Survival horror is a subgenre of horror games . Although combat can be part of the gameplay, the player is made to feel less in control than in typical action games through limited ammunition or weapons, health, speed, and vision, or through various obstructions of the player's interaction with the game mechanics . The player is also challenged to find items that unlock the path to new areas and solve puzzles to proceed in the game. Games make use of strong horror themes, such as dark mazelike environments and unexpected attacks from enemies .
110-649: Resident Evil Zero (or Resident Evil 0 ) is a survival horror video game developed and published by Capcom for the GameCube in 2002. It is a prequel to Resident Evil (1996), covering the ordeals experienced in the Arklay Mountains by special police force unit, the S.T.A.R.S. Bravo Team. The story takes place in July 1998 and follows officer Rebecca Chambers as well as convict Billy Coen as they explore an abandoned training facility for employees of
220-477: A defence ministry that may have formal military status. Other government agencies, depending on the country, may establish specialized units with comparable taskings, training, and equipment, such as border guard , coast guard , customs , or corrections . In the United States , police tactical units are known by the generic term SWAT (special weapons and tactics) team ; the term originated from
330-400: A first-person perspective and encourages resource management and puzzle-solving, more akin to earlier entries in the franchise. Many of these earlier entries were also remade with modern graphics while retaining their survival horror aspects with the remakes of Resident Evil 2 , Resident Evil 3 , and Resident Evil 4 . After these were well received, other games were remade, such as
440-404: A horrific setting and atmosphere without the overuse of violence or gore. In 2010, the cult game Deadly Premonition by Access Games was notable for introducing open world nonlinear gameplay and a comedy horror theme to the genre. Five Nights at Freddy's effectively incorporated jump scares into the genre with the first game in the series releasing in 2014. Further evolution of
550-498: A horror game released that year was Sega 's arcade game Monster Bash , which introduced classic horror-movie monsters, including the likes of Dracula , Frankenstein's monster , and werewolves , helping to lay the foundations for future survival horror games. Its 1986 remake Ghost House had gameplay specifically designed around the horror theme, featuring haunted house stages full of traps and secrets, and enemies that were fast, powerful, and intimidating, forcing players to learn
660-404: A limited inventory, while battling or escaping from horrifying creatures, which could lead to permanent death for any of the characters, thus creating tension and an emphasis on survival. It was also the first attempt at creating a scary and frightening storyline within a game, mainly told through scattered diary entries left behind fifty years before the events of the game. Developed by Capcom ,
770-558: A new 16:9 option, as well as more control styles including a modern non-tank-like control scheme. Overall, Takenaka felt that putting together the remaster for Resident Evil Zero was more difficult than that of Resident Evil , largely due to the companion function. Resident Evil Zero received generally positive reviews after its initial GameCube release in 2002. The graphics and atmosphere were universally praised, being described as "wonderfully spooky" and "moody" with an "astonishing level of detail". Scott Steinberg of GameSpy noted how
880-682: A new hairstyle. The GameCube's use of optical discs reintroduced load times , so the programmers had to use sophisticated programming to make the "partner zapping" system work. Capcom announced its intention to release a game demo in Japan around August 2002. Resident Evil Zero was released for the Nintendo GameCube on November 12, 2002, in North America, on November 21, 2002, in Japan and March 7, 2003, in Europe. In December 2008,
990-408: A new item system, but it is ultimately not too useful since it is easiest to drop all the items in a save location anyway. Casamassina of IGN called the system "perfect" and much better than the item boxes in previous games. Regarding the partner system, Varanini said that it works well, although he found the puzzles too simple and the companion's AI was lacking at times. Bedigian of GameZone praised
1100-475: A precursor to Resident Evil ' s crimson head enemies. The prototype also supported local co-operative play. Resident Evil Zero was officially announced at 20 percent completion in January 2000, after which it was presented with a playable demo at Tokyo Game Show . The game was expected to release in July 2000 and reportedly had an atmosphere close to the first Resident Evil , focusing more on suspense than
1210-501: A primary option, such as a limited number of weapons or invulnerable enemies; if weapons are available, their ammunition is sparser than in other games, and powerful weapons such as explosives are rare, if even available at all. Thus, players are more vulnerable than in action games , and the hostility of the environment sets up a narrative where the odds are weighed decisively against the avatar. This shifts gameplay away from direct combat, and players must learn to evade enemies or turn
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#17327725171321320-636: A return to form for the series due to several developmental decisions taken by Climax Studios . This included the decision to openly break the fourth wall by psychologically profiling the player, and the decision to remove any weapons from the game, forcing the player to run whenever they see an enemy. Examples of independent survival horror games are the Penumbra series and Amnesia: The Dark Descent by Frictional Games , Nightfall: Escape by Zeenoh, Cry of Fear by Team Psykskallar and Slender: The Eight Pages , all of which were praised for creating
1430-460: Is a third-person survival horror video game. The gameplay remains largely the same as previous entries in the series. However, unlike controlling one sole character like the previous games, the player controls two protagonists throughout the game. The player may switch between police officer and medic Rebecca Chambers and convicted former Force Reconnaissance Officer Billy Coen . If they travel together, either one of them can be controlled while
