Video Game / Resident Evil

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Welcome back to the world of survival horror. Good luck.
"Itchy. Tasty."

Resident Evil (Biohazard in Japan) is a horror-themed action-adventure game released for the PlayStation in 1996. Shinji Mikami conceived the game when his superiors at Capcom requested an updated version of their horror classic Sweet Home. With graphics and game design inspired by Alone in the Dark, Resident Evil spawned one of Capcom's most iconic franchises, which now includes several video game sequels and spinoffs as well as other media tie-ins. This game also gave us the term "survival horror".

The story begins in the fictional American town of Raccoon City in July 1998. Tourism has taken a hit recently thanks to a spate of murders in the Arklay Mountains—each of them cannibalistic in nature. Bravo Team, one-half of Raccoon City's Special Tactics and Rescue Service (S.T.A.R.S.) squad, flies out to investigate the area. When the team makes no radio contact a day after their departure, Alpha Team deploys to find them.

When Alpha Team arrives at the scene, they find a wrecked chopper, a dead pilot, and no one else from Bravo Team, dead or alive. A pack of zombified dogs chase the team members into a nearby mansion. A handful of survivors—team leader Albert Wesker, weapons specialist Barry Burton, and player characters Chris Redfield and Jill Valentine—agree to comb the house for stragglers from Bravo Team. Wesker decides it would be a smart idea to split up, and that's when the shit really hits the fan. The mansion's architect, being a fan of spy movies, has enhanced their home security in elaborate ways—but all of the mansion's booby traps don't present nearly the same kind of omnipresent threat as the bio-engineered murder machines shambling down the hallways...

Players choose to control either Chris or Jill, and this choice determines which characters will show up during the campaign: Chris will run across piano-playing medic Rebecca Chambers in his scenario, while Alpha Team's Barry accompanies Jill. Jill also comes equipped with a lockpick, which saves you the trouble of juggling keys.note  The game limits how much ammunition and how many healing items players will find during the game to heighten tension, and players can only carry a limited amount of items at a time (which is mitigated by the item boxes scattered around the house). Item management and knowing when to flee are essential skills for finishing the game.

In true Capcom fashion, the original Resident Evil received numerous re-releases. The Sega Saturn and PC both received ports of the original game with some exclusive new content in 1997, while the PS1 received a revised edition titled Resident Evil: Director's Cut (which added a new difficulty setting with different item and enemy placements and came packaged with a playable demo of Resident Evil 2). Capcom released a third edition for the PS1 in 1998 (Resident Evil: Director's Cut: Dual Shock Edition) that added vibration and analog support for the DualShock controller as well as a different soundtrack. The Nintendo DS received its own version of the game (Resident Evil: Deadly Silence) in 2006; this version added a ReBirth difficulty setting, numerous touch screen puzzles, and multiplayer game modes.

In 2002, Capcom produced a completely revamped version of the game for the Nintendo GameCube in an effort to bring the main series to Nintendo's new home console. This new version—known amongst franchise fans as the REmake—featured revamped character models set against full-motion backgrounds, CGI cut scenes (which replaced the cheesy live-action versions from the original), a brand new soundtrack, wholly redone (but still cheesy) voice acting, updated game play mechanics, and story line revisions that bring it in line with the sequels released up to that date. The REmake was exclusive to Nintendo consoles for many years (it was re-released for the Wii in 2008) until Capcom announced an HD remaster of the game for the PlayStation, Xbox and PC platforms as a digital download. The PlayStation 3 and Xbox 360 versions were released in Japan in November 2014 (the former has an exclusive physical release in the region), while the PlayStation 4, Xbox One, and PC versions achieved complete global saturation alongside the overseas releases of the other versions in January 2015. Upgrades from the GameCube version include fully remastered graphics, the ability to switch between widescreen and "standard" screen sizes, an option to choose between the original's "tank controls" and a modern control scheme inspired by more recent entries in the franchise, and B.S.A.A. outfits for Chris and Jill.


Resident Evil (and its various re-releases) contain the following tropes:

  • Ability Required to Proceed:
    • You won't get anywhere without those keys, cranks, or crests and some of them require you to solve a puzzle before you can even get the items.
    • The flamethrower in Chris' scenario is required to proceed further in the underground caverns due to certain doors only unlocking when you place the weapon on the latches.
    • The battery needed to give the elevator leading to the heliport power is done in this way so that you will have one free space in your inventory to pick up the signal flares, which you need to signal Brad to rescue you. The flares also double as a way to keep one slot open in your item list so that you have room to pick up the rocket launcher during the final Tyrant fight, which you need in order to beat him.
  • Action Girl: Jill, Alpha Team's B & A specialist and a Master of Unlocking, stated in some material to be a former member of the Delta Force.
  • Adaptation Dye-Job: Sort of. Chris canonically has brown hair, but the actor who plays him in the original game's live-action sequences is a redhead.
  • A.K.A.-47: While the original PS1 version used real brand names for the firearms used by the player (Beretta, Remington and the Colt Python), the GC version changed them to generic names instead (the Colt Python in particular became the Silver Serpent).
  • Always Night: The game begins sometime in the evening and finishes at dawn.
  • Anachronism Stew: The HD Remaster lets Chris and Jill wear their B.S.A.A. outfits from Resident Evil 5. It's less noticeable with Jill, but Chris looks way older with it despite having the same voice as his RE1 self. This is due to the B.S.A.A. costume models being ripped wholesale from RE5, rather than recreating them on the younger models from this game.
  • And Now for Someone Completely Different: Chris' scenario briefly lets you play as Rebecca when you have to destroy Plant 42 (depending on whether or not Richard dies of his poisoning), and/or if Chris gets poisoned during his first encounter with Yawn; Barry doesn't get the same treatment in Jill's Plant 42 scenario.
  • And Then John Was a Zombie:
    • In both Resident Evil: Director's Cut and the GameCube version, Forest Speyer comes back from the dead after being pecked to death by T-Virus infected crows.
    • A zombified Wesker appears as an enemy in the Saturn version's Battle Mode.
    • Taken literally with the letter to Ada Wong from John, who was turning into a zombie.
  • And Your Reward Is Clothes: After completing the game by saving both of your partners, you can restart the mission with the closet key in your inventory, allowing your character to change into casual clothing. Later versions of the game feature other sets of alternate outfits as well:
    • The PC version featured different casual clothes for Jill and Chris in addition to the ones that were in the PS1 version.
    • The Saturn version has a different set of alternate outfits that are just redesigned versions of the default S.T.A.R.S. uniforms.
    • The Director's Cut version has the same outfits from the original release, plus new default outfits (not just for Chris and Jill, but also Rebecca) for the Arrange mode.
    • The GameCube version has an entirely new set of alternate costumes, including Jill's tube top and miniskirt ensemble from Resident Evil 3 and Chris' new S.T.A.R.S. uniform from Code: Veronica.
    • The DS version has a ninja outfit for Chris, a policewoman costume, complete with sexy miniskirt, for Jill and a cheerleader suit for Rebecca.
    • For the HD Edition, Chris and Jill have access to their B.S.A.A. outfits from Resident Evil 5's "Lost in Nightmares" mission.
