The History of Resident Evil
Resident Evil reached the PlayStation in Japan on March 22, 1996, in North America on April 1, and in Europe on August 16. In Japan it is Biohazard. Players choose Chris Redfield or Jill Valentine of the S.T.A.R.S. team, trapped in the Spencer Mansion above Raccoon City, and the game they are playing, fixed cameras, scarce ammunition, ink ribbons spent to save, becomes the template survival horror is built from.
THE MAKING
A producer, a reluctant director, and a Super NES startThe game was conceived by producer Tokuro Fujiwara, who had directed the 1989 Famicom horror game Sweet Home and wanted to do the things its hardware had forbidden, mainly on the graphics front. He handed direction to Shinji Mikami, who was initially reluctant because he hated being scared, which Fujiwara took as proof he understood what is frightening. Production began in 1993, planned first for the Super NES, and moved to the PlayStation in 1994.
The design changed shape repeatedly. It began as a fully 3D first person game with a supernatural Japanese horror style, turned toward American zombie horror under George A. Romero's influence, and settled when Mikami discovered Alone in the Dark and adopted its cinematic fixed camera system, which let pre-rendered backgrounds carry far more detail than the PlayStation could draw in real time. A cooperative mode existed in early prototypes and was cut as not good enough. Several mansion backdrops were inspired by the Overlook Hotel from The Shining. By the end the team numbered upwards of 80 people.
Nobody at Capcom expected a phenomenon. Fujiwara targeted a core audience and expected around 200,000 copies. Mikami said he was a little worried about how well a horror game would really sell. The game became the best selling PlayStation title of its moment.
THE DESIGN
Scarcity as the engineAlmost everything that defines the series is already here: the limited inventory (six slots for Chris, eight for Jill, who also starts with a lockpick), item boxes and typewriters in safe rooms, herbs and first aid sprays, notes and diaries carrying the story, door loading sequences, and multiple endings decided by who survives. Ammunition is deliberately too scarce to kill everything, a choice scenario writer Kenichi Iwao traced to the limited supplies of the MSX game Alcazar: The Forgotten Fortress.
The score, by Makoto Tomozawa, Akari Kaida, Masami Ueda, and Hideaki Utsumi, works the same economy as the design: long quiet stretches in the safe rooms, then strings when the mansion wakes. What the game sounded like became a story of its own two years later, and it has its own page in this Library.
THE EDITIONS
The versions, documentedTHE RECEPTION
Scores, sales, and the dissentThe dissent and the praise are the same fact seen from two sides: a B movie surface over a design nobody had built before. The voice acting has its own page in this Library.
THE LEGACY
What it left behindResident Evil was the first game dubbed a survival horror, a term it coined for its genre, and it is credited with returning zombies to popular culture. It entered the World Video Game Hall of Fame in 2024. Its own roots, in Sweet Home and in Fujiwara's brief to Mikami, are documented on the page this history doors to below: the one link this page makes to that shelf, because that story is already told there in full.