1540-556: Is attacked by the Tyrant. After temporarily defeating the Tyrant, Rebecca meets up with Billy again and, together, they defeat it and continue on towards a water plant. Eventually, Rebecca and Billy catch up with the leech-controlling man, who happens to be Marcus' final experiment, the Queen Leech. In 1988, Marcus was assassinated on the orders of Umbrella's other co-founder, Oswell E. Spencer, who sought his research. After his corpse
1650-463: Is brilliant." Varanini described the soundtrack as one "that will keep you in constant fear." Louis Bedigian of GameZone praised the sound effect work, such as thunder, gunshots, and footsteps for building a scary environment. 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). Critics had mixed reactions to
1760-649: Is central to solving many of the game's puzzles. The characters can run as well as perform quick 180-degree turns to evade danger. The player may examine objects such as doors, other characters, and items in order to find clues to proceed through the game. Some objects can be pushed or climbed upon to investigate higher levels. Items held by the characters can be examined in the inventory screen. Some items such as weapons can be equipped, and other items can be combined to create more effective items or replenish ammunition. When Rebecca and Billy are close by, they can exchange items between one-another. Previous series installments had
1870-564: Is mostly a first-person shooter at its core. Meanwhile, the Fatal Frame series has remained true to the roots of the genre, even as Fatal Frame IV transitioned from the use of fixed cameras to an over-the-shoulder viewpoint. Also in 2009, Silent Hill made a transition to an over-the-shoulder viewpoint in Silent Hill: Shattered Memories . This Wii effort was, however, considered by most reviewers as
1980-517: Is not unusual for survival horror games to draw upon elements from first-person shooters , or even role-playing games . According to IGN , "Survival horror is different from typical game genres in that it is not defined strictly by specific mechanics, but subject matter, tone, pacing, and design philosophy." Survival horror games are a subgenre of horror games, where the player is unable to fully prepare or arm their avatar. The player usually encounters several factors to make combat unattractive as
2090-458: Is sent to investigate a series of cannibalistic murders in the Arklay Mountains outside of Raccoon City. On the way to the scene, its helicopter has an engine failure and crash-lands in a forest. Searching the area, officer Rebecca Chambers of Bravo Team comes across the Express, now motionless. She begins to investigate the scene, only to find the passengers and crew transformed into zombies. She
2200-443: Is unaware their transformation is a result of exposure to Umbrella's T-virus contained within the leeches. As she explores the train, she teams up with Billy Coen—a former Marine Force Reconnaissance officer, who was to be executed for killing 23 people until the military police van transporting him crashed in the region. The pair notices the mysterious young man, moments before the train suddenly begins moving again. Unbeknownst to
2310-494: Is usually considered a first-person shooter with survival horror elements. Regardless, the genre's increased popularity led Western developers to incorporate horror elements into action games, rather than follow the Japanese survival style. Overall, the traditional survival horror genre continued to be dominated by Japanese designers and aesthetics. 2002's Clock Tower 3 eschewed the graphic adventure game formula seen in
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#17327725171322420-524: The Alien science fiction horror film series, was released. The game updated the concept of a single un-killable villain chasing the protagonist throughout most of the game, requiring the player to use stealth in order to survive. In 2015, Until Dawn , developed by Supermassive Games , was published by Sony Computer Entertainment for the PlayStation 4 . The game is an interactive drama in which
2530-492: The Dreamcast incorporating action elements from beat 'em up and shooter games . Konami 's Silent Hill , released in 1999, drew heavily from Resident Evil while using real-time 3D environments in contrast to Resident Evil' s pre-rendered graphics. Silent Hill in particular was praised for moving away from B movie horror elements to the psychological style seen in art house or Japanese horror films, due to
2640-796: The Philadelphia Police Department and the Los Angeles Police Department in the 1960s. In Australia , the federal government uses the term police tactical group . The European Union uses the term special intervention unit for national counterterrorist PTUs. Police tactical units have similarities to military special forces units such as organization, selection, training, equipment, and operational methodologies. Police tactical units, similar to military units, are not gender diverse , with female members being rare. For "certain counter terrorism operations, such as hostage rescue, there
2750-442: The 1979 Japanese only stealth game Manbiki Shounen (Shoplifting Boy) by Hiroshi Suzuki and the 1979 sci-fi horror film Alien , the gameplay of Nostromo involved a player attempting to escape a spaceship while avoiding the sight of an invisible alien, which only becomes visible when appearing in front of the player. The gameplay also involved limited resources, where the player needs to collect certain items in order to escape
2860-775: The 2024 remake of Silent Hill 2 . Sources: Police tactical unit A police tactical unit ( PTU ) is a specialized police unit trained and equipped to handle situations that are beyond the capabilities of ordinary law enforcement units because of the level of violence (or risk of violence) involved. The tasks of a police tactical unit may include executing dangerous search warrants and arrest warrants for dangerous persons; arresting or neutralizing dangerous or mentally ill armed persons; and intervening in high-risk situations such as shootouts , standoffs , hostage-takings , and terrorist incidents. Police tactical units are dedicated units composed of personnel selected and trained in tactical skillsets to carry out
2970-506: The Dark . The name has been used since then for games with similar gameplay and has been retroactively applied to earlier titles. Starting with the release of Resident Evil 4 in 2005, the genre began to incorporate more features from action games and more traditional first person and third-person shooter games. This has led game journalists to question whether long-standing survival horror franchises and more recent franchises have abandoned
