lynk a écrit a écrit :
8.2/10 RE0 sur ign, quelqu'un peut me dire ce qu'ils ont mis ?
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ce k'ils ont mis ? ca
November 11, 2002 - Capcom's "survival horror" series has come a long way over the years. Technically speaking, that is. Take a look at the original Resident Evil and compare it to the remake on GameCube, for instance. The difference, from a visual standpoint, is jaw dropping. The GCN update is simply gorgeous. And yet, as far as play mechanics are concerned, not all that much has changed.
The same can be said about Resident Evil 0 for GameCube. It's a title that's as pretty and atmospheric as ever. It's a game filled with scares. And it's also one sorely in need of an evolution in gameplay mechanics. We could forgive some of these issues in the RE remake because it was essentially an update to the classic game. On the other hand, RE0 is an all-new outing. So why does it have all of the old problems? Keep reading, if you dare.
The Facts
The next installment of the Resident Evil franchise
Exclusive to GameCube
Stars characters Rebecca Chambers and Billy Coen in a prequel to the original game
Explore a zombie infested train and an Umbrella mansion and solve the mystery of the T virus
Control Rebecca and Billy simultaneously, switch between the two at any time, trade items, weapons, and more
In-game puzzles require the characters to work together and on their own
New enemy characters, boss fights and more
Drop items at any point in the game
Same technology that powered Resident Evil remake brings the worlds in RE0 to life in vivid detail; a combination of crisp pre-rendered and FMA animation backgrounds
Single-player game
Requires nine memory blocks per save
No progressive scan, 16x9 widescreen or Dolby Pro Logic II support
Gameplay
Resident Evil 0 marks the first totally exclusive, original survival horror title for Nintendo's next-generation system. The game takes you back to the events that transpired before the first offering -- it's a prequel. You assume the role of not one, but two characters this time around: S.T.A.R.S. agent Rebecca Chambers (remember her from the first game? She had to practice to play the piano) and ex-Navy SEAL Billy Coen, a gruff drifter accused of killing 23 innocent people. The story, which involves the history of the T virus and lots of zombies and mutants, has two things going for it right from the start. First, it's new -- not familiar or predictable in any way, and for that reason it's also initially scarier. Second, the character of Billy Coen, a drastic departure from the goody-goody police mold in so many survival horror games, comes as a refreshing addition. Handcuffs still dangling from his tattooed wrist, he's just cooler. What can we say? It's fun to be the anti-hero.
RE0 is a third-person action title. The play style is the same as its predecessors. You have to first explore a zombie-soaked train and then the surrounding areas. This involves a lot of walking around, shooting zombies and other mutants, occasionally running from them, finding items, solving puzzles, and moving on. It only takes a few minutes to discover that the control and level design of the series has unfortunately not changed, which is disappointing. The characters are still clumsily maneuvered through the pre-rendered environments. Why? The simple act of performing a 90-degree turn is robotic and slow, which is a problem because many of the encounters in the game, zombies and especially some of the later, faster enemies, require you to be quick on your toes. There are times when all you'll want to do is run from one hallway to the other while avoiding enemies, and because the characters react so slowly the process is nearly impossible. To add insult to injury, Capcom has inexplicably removed the more natural "Type C" control featured in the remake that enabled you to assign walking and running functions to the R button -- an oversight that really hurts here.
The truth is that were we judging Resident Evil on controls alone, the game would score very poorly. There's just no excuse with superior control schemes like that used in Eternal Darkness readily available for inspiration. However, it's all about the complete package, and another truth is that as a whole the title still manages to suck you in.
The character designs are as scary and detailed as ever
Also, it's not as if "zero" improvements have been made. The addition of controlling two characters at once is rather brilliant and injects a deeper sense of strategy into the game. You can switch between Rebecca and Billy at any point in the adventure with the Z button. If the two characters are near, you can trade items. Oppositely, you can choose to leave one character behind and check out something out by yourself. There will be times when you are required to do both. Each hero has his or her own abilities that are useful in certain situations. Billy, for instance, can use his greater strength to push large blocks and pull levels. It's very well balanced in this regard. It feels smartly added and we're happy for it. Naturally, in a dark and eerie environment such as Resident Evil provides, you'll even grow more comfortable when the two characters are reunited, and you won't much like the idea of having them separated. The fact that the game can develop this kind of relationship successfully is a testament to its dark and shocking atmosphere.
