Resident Evil 0 is a prequel to
Resident Evil, putting you in the time before the Alpha team of S.T.A.R.S. (Special Tactics and Rescue Service) found themselves in the infamous mansion. You start out as Rebecca Chambers, a rookie member of the S.T.A.R.S. team. She teams up with Billy Coen, a criminal with a violent past. But is he everything he’s been painted to be? They meet up on a train, which eventually becomes a runaway train, and eventually ends up next to a very familiar mansion. Exploring the mansion gradually reveals the history of the T-Virus and its creator, Dr. James Marcus. So if George R. R. Martin were writing the script, this dude Marcus would be the mother of leeches. I mean you’ve even got to solve leech puzzles at one point. He’s
super into leeches, you guys. Unfortunately for everyone, there's someone else who's just as into leeches and weird white dress robes. He's also pretty angry and looking for vengeance against Umbrella Corp.
I know some people are Team Rebecca, but she really didn’t do much for me in this game. I mean, she can’t even push some of the objects required to solve some of the puzzles. Even as she interacts with Billy and reveals more of his past, the two characters as a whole didn’t do much for me. Billy seems a little obsessed with himself, while Rebecca just seems embarrassingly green. They are, at least, fun to mock.
As for changes from the other games: wow, wow! You get to leave items on the floor! But sorry if you were expecting the magic item boxes that transport your items to all the other magic item boxes. So that’s good and bad. The good thing is you can load up on items you need in your immediate future. The bad thing is, you have to run all over the place if you want to retrieve something important. Because of this and the new partner system, the game seems to be designed to remind you to keep important items on you. For example, there is one particular room you have to drop into. Because you were dropped in, you cannot backtrack, and you’ll have to fight your way out. If you were silly enough to walk in without a weapon and enough ammo, there’s a knife waiting there for you, so you are not completely stuck having to backtrack to the last save. But don’t expect the game to continue being so gracious.
More changes: you get a partner to help you! There are advantages and disadvantages having a partner tag along (if we can really call it that when it’s a CPU-controlled partner). This partner system is simply layered on top of the classic Resident Evil system, so you get some advantages right away. Enemies like dogs can be kept at bay when your partner is firing at the same time you are. The partner gives you more stopping power. The disadvantage is that you have to keep your partner alive, and your partner is an ammo hog.
I take that back, it’s mostly to your disadvantage to have a partner when they are so incredibly dumb. I found myself either leaving one person in a safe room or micromanaging them so they stay out of the way of zombies. And wow, Rebecca cannot take a hit, so you have to take that into account when you’re considering which person to control. On the one hand, you could choose Billy, who can take a hit, and then you can confidently take on a few enemies. But then you’re stuck with an A.I. partner who pretty much starts bleeding out when a zombie so much as brushes against her. Reverse control if you like, it’s just a new set of problems to manage. For purists, this is fine. As a person who has no experience with the game, however, you’ll probably just wish you could put a human duo in control of both partners.
Eh, it is kind of fun to set up a good fight between you and your partner. Planning ahead can help you effectively take out a room and manage inventory. When you set things up well, it can feel quite satisfying. Some of this setup requires prior knowledge of the room, however, so it’s not entirely based on skillful gameplay. For example, if you know a certain corpse is going to wake up after you walk past it, you can leave one partner behind while you walk past and trigger it. You can avoid being boxed in and take out the surprise enemy with ease. Then again, if you don’t know the zombie will wake up, this doesn’t work as well. You could potentially be setting up for lots of scenarios that never happen.
The game is also really unforgiving if you happen to get into a boss fight without the right weapons. Considering there are several bosses that split your characters up when the fight starts (Rebecca even gets grabbed by one), this is really unfair.