  • Anime Theme Song: The original Japanese PS version has two vocal songs: an opening theme titled "Kouri no Manazashi" (Icy Gaze") and the ending theme "Yume De Owarasenai" ("I Won't Let This End as a Dream"). Other versions, including the Japanese re-releases (such as the original Director's Cut and the Saturn port) use the instrumental "Still Dawn" instead. Both Shinji Mikami and Hideki Kamiya admitted that the songs were only included in the Japanese version due to a contract Capcom had with a record company (Rockman 8, which was released shortly afterward, also featured vocal songs). The developers didn't want any vocal songs in the game, since they felt they clashed with the horror atmosphere they were trying to set up.
  • Anti-Frustration Feature:
    • Did you get poisoned by an enemy, but the last known blue herbs you spotted or stored in a box are a distant jog away? Look around your current location or the adjacent room. Chances are, there are some conveniently placed blue herbs, right around the corner.note 
    • The exit within the room where you fight the Black Tiger is covered in thick spider webs that can be burned away with Jill's flame rounds from her grenade launcher or Chris' flamethrower. If you happen to run out of ammo for either weapon, you can also use the knife to cut down the webs. Forgot to bring the knife? No problem! There's an extra knife sitting on the floor for you so you don't have to backtrack to an item box.
    • Real Survivor mode disables the broken doorknob feature that is present in every other difficulty and New Game+ mode, which makes exploring the mansion easier on the players. Apparently, the developers thought that having players deal with unlinked storage boxes and that travel restriction would be pretty annoying. This is further justified because otherwise, through a combination of leaving keys in a chest in one wing of the mansion and by repeatedly going through the door until the doorknob breaks, it would be possible to lock yourself in the other wing with no way to get out.
    • The HD remaster has an achievement/trophy for beating the game by using the knife only. If you happen to fight the Tyrant again during the escape sequence, you have to use the rocket launcher to finish off the monster. Using the weapon won't count against the achievement/trophy.
  • Apocalyptic Log: Tons of these are scattered around to provide backstory, clues, and general atmosphere. Also, the saving mechanism consists of using ribbons on a typewriter, technically making an apocalyptic log of the player's exploits. Itchy. Tasty.
  • Attack of the 50-Foot Whatever:
    • The Web Spinners are infected spiders that have grown to the size of a pony, and there's an alpha spider, the Black Tiger, that's about two or three times their size. Possibly justified, at least in the Black Tiger's case, as Umbrella was trying to create a bio-organic weapon out of them, as with Neptune (a giant shark).
    • Yawn is an infected snake that's grown to about the length of a bus.
  • Awesome, but Impractical: The Flamethrower that Chris can get is indeed awesome, but it burns through all of its fuel very quickly. It is really only useful in one boss fight and even then you have to get right up to the boss and risk getting hurt, and there are no refills for the fuel.
  • Badass: All of the main characters. Greatly supported by this live action cast intro sequence.
  • Bag of Holding: Possible to subvert in an optional mode of REmake. Those interconnected item boxes you relied on in the main game? In Real Survival mode, that interconnectivity goes away. They can still store limitless items, but now you have to run back to the actual box you stored a particular item in. Fun fact: this was actually intended for the original release, but play testers complained that it made the game too hard.
  • The Battle Didn't Count: While playing as Jill, the very first zombie the player encounters can be killed while still in the hallway, but he will always be revived and follow Jill into the dining room for Barry to kill. In the GC version, after he is killed by Barry, the zombie will get back up and return to the hallway, where he will still be walking or lying dead depending on whether Jill killed him earlier or not.
  • Bee Afraid: In the guardhouse/dormitory, one of the rooms is infested with mutated bees and you have to approach a beehive in order to get the key underneath it. Luckily, the bees barely do any damage with their sting and serve as nothing more than a minor annoyance. In the REmake, you have to kill the nest with insecticide first.
  • Big Bad: More directly in this game, Wesker.
  • Big Boo's Haunt: The mansion could be considered a more "mundane" version of this. No ghosts, just zombies and some other critters.
  • Black Dude Dies First: The first casualty of Bravo Team found by the player is Kenneth J. Sullivan, the only black member of S.T.A.R.S. However, Joseph Frost is the first character to be killed onscreen and before that, Alpha Team finds the disembodied hand/mutilated corpse of Bravo Team's pilot.note  When put in canonical order, the deaths are: Kevin Dooley, Edward Dewey, as shown in Resident Evil 0, Forest Spreyer, Joseph Frost from Alpha Team, Kenneth J. Sullivan, Richard Aiken, and Enrico Marini.note  According to supplementary material, the gunshot heard in the first in-game cut scene was shot by Kenneth, so by this, the black dude died fourth.
  • "Blind Idiot" Translation: The original PlayStation version is notorious for its bad translation and Z-grade acting (both, in the live action FMV and in the actual game's voice acting). Subsequent games, and the GameCube version, toned this down, mainly due to better budgets. Some lines actually become iconic and were kept as continuity nods. What's more ironic about this is that apparently they didn't have someone on-staff for the original game to provide a proper translation. They just wrote the dialogue in Japanese and translated it into English as best as they could. Adding to the irony was that the game used English voice actors throughout the game and yet the voice actors read from a script that obviously had improper English. Supposedly, the English voice actors were given voice directions by a voice director who didn't speak English and was more concerned about the intonation of words rather than their actual meaning (which is why many lines are delivered with odd emphasis on certain words).
  • Block Puzzle: Four puzzles require you to push statues around.
  • Body Horror: The zombies, the B.O.W.s, and Lisa Trevor from the REmake.
  • Bold Inflation:
    • Barry is particularly prone to this.
    • Wesker gets a moment of this earlier on, where he seems to be channeling Barry:
    Wesker: STOP IT! Don't OPEN that DOOR!
  • Bonus Feature Failure:
    • The Director's Cut contains many improvements over the original 1996 version. However, despite what the subtitle implies, it still retains all the censorship of the earlier version.
    • The Samurai Edge handgun in the REmake. It's a great replacement for the standard Beretta, having a slight power upgrade, faster firing rate and infinite ammo. Nevertheless, it's considerably weaker than the shotgun, magnum, and grenade launcher, so it'll still end up banished to the item box at the same point the basic handgun usually is.
  • Boring but Practical: With the Handgun in the REmake, it can actually be better to aim downwards at the knees of zombies when shooting them than at their heads. The chance to blow out a kneecap seems to be slightly better than getting a head shot, and (somehow) this also instantly kills them and prevents Crimson Head transformation.
  • Bowdlerize:
    • The intro cut scene was heavily censored and altered by taking out scenes with blood in the Western releases. The PC version, some PAL releases of Director's Cut, and some copies of the North American Saturn version contained the original FMV. Notably, Chris' intro and ending were altered which originally has him lighting a cigarette.
    • There's also a brief snippet of the first game's zombie dropping Kenneth's severed head when Chris/Jill finds him. This is cut from the international releases.
    • Another, smaller edit was to make severed heads and limbs instantly vanish on hitting the ground. Originally, they were to remain visible (this leads to a much scarier effect when a Hunter beheads the player and you can clearly see it holding its newly-acquired trophy). This was even taken out of the original Japanese retail version, so only the Japanese demo version and the PC edition left this detail in.
    • The first game play trailers for the remake ended with a Hunter beheading your character just like they can in the 1996 original. This was censored out in the final version. Instead, they will kill your character via a Slashed Throat.
