

While there are a few new enemies which prove a suitable challenge on harder difficulties, such as the explosive Leech Zombies and savage Baboons, puzzles usually involve finding a key and opening a door. Resident Evil games of the classic style have usually been about killing monsters and solving puzzles. As a consequence, I spent a lot of time in the inventory menu switching items around to give Rebecca the herbs to combine. Rebecca is the only one of the two who can combine herbs to make more potent healing items, while Billy has more stamina and can move big objects. It’s an especially cumbersome system from a gameplay perspective.īilly and Rebecca have their own individual traits that make for their own problems. This is particularly true of the easier difficulties, where there was a weapon or item I couldn’t do without, but neither character had space in their inventory to carry it. However the majority of the time I was a courier bringing item after item from one location to another, then dumping it for later use. There haven’t been any changes in this department and while cooperative puzzle solving is still a really nice touch, the item swapping is a whole different story.Īt times during my time with the game, I felt like a STARS Operative or an ex-army convict just trying to survive the biohazardous monstrosities in the mansion.

Upon its original release, the partner swapping ability and the way Resident Evil Zero handled item swapping was met with divisive opinion among critics, and that has been preserved in this release.

Shooting is as clumsy as ever, though unlike the GameCube Resident Evil remake, this is far less of an issue in Zero as the zombies don’t get back up. While analogue support has been implemented to allow for more normal movement, it wasn’t designed with the camera in mind, as I would frequently be turned backwards when the screen transitioned to the next angle. If you hated the controls for classic Resident Evil games, this one isn’t going to change your mind.
