Resident Evil Gaiden Game Sample - GBC
1,010 views · Published 22 October 2011 · 13:38 · Indexed 12 November 2026
Channel: Vysethedetermined2 · 2011 · Gaming
Resident Evil Gaiden is a pretty good game and a big departure from most other games in Capcom's lauded survival-horror series. Co-developed by Capcom and M4 Limited in 2002 (not to mention published by Virgin in Europe) and being the second handheld RE game released (behind the little-known Tiger Game.com release of "Resident Evil 2" in 1998), the game is a "Side Story", or as some put it, "Non-Canon RE Fan Fiction" of sorts, as the story does not tie into the main series. In the game, a disastrous viral outbreak has bombarded a luxurious passenger ship known as "The Starlight" and an elite underground organization comprised of S.T.A.R.S. memebers and Ex-Umbrella employees has been chosen to investigate what is likely a disaster comparable to the incident in Raccoon City. Leon S. Kennedy was sent to learn about a new type pf Bio-Organic Weapon or "B.O.W." onboard the ship that escaped from the Umbrella Labs, but when he isn't heard from within 24 hours, they send Barry Burton to look for him and continue in his place. Barry, who has been looking for an opportunity to redeem himself since the first RE, takes the job and embarks on his most dangerous mission yet. The game is viewed from a top-down perspective, features first-person combat with enemies, dozens of rooms to explore, and three playable characters. The gameplay is relatively simple and straightforward with little in the way of puzzles and you have continues if you get killed, but there are a few things to note. Besides the return of Leon and Barry, a newcomer, a young girl named Lucia, joins the team on their adventure and the three characters can be used as you see fit (once you find them anyway). Enemies can be seen on the field and respawn, and enemies often drop items since items are fairly limited and you need ample ammo to dispatch enemies. Uncharacteristic to nearly all RE games, enemies continue to move in combat even as you shift through your inventory, creating a sense of urgency, which is good as the game itself is not as scary as other titles (partially due to hardware limitations, but also due to the view, where enemies rarely unknowingly ambush you). The game uses icons and visual cues to inform the player of relavent actions in the area as well and reduces visual clutter. The biggest changes is that you can engage enemies from a distance for surprise attacks (where enemies are further away in battle), you deal damage by timing button presses in combat and try to hit a small bar (with the small square in the center being critical head shots; enemy distance also determines damage), and you can't "combine" items. As such, you find many different powders and items that can't be combined and instead just have varying levels of usefulness. For instance, "blue" and "purple" compound powder cure "poison", an effect that will gradually drain your health. Another, smaller issue is that the game has "pre-designated" save points, much to several folks dismay (though to be fair, it's in leiu of ink ribbons). The game features decent overworld graphics and great combat graphics with nicely detailed zombies, and the soundtrack, what little music there is, is appropriate (though the title theme kicks ass). Once you learn the basics of combat, nothing but the toughest foes (mainly, the Tyrants) will prove to be a challenge, but preserving your ammunition is another story. This is a video of the game in action going to the first save point. Enjoy.
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