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Exploring the mansion may be longer than it may seem at first.
Ingame graphic is most what you will see character models in, and it equals the amazement of their surroundings.
Jill struggling with one of the zombies.
Checking out the map.
Checking out the inventory.
Once you get a close-up on you character, you start to realize it's not the distance that made it look good, it's the artists and designers of Capcom.
As camera sets static, the view casted upon your character will vary, and let you experience something a little farther away as well.
When you want something done properly, let women handle it.
You even get to control Rebecca for a short period of time, the female protagonist of Resident Evil Zero.
Hard to believe, but extremely detailed and dynamic ingame situation such as this is a regular phenomenon.
Looks like Jill wasn't aware someone was taking a bath in a bathtub filled with dirty water.
Lighting effects alone create an envy point for players of the original RE only.
Size doesn't equal menace, but standing still won't help in this case however.
And what would a RE game be without Wesker, who will this time be a bit more open.
A pool filled with sharks is one thing, an extra-oversized underfed shark that comes in extra is quite another.
Seems like sharks protest up on the idea of draining the pool.
No, I'm not looking at the poster, I'm concentrating on the game, honest.
Good thing about this zombie is that it's down, bad point is that you never know when he'll decide to get up.
Water motion and mirroring effects are amazing whenever encountered.
What a single magnum bullet makes out of adaptive attackers is truly frightful.
Water effects are great, lighting effects are great, but once you combine them, it casts you to the outer limits of ingame graphic.
When you hear a slow piano theme and see a typewriter, then you can be certain of two things - you're in a very small room, and none of the monsters will bother you here.
My, that is one big snake.
Jill and Chris running away from some very hungry dogs.
Intro cinematic showing one of the S.T.A.R.S. members not being quick enough for these dogs.
Character selection lets you play as Jill Valentine of Chris Redfield.
Due to course of plot, you can decide how many and who all will be saved and who will be left out.
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"You must construct additional pylons."