake<\/em>, Resident Evil 3<\/em> and other puzzle-heavy adventure games, Resident Evil 0<\/em> was the first time I actually felt like a successful detective. (Maybe these aren’t the intents of the Resident Evil<\/em> games, but it’s certainly something I’ve inferred from playing). With the other Resident Evi<\/em>l games I usually have to drip-feed my way through on a play guide since I struggle to solve all the puzzles by myself. In Resident Evil 0<\/em> though, I only consulted a FAQ for trivial matters such as overlooking small details. I’m so pleased with my new-found interest in \u201cdetective\u201d gaming and now I want to try out similar titles. I’ve been thinking hard about why Resident Evil 0<\/em> was a softer nut to crack and besides simply getting lucky at times, here’s my reasoning:<\/p>\n \n <\/p>\n \n Resident Evil 0<\/em> is very segregated. Sure, the training facility is clearly the largest single area in the game, but each of the 6 self-contained maps are small enough not to be overwhelming, in fact some of them are just short pitstops. The mansion in Resident Evil<\/em>, on the other hand, is<\/em> terribly overwhelming. In RE Remake<\/em>, if you miss one clue then there are plenty of potholes to fall down, but in Resident Evil 0<\/em> the options are fewer and therefore it’s easier to remain on track. Resident Evil 0<\/em> also begins on the Ecliptic Express\u00a0which acts as a fantastic tutorial area since there are very few ways to make a wrong move. Resident Evil Remake<\/em>, however, quite brutally starts you off in an open mansion and every time a new key is discovered the newly available areas are many.<\/p>\n \n \n I think it’s important for us to enjoy a game on its own terms, on what the game is supposing, rather than a fixed set of expectations, hearsay or assumed norms*. As I established in the prior post, Resident Evil<\/em> is an important part of our history and for this reason I interpret Resident Evil Remake<\/em> and Resident Evil 0<\/em>, particularly in a current context (even though I played the GCN version and not the recently released Wii version), as something of a time capsule which has captured a certain style of play, the old-way of doing survival horror, in a very fresh, attractive-looking wrapper. It feels well-worn without suggesting so by the presentation, and that makes it more palatable point of entry for a given slice of our history.<\/p>\n \n At the same time, Resident Evil 0<\/em> is essentially the B-sides of the original game, a classic and that itself quite the companion piece to those wishing to further explore the history of this genre.<\/p>\n \n *It’s for this reason that 2D games or obscure genres such as shmps or on-rails shooters almost always get panned by critics. Games which involve killing people whilst ripping off hollywood tropes are idealised and other genres are seen as derelict.<\/p>\n \n \nBeccy, Billy and Detective Dan<\/h3>\n
A Slice of History<\/h3>\n
Game of Solace<\/h3>\n