Resident Evil 1 makes some bad design choices (and they’re the best ones)
65K views · Sep 8, 2026 · Gaming
Comments · 179
@Faust-k5k · 13 days ago (edited)
RE for GameCube still looks like a million bucks.<br><br>Edit: Quick Turn on the Gamecube if I remember correctly was B + Back, also, if you leave the start menu alone for a while it cuts to a gameplay cut scene, one in which Christ is being used masterfully by whoever is playing, he shoots a Zombie, and just skips him altogether, runs pass by him, like nothing, at the time for a new player that was unthinkable, yet that little cut scene taught you or gave you the seed of how to play like a pro or even a speed runner, overall, you'd learn to master the controllers at your own pace either way, so modern controller choices really don't make a difference much.
119
@RexVergstrong · 10 days ago
Some ackshuallys: The 180 degrees turn first appeared in RE3.<br>The PC version in itself is a remaster of the remake. They didn't have the original files so they had to use the compressed textures taken from the game files for the upscale. That's why the backgrounds looks so watercolory.<br>They also re-did some rooms and added some 3D assets in some rooms, like the first Crimson Head room.
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@LittleIceSnail · 5 days ago
I always liked the opening doors load screen. it really added to the tension of what I'd find behind it. and had that "just one more room" motivation when I really should have been going to bed 😂
36
@Schraiber · 3 days ago
Always love a video that recognizes that the limitations bred creativity and many of the "outdated" game design choices are actually incredible and make the game better. <br><br>Not every game needs the exact same control and camera scheme!
7
@WreckItRolfe · 6 days ago
The real disappointment is that the subsequent games didn't get similar remakes.
62
@nekorosu7 · 4 days ago
I absolutely love those tank controls and fixed camera angles in early RE games. Granted I grew up with them, but I still think they made these games (and several others) feel appropriately intense. And when done right fixed camera angles and pre-rendered backgrounds are a very stylish solution to hardware limitations. So stylish in fact that they should be utilized more often in modern gaming too (yes I know there are indie games that do this).
13
@Rihcterwilker · 6 days ago
The ps1 RE trilogy will always be my favourite RE games ever made. <br>They play like zelda dungeons, and no game came close to that intimacy with it's environment, with CV and Dino Crisis 1 coming close.
6
@Resimaster · 5 days ago
<a href="https://www.youtube.com/watch?v=oo7NccV52KU&t=646">10:46</a><br>Not even 8 - it was only 6 years after the original! Such an incredible achievement.
3
@tjross8066 · 6 days ago
I find that breaking the world into individual rooms and putting the door opening animations in between also just makes the world feel larger. In the RE2 Remake, the police station was objectively larger and yet felt smaller to me because moving between rooms was so much faster and effortless. But then, as much as I liked the RE2 Remake, all it really accomplished was to make me want to revisit the vastly superior original game it was based on.
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@tommyozzy-u4e · 13 days ago
I probably watched 100 videos on RE1 and will always watch 1 more. My brothers friend would bring over his PS and id watch them play this game for hours a day. Amazing leap in tech when it came out. Nobody really thought of the shortcomings back then. There wasnt much to compare it to. It was that awkward phase when 3d controls/camera/gameplay was just getting figured out. Im just glad they did have these limitations since some of the team have stated they wouldve done things much differently if they could have. Im 100% a purist, as you say. Dropped the series after 4 came out since it changed way too much for me to consider it an RE game. Didnt pick it back up til 2 remake not too long ago.
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@Cossblaam · 3 days ago
I'm still kind of amazed that they released the HD version with the alternate controls as default when they pretty much negate all tension and danger in the game. Zombies are ridiculously easy to bait into a grab and avoid when you can just spin in circles.. that plus having inconsistent movement when switching camera angles breaks so much in this game's intended design.
1
@trajectory7235 · 13 hours ago
Excellent video! I really enjoyed your dive into analysing what design choices were considered essential to the original Resi experience
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