Site Navigation

RPGClassics Main
Contact Maintainer

Subsite Navigation
Subsite Main
Zero Main
Basics
Characters
Leech Hunter
Monsters
Puzzles
Review
Secrets
Walkthrough
Weapons


The Basics

So, you're playing Resident Evil Zero are you? I hope you're not expecting something along the lines of a traditional RE game...'cause this is not the game to be playing if you are. Resident Evil Zero is a two player game gone awry. By this I mean it should be a two player game but it's only for single player. Basically you start the game controlling one character and thats good but within the first twenty minutes you end up being in control of two characters at once. While the computer will control the actions of the second character, it's up to you to manage items and the like. It can take some getting used to.




If this is your first Resident Evil Game...

If you're unfortunate enough to have started the series with Zero I suggest you put your Gamecube controller down, turn off your Gamecube, get off your ass and play the Remake or the original first. Zero is the worst of the main line of RE games to start with. Based on the sole reason fact that it's not a good introduction to the gameplay. Really, if this is your first RE game...stop and play another one first. Thats really all there is to it.




The differences

Now, the first thing that you'll notice is there is a 'leave' option when dealing with items. Thus is your first hint that there's no Item Box function, this screwing you over if you're used to item boxes. The second thing will be the fact that you have to control and manage two characters. While the initial thought is "if both characters have six item slots and I'm used to having a max of ten...sweet...two extra slots" sounds deliciously tempting...it's a load of shit. Having twelve item slots would be great...if larger weapons such as the Shotgun and the Grenade Launcher only took up one space...but they take up two. Also each character has to have their own supply of ammmo, thus making the Shotgun take up three slots and every smaller gun, two slots. So when you're dealing with monsters such as Hunters...that doesn't make for a fun time since you'll be strapped for ammo space since you'll be carrying lots of crap around you're not sure if you'll need. The final thing you'll notice is the obscene differences between difficulty levels. At the same point on easy as a play through on normal I had less then 1/4th the handgun ammo. If you're not careful with your ammo you'll be lacking it so badly you'll be wasting shells and rounds for your stronger weapons. Which isn't good since the first boss can take an entire clip of handgun ammo on normal and the second can take almost two. Capcom seems to have a rule of thumb when it comes to designing a game. It is as follows "Ok, if we don't make the games with plot holes big enough to swallow all of the world...we'll fuck the difficulty up some how." based upon that Zero has some plot holes but none so large as the Megaman games...thus the difficulty was majorly fucked up at points. When the third boss takes up to six grenade rounds and seven shotgun shells...you know they fucked up somewhere.




I need a damned easy button...

Playing Zero on Easy is a breeze. The only thing you have to worry about is lack of item space. On easy Rebecca can take four or so chomps from a zombie before death and Billy can take up to as many as ten. Thats really all there is to it.




This is normal? The hell?

Whoever the fuck programmed this as Normal should be shot in the face...multiple fucking times. The first damned boss can take half your Handgun ammo to kill, the second takes all of your Shotgun ammo to kill and the third takes half your Shotgun ammo and all of your Grenade ammo. This is ignoring the fact that while Shotgun ammo is the most common fucking ammo type. Handgun ammo is in such short supply I found myself wasting Shotgun ammo on zombies...ZOMBIES for crying out loud. What makes it worse is the zombies on Normal can survive a point blank shot from a standard Grenade Round. While I'm writing this I just opened the way to the basement and I stopped playing because I have 34 bullets between two characters and I really, REALLY don't want to go down there. Too many damned spiders. One clip of ammo takes down about two and a half zombies if you're lucky and it doesn't help that your moronic partner's AI is trigger happy. The rule of thumb to Normal is know where the healing items are if you're running low on ammo. 'Cause at all the points you're low on ammo...is when the designers decided to stick in new areas and more monsters in old ones.




Hard? Hah, I laugh in the face of poorly named difficulties!

Don't get me wrong, it's not like I'm saying Hard isn't hard...but it's less of a jump between this and Normal. Ammo is just as limited on Hard as on Normal but what you really have to be careful of are the alleged special zombies. I say alleged because I've never encountered the one people claim exists. First off there's the nekkid zombie. This zombie takes upwards of nine shots, apparrently nudity makes the undead stronger and secondly there's the Conductor type. I've heard claims that this one can use doors. Never seen it, I doubt it is true. Anywho, thats basically it...just be even cheaper with your ammo as god only knows how many hits some of these beasts can take.




(c)2006 RPGClassics.com. All materials are copyrighted by their respective authors. All games mentioned in this site are copyrighted by their respective producers and publishers. No infringement on any existing copyright is intended. All rights reserved.