  • Bragging Rights Reward: Finishing the game in three hours or less unlocks a rocket launcher with infinite ammo. You know what would be handy on a speedrun? A powerful weapon which would quickly finish any impassable enemy, and didn't require you to spend time looking for ammo...
  • Broad Strokes:
    • How this game's events are taken by the rest of the series. Canonically, Jill, Chris, Barry, Brad, and Rebecca all survived, but it's impossible to get this outcome while playing the game since Barry never makes it to the mansion in Chris' scenario, leaving his fate ambiguous, while Rebecca is completely absent in Jill's. The novelization actually does its best to try and reconcile all of the members of S.T.A.R.S. being in the mansion at once.
    • The revised ending in Jill's scenario from the GC version, where Wesker survives and escapes, isn't consistent with the sequels, since Wesker doesn't get gored on the Tyrant's claw, ergo failing to explain Wesker's revival, his infection with the prototype virus, and especially his future vendetta against Chris in Code: Veronica and Resident Evil 5 (since he doesn't seem to be as obsessed with Jill in the latter game as he is with Chris).
  • But Thou Must!: Attempting to leave the mansion from the front door will just invite in a zombie dog. The PS1 version just shows an FMV scene where the dog stick its head into the door and the player character hurriedly closing it. In the GC version, the dog manages to invite itself in. After disposing of the dog, the player character will refuse to open the door from that point on.
  • Camera Screw: The game uses fixed camera angles, and when the characters move out of shot, the viewpoint changes. This can be disorienting at the best of times, and moves on to Annoying if you're trying to dodge enemies in a corner-rich environment.
  • Captain Obvious: "It's a weapon. It's really powerful — especially against living things!" Why, thank you for that very insightful observation, Mr. Burton, but that's sort of the definition of a weapon. If it was for non-living things, it'd be called a tool. Although, Barry probably meant that the acid rounds would be more effective against Yawn and the Hunters rather than the undead (as in "non-living") zombies and dogs.
  • Clown-Car Grave: Zombies will sometimes pop up in rooms after you have already cleared that room and even any surrounding rooms. Where are they all coming from?! Yes, they can open doors in the REmake (well, a few can in the PS1 version), but there are still instances where Chris/Jill will come from a completely zombie free area, and then have a zombie come into the room from right behind them! There are also instances of Clown Car Hunters.
  • Console Cameo: In the REmake, the computer terminals for the MO Disks are GameCubes. This was retained in the Wii version, but changed in the HD releases for PC, PlayStation and Xbox platforms (the shape is exactly the same, but the power/reset/open buttons and the disc tray lid are gone).
  • Custom Uniform: Every single S.T.A.R.S. member wears a different uniform that follows a basic style, but the individual looks and color schemes are all unique, including M69 flak vests in half the colors of the rainbow.
  • Cutscene Incompetence:
    • Chris actually loses his handgun in the opening FMV.
    • Jill has an unerring ability to get herself in trouble and needing Barry to save her, such as with the ceiling trap room or if she gets bit by Yawn in the first fight, and in the REmake, an unerring tendency to fall flat on her ass anytime she is confronted by a monster, usually a lone zombie.
    • In the REmake, a zombie that surprises Jill results in her at least stomping on it when it tries to grab her. Chris, on the other hand, just stares at it as it gets up, forcing a fight once the scene is over.
  • Descending Ceiling: The origin of the immortal "Jill Sandwich" quote. Jill can grab the shotgun and escape with Barry's help, whereas Chris (who has no backup up to this point) will have to replace the shotgun with a broken replica, Raiders of the Lost Ark-style.
  • Developers' Foresight:
    • In the REmake, if you happen to use a defensive dagger on a zombie or dog, but then immediately decapitate its head, you can pick up and re-use the dagger for later.
    • For the REmake, the developers made a point to mess with veteran RE1 players' minds. Some are minor alterations. Other times, the developers use the PS1 pathways to lead veterans the wrong direction. Then there's the tiger head statue. In the PS1 version, the vacant eyes are meant for the blue and red gemstones, instead of the REmake's blue and yellow ones. However, it is possible to acquire all three gemstones in the latter version. The PS1 vets (or curious new players) who dare try the red and blue setup are in for a nasty surprise.
    • The grenade launcher's acid rounds are less effective against poisonous enemies (Black Tiger and other spiders, mainly), and flame rounds can prevent zombies from becoming Crimson Heads for obvious reasons.
    • In the REmake, if you attempt to enter the password MOLE instead CELL on the lab computer, you'll hear a couple of Tofu soundbites.
  • Difficulty by Region: The Japanese version of the original game has an auto-aiming function, more ink ribbons, and more ammo available. The overseas versions were made harder so that the game would be harder to complete during a rental.
  • Disc One Nuke: Using the Grenade Launcher glitch in the GC version can make the game very easy.
  • Distressed Damsel: Rebecca, a new recruit to Bravo Team, who is almost completely helpless and even has a scripted event where she gets killed off by a Hunter if you don't arrive in time. This is slightly rectified in the GC version.
  • Doomed by Canon: The GC version allows the player to save Richard by delivering the serum on time, but this conflicts with the fact that all the Bravo Team members (except for Rebecca) died during the Mansion Incident. Because of this, the game simply kills off Richard at a later point. The achievement/trophy for saving him on time in the REmaster? "Delaying the Inevitable".
  • Drone of Dread: The REmake's soundtrack has a number of these, such as "Lost in Darkness" (second floor), "Narrow and Close" (basement), "The Encounter" (Lisa's cabin), "Ivy's Domain" (guest house), and "Rush of Horror" (second floor revisited). That last example is especially creepy with its use of near-infrasound low frequency drones. Also present to a lesser extent in the original, such as in the revisited mansion and the underground areas.
  • Dutch Angle: Once the player reaches the labs, every third screen change comes with a slanted camera of varying degree.
  • Early-Bird Cameo: At the very beginning of the REmake, if you go around the back wall of the foyer and to the door at the end. You can hear Lisa Trevor screaming. She doesn't appear physically until much much later.
  • Enter Solution Here: An upstairs door in the mansion only opens with the correct code, and only after the player learns it in-game. However, the player doesn't actually enter the code; the door opens automatically.
  • Early Installment Weirdness:
    • The live action opening and ending sequences in the original PlayStation version. They were redone entirely in CGI in the GameCube version in order to bring it in line with the rest of the series.
    • This is the only game in the series where there are no automatic weaponsnote  or weapon upgrades, although given the setting, it wouldn't make much sense. This game also lacks the "near-death" animations (i.e limping) that appears in some form in every other game, had very limited ammo (again, sensible for the setting), and oddly enough, it probably has the most enemies that can inflict poison on you (and it's still not a lot).
    • The game lacks a proper physics system for pushing zombies off you when they bite you. You shove them away, but they slightly stagger back and can potentially latch onto you yet again. It wasn't until Resident Evil 2 that pushing zombies can knock them back quite far, onto the floor, or even get shoved into other zombies and make them stagger at the same time.
    • The "check" function for items allows you to examine the item as a 3D model with some flavor text. This feature was dropped in Resident Evil 2 and Resident Evil 3, but was brought back in Code: Veronica and the REmake.