3080-458: The Dark uses static prerendered camera views that were cinematic in nature. Although players had the ability to fight monsters as in action games , players also had the option to evade or block them. Many monsters could not be killed, and thus could only be dealt with using problem-solving abilities. The game also used the mechanism of notes and books as expository devices. Many of these elements were used in later survival horror games, and thus
3190-504: The Dark , notably its cinematic fixed camera angles and pre-rendered backdrops. The control scheme in Resident Evil also became a staple of the genre, and future titles imitated its challenge of rationing very limited resources and items. The game's commercial success is credited with helping the PlayStation become the dominant game console , and also led to a series of Resident Evil films. Many games have tried to replicate
3300-504: The Japanese approach tends to favour psychological horror . AX-2: Uchū Yusōsen Nostromo was a survival horror game developed by Akira Takiguchi, a Tokyo University student and Taito contractor, for the PET 2001 . It was ported to the PC-6001 by Masakuni Mitsuhashi (also known as Hiromi Ohba, later joined Game Arts ), and published by ASCII in 1981, exclusively for Japan. Inspired by
3410-609: The Nintendo 64 version in mid-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, one tenth 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. After
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3520-688: The Training Facility. On July 23, 1998, a train owned by the pharmaceutical company Umbrella, the Ecliptic Express, comes under attack from a swarm of leeches. As the passengers and crew are attacked, a mysterious young man watches from a hillside. Two hours later, the Bravo Team of the Special Tactics And Rescue Service (S.T.A.R.S.), a tactical unit of Raccoon City Police Department's (R.P.D.),
3630-440: The animated backgrounds, such as flickering lights and dripping water, brought the environments to life. 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. The sound design was also complimented, with Matt Casamassina of IGN noting that "Capcom uses silence at times, too, to scare, which
3740-474: The appropriate item is found. Because it has several features that have been seen in later survival horror games, some reviewers have retroactively classified this game as the first in the genre. Malcolm Evans ' 3D Monster Maze , released for the Sinclair ZX81 in 1982, is a first-person game without a weapon; the player cannot fight the enemy, a Tyrannosaurus rex , so they must escape by finding
3850-402: The ceiling or crash through windows. Survival horror games, like many action-adventure games, are sometimes structured around the boss encounter where the player must confront a formidable opponent in order to advance to the next area. These boss encounters draw elements from antagonists seen in classic horror stories, and defeating the boss will advance the story of the game. The origins of
3960-503: The changes were cumbersome or non-innovative. The controls were panned as outdated and Capcom was criticized for not evolving the series' tank controls . The game was ported to the Wii in 2008, and a high-definition remaster was released in January 2016; the rereleases received mixed reviews due to lack of improvements. Resident Evil Zero was commercially successful, having sold over 4 million copies across all platforms. Resident Evil Zero
4070-406: The companion system for adding a new dimension to the Resident Evil series and it left him excited for future games. Steinberg of GameSpy liked the puzzles which required both characters working together, but he was not keen to fight alongside them, feeling like he was "babysitting" the other character due to weak AI. Re-releases of Resident Evil Zero have received considerably less praise than
4180-457: The enemy's patrol routes and hide from them. However, reviewers eventually criticized the traditional Japanese survival horror formula for becoming stagnant. As the console market drifted towards Western-style action games, players became impatient with the limited resources and cumbersome controls seen in Japanese titles such as Resident Evil – Code: Veronica and Silent Hill 4: The Room . In 2005, Resident Evil 4 attempted to redefine
4290-432: The environment against them. Games try to enhance the experience of vulnerability by making the game single-player rather than multiplayer, and by giving the player an avatar who is more frail than the typical action game hero. The survival horror genre is also known for other non-combat challenges, such as solving puzzles at certain locations in the game world, and collecting and managing an inventory of items. Areas of
4400-473: The exit before the monster finds them. The game states its distance and awareness of the player, further raising tension. Edge stated it was about "fear, panic, terror and facing an implacable, relentless foe who’s going to get you in the end" and considers it "the original survival horror game". Retro Gamer stated, "Survival horror may have been a phrase first coined by Resident Evil , but it could’ve easily applied to Malcolm Evans’ massive hit." 1982 saw
4510-462: The facility and the corporation's co-founder, Dr. James Marcus, was responsible for discovering the so-called Progenitor virus in the 1960s, and decided to examine its potential as a biological weapon . He combined it with leech DNA to develop the T-virus that causes rapid mutations in living organisms and thus transforms humans and animals into zombies and monsters. As the pair continue to explore
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4620-421: The facility's self-destruct mechanism. Pursued by the Queen Leech, the pair eventually kill it and escape before the facility is destroyed. Following their escape, Rebecca notices the mansion that Marini mentioned and prepares to head for it. Before she does, she assures Billy that her police report will list him as another casualty of the incident. Thanking her for his freedom, Billy departs as Rebecca heads towards
