1 Days Left to Support a Troper-Created Project : Personal Space (discuss)

History NightmareFuel / ResidentEvil1

7th May '16 3:38:12 AM RanFang
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** Unless you're playing as Chris, the bathroom is [[EmptyRoomPsych completely empty]]. In Advanced mode, a zombie may [[MirrorScare creep up behind the player]].

to:

** Unless you're playing as Chris, In normal gameplay, the bathroom is [[EmptyRoomPsych completely empty]]. empty]] if you're playing as Jill, or it contains one small key if you're playing as Chris. In Advanced mode, a zombie may will [[MirrorScare creep up behind the player]].player if they look into the mirror]].
7th May '16 3:02:31 AM RanFang
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----
[[foldercontrol]]

[[folder: Original]]



** Despite the wonky translation and voice acting elsewhere, the diary is still quite creepy as an ApocalypticLog of the game warden slowly transforming into a zombie, but still having enough sentience to scrawl down a few more sentences. It's one of the earliest indications of just how wicked and twisted Umbrella was with their experiments in the mansion. It may be even worse if you come into the game knowing the plot - employees like the game warden had no idea what fate was going to befall them, and you arrived far too late to help them.



** Even in the original PS1 version of the game, despite the wonky translation and voice acting elsewhere, the diary is still quite creepy as an ApocalypticLog of the game warden slowly transforming into a zombie, but still having enough sentience to scrawl down a few more sentences. It's one of the earliest indications of just how wicked and twisted Umbrella was with their experiments in the mansion. It may be even worse if you come into the game knowing the plot - employees like the game warden had no idea what fate was going to befall them, and you arrived far too late to help them.

to:

* The L-shaped hallway. This is a hallway where, as you walk through, you catch the attention of two Cerberus dogs outside. They come [[JumpScare crashing through the windows and attack]], complete with a ScareChord and tense music.
* The [[GiantSpider huge spiders]], especially if you're an [[SpidersAreScary arachnophobe]]. It really doesn't help that they spit, can poison the player and will drop many more smaller spiders when killed.
** Even Looking closely at their models, you'll see that they don't have proper arachnid faces. While most spiders have eight or occasionally six eyes, these spiders have [[EyesDoNotBelongThere ten wart-like eyes randomly scatted across their head]].
** When you return to the mansion from the guardhouse, the dogs are replaced by spiders, which is more than enough nightmare fuel for some. As if you didn't hate that hallway enough already...
* Let's not forget the eerily cheery tune that plays in most of the Save rooms in the Dual Shock Edition. This is NightmareFuel, because it's in such stark contrast with the rest of the game.
** Also, it's much better composed than any of the other tracks in the game.
* Under certain circumstances, Rebecca will need to be rescued from the upstairs study instead of outside the medicine room in the mansion's opposite wing. If you take too long to find her, you're treated to the sight of a Hunter decapitating her onscreen, with no chance to stop it from happening. If you've managed to save her in every previous playthrough, this can come off as a very unexpected and frightening shock.
* As esoteric as it sounds, the original game's ''instruction manual'' has some in a way. It has a few brief character bios and background about the events leading up to the game itself, but it dances around the mere presence of "[[NotUsingTheZWord enemies]]" and its screenshots show nothing to fight. NothingIsScarier than getting acquainted with your game before popping in the disc and not ''quite'' appreciating what you'll soon be up against (at least if you weren't paying attention to the box art).
* The original box art, while we're on the subject, depicted a single eye opened wide with terror as a bloody tear dripped down from it. Very starkly minimalist, and much creepier than [[AmericanKirbyIsHardcore the ugly, pockmarked version of Chris plastered on the US release.]]
* The messages written in blood on walls
in the original PS1 releases of the game were unfortunately (and perplexingly) DummiedOut, but tweaking the color palette in an emulator reveals they're still in the game, just recolored. [[http://images.wikia.com/residentevil/images/5/5a/Bloody_wall_message_1.jpg This one reads in Japanese, "It hurts to breathe....someone please stop the pain."]]
* The Chimeras, humanoid/fly hybrids that are only featured in the lab late in the game, are one of the most grotesque and horrific monstrosities in the entire series and are tough to kill, to boot. Resembling partially flayed and extremely deformed humans, these miserable freaks were created from Umbrella experiments that mucked around with human and animal DNA. They were implanted into human women as embryos and carried to term, a concept full to bursting with fridge horror. Just imagine: the kind of people it took to conceive of and conduct such an experiment, the kind of women who volunteered to carry the embryos and what doing so [[FetusTerrible was like for them]], and the idea of such a horrific monster being partially ''human''. How human were they, really? Did they have sentience and emotions, or just an instinct to survive? If they did have the ability to process emotion, but were unable to express it, they could be an example of AndIMustScream. As if all of this wasn't bad enough, Capcom was originally going to have a spider
version of the game, despite Chimera for ''RE[=2=]'', but they did not make it into the wonky translation final version.
** [[RapeAsDrama Who said any of the women volunteered?]]
* The "''Directors Cut''" version adds 'Advanced' mode, which changes up many things - Camera angles are different, monsters are plentiful
and voice are more aggressive, puzzles and item placement is different, and ammunition is even more scarce.
** In Advanced mode, Some of the zombies are able to move ''much'' faster than their regular shuffling companions. Of course, we're never actually informed of this at any point (not even in the manual), so you won't know that this is the case until you encounter one during play. Oh, and there's absolutely no way to tell them apart from the 'regular' zombies either... cue paranoia and ''genuine fear of the lowliest enemy in the game!''
** Unless you're playing as Chris, the bathroom is [[EmptyRoomPsych completely empty]]. In Advanced mode, a zombie may [[MirrorScare creep up behind the player]].
** In regular gameplay, inspecting Forest's corpse will cause the [[FeatheredFiend crows]] to attack[[note]] Unless Barry's accompanying you [[/note]]. In Advanced mode, approaching him will cause Forest's corpse [[AndThenJohnWasAZombie spring up and attack you]].
* The uncut intro, where Joseph gets gruesomely mauled to death by zombie dogs, since you actually see what's left of Joseph, and the actor portraying him was pretty damn convincing when it came to screaming in terror, unlike the horrible
acting elsewhere, of everything else.
* And, of course, let's not forget
the diary is still quite creepy as an ApocalypticLog of jarring moment that started it all. Shortly after you're told to investigate, you go into a narrow hallway where EVERY door except the game warden one you came through is locked. Go down the hallway and into an adjacent alcove and what do you find? An elaborate CGI cutscene of a zombie slowly transforming into chewing up Kenneth's corpse... Then turning to look at you, its dead non-expression staring back at you.
* So, you just came back from
a zombie, but still having trip through the garden and the lab underneath and are back at the mansion with a shiny new key to unlock all of those pain in-the-ass doors. So far, the worst regular enemy you have faced is a giant spider. Then a cutscene plays. First person perspective of ''something'' running through the garden, bashing open every door it can find. No problem, you may think. Just another Cerberus. Then you see a long, green arm pull open a door. [[OhCrap The door you just came through, the door]] ''[[OhCrap right behind you]]''. Wheel around and come face-to-face with a green humanoid squealing beast that -- if your health is low enough sentience to scrawl down a few more sentences. It's one of -- will leap across the earliest indications of just how wicked hallway like a frickin' Ninja and twisted Umbrella was with their experiments in slice your head off. Say hello to the Hunter. And if you manage to kill ''this'' one, his brothers have now taken over the mansion. It may be even worse if [[AlwaysABiggerFish And most of the zombies are gone....]] Not to mention the soundtrack for the mansion changes once you come into the game knowing the plot - employees like the game warden had no idea what fate was going to befall them, and you arrived far too late to help them.revisit.
[[/folder]]

[[folder: Remake]]



** There's a certain hallway that you go through multiple times, with nothing interesting happening each time. But for some reason, after a certain number of trips there, two crimson heads decide to jump in from the windows.
*** Given that there are several windows in the mansion that will be broken through by zombies or hunters at various points, you might expect the same to happen in the residence when you come across a corridor full of them. [[spoiler: [[NothingIsScarier Nothing]] ever happens.]]



