


True to the series' classic adventure game roots, there's a real adversarial spirit on display here that's hard to find in a modern game. In an era where games bend over backwards to be accommodating-not that I'm complaining-it's a nice change to take morbid glee in the outright dickishness of old Resident Evil. "If only you had something sharp and pointy," the game had the audacity to say as my character held a knife that would make Crocodile Dundee himself blush.

And since the game is very hard, even on normal, the problem is frequently apparent.My first "welcome home" moment with Resident Evil 0 HD came about 20 minutes in, when I found myself trapped in a room with a broken lock. I appreciate death is supposed to mean something in a survival horror game, but modern gaming has eradicated this kind of design. Similarly, having a finite number of saves is fine, but dying after half an hour of moving items between rooms and characters is incredibly frustrating. It's entirely possible to miss a few too many shots and find yourself with no ammo left to take down a boss, and if you haven't been making backup saves, you're effectively forced to start again.

Problem is, you really need to play the system with trial-and-error and use of reloads. You can tell what you're supposed to use new weapons on, work out whether you need to waste ammo on bullet sponge enemies at all, and even manipulate the massively antiquated (in all senses) typewriter save system so that you always have the upper hand. You can predict boss battles because of the size of the room. The unfortunate thing about the aging formula is that the game design is too apparent.