4730-662: The facility, Wesker decides to leave Umbrella and join its rival company, and makes plans for further research on the T-virus. William Birkin refuses his offer to join him, instead opting to complete his research on the G-virus. Later, Rebecca becomes separated from Billy. On her own, she encounters Captain Enrico Marini, who tells her that the rest of the Bravo team will meet up at an old mansion they found, but allows her to stay behind to find Billy. Just after Enrico leaves, Rebecca
4840-539: The game also featured up to 20 possible endings . However, the game would not be released in Western markets until 2011. Riverhillsoft 's Overblood , released in 1996, is considered the first survival horror game to make use of a fully three-dimensional virtual environment. The Note in 1997 and Hellnight in 1998 experimented with using a real-time 3D first-person perspective rather than pre-rendered backgrounds like Resident Evil . In 1998, Capcom released
4950-405: The game is credited with making the survival horror genre possible. In 1994, Riverhillsoft released Doctor Hauzer for the 3DO . Both the player character and the environment are rendered in polygons . The player can switch between three different perspectives: third-person , first-person , and overhead . In a departure from most survival horror games, Doctor Hauzer lacks any enemies;
5060-525: The game was a horror action RPG revolving around a female SWAT member Lila rescuing survivors in an isolated monster-infested town and bringing them to safety in a church. It has open environments like Dragon Quest and real-time side-view battles like Zelda II , though War of the Dead departed from other RPGs with its dark and creepy atmosphere expressed through the storytelling, graphics, and music. The player character has limited ammunition, though
5170-467: The game was originally slated for localization in 2004 but abruptly cancelled. Building on its previous success in Korea and interest, a remake was developed in 2015. Fatal Frame from 2001 was a unique entry into the genre, as the player explores a mansion and takes photographs of ghosts in order to defeat them. The Fatal Frame series has since gained a reputation as one of the most distinctive in
5280-620: The game was ported to the Wii along with Resident Evil (2002). The port, Resident Evil Archives: Resident Evil Zero , is near-identical but features a control system that supports the Wii Remote and the GameCube controller. For many years, the fate of the original Nintendo 64 prototype remained unclear. All that remained was low-quality video captured from the Tokyo Game Show in 2000 and magazine scans. In 2015, Capcom showed off
5390-416: The game world will be off limits until the player gains certain items. Occasionally, levels are designed with alternative routes. Levels also challenge players with mazelike environments, which test the player's navigational skills. Levels are often designed as dark and claustrophobic (often making use of dim or shadowy light conditions and camera angles and sightlines which restrict visibility) to challenge
5500-457: The game would become the main inspiration behind their later release Resident Evil . Its horrific imagery prevented its release in the Western world, though its influence was felt through Resident Evil , which was originally intended to be a remake of the game. Some consider Sweet Home to be the first true survival horror game. In 1989, Electronic Arts published Project Firestart , developed by Dynamix . Unlike most other early games in
5610-467: The game's emphasis on a disturbing atmosphere rather than visceral horror. The game also featured stealth elements, making use of the fog to dodge enemies or turning off the flashlight to avoid detection. The original Silent Hill is considered one of the scariest games of all time, and the strong narrative from Silent Hill 2 in 2001 has made the Silent Hill series one of the most influential in
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#17327725171325720-498: The gameplay changes from previous series entries. Regarding the new item system, a critic from GameRevolution noted that it prevents the need to return to item boxes to empty inventory. However, he also noted a drawback, in that it introduces more backtracking to pick up an item that was dropped. Contrary to this, Mark MacDonald of 1UP.com praised it for eliminating the backtracking that slowed down previous series entries. Varanini from GameSpot gave credit to Capcom for attempting
5830-493: The genre and moved into a distinct genre often referred to as "action horror." Survival horror refers to a subgenre of survival video games that include horror game elements. The player character is vulnerable and under-armed, which puts emphasis on puzzle-solving and evasion, rather than the player taking an offensive strategy. Games commonly challenge the player to manage their inventory and ration scarce resources such as ammunition. Another major theme throughout
5940-467: The genre by emphasizing reflexes and precision aiming, broadening the gameplay with elements from the wider action genre. Its ambitions paid off, earning the title several Game of the Year awards for 2005, and the top rank on IGN 's Readers' Picks Top 99 Games list. However, this also led some reviewers to suggest that the Resident Evil series had abandoned the survival horror genre, by demolishing
6050-415: The genre continues to grow among independent video game developers . The Last of Us , released in 2013 by Naughty Dog , incorporated many survival horror elements into a third-person action-adventure game. Set twenty years after a pandemic plague, the player must use scarce ammo and distraction tactics to evade or kill malformed humans infected by a brain parasite, as well as dangerous survivalists. This
6160-415: The genre conventions that it had established. Other major survival horror series followed suit by developing their combat systems to feature more action, such as Silent Hill: Homecoming , and the 2008 version of Alone in the Dark . These changes were part of an overall trend among console games to shift towards visceral action gameplay. These changes in gameplay have led some purists to suggest that
6270-531: The genre has deteriorated into the conventions of other action games. Jim Sterling suggests that the genre lost its core gameplay when it improved the combat interface, thus shifting the gameplay away from hiding and running towards direct combat. Leigh Alexander argues that this represents a shift towards more Western horror aesthetics, which emphasize action and gore rather than the psychological experience of Japanese horror. The original genre has persisted in one form or another. The 2005 release of F.E.A.R.
