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Nightmare Fuel: Resident Evil
How many of you lucky bachelors out there want to wake up next to this cutie-pie?

  • The game warden's diary, where you read exactly what happens to someone as they transform into a zombie, are extremely disturbing. "Itchy itchy Scott came ugly face so killed him. Tasty. <next entry> Itchy. Tasty." And you are attacked by said zombie as soon as you've finished reading it.
    • Most people will see the rattling closet, and even if scared, know that the zombie will come out. The bad thing is when the door opens, you see a box of shotgun shells or a taser battery on the ground, the equivalent of Resident Evil gold bars, right behind the zombie. Even worse? Once you skip or run around this zombie, ANOTHER ONE APPEARS IN FRONT OF THE DOOR, hidden by the freaking camera angle.
    • 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 Apocalyptic Log 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.
  • The Chained Creature, aka Lisa Trevor, and this page's photo. There's the first cutscene, then the unexpected appearance in the underground caves, but the journal entries and the creature's general backstory make it the most disturbing (and simultaneously heartbreaking) thing in the whole game.
    • Its theme is by far the most disturbing track in the whole game. Not only is the ambient track just riddled with creepy voices singing in the background and hollowed noises, but it also has a very tragic and depressing feel to it, which such an emotion is hammered in when you finally understand the entire story behind Lisa Trevor. Basically, she's the daughter of the architect that designed the mansion and to prevent him from going public with the knowledge of Umbrella that he had learned, she and her mother were taken hostage by the company. Along with her mother, Lisa was experimented on with the virus, but unlike her mother, who was granted death from failure to bond with the virus, Lisa successfully bonded with the virus so well that she was eventually implanted with the NEMESIS parasite (the very same thing responsible for the conception/creation of the ever popular and feared pursuer of the same name in RE3). It drove her to the point of nigh-invulnerability and no matter how much she doesn't want it, Lisa's all but immortal and was so feared by the company that they took extreme measures to kill her (even reportedly striking her with a tank missile). When the company thought she had perished and the mansion was abandoned and contaminated, Lisa had in fact survived and continued to wander aimlessly around the mansion and grounds, searching for her mother, who was already long dead.
    • Eventually, you can help Lisa discover her mother's remains during your last battle with her. After she unleashes an out-of-nowhere scream and then a pants-wettingly anguished "MOOOOOOOOOOTHEEEEEEERR!", Lisa throws herself down a supposedly endless pit to be with her mother. Unfortunately, as Umbrella Chronicles discovers, it's ultimately Wesker, one of the two men responsible for Lisa's endless misery, who puts her down well enough until she's finally consumed in the mansion explosion.
  • You find several files written by the man who designed the mansion. All those wacky, crazy, elaborate death traps and puzzles, but there's heavy implication that he was forced to design all this by Oswell E. Spencer as a means of keeping the mansion secrets safe. And even with all this, George Trevor still wasn't trusted well enough and he and his family both were taken captive by Umbrella. While the fate of his wife and especially his daughter are terrible, his is just as bad; getting lost in the traps and mazes of the very mansion he designed only to die of starvation and depression, but not before finding a gravestone marked with his own name, finally enlightening George to the fate he was destined for all this time.
  • The Crimson Head zombies. Nothing like entering a room you killed a zombie in a while back, but you were somehow unable to decapitate/burn it at the time, only to discover that the corpse has disappeared... and then you discover that, not only is the damn thing alive/undead again, but that it's stronger. And faster. SUPER fast. And it has CLAWS. They let out player-bowel-voiding noises, have almost shining-neon-white eyes, crimson-red skin (hence the name), and COME OUT OF NOWHERE!
    • The worst possible way to run into one of them? When you only have a pistol, and they're between you and where you need to get to, and their back is turned to you. You can see their face reflected off a mirror, but they're completely oblivious if you keep your distance, so they just stay in one place, waiting for you to make the first move.
  • That video that you pick up from Kenneth Sullivan's corpse (your friend from Bravo team) at the beginning of the game? When you reach the last level you find a tape player that allows you to view its contents. What's on it? Kenneth's last moments. It's not pretty, you've been warned.
  • 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 the dogs don't 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 Red Herring 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.
  • Jill taking a close look at a bathtub. Guess what was hiding inside?
  • There's a freaking door that has a broken doorknob that can break after a certain number of uses, blocking off a major shortcut and forcing you to backtrack around the entire mansion. Barry fixes it in Jill's version, but Chris is out of luck.
    • In the Remake, Wesker fixes the door for Chris after completing the Courtyard section.
  • There is a room where you find a dead zombie and the body of a scientist who hung himself. Then a note that explains the heart-wrenching process of him having to kill his best friend and then hang himself, with the pistol used to kill himself on top of the note — called the "Suicide Pistol." But the worst part is that you go into an adjacent bathroom to collect an item, then hear a *THUMP* as he FREAKING CUTS HIMSELF LOOSE.
  • After playing through the game once and learning Wesker set the whole team up, the game becomes a whole lot creepier when certain disturbing facts and catches of the eye come to light. Notice all those picture frame with the glass smashed and the photos removed scattered in certain areas of the mansion? Notice parts and pages of some documents missing? Yeah, Wesker is slowly going around parts of the mansion and removing all traces of evidence that he worked with the company for as long as he can until he wants you to find out the truth. More disturbing is depending on how you play and the game; the choices you make when presented with them, can yield a scenario where Jill/Chris find a ''master key" of sorts that allows them to escape the facility. This item alone brings the implication that Wesker was able to make it through every room in the mansion and get rid of any clues or evidence pointing to him all so his master plan wouldn't fail.
    • There's also heavy implication that Wesker was watching everything that transpires in the game between Chris, Jill, Rebecca, and Barry in the comfort of a locked, well hidden room, on cameras, and smiling as everything was transpiring as he wanted them to.
    • In Jill's scenario in the Dormitory, she stumbles upon a conversation on the other side of a door between Barry and 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 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. The door you just came through, the door 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. And most of the zombies are gone.... Not to mention the soundtrack for the mansion revisit, especially in the remake.
  • Let's not forget the eerily cheery tune that plays in most of the Save rooms in the Duel Shock Edition. This is Nightmare Fuel, because it's in such stark contrast with the rest of the game.
  • The remake models the Black Tiger after the Sydney funnelweb, whose appearance is freaky enough. However, it's made worse that not only is it a real spider (as are the tarantula/bird eater types), size is the only thing the Black Tiger has going for it. The funnelweb is a lot more aggressive, a lot more deadly, and arguably just as tough to kill.
  • 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 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 And I Must Scream. As if all of this wasn't bad enough, Capcom was originally going to have a spider version of the Chimera for RE2, but they did not make it into the final version.

Resident EvilNightmareFuel/Video GamesResident Evil 2

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