    • All weapons, except for the Rocket Launcher and the Grenade Launcher, are labeled with real life weapon names. The sequels gradually shifted gun names to be the standard generic names (Handgun, Shotgun, etc.) and then shifted towards the A.K.A.-47 trope to avoid licensing issues.
    • The game is the only one to have difficulty that is based on the characters; Jill = Easy (8 inventory slots, lock picking desks and certain doors Chris needs a key for, and an exclusive weapon) and Chris = Hard (6 inventory slots and a flamethrower that has limited use, keys must be used to unlock some doors, and rooms contained one more enemy each than Jill's play through did). Jill also has less health than Chris. REmake retains the performance difference between the two protagonists, with the only change being that Chris now has a cigarette lighter as his personal item like Leon did in RE2. The rest of the series made all characters equal in performance (apart from some sensible gender-related distinctions like durability and strength) and inventory space.
    • The environments in the original game were extremely bright and colorful, which heavily clashed against the idea of the mansion being abandoned and overrun with monsters. Later games would have a more proper setting and the REmake has the mansion grounds look very grim as it was originally intended. It is likely that the reason the original design popped out so much was due to the developers wanting to make another game like Sweet Home, which also shared similar designs.
  • Easier Than Easy: The HD re-release has a Very Easy difficulty. On Very Easy, you barely take any damage, healing supplies and ammo are practically given to you at every which way, enemy encounters are far less frequent, and certain puzzles become blatantly obvious to solve.
  • Easter Egg: In the REmake, beating Invisible Enemy mode in less than 5 hours will unlock a secret photo, a special message from Shinji Mikami and a gallery of unused costume designs.
  • Easy-Mode Mockery: Averted. The Very Easy difficulty is called "Walking," and has the flavor text "You can relax and enjoy the view."
  • End Game Results Screen:
    • Clearing the campaign ends with a picture of Jill or Chris continuing with their normal lives after the Mansion Incident along with the player's accumulated play time and total number of saves. Jill is shown relaxing in her apartment with her hair down, while Chris is watching a news report about Umbrella on a giant screen in the city.
    • The result screens in the Director's Cut version shows Chris going out on a night walk and Jill shopping.
    • In the GameCube version, the results screen shown changes depending on the outfit wore by Chris or Jill.
  • Elite Mooks: Hunters appear inside the mansion once you've explored the Residence, replacing many of the (much slower) zombies.
  • Elites Are More Glamorous: Chris is an ex-USAF Fighter Pilot and Jill is ex-Delta Force. S.T.A.R.S. itself is essentially the Raccoon Police Department's equivalent of a SWAT team.
  • Even Bad Men Love Their Mamas: Lisa is still wandering through the catacombs, looking for her mother.
  • Everybody's Dead, Dave: Whether you choose Chris or Jill, you still spend most of the game running around on your own. Whenever you find another member of your team, they're almost always either dead or dying (except for each other and Rebecca/Barry). You can end the game with the playable character being the only one that survives as well.
  • Everything Trying to Kill You: The original and REmake had the most ways to be killed in the series. Monsters, traps, poisoning, even going the wrong direction in the aqua ring could result in an instant game over.
  • Evil Is Hammy: Once he reveals himself to be the traitor in the original version, Wesker does this. This is toned down in the REmake.
  • Eyes Do Not Belong There: In Lisa Trevor's final appearance, the giant hump on her back is revealed to be an enormous bloodshot eye, hinting at her G-Virus origins.
  • Face-Revealing Turn: Famously, the first zombie encountered in-game.
  • Facial Horror: Lisa stitched together the faces of her assorted victims, wearing them like as a mask. In later play throughs, you do get a brief peek at her real face.
  • Fake Difficulty: Though still demonic spiders in every appearance, Hunters are at their worst in the original version for one major reason: they are completely invincible when leaping at you for the entirety of their attack animation. Note this is, in fact, an example of malice on the developers' part and not a programming bug, because the Japanese demo does allow you to shoot Hunters out of the air in mid-leap, meaning the ability was deliberately taken out of the final version just to make things harder.
  • Failure Is the Only Option: In the original game, you could not save Richard. The only difference getting the serum to him on time makes is whether you get his radio or not. In the REmake, you can save him, but he suffers a plotline death shortly afterwards.
  • Fanservice: If you complete the game twice as Jill using the same save file in REmake, you unlock Jill's Resident Evil 3: Nemesis outfit. Then there's the Jiggle Physics....
  • Faux Action Girl: Rebecca, in both original and REmake. Although the events of Resident Evil 0 justify it in REmake: she's basically running on empty by the time Chris finds her.
  • Final Death:
    • Losing Rebecca in Chris' scenario or Barry in Jill's scenario is permanent.
    • If you leave Rebecca alone for too long after saving/not saving Richard, a Hunter kills her.
    • In the original game, splitting up with Barry in the sewers outside the lab (answer "no" twice to the two questions he asks) will result in him being killed by a Hunter as well (he'll live if you answer any other way).
    • In the REmake, if you don't give Barry back his gun during the Lisa fight, she'll knock him off the platform and into the abyss. Even if you do give him his gun back, it's still possible for him to be knocked off the platform and killed if Lisa decides that he's more worth going after than you (which isn't often, but it can happen). Interestingly, the same thing can also happen to Wesker during this boss fight if you are playing Chris's scenario, but unlike Barry, he still shows up later in the laboratory anyway.
  • Fire Keeps It Dead: In the REmake, zombies have a chance of turning into Crimson Heads after dying and leaving their corpses behind. The best way to make sure they don't is carrying around a flask of kerosene and a lighter to burn bodies. However, your kerosene is limited. If you're willing to use the ammo for it, you can also use the flame rounds in Jill's Grenade Launcher to kill a zombie instantly with fire and prevent it from becoming a Crimson Head at the same time.
  • Foreshadowing:
    • Chris' and Jill's S.T.A.R.S. membership cards at the character select screen have Brian Irons' (the police chief from Resident Evil 2) signature on them.
    • A note left for Ada Wong can be found in both versions, but in the original game, the password to unlock the laboratories is MOLE.
    • The REmake adds a file that mentions Alexia Ashford and the G-Virus.
  • Game-Favored Gender: Played straight to a degree in regard to the original Jill's scenario. Her only major flaws are the fact that she runs slower than Chris and can take fewer hits. Some re-releases (such as the PC version giving both Chris and Jill automatic weapons) and the REmake tones down the discrepancy. Her advantages, on the other hand, include:
    • Eight item slots; Chris has six.
    • A lock pick as her personal item, which allows her to bypass a few doors and access to any locked drawer. Chris needs to find the Sword Key and a few small keys for these, which is a hassle with his smaller inventory space.
    • Starting off right away with her gun; Chris loses his, and he has to find the zombie eating Kenneth and report it back first (Jill's gun will be on the floor for him to take).
    • Can get the grenade launcher, which is probably her biggest advantage. Chris briefly has a flamethrower, but it runs out of fuel quickly and he needs to discard it at some point anyway to proceed through the game.
    • If you take her to get the shotgun right after finding the first zombie, she doesn't have to detour and find the broken shotgun first (the shotgun weighs down a ceiling trap); Barry will rescue her.
    • She can avoid directly fighting Plant 42 with Barry's help; depending on your actions, Barry will also instantly come to her rescue if Yawn poisons her (although she can also be left to find the serum on her own).
