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Resident Evil: The Director's Cut

It's resident. It's evil. But is anything new?

* Resident Evil: The Director's Cut
* By Capcom
* Sony Playstation
* MSRP: $44.95



Review by Tamara I. Hladik

Capcom had a huge hit last year with Resident Evil, a non-linear, sleuthing, shoot-'em-up game that successfully blended 3D, role-playing, flavorful graphics and really scary music. In December, Capcom promises to release the rabidly-awaited sequel, Resident Evil II, but in the interim, to sate the bloodlust, Capcom has released Resident Evil: The Director's Cut, which includes extra scenes and a Resident Evil II preview. For fans, it's been a long time coming; the director's cut has been almost as feverishly awaited as its official sequel. Here's why:

Our Pick: B

Resident Evil throws everything into the hopper--the gothic, the grotesque, SF, puzzles (easy to difficult) and enough armaments to equip a first-class third world country ("weapons locker" was the original text). Players choose to play the game as one of two characters, both members of S.T.A.R.S., an elite commando unit. Jill is a female commando who can carry more do-dads, while Chris is her male counterpart who is a bit hardier; each character compels a slightly different narrative.

The story begins when the S.T.A.R.S. unit is marooned in a creepy, labyrinthine mansion on an inaccessible mountain. All over the mountain, horrible, mysterious mutilations have occurred. The mission is to investigate the mansion and the mystery without getting killed. Not so easy. The zombies and undead thing-a-ma-bobs they find wandering around may be obvious suspects, but the rest of the commandos are suspicious themselves. To unmask the mystery, Jill and Chris interact (albeit in a limited fashion) with other S.T.A.R.S soldiers, look for clues, solve puzzles, and of course, hammer the undead. Along the way they must navigate creaky stairs, dimly-lit corridors, and mossy-walled underground tunnels.

Been to that mansion, killed those zombies

For those paltry, sheepish few who have still not taken their measure against T-Rex-sized monsters, carnivorous plants, disenfranchised Dobermans and Resident Evil's army of lab assistants-cum-zombies, this game is a great buy. Every room and environment is different, no mean feat considering the square footage of the mansion and surrounding environs. From wallpaper to sconces, lighting to bedding, every environment has a signature look, enough so that a player's will to persevere and finish the darn thing is substantially bolstered by their desire to see more neat stuff.

For the Resident Evil veteran, the director's cut will be tremendously disappointing. There is no new wealth of scenery, dialogue or mystery, despite the addition of three difficulty levels. If players choose the advanced mode, the game is basically the same as the original (the clues are switched around a bit), and in standard or training mode, it is exactly the same. The only crop of new material the directors' cut offers is a handful of different point-of-view angles and one new room (a dressing room--Jill and Chris can change their duds, but changing outfits has no impact on gameplay). And the original, uncut opening that was supposed to be on the director's cut was accidentally left out, so players will have to visit the Capcom Web site if they want to see it.

But for all of the unfulfilled hoopla of the director's cut, let it not be forgotten that Resident Evil is still one of the funnest, non-linear, solve-it-shoot-it games around. Its ability to engender paranoia, unease and fear is dead-on. It's the kind of game that, late at night and alone, gamers should play only with caution.

The only thing that should properly compel a Resident Evil veteran to purchase the director's cut is the preview of RE II. It's slicker, faster, and just as nicely detailed. The storyline takes place not on Raccoon Mountain, as in the original, but in Raccoon City. Needless to say havoc rules the night. In RE II, evil has escaped the mansion and is loose on the streets. The preview was lookin' kinda scary. -- Tamara


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