* The L-shaped hallway. This is a hallway where, as you walk through, you catch the attention of two Cerberus dogs outside. In the original, they come crashing through the windows and attack. In [=REmake=], the window glass cracks loudly... but [[NothingIsScarier the dogs]] ''[[NothingIsScarier don't]]'' [[NothingIsScarier come crashing through]], so you make your way to the other end of the hall watching the windows in wide-eyed paranoia. And of course, should you think that was just a RedHerring and decide to come through that hallway from the other side, the dogs ''do'' come through the windows.
** In the original PS1 version at least, when you return to the mansion from the guardhouse, the dogs are replaced by spiders, which is more than enough nightmare fuel for some. As if you didn't hate that hallway enough already...
* Seen the uncut intro to the original, where Joseph gets gruesomely mauled to death by zombie dogs? It's worse in the remake.
** The original was bad enough, since you actually see what's left of Joseph, and the actor portraying him was pretty damn convincing when it came to screaming in terror.
* There's a certain hallway that you go through multiple times, with nothing interesting happening each time. But for some reason, after a certain number of trips there, two crimson heads decide to jump in from the windows.
** Given that there are several windows in the mansion that will be broken through by zombies or hunters at various points, you might expect the same to happen in the residence when you come across a corridor full of them. [[spoiler: [[NothingIsScarier Nothing]] ever happens.]]
* Jill taking a close look at a bathtub. Guess what was hiding inside? [[spoiler: Zombie, bitch.]]



** In Jill's scenario in the Dormitory, she stumbles upon a conversation on the other side of a door between Barry and [[spoiler: Wesker where the later is blackmailing the former with his family being in danger if he doesn't follow his orders]] and when Jill enters the room after the cutscene, she finds only Barry. However after the cutscene, if you go into the adjacent bathroom, you hear a door closing from outside the bathroom. You return and you find a zombie, but this alone gives implication [[spoiler: Wesker was hiding somewhere in the room and finally had an opportune moment to leave when Jill went into the bathroom and somehow he eluded and lured a zombie in his place]].
* In the 'Advanced' mode of "''Directors Cut''", some of the zombies are able to move ''much'' faster than their regular shuffling companions. Of course, we're never actually informed of this at any point (not even in the manual), so you won't know that this is the case until you encounter one during play. Oh, and there's absolutely no way to tell them apart from the 'regular' zombies either... cue paranoia and ''genuine fear of the lowliest enemy in the game!''
* So, you just came back from a trip through the garden and the lab underneath and are back at the mansion with a shiny new key to unlock all of those pain in-the-ass doors. So far, the worst regular enemy you have faced is a giant spider. Then a cutscene plays. First person perspective of ''something'' running through the garden, bashing open every door it can find. No problem, you may think. Just another Cerberus. Then you see a long, green arm pull open a door. [[OhCrap The door you just came through, the door]] ''[[OhCrap right behind you]]''. Wheel around and come face-to-face with a green humanoid squealing beast that -- if your health is low enough -- will leap across the hallway like a frickin' Ninja and slice your head off. Say hello to the Hunter. And if you manage to kill ''this'' one, his brothers have now taken over the mansion. [[AlwaysABiggerFish And most of the zombies are gone....]] Not to mention the soundtrack for the mansion revisit, especially in the remake.
** It's actually a bit worse in the PS1 version, since the best weapon for fighting the Hunters is the magnum...Except you'll encounter at least a ''dozen'' before you have the chance to reach it. The REmake is merciful in this regard, as you can acquire it ''long'' before returning to the mansion.
* Let's not forget the eerily cheery tune that plays in most of the Save rooms in the Dual Shock Edition. This is NightmareFuel, because it's in such stark contrast with the rest of the game.
** Also, it's much better composed than any of the other tracks in the game.

to:

** In Jill's scenario * The L-shaped hallway is arguably worse in [=REmake=]. As you approach it, the Dormitory, she stumbles upon a conversation on window glass cracks loudly... but [[NothingIsScarier the dogs]] ''[[NothingIsScarier don't]]'' [[NothingIsScarier come crashing through]], so you make your way to the other side of a door between Barry and [[spoiler: Wesker where the later is blackmailing the former with his family being in danger if he doesn't follow his orders]] and when Jill enters the room after the cutscene, she finds only Barry. However after the cutscene, if you go into the adjacent bathroom, you hear a door closing from outside the bathroom. You return and you find a zombie, but this alone gives implication [[spoiler: Wesker was hiding somewhere in the room and finally had an opportune moment to leave when Jill went into the bathroom and somehow he eluded and lured a zombie in his place]].
* In the 'Advanced' mode of "''Directors Cut''", some
end of the zombies are able to move ''much'' faster than their regular shuffling companions. Of hall watching the windows in wide-eyed paranoia. And of course, we're never actually informed of this at any point (not even in the manual), so should you won't know think that this is the case until you encounter one during play. Oh, was just a RedHerring and there's absolutely no way decide to tell them apart come through that hallway from the 'regular' zombies either... cue paranoia and ''genuine fear of other side, the lowliest enemy in the game!''
* So, you just came back from a trip
dogs ''do'' come through the garden and the lab underneath and are back at the mansion with a shiny new key to unlock all of those pain in-the-ass doors. So far, the worst regular enemy you have faced is a giant spider. Then a cutscene plays. First person perspective of ''something'' running through the garden, bashing open every door it can find. No problem, you may think. Just another Cerberus. Then you see a long, green arm pull open a door. [[OhCrap The door you just came through, the door]] ''[[OhCrap right behind you]]''. Wheel around and come face-to-face with a green humanoid squealing beast that -- if your health is low enough -- will leap across the hallway like a frickin' Ninja and slice your head off. Say hello to the Hunter. And if you manage to kill ''this'' one, his brothers have now taken over the mansion. [[AlwaysABiggerFish And most of the zombies are gone....]] Not to mention the soundtrack for the mansion revisit, especially in the remake.
** It's actually a bit worse in the PS1 version, since the best weapon for fighting the Hunters is the magnum...Except you'll encounter at least a ''dozen'' before you have the chance to reach it. The REmake is merciful in this regard, as you can acquire it ''long'' before returning to the mansion.
* Let's not forget the eerily cheery tune that plays in most of the Save rooms in the Dual Shock Edition. This is NightmareFuel, because it's in such stark contrast with the rest of the game.
** Also, it's much better composed than any of the other tracks in the game.
windows.



* And, of course, let's not forget the jarring moment that started it all. Shortly after you're told to investigate, you go into a narrow hallway where EVERY door except the one you came through is locked. Go down the hallway and into an adjacent alcove and what do you find? An elaborate CGI cutscene of a zombie slowly chewing up Kenneth's corpse... Then turning to look at you, its dead non-expression staring back at you. The remake is especially bad in this regard as you can see the recently dead Kenneth ''still'' twitching from ''having his throat bitten out.''
* The Chimeras, humanoid/fly hybrids that are only featured in the lab late in the game, are one of the most grotesque and horrific monstrosities in the entire series and are tough to kill, to boot. Resembling partially flayed and extremely deformed humans, these miserable freaks were created from Umbrella experiments that mucked around with human and animal DNA. They were implanted into human women as embryos and carried to term, a concept full to bursting with fridge horror. Just imagine: the kind of people it took to conceive of and conduct such an experiment, the kind of women who volunteered to carry the embryos and what doing so [[FetusTerrible was like for them]], and the idea of such a horrific monster being partially ''human''. How human were they, really? Did they have sentience and emotions, or just an instinct to survive? If they did have the ability to process emotion, but were unable to express it, they could be an example of AndIMustScream. As if all of this wasn't bad enough, Capcom was originally going to have a spider version of the Chimera for ''RE[=2=]'', but they did not make it into the final version.
** [[RapeAsDrama Who said any of the women volunteered?]]
* Under certain circumstances in the original game, Rebecca will need to be rescued from the upstairs study instead of outside the medicine room in the mansion's opposite wing. If you take too long to find her, you're treated to the sight of a Hunter decapitating her onscreen, with no chance to stop it from happening. If you've managed to save her in every previous playthrough, this can come off as a very unexpected and frightening shock.
* As esoteric as it sounds, the original game's ''instruction manual'' has some in a way. It has a few brief character bios and background about the events leading up to the game itself, but it dances around the mere presence of "[[NotUsingTheZWord enemies]]" and its screenshots show nothing to fight. NothingIsScarier than getting acquainted with your game before popping in the disc and not ''quite'' appreciating what you'll soon be up against (at least if you weren't paying attention to the box art).
* The original box art, while we're on the subject, depicted a single eye opened wide with terror as a bloody tear dripped down from it. Very starkly minimalist, and much creepier than [[AmericanKirbyIsHardcore the ugly, pockmarked version of Chris plastered on the US release.]]
* The messages written in blood on walls in the original releases of the game were unfortunately (and perplexingly) DummiedOut, but tweaking the color palette in an emulator reveals they're still in the game, just recolored. [[http://images.wikia.com/residentevil/images/5/5a/Bloody_wall_message_1.jpg This one reads in Japanese, "It hurts to breathe....someone please stop the pain."]]
* In the remake, some zombies can open doors. Have fun.

