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 game 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
On March 22, 1996, Capcom released Biohazard for the PlayStation in Japan. Outside Japan it was called Resident Evil. You play as Chris Redfield or Jill Valentine, members of a special police unit, shut inside a mansion outside Raccoon City. There are zombies in the mansion, and bullets and healing items are hard to come by.
Shinji Mikami directed it. In an interview that Archipel published on YouTube in October 2020, he talked about how it began. He says:
"It started with Fujiwara, my superior at the time, calling me in his office. There was a game on NES named Sweet Home, it was an adaptation from a horror film by Juzo Itami. It was very well done. That game wasn't a success though. Still, it was a good game so I was asked to make a horror game using its mechanics."
Fujiwara is Tokuro Fujiwara, who had directed Sweet Home at Capcom in 1989. Mikami also talked about what the monsters were going to be. He says:
"At the very beginning, for the first month, it was based on ghosts. What is the scariest? I figured it was ghosts, spirits. [...] It was scary enough, but when I wondered whether it was a good game, suddenly I wasn't that confident. It could have been a game that pleased core horror fans, but it wouldn't sell a lot of copies. I reviewed my plan from scratch, looking for something more accessible. I remembered watching Dawn of the Dead back in junior high. The characters would struggle to survive, you would look and yell at them when they took the wrong decisions. 'Why would you do that?' But in a game, you can choose whether to fight or to run away."
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. Limited inventory management and item storage mechanics that forced strategic decision-making.
Gallery
The Story Behind
In this game the camera does not follow the player. Each scene is shown from a fixed angle, and the view cuts to another angle as you move on. In the same interview, Mikami says:
"My first plan was to make Resident Evil 1 a first-person game. I figured that view was the scary one. I wanted to pursue that plan, but Capcom was unexperienced with 3D, we weren't able to put on screen the graphics that I had in mind. The project was at risk if we pursued that direction. This is when I saw Alone in the Dark. I thought that we could pre-render the backgrounds to make it work. [...] In the end, many players told me that they thought that view is what made the game scarier. I was really embarrassed. I am still told to this day. 'That was so good.' To which I say that it was just a workaround."
In Their Own Words
Real interview footage, not paraphrase. Each line links back to the exact moment in the video so you can hear it for yourself.
“The first game had sort of a niche taste, it was more horror-centric than Resident Evil 2. Resident Evil 2 was the first title from Hideki Kamiya as a director, he had a great visual taste.”
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
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.
Going deeper
Explore the machine this game ran on, and what to check before you buy or care for one:
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.
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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.
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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.
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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.
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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.
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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.
The last step before buying anywhere is knowing what it's worth.
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Rooms this game lives in
Wander deeper — explore the themed rooms where Resident Evil sits alongside its kin.
Memories from around the world
This is a young museum, and this page is still waiting for its first voices. The memories people send reach Taisei personally, and the ones that move him find a home here over time — always with the writer's blessing. Yours could be the very first for this game.
Share your memory ↑From the Museum's Screening Room
Mikami Six Months Alone — Feature
Resident Evil — Max Explains
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Cite this page
Taisei Shimizu. "Resident Evil." Enjoy Game Japan Museum. Updated August 6, 2026. https://museum.enjoygamejapan.online/en/games/resident-evil/