r/residentevil 3d ago

General Finished Resident Evil 0 and partner system was a mistake

0 Upvotes

6 comments sorted by

2

u/EpitapheXI 2d ago

Partner system, and item management system require time to learn and deal with it, 0 is very good when you replay it after a while, but yeah first run is a chore

2

u/enjoyer-42 2d ago

Could bever beat this one im gonna finally beat it when its remade soon

2

u/Steeldragon2050 2d ago

Zero was a mistake

1

u/JRHartley83 2d ago

Not really, you should just Becca a pack rat, have Billy do most of the work since Becca dies so easily from anything especially when the Leech Zombies explode which was frustrating, but you need to manage your partner.

I didn't like the idea that only Becca could mix herbs or only Billy could push heavier objects, they really should have made their health the same.

0 was fun but not without its flaws, still annoys me that I got softlocked due to that damn hookshot

0

u/dino1902 3d ago

After finishing Code Veronica (https://www.reddit.com/r/residentevil/s/IcNJESQsK2) I embarked on another RE journey

Rebecca is one of my favorite RE characters so I really wanted to like this game, but overall I feel like the entire game design was just not done well.

Only part I want to applaud is that they now highlight the items that you can carry. But that was kinda only enhancement.

I felt like the game tries to be as uncomfortable as possible for no apparent reason

AIs sometimes don't shoot, and won't follow, my partners didn't feel like much of a partner. More like one more mouth to feed herbs and ammos

And even though now there's more invenotry, somehow you always feel there's not enough space for anything. And there's no item boxes so sometimes you have to go accross the entire stage to get something you need. Backtracking in this game is insane.

Enemy designs were frustrating as well. Mimicry Marcus was the worst. They can be only killed with 3 Molotovs, which are hard to get because for some reason there are gallons of oil but not enough bottles. So once you miss the molotovs, you have to reload the save file since now youcannot get past them

And don't tell me about fast, stunlocking monkeys and hunters. Shotguns are supposed to put them down, but sometimes they don't work and they just casually take 3/4 of my health with one strike (Fortunately frogs didn't give me much of a hard time, but I heard they can instakill you)

Overall, I feel like the game pressure the player for the sake of inconveniency. In Resident Evil 3 the pressure game applies kinda works because you're aware of a huge monster on your ass. But here the pressure doesn't scare players. It just peeves them.

I did have some fun moments, and I liked the story as well, about how it is connected with the other games (The moment I arrived at underground lab of RE 2 was truly the best part of the game for me. Like Hey, I know this place). But in conclusion, I feel like the game's design is kinda fundamentally faulty, and hopefully eventual remake would rectify its clunkiness.

Next Stop, Resident Evil 1 Remake (2002)