Game Scoop! — Resident Evil: Is It Still Fun Today? (Feb 2, 2026)
Episode Overview
In this episode of “Game Scoop!,” IGN’s Daemon Hatfield is joined by Nick Limone, Sam Claiborne, and Michael Hyam to answer the central question: Is the original Resident Evil (1996) still fun to play today? The panel dives into their experiences revisiting both the original and the 2002 remake (2015 remaster), discusses the lasting impact of RE’s mechanics, graphics, and design, and reflects on what makes this survival horror classic both a product of its time and a quintessential gaming experience.
Key Discussion Points & Insights
1. Nostalgia and First Experiences
- All panelists played some version of Resident Evil, with most having stronger memories of the 2002 remake than the 1996 original.
- Michael: “I think I'm getting to the age in which I am finding games, old games with clunky controls to be fun.” [03:27]
- Nick describes the PS1 aesthetic as “lo-fi beauty,” highlighting the nostalgia many players now have for early 3D visuals. [11:09]
2. Game Versions and How They Played
- Panelists played different versions:
- Daemon and Sam: 2015 HD remaster of the remake as Jill—on Steam Deck, by the Christmas tree, with a cat in their lap. [10:09]
- Michael: 2015 remaster on Switch, with important caveats for newcomers. [10:26]
- Nick: Both original 1996 PS1 version and the 2015 remake on PC; captured footage in 4K using modern tech for nostalgia + clarity. [11:09]
3. Is Resident Evil Still Fun?
- Short answer: Yes, but with caveats.
- Daemon: “Even feels refreshing because no one is making games like this anymore.” [09:09]
- Michael: “You have to play this version, but you gotta know what to expect.” [10:26]
- There are mechanics and frustrations that feel dated to modern players, especially those accustomed to RE4 and onward.
4. Visuals & Presentation
- The 2015 remaster is visually striking even today:
- “Everything from lighting shadows, candles, flickering, lightning flashing through the windows… Capcom did a really good job of making good use of their pre rendered backgrounds and foregrounds.” — Daemon [15:08]
- Nick on cinematography: “They just take so many interesting angles.…it’s a beautiful blend of tension and art.” [15:35]
- The iconic door transitions were discussed for their immersive and suspenseful value:
- “I do lament the door transition because I think it's such a great way of building dread. Like, what am I about to see next kind of thing.” — Nick [20:47]
5. Sound Design & Music
- The save room theme is universally beloved. [23:30]
- “Every time I go to Save Room, I'm just gonna chill here for a little bit and listen to this.” — Daemon [23:37]
- Sound cues are critical due to the fixed camera:
- “You learn what enemy is in the room even before you see him because that's how distinct all of the sound design is.” — Nick [25:00]
- Voice acting retains its infamy:
- “You were almost a Jill sandwich.” — Barry [06:24], referenced again at [25:56]
- “Jill, here's a lockpick… it might be handy if you, the master of unlocking, take it with you.” — Barry, quoted with laughter [26:11]
6. Gameplay Mechanics: Camera, Controls, and Inventory
- Tank Controls: Explained, defended, and critiqued.
- Michael: “With the camera angles, the fixed camera angles... pressing up to just go straight forward regardless of where the camera is... is my preferred way to play the game, although it does take some getting used to.” [31:07]
- Alternate (modern) controls are available and (sometimes) preferable for newcomers. [30:26]
- Inventory Management: Identified as a major roadblock for new players.
- “Restrictive inventory is the biggest sort of like, warning to anyone who's going to play this game who hasn't played it before.” — Daemon [41:42]
- Save rooms are poorly placed, ink ribbons are required, and “half the game is running back and forth to deposit or retrieve items.” — Paraphrased across [36:54–42:10]
- Metroidvania / Puzzle Design:
- Debate ensues about whether RE qualifies as a “Metroidvania.” [37:13–38:30]
- What unites everyone is the “flow state” when you’re able to plot a perfect run through the mansion. [38:40]
7. Difficulty, Tension & Iconic Moments
- The tension from unexpected enemy appearance, camera angles, and inventory strain is highlighted as integral to the experience.