6380-536: The genre is that of isolation. Typically, these games contain relatively few non-player characters and, as a result, frequently tell much of their story second-hand through the usage of journals, texts, or audio logs. While many action games feature lone protagonists versus swarms of enemies in a suspenseful environment, survival horror games are distinct from otherwise horror-themed action games. They tend to de-emphasize combat in favor of challenges such as hiding or running from enemies and solving puzzles. Still, it
6490-503: The genre was carried out via platforms such as itch.io that allowed independent creators to distribute games more easily and therefore became hives of experimentation, an example of which is the emergence of games with PS1-style low-poly aesthetics, such as those developed by Puppet Combo , that became a genre unto itself which eventually went on to be published on more mainstream storefronts such as Steam. Overall, game developers have continued to make and release survival horror games, and
6600-474: The genre, with the first game in the series credited as one of the best-written survival horror games ever made, by UGO Networks . Meanwhile, Capcom incorporated shooter elements into several survival horror titles, such as 2000's Resident Evil Survivor which used both light gun shooter and first-person shooter elements, and 2003's Resident Evil: Dead Aim which used light gun and third-person shooter elements. Western developers began to return to
6710-559: The genre, it featured a science fiction setting inspired by the film Alien , but had gameplay that closely resembled later survival horror games in many ways. Travis Fahs considers it the first to achieve "the kind of fully formed vision of survival horror as we know it today," citing its balance of action and adventure, limited ammunition, weak weaponry, vulnerable main character, feeling of isolation, storytelling through journals, graphic violence, and use of dynamically triggered music - all of which are characteristic elements of later games in
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#17327725171326820-567: The genre. According to IGN, the "golden age of survival horror came to a crescendo" with the release of Silent Hill . A game similar to the Clock Tower series of games and Haunting Ground , which was also inspired by Resident Evil 's success, is the Korean game known as White Day: A Labyrinth Named School (2001). "White Day" was reportedly so scary that the developers had to release several patches adding multiple difficulty options, and
6930-548: The graphic-adventure gameplay of the original Clock Tower rather than following the Resident Evil formula. Another survival horror title that differentiated itself was Corpse Party (1996), an indie , psychological horror adventure game created using the RPG Maker engine. Much like Clock Tower and later Haunting Ground (2005), the player characters in Corpse Party lack any means of defending themselves;
7040-446: The gun models, the modelling team was provided realistic-looking airsoft guns to base their designs from. Their designs were so close to the source material that the models, at first, featured replica markings and gas refill inlets. No one on the team noticed until half-way through development. Scenario writer Noboru Sugimura was called back to make some changes to the story. In the prototype's story, either Rebecca or Billy could die with
7150-507: The horror atmosphere of its predecessor. However, the game often considered the first true survival horror, due to having the most influence on Resident Evil , was the 1989 release Sweet Home , for the Nintendo Entertainment System . It was created by Tokuro Fujiwara , who would later go on to create Resident Evil . Sweet Home ' s gameplay focused on solving a variety of puzzles using items stored in
7260-489: The intricacies of the house and rely on their wits. Another game that has been cited as one of the first horror-themed games is Quicksilva 's 1983 maze game Ant Attack . The latter half of the 1980s saw the release of several other horror-themed games, including Konami 's Castlevania in 1986, and Sega's Kenseiden and Namco 's Splatterhouse in 1988, though despite the macabre imagery of these games, their gameplay did not diverge much from other action games at
7370-500: The main threat is instead the sentient house that the game takes place in, with the player having to survive the house's traps and solve puzzles. The sound of the player character's echoing footsteps change depending on the surface. In 1995, WARP 's horror adventure game D featured a first-person perspective, CGI full-motion video , gameplay that consisted entirely of puzzle-solving , and taboo content such as cannibalism . The same year, Human Entertainment 's Clock Tower
7480-559: The mansion to seek out the whereabouts of her fellow Bravo Team members (seen in Resident Evil ). While the original Resident Evil (1996) was still in development, the idea for a prequel came up shortly after the 64DD peripheral for the Nintendo 64 was announced in 1995. Following the 64DD's low sales four years later, Capcom developed Resident Evil Zero as a cartridge-based Nintendo 64 game. Capcom started development on
7590-439: The models and textures were actually designed in a very high quality and then downscaled for the original release. This meant that some assets had to be redone, as items that were intentionally blurry or illegible in the original were now much more clear and did not make sense in context, such as posters or signs in the environment. The models and textures were re-touched, and then the backgrounds were re-captured. Some backgrounds in
7700-466: The more action-oriented gameplay of Resident Evil 2 (1998). However, development began to slow down when it became apparent that the data for Resident Evil Zero would not fit on a single cartridge. Production shifted to the newly announced GameCube , with the concept and story carried over but all of the data recreated. The platform change was confirmed in September 2000. The game's final version