The second major addition is the ability to drop items whenever you want. As diehard Resident Evil fans can probably attest to, there's no fun in running back and forth between levels to drop spare parts in chests, as the series has traditionally required. So you can imagine the freedom gained with this option. As long time survival horror players ourselves, we almost feel guilty carelessly dropping items at any spot without worry, but wow -- what a difference it makes. That's not to suggest that the system is perfect. The fact remains: there are too many items in Resident Evil 0 -- plain and simple. Rebecca and Billy can never carry enough. Not even close. Be prepared to read the line "You cannot carry this item -- your inventory is full" 100 times over. There's only one solution, and that's to drop one of the items in your inventory to make room. And so an entirely new frustration rears its ugly head. Before long, you'll be asking yourself where you left the hookshot, and what room is the microfilm in, and what happened to the dark statue of evil? Luckily, you can consult your map at any time during the game and look up the locations of the items one by one. The fact that so many items must be dropped and replaced extends the play length of Resident Evil 0 considerably, but it's a trick, it's not exactly fun or strategic -- it's just a means to make the game longer. That said, it's still much better than the chest system of old.
Then of course there are the puzzles. They still don't make sense. They still barely have a place within the game universe. They're still obscure. Yet, they drive the story along in their own special way and, we admit it, there are several puzzles that are very satisfying and thoughtful, if out of place. For example, there is a later puzzle in which you must determine the pecking order for a series of animal based statues and light candles to mimic it. There is a clear sense of accomplishment once it's properly figured out and successfully completed. Still, why do the puzzles have to be so illogical? We could overlook this in the Resident Evil remake as it was just that -- an update to an old game. Since RE0 is a completely new title, though, there's really no excuse.
But in the end, Resident Evil 0 is really about atmosphere, and it's again here that this latest update succeeds admirably well. You will be scared. You will jump. If you're like us, you'll probably also bite your nails and even sweat through a couple of scenes. It's this careful balance of shock value scares and a limited supply of weapons -- you almost always seem to be out of bullets or health -- that combine for a truly entertaining, spooky play environment. With that noted, it's our opinion that RE0 is actually not as disturbing as the remake. The title features trademark zombies, but they sometimes seem to take a backseat to the less scary leeches, giant cockroaches, centipedes and bats that you'll have to battle through more often than not. For one reason or another, these overgrown insects just don't hold the same sense of eeriness as the good old-fashioned undead. Of course, we still tip our hats at the inclusion of what appear to be rabid, fanged monkeys that attack characters in packs -- these guys are just nasty!
Also, we should note that this is a difficult game. Play it on 'Normal' mode if you can -- skip the easy option because you won't get the full ending benefits. It took us about 10 hours to get through the first disc alone. Capcom has at least included a lot more ink ribbons for saving this time around -- at one point we had nearly 20 ribbons to spare. But the game can be unfair. One creature in particular, a leech zombie of sorts, is extraordinarily hard to take down without getting hurt yourself. Capcom throws not one, but three of these creatures at your team later in the game. It became so ridiculously tense and difficult to get by that we almost threw in the towel in frustration.
Everything said and done, Resident Evil 0 still delivers. But it does so in spite of its many flaws -- not because it is without them. The end experience is still scary and atmospheric, which is why survival horror fans are sure to love it. But for everyone else, especially those who consider themselves gameplay purists, the clunky mechanics and dusty, sometimes unfair level design are sure to take their toll, and it's about time that somebody finally pointed this out to Capcom.
Graphics
Outstanding. Capcom's art style and direction is nearly in a league of its own. The mood in Resident Evil 0 is set in large by its phenomenally detailed graphics. From the almost photo-realistic pre-rendered backgrounds to the rounded, high-polygon characters, it's hard not to be wowed by the visuals in the game at one point or another.