    • Barry himself is far less prone to danger than Rebecca is. The only time he falls into trouble is if you (optionally) split up with him in the sewers (original game)/don't give him his gun back when fighting Lisa (REmake).
    • On a meta level, in the original game, if you feel squeamish about visiting the first zombie, you can try to leave the dining hall, and the zombie will come in for Barry to kill.note  Chris will always have to see the zombie and either fight or run from it.
      • The REmake tries to play with this somewhat. While Chris can start using the kerosene + lighter combo as soon as he finds the flask, can score a critical shot against zombies at a slightly higher rate than Jill, and his self defense weapon will prevent Crimson Heads, Jill get the assault shotgun from Richard much, much earlier (so early in fact that she can store the regular shotgun as soon as she empties it), and gets help in the first Yawn fight from Richard, and she will stomp on the bathtub zombies head when it tries to grab her, while Chris just stupidly stands there and gawks at it, forcing a fight.
  • Gameplay and Story Integration: There is one other advantage to playing as Chris if you remember that Rebecca is a Combat Medic. Go to her and she will heal you up.
  • Giant Space Flea from Nowhere: The Black Tiger. A giant Australian funnel web spider.
  • Giant Spider: They make their first appearance in the Watchhouse then take up residence when you return to the mansion. The Director's Cut had a surprise in that it added more, and the REmake kept the huntsman\tarantula\wolf design for the normal variety and re-skinned the Black Tiger into the highly venomous and aggressive funnel web. The HD release has the already detailed models cleaned to the point you can even see the detail of the fangs.
  • Greater Scope Villain: The Umbrella Corporation who is responsible for unleashing the various abominations.
  • Grenade Launcher: Jill gets one from Forest's corpse.
  • Guide Dang It:
    • When you encounter a fountain with hollows on its east and west sides that contain carvings of an eagle and wolf, respectively. By now, you've already obtained the Last Book Vol. 1 and Vol. 2 but have no clue what to do with them. It turns out that you have to examine them in the inventory screen and rotate it at the right angle to open them (something that no other puzzle in the game requires you to do), revealing the needed medals.
    • Knowing exactly when to fire the rocket at the second Tyrant boss fight.
    • The multiple endings count towards this in the original version. Depending on your actions and where you explore, you could have your support character killed off as early as mid-game. For example, answering no to both of Barry's questions in the caves will get him killed by a Hunter shortly after you run into Enrico. There's another scene in the game where Jill gets trapped in a hole and Barry runs off telling you to wait until he comes back, which is exactly what you need to do in order to save him and get the good ending. There's one problem: the game lets you control Jill the very moment he leaves and the next thing you find is a secret passage to an unexplored area, and considering it takes a good while for him to show up again, there is no indication you should wait for him to come back.
  • Half the Man He Used to Be: One possibility if you fall victim to Plant 42 in the original game is having it pick you up by the waist with one of its tendrils and slowly pinch your character in half.
  • Hand Wave:
    • Chris, Jill, Barry and Rebecca all survive the Mansion Incident. This is 100% accepted canon in the sequels. However, in every iteration of RE1 available (the original, the Director's Cut, REmake, Deadly Silence, the RE1 scenarios of The Umbrella Chronicles and the HD remaster), it is impossible to have Barry and Rebecca in the scenario simultaneously, and Capcom has never offered a concrete explanation for what happened in their surviving aside from, "They just did." A pachislot adaptation of the game exist that finally features all four of them together at least. Funnily enough, having Rebecca die/disappear during the Mansion Incident would not have changed the following story at all, because she was never mentioned again post-RE2. Barry cameos at the end of Resident Evil 3 and is mentioned in that game's epilogue, and he is also a main character for Resident Evil: Revelations 2. Although she's finally making a return, having appeared in a 2015 stage-play set before the events of RE6 and is set to appear as one of the main characters in the third CGI RE movie, which is due to be released in 2017.
    • A comic book adaptation of the game took a mind screw approach. During a recap with all four S.T.A.R.S. members present, Chris states that he found Jill in a cell in the Umbrella lab. When Jill tries to correct him, he cuts her off.
  • Harder Than Hard:
    • REmake's Real Survival mode. Auto-aim is disabled, and item boxes are no longer linked which means if you leave something in one box, you have to trek all the way back to said box to retrieve it. This is especially painful with Chris as he can only hold six items at a time, so planning far ahead what and what not to take is absolutely critical. Oh, and the difficulty is also locked on Hard, which means much less ammo and health pickups all-around. Good luck.
    • Invisible Enemy mode also qualifies. You'd better have memorized the positions of every enemy in the game, as they're now completely invisible (except when hitting you) and auto-aim is also disabled. One saving grace is that unlike the mode above, item boxes are still linked and you can choose your difficulty.
    • To a lesser extent, One Dangerous Zombie. A zombified Forest chases after you at a lot of set points, can match your running speed, and the bandoleer of grenades he's wearing means shoot him once and they go boom and kill you too.
  • Hidden Supplies: The save points in the game are mostly hidden, out-of-the-way places with good lighting and calming music where your supplies are stashed. After you've been battling zombies for a while, finding a safe place to relax can be an incredible relief.
  • His Name Is...: Enrico is shot by an unseen assailant (Wesker) moments after he reveals there's a mole.
  • Huge Guy, Tiny Girl: Chris is much larger than Rebecca and Barry is much larger than Jill.
  • Idiosyncratic Difficulty Levels:
    • In the original game, selecting your character affects the game's difficulty. Jill can carry more items (eight instead of six), has an exclusive weapon (the grenade launcher), earlier access to some rooms thanks to the lockpick and can completely skip at least one boss battle thanks to Barry. On the other hand, Chris can sustain more damage than Jill and has Rebecca around to heal him, but Jill's advantages outnumbers Chris'. The difficulty of each character are actually shown in the Japanese version from the get go (Jill = Easy, Chris = Hard), but they're not as obvious in the overseas versions unless you've played the game before.
    • A much more traditional example occurs in the GC version, in which the game's Easy and Normal modes are labelled "Hiking" and "Mountain Climbing", respectively, when you start a new game for the first time.
    • The HD Remaster takes it even further by adding a Very Easy mode, "Walking". Many first time players, unaware that "Hard" mode is not selectable on the first play through, naturally assume "Walking", "Hiking", and "Mountain Climbing" are "Easy", "Medium", and "Hard" rather than "Very Easy", "Easy", and "Normal", and end up playing on "Easy" when they intended to play on "Normal".
  • Implacable Man: Lisa and Forrest in New Game+ mode in the REmake. The latter is particularly irritating as attempting to defend yourself against him will trigger an instant Game Over.
  • Infinity Minus One Gun: Jill's Grenade Launcher is this. You can find a good amount of ammo for it (assuming you only use it on boss monsters or tough enemies like the Hunters) and you'll probably be using the weapon far more often than the Magnum due to ammo for it being very scarce. Most people save the Magnum for the final boss. For Chris, most people get more mileage out of the Shotgun (since the Grenade Launcher isn't available to him) while still saving the Magnum for the bigger nasties.
  • Infinity Plus One Gun:
    • The Rocket Launcher is needed to kill the Final Boss, and beating the game in three hours or less lets you start a new game with the weapon plus infinite ammo for it. Most enemies will die in a single hit because rockets are just that damn powerful and explosive.
