Resident Evil 0 has long been rumored as the next classic RE remake. A number of notable outlets, including IGN, have corroborated leaks about such a project, though it should be noted that Capcom itself has yet to comment on these claims. Nevertheless, it seems plausible that Capcom will remake Resident Evil 0 at some point—the franchise will eventually run out of mainline entries to remake—so it’s worth thinking about what this theoretical game could look like.
As far as old-school, pre-RE4 games go, Resident Evil 0 is rather unique. Splitting the adventure between Rebecca Chambers and Billy Coen and taking place before the events of RE1, RE0 is a claustrophobic nightmare featuring novel enemy types and environments. For all of its shortcomings, it can’t be said that RE0 isn’t inventive, taking significant risks by removing or altering many series staples. If and when the remake rolls around, it would do well to sharpen its distinct creative choices, while being judicious about mechanical detours that simply don’t work in the original.

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What a Resident Evil 0 Remake Needs
An RE0 Remake Should Flesh Out the Original’s Train Section
Although Resident Evil 0 features several distinct areas, to an even greater degree than many other RE games of its era, the train is by far its most iconic and memorable. Speeding through a zombie-ridden forest, the Umbrella-operated rail is tense, cramped, and terrifying, making it a natural fit for a survival horror setting.
Enemies are harder to avoid, safe spots are tougher to identify, and the environment as a whole lends itself to a claustrophobic and paranoid atmosphere. While Capcom may be tempted to focus more on other, more traditionally themed areas like the Umbrella Training School or Chemical Plant, the train section sets the stage for the entire game. Players feel trapped on it right away, and then experience a sense of relief once they get out, so making this chapter more substantial could be crucial for the overall experience the remake is offering, regardless of what decisions are made with respect to its other areas.
A Remake of Resident Evil 0 Should Walk Back the Original’s Inventory System
Perhaps the most widely criticized aspect of Resident Evil 0 is its removal of item boxes, a staple in Resident Evil games both before and after the prequel’s release. Instead of having an item box whose contents transfer automatically between safe rooms, players must simply drop their items where they stand if they hope to create more inventory space. Coupled with RE0‘s adherence to the series’ stringent inventory management mechanics, this radical change simply doesn’t work. It’s clunky, inconvenient, and doesn’t meaningfully augment or enhance the patented RE resource management juggle. Reverting to the traditional Resident Evil system of item boxes would go a long way toward making the remake more playable.
Billy and Rebecca Should Still Play Differently
One of the more interesting aspects of Resident Evil 0‘s dual-protagonist structure is how both principal characters function differently. For instance, Rebecca is able to mix herbs together to increase their potency, while Billy is capable of taking more hits and moving heavy objects. Assuming the remake will adopt the same third-person-shooter mechanics as its predecessors, there could be a lot of potential in doubling down on this dichotomy. Maybe remake-Billy could function a bit like the memed-to-death Chris Redfield, barreling through hordes of monsters with raw power, while remake-Rebecca could be swifter and more cunning, able to use special moves to get out of grapples or craft unique resources. Resident Evil 0‘s approach to multiple protagonists remains one of the series’ most interesting, so digging into these smaller features could go a long way toward making its remake stand out.
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