Lotus: Resident Evil Director’s Cut 1-3

It’s time to play one of the most iconic horror games of all time! Get ready for some cheesy voice acting and undead terrors!

In this installment we solve some puzzles and hear the most famous line in the game!

In this installment we finally get the armor key, meet another S.T.A.R.S. member, and see where my piano bit in Part 1 came from!

Special thanks to Sylex for the awesome title card!

About Lotus Prince

I enjoy playing video games, and I particularly favor survival horror games.

10 comments

  1. Nice pianist skills! Or is that pianoist? Oh hell, they’re piano-playing skills!

    Just thought I should say that Barry’s comment on the acid rounds probably meant that they work on “living things” like dogs and hunters, as opposed to zombies. It was only supposed to be a helpful gameplay tip. Still, it’s a hell of a thing to say, that a weapon works really well on living things.

  2. Yay! I love anything cheesy. Was that actually you playing the piano? If so, well done.

    I didn’t expect this game to have puzzles. I didn’t have a console of any sort until the Playstation 2 so this was my first time seeing anything from the first Resident Evil.

    RICHARD! NO! I barely knew ye.

    • Yes, I was playing the piano. That was probably the billionth take. 😛

      Believe it or not, Resident Evil is actually notorious for its puzzles. It’s the more recent games that aren’t terribly heavy on them.

  3. Resident Evil is the reason I put away my SNES and bought a PlayStation. It’s also one of the reasons I did not upgrade from PS2 to PS3. Don’t worry, I’ll get around to it.
    Great piano playing. Its my favorite piano piece ever. I would normally have skipped something like that but I had to listen all the way to the end. I took piano as a kid but never quite had the knack.
    Are you going to pick up that green herb you keep passing by in the long first floor hallway? I guess I’ll find out after watching part 3.

  4. MidnightScreeningsman2014

    I like your piano playing it was very beautiful. I have a question:does alice appear in this game or any of it’s sequels because she was a main character in the movie franchise that everyone hates(which I think looks stupid). I like that they used live action actors for the cut scenes it was very cool. But let’s hope that they use them in the sequels and especially in this game on other systems. I can’t wait to see what happened to that guy’s body that was on the floor that was covered in blood. I also like the music in this game it sounds very good and very creepy. I also liked the crows design it looked very pixelated. I also knew those crows were evil because they killed that one guy by pecking him to death with there beaks. Comment to be continued.

  5. So we enter the world of survival horror once more… funny thing about the Resident Evil franchise is that I’ve only really played the first game! I only played a demo of Resident Evil 2, and NOTHING of the latter games. Seeing these games roll out will be quite an interesting ride, even if i’m not sure how many of them you will be playing. Only the big, numbered games + Code Veronica? Or the numbered games alone? At any rate, playing the full moonlight sonata before the start of the episode was a bit too slow… maybe intercut it with sequences of you doing other ridiculous and farfetched things to enter your room could have been more entertaining?

    Because man, if there is anything that revisiting this old game shows, it’s that it truly has a mountain-load of obtuse choices in it. Moments that are so powerful when seen for the first time first time (the slow turn of the first zombie, the dogs bursting through the window) are now barely even acknowledged. You run around the zombie to loot Kenneth’s corpse and get Barry to kill it (did not know that the first zombie is that powerful though, that was news), and the dogs are shot down without a word after they interrupt your talk about tacky wallpaper, indicating they were more one-off shocks than memorable on their own. And then there are the dozens of things that just feel so out of place. Who trains crows to sit and wait for someone to pick the wrong painting? What practical purpose does the shotgun trap serve for the day to day running of the Manor, or for that matter specialized keys and tiger statues you need to break another statue of? Who are the monsters that attacked the civilians Chris cites as the very reason they are there in the first place, and why did they retreat unseen instead of just running wild and get caught on photo? What purpose is there in hiding a star crest behind a painting? Is the mansion built to be lived in, or as an obstacle course to prevent people from looking into the basement?

    Whatever the case may be, RE is a game that shows its age with many design features that just don’t feel like they make sense in-game… but it also shows there’s a reason to it’s fame. I remeber that back in the day game media proclaimed this to be the game that saved Capcom when most of it’s big name franchises were in a rut. It is still a frightening experience wandering down these narrow hallways, with their dim lightning and unsettling angles. It’s kind of funny that episode 2 both demonstrates strength and weaknesses of this system- you’re attacked by a zombie who wanders in from a completely dead angle making him all but impossible to detect in advance, so you get bitten. That’s frustrating. But when you’re going down that long and winding hallway, knowing there’s a zombie around thanks to sound design and the auto-aim trick (which really doesn’t seem to work half the time?) that there are zombies ahead of you and jumping out of your skin every time the camera changes angle in fear of an attack, and when you just barely succeed in swinging around and headshotting it clean off and have to spend a couple of minutes just Keanu Reeves-ing it up… one cannot deny that the game has great tension in it. As you say: you’re seldom lost for long in the mansion. It’s creepy hallways create great frights, each room manages to look unique enough that you can actually tell them apart and really memorize the layout, progress is well-paced with new challenges and puzzles thrown in at just the right time to prevent the game from becoming tedious, and I think there’s even a nice moment of foreshadowing with the plant that you kill with chemicals to a latter part of the game.

    Simply put, the game is good at creating tension. And when a horror game creates tension it does exactly what it needs to do. Resi1 demonstrates its strength and weaknesses well in just these three videos, but I suppose we shall have to wait and see if most of the games challenge will derive from the games camera being needlessly obtuse, or if the game itself will actually be challenging. On we go…

    • I think you’ll like where the series goes, then. It goes to some very interesting places!

      I do love the strangeness of the crows somehow knowing that you picked the wrong painting. 🙂

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