    • The Magnum revolver is the only other weapon in the game as powerful as the Rocket Launcher, as it too will kill most enemies in a single shot. Getting the Golden Ending in the Director's Cut re-releases even rewards you with an infinite-ammo version!
    • The full-auto weapons from the PC version are essentially reskinned, fast-firing versions of the Beretta, meaning they pack significantly more firepower per shot compared to the automatic weapons featured in later games and they stunlock enemies. Even the fearsome Hunters are reduced to a complete joke with these guns.
  • Insurmountable Waist-Height Fence:
    • One of the doors in the remake is so rickety that the knob falls off if you go through too many times, but the combat-boot-wearing protagonists will never kick it in. It's a blatant game lengthener. In "Real Survival" mode, that doorknob never breaks, though. Knowing that it's about to happen, the character will never do anything so bold as leave the door open to allow unrestricted access, considering the fact that it's a very useful shortcut.
    • Oddly enough, this applies to enemies to some extent. Players can use certain barriers and crates to prevent enemies from reaching you, even though they could be only two-feet tall. This actually make the knife useful in the early game, as the statue in the second floor dining room and the banister the next room over prevents zombies from grabbing you, but not you from stabbing them. The PS1 edition goes even further, with zombies and Hunters being blocked by staircases until you reach them (you had to hit the action button to move up/down). However, The REmake's improved technology avoids this issue, especially with the Hunters. For example, in the room with the fragile doorknob (after returning from the dormitory), there's a Hunter above you on the 2nd floor. In the PS1 edition, the staircase was enough to keep the Hunter at bay, but in the REmake, if it spots you, it will simply leap from the 2nd floor to attack you.
  • It's the Only Way to Be Sure: The laboratory has a self-destruct device, though whether it is intended to prevent the virus from spreading or to destroy the evidence is uncertain.
  • It Was a Dark and Stormy Night: A storm is starting up when S.T.A.R.S. reaches the mansion. It never rains, but occasionally you hear thunder and see a flash of lightning.
  • Jiggle Physics: In the remake, Jill's breasts bounce up and down a bit every time she moves. But not in cut scenes, for some reason.
  • Kill It with Fire: In the remake, unless you used a flame round with the grenade launcher or managed to get a headshot, killing a zombie means you need to use a flask of kerosene and a lighter to burn the corpse (you can also try blowing its knees off). If you leave the body behind without doing so, said body will stay there until it transforms into a Crimson Head.
  • King Mook:
    • Crimson Head Prototype 1 in the GC version, who is the only Crimson Head needed to be killed to complete the game.
    • Forrest (a.k.a. the One Dangerous Zombie) can match the main character in running speed, hits harder, and intentionally pops up at the least opportune times. He is also covered in grenades; if you shoot him, it is an instant Game Over.
  • Large Ham:
    • Barry "WHAT IS THIS" Burton.
    • Wesker in all versions.
  • Late-Arrival Spoiler: Wesker is a mole working for Umbrella. It is sort of hard to avoid knowing this now, especially since he is the Big Bad of Resident Evil 5 (as well as several of the live-action films) and appears in a villainous role in Marvel vs. Capcom 3.
  • Let's Split Up, Gang: Three of the S.T.A.R.S. team members make it to the mansion together, then promptly decide to split up. Seems like a bonehead move until you remember it was Wesker's order and he's working against the others.
  • Lock and Key Puzzle: Several puzzles require you to collect items from widely separated locations.
  • Lonely Piano Piece: There is a piano in the mansion, and Jill and Rebecca use it to melodically play Moonlight Sonata (so they can unlock a hidden door).
  • Lost Forever: In the remake, once the self-destruct in the laboratory is triggered (which happens only if Barry or Rebecca are alive), a Point of No Return is created—the entry elevator is disabled, which prevents you from backtracking to the mansion and other areas. If you missed the MO Disk in the tiger statue and you saved your game at this point, rescuing your partner becomes impossible. In Real Survival mode, all items in item boxes not in the laboratory also become inaccessible when the self destruct is triggered.
  • Made of Explodium:
    • The remake has an unlockable mode where a certain zombie has a ton of explosives strapped to his body—and one bullet to him will instantly kill you (and destroy half the mansion).
    • Also from the remake: the player-character become this while refueling the capsule in the laboratory. You can't run or react to being attacked by an enemy while transporting it unless you would like to explode.
  • Made of Iron: The most basic attacks involve zombies trying to chew out Chris or Jill's throat, and it still takes three to five hits to kill them.
  • Malevolent Architecture: Mostly in a platonic sense, but there are a few deathtraps, ridiculous puzzles, and secret passages scattered around.
  • Man-Eating Plant: Plant 42 was contaminated and mutated when the Neptune tank was broken, flooding one lab with T-Virus contaminated water. It managed to devour several researchers in the confusion before people figured out what was going on. Fortunately, it's immobile. Unfortunately, it covers most of the Residence and its main bulb takes up most of a room.
  • Master of Unlocking: Jill, given by Barry.
  • The Medic: Rebecca.
  • Minigame:
    • The Saturn port was the first title in the series to feature a mini game in the form of Battle Game, later resurrected and refined in RE2 and Code: Veronica. Said mini game featured a few unique enemies (such as a zombified Wesker and a golden Tyrant).
    • The DS version added "Master of Knifing" mode and two multiplayer mini games. These mini games are the only time in the series where Bravo Team members other than Rebecca are playable characters.
  • The Mole: Wesker is an Umbrella employee leading the S.T.A.R.S. team to destruction to test the B.O.W.s.
  • Multiple Endings: There are seven different outcomes, albeit all of them end with the players escaping via helicopter:
    • In the best two endings, the player-character (Chris or Jill) saves both their partner (Barry for Jill, Rebecca for Chris) and the other protagonist (the one who was not chosen spends most of the game in a prison cell), and the mansion is destroyed.
    • In the second endings, the player-character saves only their partner, and the mansion is destroyed.
    • In the third ending (the only one that's the same for either scenario), only Chris and Jill survive, and the mansion remains intact.
    • In the worst endings, only the chosen player-character survives, and the mansion remains intact.
    • For the Dual Shock Edition of the game, the ending music is triumphant when the mansion is destroyed, and tragic when it's intact. It seems weird having that music play when Jill realizes that Chris was in that mansion that was recently blown up.
    • In the remake, the player's partner will assist the protagonist during the final battle with the Tyrant. It's possible for the partner to die during this battle, which will result in an alternate ending where the mansion blows up and only Chris and/or Jill escape without Barry or Rebecca.
  • New Game+: The remake has three of these: Real Survivor (unlocked after finishing the game once), Invisible Enemy (unlocked after finishing Real Survivor once), and One Dangerous Zombie (unlocked after finishing the game with both characters). All of them are more difficult than even default Normal/Hard settings, and they're all frustrating for various reasons (see Harder Than Hard).
  • Next Sunday A.D.: The original was released in 1996 and takes place in 1998. When the sequel (which takes place two months later) came along, it was 1998, so the whole near-future angle was dropped from the series until Resident Evil 6.