to:

* And, of course, let's not forget the jarring moment that started it all. Shortly after you're told to investigate, you go into Jill taking a narrow hallway where EVERY door except the one you came through is locked. Go down the hallway and into an adjacent alcove and what do you find? An elaborate CGI cutscene of a zombie slowly chewing up Kenneth's corpse... Then turning to close look at you, its dead non-expression staring back at you. a bathtub. Guess what was hiding inside? [[spoiler: Zombie, bitch.]]
*
The FaceRevealingTurn scene is worse in the remake is especially bad in this regard as you can see it adds many more details, such as the recently dead Kenneth ''still'' twitching from ''having his throat bitten out.out and the zombie's jaw quivering.''
* The Chimeras, humanoid/fly hybrids that are only featured in the lab late in the game, are one of the most grotesque and horrific monstrosities in the entire series and are tough to kill, to boot. Resembling partially flayed and extremely deformed humans, these miserable freaks were created from Umbrella experiments that mucked around with human and animal DNA. They were implanted into human women as embryos and carried to term, a concept full to bursting with fridge horror. Just imagine: the kind of people it took to conceive of and conduct such an experiment, the kind of women who volunteered to carry the embryos and what doing so [[FetusTerrible was like for them]], and the idea of such a horrific monster being partially ''human''. How human were they, really? Did they have sentience and emotions, or just an instinct to survive? If they did have the ability to process emotion, but were unable to express it, they could be an example of AndIMustScream. As if all of this wasn't bad enough, Capcom was originally going to have a spider version of the Chimera for ''RE[=2=]'', but they did not make it into the final version.
** [[RapeAsDrama Who said any of the women volunteered?]]
* Under certain circumstances in the original game, Rebecca will need to be rescued from the upstairs study instead of outside the medicine room in the mansion's opposite wing. If you take too long to find her, you're treated to the sight of a Hunter decapitating her onscreen, with no chance to stop it from happening. If you've managed to save her in every previous playthrough, this can come off as a very unexpected and frightening shock.
* As esoteric as it sounds, the original game's ''instruction manual'' has some in a way. It has a few brief character bios and background about the events leading up to the game itself, but it dances around the mere presence of "[[NotUsingTheZWord enemies]]" and its screenshots show nothing to fight. NothingIsScarier than getting acquainted with your game before popping in the disc and not ''quite'' appreciating what you'll soon be up against (at least if you weren't paying attention to the box art).
* The original box art, while we're on the subject, depicted a single eye opened wide with terror as a bloody tear dripped down from it. Very starkly minimalist, and much creepier than [[AmericanKirbyIsHardcore the ugly, pockmarked version of Chris plastered on the US release.]]
* The messages written in blood on walls in the original releases of the game were unfortunately (and perplexingly) DummiedOut, but tweaking the color palette in an emulator reveals they're still in the game, just recolored. [[http://images.wikia.com/residentevil/images/5/5a/Bloody_wall_message_1.jpg This one reads in Japanese, "It hurts to breathe....someone please stop the pain."]]
* In the remake, some zombies can open doors. Have fun.fun.
* In Jill's scenario in the Dormitory, she stumbles upon a conversation on the other side of a door between Barry and [[spoiler: Wesker where the later is blackmailing the former with his family being in danger if he doesn't follow his orders]] and when Jill enters the room after the cutscene, she finds only Barry. However after the cutscene, if you go into the adjacent bathroom, you hear a door closing from outside the bathroom. You return and you find a zombie, but this alone gives implication [[spoiler: Wesker was hiding somewhere in the room and finally had an opportune moment to leave when Jill went into the bathroom and somehow he eluded and lured a zombie in his place]].
[[/folder]]