7810-485: The old style of gameplay pre- Resident Evil 4 , and so he reasoned that the HD remasters were to provide that same gameplay experience on modern hardware. The remaster was produced by Tsukasa Takenaka and the team was made up of many members from the original team, including director Koji Oda. Takenaka was glad Oda was on board, as this ensured Oda's original vision of the game would not be tarnished. Resident Evil Zero HD Remaster
7920-446: The original Clock Tower , and embraced full 3D survival horror gameplay. In 2003, Resident Evil Outbreak introduced a new gameplay element to the genre: online multiplayer and cooperative gameplay . Sony employed Silent Hill director Keiichiro Toyama to develop Siren . The game was released in 2004, and added unprecedented challenge to the genre by making the player mostly defenseless, thus making it vital to learn
8030-420: The original also featured video effects such as fire. In the remaster, these videos were transitioned into 3D effects. Additional modes were added as well, including an easy mode and Wesker mode. In Wesker mode, the player controls Albert Wesker instead of Billy, and can move quickly and use special attacks. Other improvements include an upgrade to 5.1 surround sound, video options for both the original 4:3 ratio or
8140-476: The original, receiving mixed or average reviews. The Wii release was criticized for being a near-identical port of the GameCube version and for not fully using the Wii Remote 's motion control capabilities, instead relying largely on the Classic Controller and remote/ nunchuk combo. For the high-definition remaster, critics were impressed by the improved visuals but ultimately felt the game inherited
8250-483: The other character is handled by the game's artificial intelligence (AI). The player may also control both simultaneously or split them up to explore areas separately. Each character has unique abilities. Rebecca has a mixing kit which allows her to combine herbs and other chemicals, but she is weak defensively. In contrast, Billy can move heavy objects, use a lighter, and has higher defense, but cannot mix herbs (a staple ability in Resident Evil games). The partner system
8360-432: The other character surviving and completing the game. This idea was scrapped as Rebecca dying would ruin the canon of the Resident Evil timeline. Billy was also originally designed in the prototype as a more ambiguous character, possibly becoming friend or foe as the story progressed. This idea was scrapped. The character designs were also adjusted: Rebecca for example lost her beret and shoulder pads while Billy received
8470-417: The pair, two soldiers from Umbrella, on the orders of Albert Wesker and William Birkin, attempt to take control of the train and destroy it, but are killed by leeches before they can complete their mission. As the train speeds out of control, Rebecca and Billy apply the brakes and avert its course towards an abandoned training facility for future executives of Umbrella. They discover that the former director of
8580-449: The pharmaceutical company Umbrella . The gameplay is similar to other Resident Evil games, but adds the ability to switch between characters to solve puzzles and use unique abilities. Development for Resident Evil Zero began for the Nintendo 64 in 1998. The partner system was created to take advantage of the short load times possible with the capabilities of the Nintendo 64 Game Pak . The cartridge format also provided limitations, as
8690-431: The player and provide suspense, although games in the genre also make use of enormous spatial environments. A survival horror storyline usually involves the investigation and confrontation of horrific forces, and thus many games transform common elements from horror fiction into gameplay challenges. Early releases used camera angles seen in horror films , which allowed enemies to lurk in areas that are concealed from
8800-649: The player character can punch or use a knife if out of ammunition. The game also has a limited item inventory and crates to store items, and introduced a day-night cycle ; the player can sleep to recover health, and a record is kept of how many days the player has survived. In 1988, War of the Dead Part 2 for the MSX2 and PC-88 abandoned the RPG elements of its predecessor, such as random encounters , and instead adopted action-adventure elements from Metal Gear while retaining
8910-511: The player controls multiple characters and features a butterfly effect system in which the player's choices can change the story and may dictate who survives the night. All playable characters can survive or die, depending on the choices made. Players explore the environment from a third-person perspective and find clues that may help solve the mystery. Multiplayer asymmetrical survival horror games gained popularity as well. Dead by Daylight , released in 2016, features one player taking on
9020-444: The player store items in boxes placed in fixed locations. Resident Evil Zero has no item boxes, and instead allows players to drop items on the floor, freeing space in the inventory momentarily until they are retrieved at a later point. The locations of dropped items are displayed on the game map. The number of items that can be dropped in a room is limited. A bonus game, Leech Hunter, has Billy and Rebecca each collect leech charms in
9130-438: The player's view. Also, many survival horror games make use of off-screen sound or other warning cues to notify the player of impending danger. This feedback assists the player, but also creates feelings of anxiety and uncertainty. Games typically feature a variety of monsters with unique behavior patterns. Enemies can appear unexpectedly or suddenly, and levels are often designed with scripted sequences where enemies drop from