  • Nintendo Hard:
    • The original game is pretty difficult for a number of reasons. Ammo isn't plentiful, so you have to watch how you used your supplies. Limited inventory space also discourages you from picking up everything, as you might not know when to bring something along and when to leave something behind for later. The item box lets you put things away for safekeeping, but they're few and far between. Zombies can take you down from fine to caution status in just a few bites, zombie dogs are fast and hard to evade, the boss monsters hit very hard (including one that can poison you early in the game), and the Hunters can do a One-Hit Kill on you if you're unfortunate enough. The controls don't help you, either, as you can't run and shoot at the same time. The original version of the game doesn't have auto aim, though the Director's Cut added it in. To top it all off, saving could only be done on typewriters by using the limited-in-number ink ribbons.
    • The remake eased the overall difficulty and added a selectable difficulty level so the game isn't completely unfair, but the punishing difficulty returns in the unlock-able modes: Invisible Enemy makes every enemy invisible unless they're attacking; Real Survivor doesn't link the item boxes, which forces you to take care in where you store your items; and One Dangerous Zombie features a grenade-strapped zombie that appears in several locations and explodes (taking you with him) if you attack him. The HD remaster even adds an achievement for dying with the appropriate "get used to it" tagline.
  • Nitro Express: The remake has you refuel the laboratory's power generator, which requires you to walk slowly while carrying the fuel to avoid exploding.
  • No Body Left Behind: This is almost totally played straight. The regular zombies in the remake avert this: their corpses remain unless you decapitate or immolate them, and if you don't do that, they'll turn into much deadlier Crimson Heads. You have limited amounts of fuel with which to burn zombies, which heightens the tension by making it unsafe to backtrack unless you meticulously burned every zombie you could.
  • Nothing Is Scarier: In the ''REmake, the hallway where the dogs burst through the windows is changed, so that the first time you walk through there, one of the windows just cracks. They will burst through, however, if you either come to the hallway a second time or if you go to the hallway from the other side.
  • Now, Where Was I Going Again?: Rooms on the map of the mansion change color if you find all of the collectibles, and locked and unlocked doors are also different colors. Plot progression lurks behind locked doors.
  • One-Hit Kill: In the original game, Hunters can decapitate you by simply swatting at your head. The Hunters in the remake are notably weaker, but can still slit your throat (resulting in death) if they get too close.
  • Personality Blood Types: The intro for the original includes small character bios, including blood types. Interestingly, most of the villains in the series, Wesker included, have Type O blood.note 
  • Personal Space Invader: The zombies grapple you and try to chew you. In the REmake, you're even able to find items that allow you to avoid taking damage by instead ramming a small knife in their head, tazing them, or ramming a flash bang grenade into their mouth which promptly blows their head up due to them biting it Chris pulling the ring.
  • Plotline Death: Richard is doomed to die:
    • In the original game, he would die whether you gave him the serum or not; your decision only determined whether you'd get his radio.
    • In the REmake, if you give him the serum, he'll survive, but later be eaten by either Yawn (Jill's scenario) or Neptune (Chris's scenario). If he dies in this way, he'll leave behind his assault shotgun, which is a much better weapon then the ordinary shotgun.
  • Prematurely Marked Grave: In the REmake, George Trevor's last journal entry describes finding one of these. The player finds it a bit further along the passageway, implying Trevor is now occupying it.
  • Raising the Steaks: The zombified dogs are a series mainstay. This is justified in that they were one of the experimental lines of B.O.W.s being created in the mansion.
  • Respawning Enemies: In the original, there are 3-4 zombies in the main lab area that will re-spawn whenever you reenter the room. This can be very annoying because the player needs to revisit this room quite often.
  • Reviving Enemy: In the remake, zombies that aren't completely destroyed via decapitation or immolation later come back as Crimson Heads (which means avoiding zombies is often the better option).
  • Running Gag: The number of times Jill falls on her butt from being confronted by a minor enemy runs on the absurd.
  • Say My Name: REBECCAAAAAAA!
  • Schmuck Bait:
    • Go ahead and open the mansion's front door, despite being chased by zombie dogs through the forest during the game's opening. See what happens. The PS1 version is more merciful. Despite one of the dogs trying to run inside, your character immediately slams the door shut. In the REmake, that same dog will slip inside, and you'll have to fight it. In both versions, after closing the door, you won't be able to open it again.
    • The tiger statue head is this in the REmake if you place the red gemstone where the yellow one should be (see Developers' Foresight). There isn't any notable warning aside from the plaque telling you the tiger sees with blue and normal eyes, and it's possible nothing would happen at all, but given the obvious clue on what to do, and the mansion's Malevolent Architecture, it at least implies something bad might happen. The bad event? The statue shakes, shoots into the ceiling, and snakes fall into the room.
  • See You in Hell: In the REmake, Wesker doesn't take kindly to getting winged by Barry's revolver:
    Wesker: Jill and Barry, together...in hell!
  • Self-Destruct Mechanism: The mansion is rigged to explode in order to either prevent a major bio-hazard outbreak or destroy evidence. Naturally, this is triggered at the game's end.
  • Shaky P.O.V. Cam:
    • The first appearance of the Hunter in both versions.
    • In the REmake, Richard as he about to get gulped down by Yawn.
  • Shout-Out: See here.
  • Skippable Boss:
    • In both scenarios, you can skip the first fight with Yawn by madly running around him and getting the item you need. He'll still be there until his second appearance, though.
    • In Jill's scenario, you can skip the Plant 42 boss fight under certain conditions. When you enter its room after poisoning it, Barry will burst in and destroy it with a flamethrower.
    • When it comes to the fight against the Black Tiger, you can skip the fight by burning the cobwebs blocking the doors with Chris' flamethrower or using Jill's flame rounds in her grenade launcher, and then leaving since there's nothing important in the boss room. If you don't have ammo for either of those weapons, you can try to use the knife, but it will take longer and you'll leave yourself open to the Black Tiger's attack.
    • If you got your supporting character killed before the fight with the Tyrant, you only have to face it the one time.
  • Sleep Cute: Any of the endings with Jill and Chris that has the former sleeping on the latter's shoulder. This makes sense in a Jill playthrough, given that she had been dealing with B.O.W.s the entire night while Chris was in a cell during this time. Chris' version of the best ending also has Rebecca do this.
  • Smoking Is Cool: In the original PlayStation version, Chris smokes a cigarette during the uncensored cast roll. A haphazard attempt at censoring this in other versions merely overlays footage of Chris from the intro over a still of Chris just standing there.
  • Solve the Soup Cans: The game is notorious for its bizarre puzzles, which often require several components scattered all over the mansion. A handwave is offered by explaining that the owner was an almost otaku-like devotee of old spy/horror movies and had the resources to hire an architect who would design the place that could live up to the owner's dreams.
  • Soundtrack Dissonance: The Japanese PS1 version features an alternate ending credits in which a montage of character deaths are shown while a triumphant J-Rock song is played.
  • Spiritual Successor: To Sweet Home. An early trailer even features a rendition of the Sweet Home battle theme. Elements from Sweet Home—a mansion filled with deadly monsters, characters with personalized inventory items, limited supplies, and deadly puzzles—definitely inspired this game. The original game's loading screen doors are a also nod to the opening door animations used in Sweet Home.
  • Speedrun:
    • Finishing the game in three hours or less unlocks a rocket launcher with infinite ammo for the New Game+.