----
17th Mar '16 4:07:02 PM youngbond007
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* The [[https://www.youtube.com/watch?v=sITJuWV3HXg basement theme]] in the original version in the game. No, not the awful song in the Dual Shock version. We're talking about the original version, with a continuous synth string under a unique sounding instrument (which is actually a reversed orchestra hit). Then it suddenly goes into a part where sudden, loud orchestra hits become [[ScareChord scare chords]]. It's the scariest song in the original game and one of the scariest the entire series, [[SoundtrackDissonance yet it plays in an area where not much happens]] except for the CGI cutscene where the zombie goes down some stairs and opens the door to the kitchen. But it still somehow gives you a great sense of fear and encountering the normal zombies here becomes a lot more frightening as a result.

to:

* The [[https://www.youtube.com/watch?v=sITJuWV3HXg basement theme]] in the original version in the game. No, not the awful song in the Dual Shock version. We're talking about the original version, with a continuous synth string under a unique sounding instrument (which is actually a reversed orchestra hit). Then it suddenly goes into a part where sudden, loud orchestra hits become [[ScareChord scare chords]]. It's the scariest song in the original game and one of the scariest the entire series, [[SoundtrackDissonance yet it plays in an area where not much happens]] except for [[spoiler: the CGI cutscene where the zombie goes down some stairs and opens the door to the kitchen.kitchen]]. But it still somehow gives you a great sense of fear and encountering the normal zombies here becomes a lot more frightening as a result.
16th Mar '16 4:31:44 PM youngbond007
Is there an issue? Send a Message


* The [[https://www.youtube.com/watch?v=sITJuWV3HXg basement theme]] in the original version in the game. No, not the awful song in the Dual Shock version, but the original, with a continuous synth string under a unique sounding instrument (which is actually a reversed orchestra hit). Then it suddenly goes into a part where sudden, loud orchestra hits become [[ScareChord scare chords]]. It's the scariest song in the original game and one of the scariest the entire series, [[SoundtrackDissonance yet it plays in an area where not much happens]] except for the CGI cutscene where the zombie goes down some stairs and opens the door to the kitchen. But it still somehow gives you a great sense of fear and encountering the normal zombies here becomes a lot more frightening as a result.

to:

* The [[https://www.youtube.com/watch?v=sITJuWV3HXg basement theme]] in the original version in the game. No, not the awful song in the Dual Shock version. We're talking about the original version, but the original, with a continuous synth string under a unique sounding instrument (which is actually a reversed orchestra hit). Then it suddenly goes into a part where sudden, loud orchestra hits become [[ScareChord scare chords]]. It's the scariest song in the original game and one of the scariest the entire series, [[SoundtrackDissonance yet it plays in an area where not much happens]] except for the CGI cutscene where the zombie goes down some stairs and opens the door to the kitchen. But it still somehow gives you a great sense of fear and encountering the normal zombies here becomes a lot more frightening as a result.
15th Mar '16 4:52:26 PM youngbond007
Is there an issue? Send a Message


* The [[https://www.youtube.com/watch?v=sITJuWV3HXg basement theme]] in the original version in the game. No, not the awful song in the Dual Shock version, but the original, with a continuous synth string under a unique sounding instrument, which is actually a reversed orchestra hit. Then it suddenly goes into a part where sudden, loud orchestra hits become [[ScareChord scare chords]]. It's one of the scariest songs in the game and in the entire series, [[SoundtrackDissonance yet it plays in an area where not much happens]]. But it still somehow gives you a sense of fear.

to:

* The [[https://www.youtube.com/watch?v=sITJuWV3HXg basement theme]] in the original version in the game. No, not the awful song in the Dual Shock version, but the original, with a continuous synth string under a unique sounding instrument, which instrument (which is actually a reversed orchestra hit.hit). Then it suddenly goes into a part where sudden, loud orchestra hits become [[ScareChord scare chords]]. It's the scariest song in the original game and one of the scariest songs in the game and in the entire series, [[SoundtrackDissonance yet it plays in an area where not much happens]]. happens]] except for the CGI cutscene where the zombie goes down some stairs and opens the door to the kitchen. But it still somehow gives you a great sense of fear.fear and encountering the normal zombies here becomes a lot more frightening as a result.