9240-494: The problems of the original. Peter Brown of GameSpot highlighted Wesker Mode as a fun addition and noted the game still "bears the hallmarks that made the original Resident Evil enjoyable." Resident Evil Zero sold 1.25 million copies on the GameCube, and the high-definition remaster has sold 2.8 million units as of December 2020. The game was novelized into the book Resident Evil: Zero Hour by S. D. Perry and published by Pocket Books on October 24, 2004. Resident Evil Zero
9350-441: The protagonist endures a confrontation with the ultimate antagonist. Another major influence on the genre is Japanese horror , including classical Noh theatre , the books of Edogawa Rampo , and Japanese cinema . The survival horror genre largely draws from both Western (mainly American ) and Asian (mainly Japanese ) traditions, with the Western approach to horror generally favoring action -oriented visceral horror while
9460-498: The prototype while marketing the remaster and demonstrated new high-quality footage of it. The prototype remains unreleased to the public. On May 26, 2015, Capcom announced that a high-definition remastered version of the game was in development, Resident Evil Zero HD Remaster . The success of the high-definition remaster of Resident Evil inspired producer Tsukasa Takenaka to provide the same treatment to that game's prequel. Takenaka recognized that many Resident Evil fans preferred
9570-422: The release of Square 's Parasite Eve , which combined elements from Resident Evil with the RPG gameplay of Final Fantasy . It was followed by a more action-based sequel, Parasite Eve II , in 1999. In 1998, Galerians discarded the use of guns in favour of psychic powers that make it difficult to fight more than one enemy at a time. Also in 1998, Blue Stinger was a fully 3D survival horror game for
9680-420: The release of another early horror game, Bandai 's Terror House , based on traditional Japanese horror, released as a Bandai LCD Solarpower handheld game . It was a solar-powered game with two LCD panels on top of each other to enable impressive scene changes and early pseudo-3D effects. The amount of ambient light the game received also had an effect on the gaming experience. Another early example of
9790-451: The responsibilities of the unit, and in use-of-force policies, including lethal force for counterterrorism . A PTU is equipped with specialized police and military-type equipment. PTU personnel may also be trained in crisis negotiation . A police tactical unit can be part of either a police force under the authority of civilian officials , or a gendarmerie -style force under the authority of civilian officials ( interior ministry ) or
9900-569: The role of a killer and four others play as survivors. The game is also notable for featuring multiple characters from other survival horror franchises, such as Resident Evil and Silent Hill . Other examples which use similar one versus four gameplay include Friday the 13th: The Game , VHS , Evil Dead: The Game , and The Texas Chain Saw Massacre . The Resident Evil series abandoned its action-oriented direction beginning with 2017's Resident Evil 7: Biohazard . The game utilizes
10010-402: 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 . Resident Evil Zero was designed to be more difficult than its predecessors, removing the item boxes to make the game more like Sweet Home (1989). The real-time "partner zapping" system
10120-616: The ship, and if certain required items are not available in the warehouse, the player is unable to escape and eventually has no choice but to be caught and killed by the alien. Another early example is the 1982 Atari 2600 game Haunted House . Gameplay is typical of future survival horror titles, as it emphasizes puzzle-solving and evasive action, rather than violence. The game uses creatures commonly featured in horror fiction, such as bats and ghosts, each of which has unique behaviors. Gameplay also incorporates item collection and inventory management, along with areas that are inaccessible until
10230-419: The storage capacity was significantly less than that of a CD-ROM . The team had to approach the design differently from previous series entries to conserve storage space. Resident Evil Zero was designed to be more difficult than previous Resident Evil games. Inspired by Sweet Home (1989), the team removed the item storage boxes present in earlier games and introduced a new item-dropping feature. Production
10340-428: The successful formula seen in Resident Evil , and every subsequent survival horror game has arguably taken a stance in relation to it. The success of Resident Evil in 1996 was responsible for its formula being used as the basis for a wave of successful survival horror games, many of which were referred to as " Resident Evil clones." The golden age of survival horror started by Resident Evil reached its peak around
10450-414: The successful sequel Resident Evil 2 , which series creator Shinji Mikami intended to tap into the classic notion of horror as "the ordinary made strange". Rather than setting the game in a creepy mansion no one would visit, he wanted to use familiar urban settings transformed by the chaos of a viral outbreak. The game sold over five million copies, proving the popularity of survival horror. That year saw
10560-440: The survival horror formula. The Thing from 2002 has been called a survival horror game, although it is distinct from other titles in the genre due to its emphasis on action, and the challenge of holding a team together. The 2004 title Doom 3 is sometimes categorized as survival horror, although it is considered an Americanized take on the genre due to the player's ability to directly confront monsters with weaponry. Thus, it
10670-417: The survival horror game can be traced back to earlier horror fiction novels. Archetypes have been linked to the books of H. P. Lovecraft , which include investigative narratives, or journeys through the depths. Comparisons have been made between Lovecraft's Great Old Ones and the boss encounters seen in many survival horror games. Themes of survival have also been traced to the slasher film subgenre, where
