PlayStation · Survival horror

Resident Evil

バイオハザード

Released as Biohazard in Japan. Retitled Resident Evil for North American and European markets.

Japan: March 22, 1996 · Dev: Capcom

Shinji Mikami gave players thirty minutes to realize the game would not protect them.

The opening of Resident Evil — a typewriter, a mansion, an inventory that fills too quickly — established survival horror as a genre in its modern form. Shinji Mikami designed a game where resources ran out, doors took time to open, and ink ribbons for saving were finite. The fixed camera angles, a technical necessity on PlayStation hardware, became a design strength: you heard what you could not see. The game sold 5 million copies across all platforms and spawned one of Capcom's most enduring franchises. The GameCube remake in 2002, rebuilt from scratch while preserving the original's logic, is now considered among the finest remakes in game history — evidence that the design was worth preserving exactly.

— inspired by Shinji Mikami

About this game

Resident Evil (Biohazard in Japan, 1996) is the game that created the survival horror genre — and named it. Directed by Shinji Mikami at Capcom, it combined pre-rendered 3D backgrounds with polygonal characters, fixed camera angles, and a deliberate scarcity of resources to produce a new kind of dread: slow, tactical, and atmospheric. Set in a mansion on the outskirts of Raccoon City, players controlled either Chris Redfield or Jill Valentine investigating a viral outbreak. The game sold over 2.75 million copies, launched one of Capcom's most enduring franchises, and established a genre template that survival horror games still follow today.

Key Features

Two playable characters (Chris Redfield and Jill Valentine) with different inventories, abilities, and story pathways. Pre-rendered backgrounds with polygonal 3D characters — a visual approach that allowed highly detailed environments within the hardware's polygon limits. Fixed camera angles that deliberately withheld information, building tension through what the player could not see. Limited inventory management and item storage mechanics that forced strategic decision-making. A Mercenaries unlockable mode rewarding quick efficient play.

The Story Behind

By 1996, the PlayStation had proven its technical capabilities through racers and fighting games. What the platform had not yet demonstrated was that it could carry a genuinely frightening game — the kind of sustained dread that required players to think carefully before acting. Resident Evil arrived as a deliberate answer to that gap. Shinji Mikami had been tasked by Capcom producer Tokuro Fujiwara to create a game drawing on elements from Sweet Home, Fujiwara's 1989 Famicom horror RPG. Mikami shifted the camera from top-down to fixed cinematic angles, rebuilt the combat around scarcity, and used the PlayStation's hardware to pre-render environments with far more visual detail than real-time polygons could produce. The term "survival horror" was coined by Capcom specifically to market this game. The game's Western name — changed from Biohazard to Resident Evil for North American release — became the globally recognised franchise title. Its success led to three PlayStation sequels in the series's classic era, all of which are among the platform's most important games.

Tricks & Tales

The game features a live-action FMV introduction sequence — actual actors performing a scene in the Spencer Mansion — that was a distinctive production choice at a time when most games used in-engine cutscenes. Jill Valentine's larger inventory (8 slots versus Chris's 6) and access to a lock pick make her the easier character for first-time players; Chris's lower inventory is compensated by higher health. The "Itchy. Tasty." diary found in the kennel has become one of gaming's most recognisable pieces of environmental storytelling. The Hunter enemies that appear after a certain plot event cannot be heard until they are very close — a deliberate sound design choice to maximise the moment of ambush.

Collector's Guide

Rarity common
Japan Release March 22, 1996

Region & Compatibility

Released simultaneously in Japan (as Biohazard) and North America on the same date — 22 March 1996. The Japanese version retains the original Biohazard branding. The game plays on Japanese PlayStation hardware and region-free modified units. The live-action FMV intro sequence is present in all regional versions. Western versions had minor edits to certain in-game images.

Maintenance Tips

Resident Evil for PlayStation is a single-disc title — verify the disc is free of scratches, particularly on the laser-read underside. The game's pre-rendered backgrounds require sustained disc access; a disc-read error during a tense moment is a common failure mode on ageing units. Memory cards save game progress; keep a backup save where possible. The game's FMV sequences are stored on the disc alongside game data — any sector damage can cause specific cutscenes to fail while gameplay continues normally.

What to Watch Out For

Before buying, these are the points worth knowing — from someone who handles original Japanese Resident Evil copies regularly.

Will this Japanese PlayStation disc work on a North American or European PlayStation?

No. The PlayStation enforces regional lockout through the disc region code and the console BIOS. Japanese discs (NTSC-J) will not play on North American (NTSC-U/C) or European (PAL) consoles without modification such as a mod chip or swap method. Playing Japanese PlayStation software requires a Japanese console or a modified unit. The disc format itself is standard CD-ROM — the incompatibility is entirely software-enforced.

Do I need a memory card to save progress?

Yes. The PlayStation has no internal save storage. A PlayStation Memory Card must be inserted into the console's memory card slot to save game data. Without a memory card, all progress is lost when the console powers off. Each memory card holds 15 blocks; check the game manual for how many blocks this title requires. Official Sony memory cards are recommended for reliability over third-party alternatives.

How should I inspect and care for a PlayStation disc?

Examine the data side (shiny underside) under light. Light surface scratches are generally readable; deep scratches running radially from the center outward are more damaging than circular ones. To clean, wipe from the center outward in straight radial strokes with a soft lint-free cloth — never in a circular motion. If the console struggles to read an otherwise intact disc, the PlayStation laser may need cleaning or adjustment, which is common in aging PS1 hardware.

Before You Buy

Things worth knowing before you buy Resident Evil

A short checklist for buying a used PlayStation disc wisely — useful with any seller, anywhere.

  1. Choose a seller who tests it before shipping

    A copy that has actually been powered on and checked is a known quantity. An untested one is a gamble you only settle after it arrives.

    Look for a seller who states it was function-tested and says what they confirmed. A serious seller can tell you exactly what was checked.

  2. Check the disc for scratches

    Deep scratches on the playing surface cause freezes and read errors. Light surface marks are usually fine.

    Ask for a clear photo of the disc's underside. A seller who tested it will confirm it loads and plays through.

  3. Make sure it fits your console

    This is a Japanese PlayStation disc. The PS1 is region-locked, so a Japanese disc needs a Japanese console or a region-free setup.

    Play it on a matching Japanese console or a region-free system, and confirm the listing states the region.

  4. Saves use a memory card — no battery to worry about

    PlayStation games save to a separate memory card, so there is no in-cartridge battery to fail.

    Just make sure you have a memory card with free blocks for your saves.

  5. Read the seller's reviews and return policy

    A 100% positive record across thousands of sales is close to a guarantee — packing, communication and problem-solving all work for everyone. A return policy protects you if something is off.

    Read the feedback and confirm a clear return window before you buy.

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