* In the remake, some zombies can open doors. Have fun.

to:

* In the remake, some zombies can open doors. Have fun.
2nd Dec '15 7:00:49 PM Serasia
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* The messages written in blood on walls in the original releases of the game were unfortunately (and perplexingly) DummiedOut, but tweaking the color palette in an emulator reveals they're still in the game, just recolored. [[http://images.wikia.com/residentevil/images/5/5a/Bloody_wall_message_1.jpg This one reads "For God's sake, GET OUT!!"]]

to:

* The messages written in blood on walls in the original releases of the game were unfortunately (and perplexingly) DummiedOut, but tweaking the color palette in an emulator reveals they're still in the game, just recolored. [[http://images.wikia.com/residentevil/images/5/5a/Bloody_wall_message_1.jpg This one reads "For God's sake, GET OUT!!"]]in Japanese, "It hurts to breathe....someone please stop the pain."]]
10th Nov '15 6:42:59 PM youngbond007
Is there an issue? Send a Message


* The [[https://www.youtube.com/watch?v=sITJuWV3HXg basement theme]] in the original version in the game. No, not the awful song in the Dual Shock version, but the original, with a continuous synth string under a unique sounding instrument, which is actually a reversed orchestra hit. Then it suddenly goes into a part where sudden, loud orchestra hits become [[ScareChord scare chords]]. It's one of the scariest songs in the game, [[SoundtrackDissonance yet it plays in an area where not much happens]]. But it still somehow gives you a sense of fear.

to:

* The [[https://www.youtube.com/watch?v=sITJuWV3HXg basement theme]] in the original version in the game. No, not the awful song in the Dual Shock version, but the original, with a continuous synth string under a unique sounding instrument, which is actually a reversed orchestra hit. Then it suddenly goes into a part where sudden, loud orchestra hits become [[ScareChord scare chords]]. It's one of the scariest songs in the game, game and in the entire series, [[SoundtrackDissonance yet it plays in an area where not much happens]]. But it still somehow gives you a sense of fear.
31st Oct '15 2:11:14 PM youngbond007
Is there an issue? Send a Message


* The [[https://www.youtube.com/watch?v=sITJuWV3HXg basement theme]] in the original version in the game. No, not the awful song in the Dual Shock version, but the original, with a continuous synth string under a unique sounding instrument, which is actually a reverse orchestra hit. Then it suddenly goes into a part where sudden, loud orchestra hits become [[ScareChord scare chords]]. It's one of the scariest songs in the game, [[SoundtrackDissonance yet it plays in an area where not much happens]]. But it still somehow gives you a sense of fear.

to:

* The [[https://www.youtube.com/watch?v=sITJuWV3HXg basement theme]] in the original version in the game. No, not the awful song in the Dual Shock version, but the original, with a continuous synth string under a unique sounding instrument, which is actually a reverse reversed orchestra hit. Then it suddenly goes into a part where sudden, loud orchestra hits become [[ScareChord scare chords]]. It's one of the scariest songs in the game, [[SoundtrackDissonance yet it plays in an area where not much happens]]. But it still somehow gives you a sense of fear.
29th Sep '15 1:57:02 AM Miracle@StOlaf
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* Let's not forget the eerily cheery tune that plays in most of the Save rooms in the Duel Shock Edition. This is NightmareFuel, because it's in such stark contrast with the rest of the game.

to:

* Let's not forget the eerily cheery tune that plays in most of the Save rooms in the Duel Dual Shock Edition. This is NightmareFuel, because it's in such stark contrast with the rest of the game.


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* Under certain circumstances in the original game, Rebecca will need to be rescued from the upstairs study instead of outside the medicine room in the mansion's opposite wing. If you take too long to find her, you're treated to the sight of a Hunter decapitating her onscreen, with no chance to stop it from happening. If you've managed to save her in every previous playthrough, this can come off as a very unexpected and frightening shock.
26th Sep '15 4:15:35 PM Miracle@StOlaf
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* The original box art, while we're on the subject, depicted a single eye opened wide with terror as a bloody tear dripped down from it. Very starkly minimalist, and much creepier than [[AmericanKirbyIsHardcore the ugly, pockmarked version of Chris plastered on the US release.]]
* The messages written in blood on walls in the original releases of the game were unfortunately (and perplexingly) DummiedOut, but tweaking the color palette in an emulator reveals they're still in the game, just recolored. [[http://images.wikia.com/residentevil/images/5/5a/Bloody_wall_message_1.jpg This one reads "For God's sake, GET OUT!!"]]
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