- Crimson Heads (remake) and the use of backtracking add to the challenge and replay value. [39:46]
- Set-piece moments:
- The infamous dogs (“Every death I had in the game was because of the dogs.” — Nick [14:35])
- Sharks (Neptune encounter in the lab) regarded as one of the game’s scariest set pieces. [46:05]
- Noted differences between Chris/Jill campaigns; Chris seen as harder in inventory but possibly more elegantly designed. [40:09]
8. Historical Roots & Game Pedigree
- Nick traces RE’s development back to Sweet Home and discusses its creators’ film influences and Capcom legacy. [21:12–22:38]
- “The director of Sweet Home… went on to remake it as Resident Evil, and was behind Ghouls N Ghosts and Bionic Commando.” [22:34]
Memorable Quotes & Moments
“Even feels refreshing because no one is making games like this anymore.”
— Daemon Hatfield, on how RE1 stands out (09:09)
“I’m getting to the age in which I am finding games, old games with clunky controls to be fun.”
— Michael Hyam (03:27)
“You were almost a Jill sandwich.”
— Iconic line from Barry (06:24 & 25:56)
“They just take so many interesting angles.…it’s a beautiful blend of tension and art.”
— Nick Limone on pre-rendered backgrounds and camera (15:35)
“Restrictive inventory is the biggest sort of like, warning to anyone who's going to play this game who hasn't played it before.”
— Daemon Hatfield (41:42)
“I love the remakes, don't get me wrong. But I do lament the door transition … such a great way of building dread. Like, what am I about to see next kind of thing.”
— Nick Limone (20:47)
Timestamps for Major Segments
- [02:00] – Kicking off the 1996 classic: Resident Evil focus, panel introductions
- [03:06] – Who played what version, why, and initial nostalgia stories
- [09:09] – Main takeaways after replaying: RE1 is still fun, but not without issues
- [11:09] – Nick’s dual playthroughs (PS1 vs Remake), technical details, and footage capture
- [13:31] – Using guides; Daemon’s tip: "turn the rooms green" as you play
- [14:35] – Dog encounters and early combat frustrations
- [15:08] – Graphics and art direction; why the remaster still looks good
- [20:47] – The art of door transitions and spatial tension
- [23:30] – Music, save room theme, and atmospheric sound design
- [25:56] – Hilarious original voice acting: master of unlocking and Jill sandwich
- [30:26] – Control schemes, tank controls, and adapting to modern playstyles
- [36:54] – The burdens (and joys?) of inventory management
- [37:13] – Is Resident Evil a Metroidvania?
- [41:42] – Inventory management: key warnings for first-timers
- [46:05] – Scary moments: sharks, subverted expectations, set-piece highlights
- [48:08] – Wesker’s meme-worthy scientist group photo; wrap-up and closing thoughts
Key Recommendations for New Players
- Try the 2015 remaster/remake first for optimal visuals, controls, and accessibility.
- Be ready for “old game” friction: Control schemes and inventory management are major roadblocks for modern players.
- Use a guide or map liberally—the original is deliberately obtuse, especially as regards items and keys.
- Start with a modern Resident Evil (RE2/3 Remake or RE4) before tackling RE1, to build a sense of the series' design language and context.
- Embrace the weird charm—from goofy voice acting to anxiety-inducing door transitions, it’s all part of the package.
Conclusion
Resident Evil is, indeed, still fun today—especially for those who appreciate horror, classic game design, and the nostalgia of a bygone gaming era. Modern updates make the experience more palatable, but even its quirks have a kind of endearing appeal. Capcom’s survival horror roots remain strong, and with some patience, the original mansion's mysteries are just as thrilling (and occasionally frustrating) as they were in 1996.
“I will not rest until we know whether or not every game is still fun to play.”
— Daemon Hatfield, episode close (48:20)
Next up: More classic games tested for timeless fun, as part of IGN's 30th Anniversary celebration.