    • Players have devised numerous speed runs for this game over the years (e.g., getting the fastest time while picking up just the bare essential items). The HD Remaster of the remake adds achievements/trophies for completing the game in five hours and three hours.
  • The Starscream: Wesker is an inversion. Wesker is the leader of the entire S.T.A.R.S. unit, and Enrico is the second in command to Wesker. Wesker ends up gunning down Enrico in cold blood while the latter is distracted.
  • Stop Poking Me!: In the Nintendo DS version, Jill and Rebecca will jolt and look around if you tap their breasts or buttocks, while Chris will react in an annoyed way if you tap his hair.
  • Suicide Attack: The One Dangerous Zombie (i.e. Forrest). Upon unlocking him, Forest chases you around the mansion while wearing a grenade-covered vest.
  • Sunglasses at Night: Wesker is given these simply for rule of cool (or to establish his badass credentials).
  • Super Soldiers: This is the whole point of the Tyrant and B.O.W. program in general.
  • Super Title 64 Advance: The subtitle of the DS version (Deadly Silence).
  • Survival Horror: This game both originated the term and popularized the genre.
  • Taking the Bullet: Even if you manage to cure Richard, he shields the player character from an attack—Jill from a giant snake, Chris from a giant shark—and is devoured in the process. Rebecca does not take his death well.
  • Tentacle Rope: In the REmake, Plant 42 uses these to pull the player into its bulb-chamber from the flooded ring, even if they used the V-Jolt on it (in the previous editions, the V-Jolt would weaken Plant 42).
  • The End... Or Is It?: When you beat the game without saving your supporting character, you'll get an extra cut scene after the credits roll, showing that the Tyrant is still alive...and watching as you escape in the helicopter.
  • The Walls Are Closing In: The mobile museum room. It works different from most examples of this, since the walls keep shifting back and forth, depending on what you are doing in the room, and you have to use a statue to safely move through the room's center.
  • Threatening Shark: The Neptunes, mutated great white sharks.
  • Too Awesome to Use: The Magnum revolver has only 24 spare rounds. Acid rounds are also very rare—twelve for the whole game in the original version of the game. The REmake turns flame rounds into the rarest type (which is unfortunate, since they're the most useful grenade ammo by a very wide margin).
  • Tortured Monster: Lisa is a twisted mockery of a woman who's been trapped in a constantly-mutating, undying body for thirty years—and was driven insane by her ordeal a long time ago.
  • Tragic Monster: The REmake's Lisa.
  • Unique Enemy:
    • Zombie Forest in the Director's Cut and the REmake.
    • The REmake features a bald, fat, near-naked zombie in the graveyard. This particular zombie model does not appear anywhere else in the game.note 
  • Unusually Uninteresting Sight: In the original version, if you examine the hole in room right after you've killed Yawn, Barry will walk in while the giant snake's corpse is dissolving, and ask "Jill, have you found anything interesting?"
  • Updated Re-release: This game received a bunch. There are ports of the original version for the Saturn and Windows PC platforms (each with exclusive content), the Director's Cut and Dual Shock Edition re-releases on PlayStation, Deadly Silence for the Nintendo DS, the GameCube remake (which is a ground-up remake with all-new graphics and play mechanics), the Wii re-release of the remake, and the HD Remaster of the remake.
  • Video Game Cruelty Potential:
    • It's possible to get Rebecca killed, but it involves ignoring her for over 10 minutes, much longer than most players will. A much easier way is to exit the room once you find her without killing the Hunter, which will immediately kill her the moment you leave.
    • In the REmake, you can refuse to give Barry his revolver back, which allows Lisa to kill him. Speed runners will advise you to do just that: you won't have to fight the final boss as a result (saving a few minutes), and Barry's revolver is capable of killing almost anything with one shot, including the Tyrant (which, again, saving a minute or two).
    • The HD version has achievements/trophies for finishing the game with both NPC companions, one of them, and neither of them. Do you want to be a hero, or do you want to get all of the achievements/trophies?
  • Violation of Common Sense:
    • Imagine the following situation: You are in the middle of nowhere, you are completely surrounded by deadly monsters, you have no contact with the outside world, and your friends are possibly dying. Why would you stop to practice your piano skills?
    • One part of the game involves going to the mansion's basement so you can restore power to an elevator. This would be fine...if the power breaker wasn't constantly sparking and the room where you find that breaker wasn't flooded by a foot of water. Fortunately, nothing terrible happens.
  • Vomit Discretion Shot: Jill's scenario in the REmake, where she vomits after stomping on a zombie's head.
  • Waiting Puzzle: When Barry says to wait while he goes to fetch another rope, it'd be a good idea to listen if you want him to make it to the credits.
  • With This Herring: Jill starts out with a loaded pistol, (maybe) one extra magazine of ammo, and a knife. Chris doesn't even start with a gun at first despite having one in the intro. The story justifies this: you're a cop who wasn't expecting to be locked in a mansion crawling with bio-engineered horrors and you just ran a marathon to escape a pack of killer zombie dogs, firing wildly at them in an effort to avoid being eaten.
  • What Happened To Mommy: Lisa is looking for her mom.
  • What Happened to the Mouse?:
    • Rebecca is a supporting character for Chris's game and a main character for Resident Evil Zero, but she hasn't been mentioned in the main games since, save for a report found in Resident Evil 2 about the Mansion Incident. She did get some expansion in The Umbrella Chronicles, but it's an interquel showing how she got from the Training Facility at the end of Zero to the library where Chris meets her in this game. She also appears in RE5's Mercenaries Reunion DLC, but that is non-canonical.
    • In Chris's scenario, Barry disappears soon after the opening and is never seen or heard from again. Wesker heavily implies that he's dead, but no one ever mentions Barry again after that.
  • Where the Hell Is Springfield?: Raccoon City is "Somewhere in Midwestern America"... except the high, mountainous terrain doesn't really match that region of the country. Fanon sometimes puts it in Pennsylvania or Colorado, which makes a lot more sense geographically, and the overall vegetation and rolling mountains tend to lean more towards Pennsylvania.
  • Women Are Wiser: This is implied in the original version, as both Jill and Rebecca are capable of playing piano and messing with chemicals, which Chris can't do.note 
  • Worst Aid: When Rebecca offers to treat Chris's wounds in the REmake, the cut scene basically consists of her looking at Chris's sleeve, a brief blackout, and then her telling him he's all better now.
  • You Are Too Late: Alpha Team arrives at the mansion with most of Bravo Team dead or dying.
  • You Have to Burn the Web: When playing Chris, you can get a flamethrower to fight Black Tiger, which you may then use to burn through the webbing that's holding the door closed. Jill has to settle for chopping it down with her knife or unloading on it with an Incendiary round.
  • You're Insane!: The REmake treats us to "Wesker, you've become senile!"
  • Zombie Gait: The game plays this straight; the zombies even have the ability to occasionally make a Deadly Lunge. The REmake's Crimson Heads avert this, as they're capable of running constantly and moving faster than even the player can.
  • Zombie Puke Attack: Zombies sometimes do this if the player runs by them in a hallway or staircase, or otherwise isn't able to be grabbed (e.g., if the zombie is on a slightly lower platform).


http://tvtropes.org/pmwiki/pmwiki.php/VideoGame/ResidentEvil1