10780-490: The survival horror genre. Despite this, it is not likely a direct influence on later games in the genre and the similarities are largely an example of parallel thinking . In 1992, Infogrames released Alone in the Dark , which has been considered a forefather of the genre. The game featured a lone protagonist against hordes of monsters, and made use of traditional adventure game challenges such as puzzle-solving and finding hidden keys to new areas. Graphically, Alone in
10890-637: The time. Splatterhouse in particular is notable for its large amount of bloodshed and terror, despite being an arcade beat 'em up with very little emphasis on survival. Shiryou Sensen: War of the Dead , a 1987 title developed by Fun Factory and published by Victor Music Industries for the MSX2 , PC-88 and PC Engine platforms, is considered the first true survival horror game by Kevin Gifford (of GamePro and 1UP ) and John Szczepaniak (of Retro Gamer and The Escapist ). Designed by Katsuya Iwamoto,
11000-481: The turn of the millennium with Silent Hill , followed by a general decline a few years later. Among the Resident Evil clones at the time, there were several survival horror titles that stood out, such as Clock Tower (1996) and Clock Tower II: The Struggle Within (1998) for the PlayStation. These Clock Tower games proved to be hits, capitalizing on the success of Resident Evil while staying true to
11110-420: Was a survival horror game that employed point-and-click graphic adventure gameplay and a deadly stalker known as Scissorman that chases players throughout the game. The game introduced stealth game elements, and was unique for its lack of combat, with the player only able to run away or outsmart Scissorman in order to survive. It features up to nine different possible endings. The term "survival horror"
11220-426: Was designed to take advantage of the console's unique features and strengths, namely the lack of load times , which are necessary for optical disc based gameplay as with the PlayStation . In an effort to make 1-on-1 zombie fights more intense, Capcom experimented with giving the zombies different reactions when they were shot and allowing the player to counter-attack when bitten. The team also toyed with faster zombies,
11330-419: Was developed primarily by Capcom Production Studio 3 with additional support provided by Tose . As a result of the transition to the GameCube, it was delayed so that the environments could be upgraded visually. More CGI videos were created as a result of the increased memory capacities, and the voice acting was re-recorded. The iconic sounds of the leeches were actually from recordings of cooking hamburgers. For
11440-401: Was dumped, the Queen Leech entered his body and reanimated it, gaining his memories and the ability to shapeshift, thus believing itself to be the resurrected Marcus and orchestrated the T-virus outbreak in the facility and on the train as a means of revenge against Umbrella. After temporarily defeating it, Billy and Rebecca attempt to escape to the surface via a lift, just as William Birkin trips
11550-583: Was first used by Capcom to market their 1996 release, Resident Evil . It began as a remake of Sweet Home , borrowing various elements from the game, such as its mansion setting, puzzles, "opening door" load screen, death animations, multiple endings depending on which characters survive, dual character paths, individual character skills, limited item management, story told through diary entries and frescos, emphasis on atmosphere, and horrific imagery. Resident Evil also adopted several features seen in Alone in
11660-414: Was followed by a sequel in 2020. Shinji Mikami , the creator of the Resident Evil franchise, released his new survival horror game The Evil Within , in 2014. Mikami stated that his goal was to bring survival horror back to its roots as he was disappointed by recent survival horror games for having too much action. That same year, Alien: Isolation , developed by Creative Assembly and based on
11770-434: Was nominated for GameSpot ' s annual "Best Action Adventure Game", "Best Sound", "Best Story", "Best Graphics (Technical)", and "Best Graphics (Artistic)" awards among GameCube games. Survival horror The term "survival horror" was first used for the original Japanese release of Resident Evil in 1996, which was influenced by earlier games with a horror theme such as 1989's Sweet Home and 1992's Alone in
11880-471: Was praised for both its atmospheric tension and fast action, successfully combining Japanese horror with cinematic action, while Dead Space from 2008 brought survival horror to a science fiction setting. However, critics argue that these titles represent the continuing trend away from pure survival horror and towards general action. The release of Left 4 Dead in 2008 helped popularize cooperative multiplayer among survival horror games, although it
11990-503: Was released on January 19, 2016. A retail compilation called Resident Evil Origins Collection that includes Resident Evil HD Remaster and Resident Evil Zero HD Remaster was released on January 22, 2016. The game was released for the Nintendo Switch on May 21, 2019, along with Resident Evil and Resident Evil 4 . For the remaster, Capcom used the original 2002 models and textures from their archives. To Takenaka's surprise,
12100-471: Was switched to the recently unveiled GameCube after development slowed due to memory storage issues. Only the concept and story remained from the original game, which had to be rebuilt. Resident Evil Zero received generally positive reviews. Critics praised the graphics and audio for building a haunting atmosphere. Opinions on the new partner and item systems were mixed. Some found the changes were an improvement and added new layers of strategy; others believed
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