Resident Evil is a title that carries a massive weight of legacy, often cited as the very foundation of the survival horror genre. Despite having played through most of the series over the years, I finally sat down to experience the mansion incident for the first time in 2026. Coming to it so late creates a strange disconnect, especially after seeing how the franchise has reinvented itself multiple times. I don’t walk away from it with hatred, but I certainly don’t hold it in the same high regard as the more modern entries. It sits in a middle ground: a game I respect for its history, even if I found the actual process of playing it to be a constant test of my patience.
The atmosphere in the Spencer Mansion remains a consistent high point, driven by creative camera angles that effectively heighten the sense of horror and dread. From visual touches like lightning flashing through windows, to the immersive sound design such as thunder and distant groans, Resident Evil successfully build a creepy, cool tension that only feels truly relieved by the safe room music, which is highly effective at instilling a genuine sense of calm.
However, the game’s structural design often feels like it is actively working against the player. The mansion functions less like a logical space and more like a disorganized obstacle course designed to waste time, making it difficult, in spite of everything, to maintain any sense of immersion in the setting. This feeling of bloat is compounded by a tiny inventory limit and a reliance on multi-step puzzles that require multiple items at once and constant backtracking. Simple tasks are stretched out through repetitive item management, making the experience feel padded and tedious from beginning to end.
The save system is another significant point of friction that feels increasingly dated. The use of finite ink ribbons is player-hostile, especially since they occupy precious inventory space and force the player to decide whether to keep ribbons on hand or sacrifice the ability to save in order to make room for more puzzle items or weapons, knowing that those ribbons might prevent you from having enough space to pick up another puzzle item, forcing you to make the annoying trek back to the nearest storage chest so you can make the necessary room. Beyond the mechanics, the actual technical process of saving is grueling and slow, requiring players to click through dialogue and wait through several menus. The absence of modern features like autosaves turns the gameplay into a chore, where finishing a section feels less like a victory and more like a relief that the work is over.
Enemy design offers some variety, though it often lacks cohesion. While the giant snake is neat, other encounters like the sharks feel over-the-top and jarring. The Crimson Head mechanic is particularly frustrating, serving as an overkill punishment. When compared to the Blister Heads in Resident Evil: Requiem, which are introduced more effectively, the Crimson Heads in this game feel like an unbalanced burden that contributes to the overall sense of exhaustion.
Characterization and performance are major weak points that undermine the story's stakes. The voice acting is flat and lacks direction, and it's clear that the actors are simply reading their lines instead of truly delivering them. This is especially true for Jill Valentine, who feels unconvincing as an elite STARS operative. Her weird reliance on Barry and her tendency to bumble through encounters makes her seem incompetent compared to her portrayal in the Resident Evil 3 Remake. The game’s insistence on having Barry stride in to save the day makes it feel as though Jill hasn't earned the status the narrative claims she has.
Ultimately, while the game’s creative vision and atmospheric tension are undeniable, the moment-to-moment experience is weighed down by dated design and repetition. The pace improves slightly in the later stages, but the fundamental issues with balance and time-wasting remain present throughout. For someone coming from more modern entries, the age of this title is felt in every second of gameplay, serving as a reminder that some classics are more enjoyable to remember than they are to play.
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