Resident Evil Director’s Cut
Released: September 25th, 1997
The “director’s cut” of Resident Evil came out after Resident Evil 2 was delayed. The original version of RE2 was infamously about 70% complete before it was mostly scrapped and reworked from the ground up; the director’s cut of RE1 was made partially to appease fans while RE2 reached completion.
The director’s cut of RE1 features some new modes, such as an “Arrange Mode” which shuffles the locations of some enemies and items. It was made to further challenge experts of the original version of the game. On the opposite end of the spectrum, Director’s Cut also added a Beginner Mode. A very helpful auto-aim feature was added as well.
This was supposed to be the uncensored AND RAW version of the game, but still received some censorship in the live-action FMV scenes.
There was a re-release of the director’s cut in Japan the following year. It added Dual Shock control support, as well as the Biohazard Complete Disc. It featured footage from the prototype of RE2, also known as Resident Evil 1.5. The FMV’s were still censored.
Resident Evil VII: Biohazard may very well breathe new life into the series again. With that in mind, I thought it would be fun to look back at the first game in the series, in its oldest incarnation that I’ve ever played. Full disclosure: I played Director’s Cut long after I played the Nintendo GameCube remake. In August 2014, I finally decided to get Director’s Cut off of the PlayStation Network to play through a version of the original PlayStation edition.
Chaos in Raccoon City
July, 1998. Mangled corpses have been found on the outskirts of Raccoon City. The corpses showed signs of being cannibalized. The Raccoon Police Department took action by sending in its special forces team, STARS (Special Tactics and Rescue Squad). The Bravo Team was sent in first to investigate. When they lost contact with Alpha Team, they went in to find them.
They were chased by feral Dobermans towards a mansion in the Arklay Mountains. They tried to flee towards their helicopter, but the pilot, Brad Vickers, took off without them. The few remaining members of Alpha Team fled towards the Spencer Mansion…
The game has different storylines for Chris Redfield and Jill Valentine.
Chris Redfield was an Air Force pilot for five years before he retired early on due to constantly coming into conflict with his superiors. He drifted aimlessly until his friend Barry Burton suggested that he try out for STARS.
Chris is very physically strong. He can punch boulders, after all. He can take much more damage than Jill. However, he has two fewer inventory slots than Jill for a total of six. He also gets different weapons than she does, and lacks a lockpick. STARS medic Rebecca Chambers assists him throughout his campaign.
Jill Valentine was a bomb disposal expert for the US Army Delta Force. She was recruited into STARS for her combat expertise. Is known as a “Master of Unlocking”. Jill is also of French/Japanese descent.
Jill is unable to take as much damage as Chris, but she starts with a lockpick and eventually gets the BAZOOKA Grenade Launcher. Barry assists Jill throughout her campaign.
It seems that Chris serves as the game’s hard mode, while Jill serves as the easy mode.
August 20th, 2014: Jill, Barry, and Wesker made it into the mansion, but Chris was missing. When they heard a gunshot ring out, they decided to split up and investigate.
This voice acting – it is glorious.
The first encounter with a zombie occurs when Jill or Chris finds one eating Kenneth J. Sullivan, a member of the STARS Bravo Team.
Even in the GameCube remake, I hated all of those different keys needed for the mansion with the different symbols.
August 21st, 2014: You may recall a doorknob from the remake that warned you it would fall apart if used enough. In this version, it doesn’t warn you at all.
I wonder whatever became of the actors that portrayed the characters in the live-action parts. IDK if they’re the same actors that provided the voices.
They are not. The actors who portrayed them in the live-action cutscenes were not even fully credited; only their first names (possibly pseudonyms?) are known at all.
What I do know is that Barry’s voice actor, Barry Gjerde, did many other voices in other games after RE1. It would have been awesome if they got him to repirse his role in other games featuring Barry, but they didn’t. ;_;
I don’t care how old this game gets, the Keeper’s Diary is just plain creepy.
RE1 helped supplement its story by littering documents, diaries, and files throughout the mansion.
The Keeper’s Diary is found in the Keeper’s Room.
“May 9, 1998
At night, we played poker with Scott the guard, Alias and Steve the researcher.
Steve was very lucky, but I think he was cheating. What a scumbag.
May 10th, 1998
Today, a high ranking researcher asked me to take care of a new monster. It looks like a gorilla without any skin. They told me to feed them live food. When I threw in a pig, they were playing with it… tearing off the pig’s legs and pulling out the guts before they actually ate it.
May 11th, 1998
Around 5 o’clock this morning, Scott came in and woke me up suddenly. He was wearing a protective suit that looks like a space suit. He told me to put one on as well. I heard there was an accident in the basement lab. It’s no wonder, those researchers never rest, even at night.
May 12th, 1998
I’ve been wearing this annoying space suit since yesterday, my skin grows musty and feels very itchy. By way of revenge, I didn’t feed those dogs today. Now I feel better.
May 13th, 1998
I went to the medical room because my back is all swollen and feels itchy. They put a big bandage on my back and the doctor told me I did not need to wear the space suit any more. I guess I can sleep well tonight.
May 14th, 1998
When I woke up this morning, I found another blister on my foot. It was annoying and I ended up dragging my foot as I went to the dog’s pen. They have been quiet since morning, which is very unusual. I found that some of them had escaped. I’ll be in real trouble if the higher-ups find out.
May 15th, 1998
Even though I didn’t feel well, I decided to go see Nancy. It’s my first day off in a long time but I was stopped by the guard on the way out. They say the company was ordered that no one leave the grounds. I can’t even make a phone call. What kind of joke is this?!
May 16th, 1998
I heard a researcher who tried to escape from this mansion was shot last night. My entire body feels burning and itchy at night. When I was scratching the swelling on my arms, a lump of rotten flesh dropped off. What the hell is happening to me?
May 19th, 1998
Fever gone but itchy. Hungry and eat doggy food. Itchy Itchy Scott came. Ugly face so killed him. Tasty.
What’s creepy about it is how the Keeper descends from a person with normal comprehension to, well… a zombie that only cares about feeding. They’re partially aware. It may vary from case to case, but it’s still disturbing to think about.
I overlooked the part about the gorilla-esque creatures. That’s creepy, too. Is it natural for an animal to play with its food like that before eating it?
I like how this game is kind of nonlinear.
Eventually, you find Richard, another member of Bravo Team. He suffered horrible injuries. He was bitten by a venomous snake. He also says that the mansion is filled with terrible “demons! Ouch!”
Richard’s acting is hilarious, but I still feel bad that I couldn’t save him.
If Richard was bitten by an infected snake, then why didn’t he become a zombie? Also, with a bite that huge, why didn’t the snake just bite his arm off?
The venom must have killed him before the infection did. 😦
Richard gives you a radio before he dies.
I got Anaconda’d. I don’t mean the Nicki Minaj song.
If you’ve ever wanted to see a giant snake swallow someone and then barf them up partially digested and STILL ALIVE, Anaconda is your flick.
Richard may have died from blood loss, though the poison certainly didn’t help.
Poison in this game doesn’t mess around, unlike in later games, where it’s a much more minor annoyance.
The snake is only the beginning of it. [laughs ominously]
You can scare the snake off with the Shotgun. The Bazooka (BAZOOKA!) is too inaccurate and the snake, too fast.
The codename for the snake is Yawn.
The snake must have annoyed me as a boss because I took a little break from the game for a few days.