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Resident Evil Zero

Resident Evil Zero
Rezerobox.jpg
North American GameCube cover art
Developer(s) Capcom
Publisher(s) Capcom
Director(s) Koji Oda
Producer(s) Tatsuya Minami
Programmer(s) Yoshifumi Hirao
Writer(s) Noboru Sugimura
Hiromichi Nakamoto
Junichi Miyashita
Composer(s) Seiko Kobuchi
Series Resident Evil
Platform(s) GameCube, Wii, Microsoft Windows, PlayStation 3, PlayStation 4, Xbox 360, Xbox One
Release
Genre(s) Survival horror
Mode(s) Single-player
Review scores
Publication Score
GC Wii Xbox One
1UP.com B+ N/A N/A
AllGame 3.5/5 stars 2.5/5 stars N/A
Eurogamer 8/10 7/10 N/A
Famitsu 38/40 N/A N/A
Game Informer 9.3/10 N/A N/A
GamePro 4.5/5 stars N/A N/A
Game Revolution B N/A N/A
GameSpot 8.0/10 N/A 7.0/10
GameSpy 4/5 stars N/A N/A
GamesRadar N/A 2.5/5 stars N/A
GameZone 9.3/10 N/A N/A
IGN 8.2/10 4.5/10 6.5/10
ONM N/A 78% N/A
Aggregate score
Metacritic 83/100 62/100 69/100

Resident Evil Zero, known in Japan as Biohazard Zero, is a survival horror video game developed and published by Capcom. It is the fifth major installment in the Resident Evil series and was originally released for the Nintendo GameCube in 2002. It serves as a prequel to Resident Evil (2002), covering the ordeals experienced in the Arklay Mountains by the special police force, S.T.A.R.S. Bravo Team. The story follows officer Rebecca Chambers and convicted criminal Billy Coen as they explore an abandoned training facility for employees of the pharmaceutical company Umbrella. The gameplay remains similar to other entries in the Resident Evil series, but includes a unique "partner zapping" system. The player controls both Rebecca and Billy, switching control between them at will in order to solve puzzles and take advantage of their unique abilities.

Development for Resident Evil Zero began originally on the Nintendo 64 in 1998. The partner system was created in order to take advantage of the short load times only possible with the capabilities of the N64 Game Pak. The cartridge format also provided limitations, as the storage capacity was significantly less than that of a CD-ROM. The team had to approach the game's design differently from previous series entries to conserve storage space. Resident Evil Zero was designed to be more difficult than previous Resident Evil titles. Inspired by Sweet Home (1989), the team removed the item storage boxes present in earlier games and introduced a new item-dropping feature. Development slowed down when the team began to encounter memory storage issues, and so production was moved to the newly announced Nintendo GameCube. The game had to be completely rebuilt, with only the concept and story carried over.


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