Zombies are back and hungry for blood
The technology powering RE0 is in fact an extension of that which brought the remake to life on Nintendo's next-generation console. So the two games actually look very similar. The designs seem even more gothic and industrial as you make it further into the game, which extends the dark mood nicely. It seems to us, also, that RE0 has even more full-motion animation elements, if you can believe it. So as Billy -- one of greater designed characters in the series incidentally -- travels through the moving train, you can see shadows pass over the passenger chairs and bodies that are splattered on the floors. It looks phenomenal. Meanwhile, there are other areas with moving ceiling fans that cast shadows all about rooms, just as they did in the last game. More impressive still, the outdoor areas -- they come to life with fantastically animated background rain that practically engulfs the train. One of the more remarkable scenes has you actually crawling across the top of the moving train and being blasted by water. You can see a dark forest of trees zooming by in the background and it looks spectacular. There are similar FMA touches on the inside environments, from animated fire after the train finally wrecks to kitchen tools that shake around as the vehicle moves along at high speeds. All of this animation more properly immerses you in what are essentially just pre-rendered areas.
The character designs are superbly detailed and inventive. From the two main heroes to the freaky, rabid monkeys, the giant bat creatures, and even the grotesque leech zombies, which seizure and jerk before they die. The animation for the two main characters is still stiff, still on the robotic side, which is one of the only few graphic disappointments. Meanwhile, though, the movements for monsters are beautiful and fluid.
Interestingly, there is actually some camera movement in this game. In dozens of rooms, the view pans slowly from left to right to follow characters as they explore about. It's a subtle effect, but it goes a long way. Because of it, some of the areas feel far less static than they did in Resident Evil remake.
On top of everything else, RE0 features a wealth of FMV cut-scenes, all of the highest quality. These do a solid job of telling the story of the game. They also highlight character Billy's scarred past, which is actually pretty interesting.
The game still doesn't run in progressive scan mode, though, which is just as puzzling as it is annoying. Come on, Capcom.
Sound
Scary. It's amazing how much of the spooky mood the audio helps set. Capcom has done, again, an amazing job of using the aural environment to create atmosphere. From zombie moans in the background to creaks on flooring, to crashes of glass and a fast-paced music -- it all comes together for a listening experience that perfectly matches the game. What we also like quite a bit is that Capcom isn't afraid to use silence as the biggest driver of suspense. So many would-be scary games nowadays seem to rely too heavily on effects sounds to disturb you, when in fact it's the anticipation and not the act that's really the spookiest part about these horror software titles.
The voice acting still isn't perfect -- it's sometimes a little off key. But it's much improved over the last game. When Rebecca and Billy converse, it doesn't sound as forced and contrived as character interaction did in previous games, which is appreciated.
No Dolby Pro Logic II support for reasons unknown. A disappointment.
Closing Comments
If you look at our review score, you might conclude that Resident Evil 0 is somehow vastly inferior to the remake. That's not exactly true.
For me, RE0 is really a solid survival horror update complete with beautiful graphics and a moody atmosphere, but it's also a game scarred by several gaping flaws, and I couldn't let that go again, not when Capcom could have easily corrected these issues by now. The game is still scary, and if that's good enough for you then don't bother reading the rest of my comments -- go now and pick it up. You won't be disappointed. But on the other hand, the control, especially with the "Type C" option removed, is clunky, robotic, and clashes with the pace of the game, which often requires quick and precise movements. Frankly, the play mechanics are outdated, and that really puts a hamper on the experience.
The same problems interrupted the pace of the remake. But the remake was essentially an update to a classic game that managed to inspire feelings of nostalgia and still scare the hell out of you. Now, though, we have a completely new outing with the same old problems. In fact, the control is worse and the puzzles are possibly even more stupefied. That's not cool.
If you can live with the drawbacks -- the same ones as always -- you'll probably grow to like or even love the latest in the Resident Evil series. If you're unwilling to brave bad control and poorly executed puzzles in search of the next big scare, though, you might want to rent this game before you get on the train for good.
-- Matt Casamassina
Presentation
Frightening and realistic all around. Some of the menu work is sloppy. 9.0
Graphics
Beautiful. Photo-realistic textures combine with amazing full motion animation backgrounds and foregrounds. Slick animation for monsters, but stiff for hero movement. Not full 3D for real camera. 9.0
Sound
Atmospheric. Nicely done all around. Capcom uses silence at times, too, to scare, which is brilliant. No DPLII support. 9.0
Gameplay
Still scary. Still fun, if you can forgive the clunky controls and stupid puzzles. But definitely dated. 7.0
Lasting Appeal
As usual, there are enough hidden goodies to keep coming back for more. 6.0
OVERALL SCORE (not an average) 8.2