Resident Evil Archives Resident Evil Wii NTSC
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Resident Evil Zero received generally positive reviews after its initial GameCube release in 2002.[35] The graphics and atmosphere were universally praised, being described as \"wonderfully spooky\" and \"moody\" with an \"astonishing level of detail\".[3][36][40] Scott Steinberg of GameSpy noted how the animated backgrounds, such as flickering lights and dripping water, brought the environments to life.[41] Giancarlo Varanini of GameSpot shared these sentiments, and complimented Capcom on how they were able to blend the game's models with pre-rendered backgrounds to create highly detailed visuals.[40] The sound design was also complimented, with Matt Casamassina of IGN noting that \"Capcom uses silence at times, too, to scare, which is brilliant.\"[3] Varanini described the soundtrack as one \"that will keep you in constant fear.\"[40] Louis Bedigian of GameZone praised the sound effect work, such as thunder, gunshots, and footsteps for building a scary environment.[42] The controls were universally panned as archaic, and the series was criticized for not evolving the control scheme to something more similar to Devil May Cry (2001) or Eternal Darkness (2002).[3][39][40][41]
While the original Resident Evil was still in development, the idea for a prequel came up shortly after the 64DD peripheral for the Nintendo 64 was announced in 1995. The 64DD's low sales four years later eventually made Capcom decide to develop Resident Evil Zero as a cartridge-based Nintendo 64 release.[5] Capcom started development on the Nintendo 64 version shortly before the summer of 1998, one of many Resident Evil games being developed at the time. One of these was Resident Evil: Code Veronica (2000) which was taking full advantage of the capacities of the GD-ROM format. The Nintendo 64 cartridge could only store 64MB of data, 1/10 that of a traditional CD-ROM. For these reasons, the team approached Resident Evil Zero with different ideas for gameplay and visual design that would function better with less storage space.[6] After the script had been completed in early 1999, the production of a Resident Evil game for Nintendo 64 was revealed to the public by Yoshiki Okamoto, the president of Capcom's screenplay company Flagship.[7]
Resident Evil Zero received generally favorable reviews after its initial GameCube release in 2002.[31] The graphics and atmosphere were universally praised, being described as \"wonderfully spooky\" and \"moody\" with an \"astonishing level of detail\".[1][32][33] Scott Steinberg of GameSpy noted how the animated backgrounds, such as flickering lights and dripping water, brought the environments to life.[34] Giancarlo Varanini of GameSpot shared these sentiments, and complimented Capcom on how they were able to blend the game's models with pre-rendered backgrounds to create highly detailed visuals.[33] The sound design was also complimented, with Matt Casamassina of IGN noting that \"Capcom uses silence at times, too, to scare, which is brilliant.\"[1] Varanini described the soundtrack as one \"that will keep you in constant fear.\"[33] Louis Bedigian of GameZone praised the sound effect work, such as thunder, gunshots, and footsteps for building a scary environment.[35] The controls were universally panned as archaic, and the series was criticized for not evolving the control scheme to something more similar to Devil May Cry or Eternal Darkness.[1][33][34][36] 153554b96e
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