I have generally always felt that Resident Evil 0 was the weakest of the original fixed-camera angle style games in the series (except perhaps for Outbreak which I haven't played enough of to form an opinion on yet). Replaying it now...I probably feel about the same. But I do find that as many faults as the game has, I still think it's mostly a pretty good game that while it makes some missteps, experimented in important ways that weren't all bad. On the whole, I still like the game, but comparing it to its fellow classic Resident Evil companions, it's hard not to see the rough edges.

First, the good, the game looks great. In my opinion, 0 looks about as good as REmake, maybe even a little better at times, which is saying something since I love the look of REmake. There's a bit of fuzziness in the cutscenes and a bit of inconsistency in the environment design, but the backgrounds in this game are really beautifully designed for a game of this time. The train segment at the beginning especially looks fantastic. The mansion also looks quite good, even if aesthetically it's a little recycled from the Spencer mansion.
While I'll get into some ambivalence here, I do like some of the experimentation in the game. The two most striking changes are the shift to partner-based gameplay and the new inventory management system. Apart from a few short segments, you have the ability to switch between two characters, Rebecca and Billy. Many puzzles require maneuvering both characters into the right position or splitting up to accomplish something in two different places. Additionally, the characters have certain advantages and disadvantages. For instance, Billy is tougher but Rebecca has the ability to mix herbs, which he can't do. For the most part, I don't really like the idea of this buddy system that detracts from the iconic dread of solitude the series to this point thrived on. However, from a gameplay perspective, it is mostly implemented well and jives well with the game's narrative themes as these characters, initially hostile strangers, are forced to work together and become closer in dire circumstances. There are some hiccups such as being unable to switch characters while one is being grabbed, which seems like the exact moment you'd want to be able to swap. But for the most part, the system isn't just tacked on and is integrated with the game's structure quite well.

Given you have two characters, you also get double the inventory space between them, which seems like an obvious advantage in a series that to this point has put a lot of emphasis on limited inventory slots. Perhaps the game's biggest flub from a gameplay perspective is how hard they over-balanced to make up for this. Both characters are given only 6 inventory slots with no side packs that expand your slots. Further, there is shockingly no magically-connected item boxes that were an essential staple of previous games. To make up for this, you are able to drop items on the ground anywhere and trade items between partners if they are close together. While this system was a worthy experiment and wasn't terribly designed, in practice, it ends up being a pretty major annoyance. For one, there are several important items like shotguns/grenade launcher that take up 2 of those precious 12 slots. Carrying ammo, a healing item or two, and a back-up sidearm will just about max all of those slots out quickly. When you also need slots for keys and key items, this is a problem, especially when one recurring key item takes up 2 slots itself. While it should encourage some interesting gameplay decisions like having to choose things to leave behind, the ability to drop and pick up items on the ground just results in doing a bunch of inventory management, sometimes taking several minutes of rather uninteresting gameplay to accomplish during a game that should be tense and engaging. The UI for this isn't entirely terrible for its time, but it can be fairly clunky and time-consuming to do all this menu-ing without a more streamlined system. Not to mention, I find people generally end up picking a hub room that they dump all their items in, creating a de facto item box that may need to be ferried occasionally to the next segment of the game once unlocked. I don't think this system is totally awful. After all, pretty much anyone who's played the earlier games has at least once wished their character could just put down an item to pick up another one, rather than having to run back to the nearest item box. And honestly, if it just had a bit of tweaking (maybe an extra couple slots or fewer double-slot items), it probably would've been fine. Which is unfortunate given how much this slight imbalance tends to result in recurring annoyances that really drag down the game's pacing.

I feel like the environments and atmosphere of the game are hit or miss. While things look great, this game really feels like it lacks in the iconic atmosphere of the other fixed-camera games. This is likely in part due to the fact that you have a partner, shedding some of the core themes of isolation. But there's also just less of a dreariness to most of the areas of the game that makes the game feel a bit more like the action-horror the series was moving toward soon after this entry. The train again is a standout section that acts as an exception to this rule with the dimly lit tight corridors delivering on the tense exploration of previous games while offering a really fresh new iteration. But it only does so much as the setting for the first hour. Despite the fact I still mostly like the game, it is the one that on balance feels the least like a horror game of the mainline entries to this point.

The story of the game is...not great. The character interaction with Rebecca and Billy I think is decent at least. It's very basic, predictable, and cheesy at times. But none of that is outside the B-movie theme common to Resident Evil so I don't really hold that against it and their character arcs are otherwise sensible. But the rest of the game feels like the first time the series really started stretching into a more detrimental level of silliness. This is apparent from the first time we see our primary antagonist, a long-haired man in some kind of...robe (?), singing in the rain? They were certainly going for an aesthetic, but I can't help but feel like it was out of place, at least for the series to this point. The game does aim to flesh out the history and origins of Umbrella and features some interesting and unique motifs like the leeches that bring something new. However, as a prequel, the game is kind of laughable. It requires a fairly massive suspension of disbelief to think that Rebecca survived this incident, learned everything she did, then went to the Spencer Mansion right after and just never thought to mention anything about any of it to Chris. This is kind of an issue with a lot of prequels, but it's pretty damn egregious with this one. It doesn't ruin it for me, but I've always felt the inconsistency was a little jarring even for a Resident Evil game. That said, Rebecca was always my favorite character in Resident Evil 1 so I definitely loved having a game featuring her front and center from a selfish fan service perspective and I'd love to see her in another entry, however unlikely that may be at this point.
Aside from some of the hang-ups mentioned above, the gameplay is mostly pretty good. Even if there's some lack of creativity and recycling of prior games—especially in the mansion—the game still feels like its own unique adventure. The puzzles are decent and the map layouts and exploration work pretty well with the established formula. My most recent playthrough was on hard mode, which I found fairly challenging, coming to it after having not played this game in a good while. I will also say that this game features much more annoying and cheap enemies than some of the games closer to it. While nothing really beats the hunters in the first game, some of the enemies in this game are really frustrating to fight, especially with their tendency to stunlock you. The boss design could also use some work, with the infected bat being arguably one of the worst boss designs in the series. But all this said, if you enjoy the Survival Horror gameplay of the classic Resident Evil games, there's definitely more of that here and you're likely to have a good time, even if it doesn't live up to some of the better games in this style.

This will always remain a weird game in the series for me. Despite having some things I really like about it and feeling like it continues the trend of innovation with each of the classic style RE games, I can't help but also feel like it's where they started running out of ideas for how to keep this style fresh and engaging. I don't consider it a flop by any means and would definitely recommend not totally skipping it for those looking to play through the mainline games. I get a little tired of the fact all anyone wants to discuss about RE these days is "which game will be remade next" but I think my feelings on this one are somewhat illustrative. That's that—while I don't think it's realistically in the cards anyway—this is probably the classic game I'd like a remake of least. And this is because while I think there are opportunities to make a remake of several of these early games really shine, this one's problems are less about polish and more about the fact that the basic premise is just kind of weak. Not only is it a prequel that makes very little canonical sense, but aside from the train—which admittedly I do quite like—there's just not a lot about this entry that is so iconic we'd get that thrill of nostalgia from seeing it remade. And I think that sentiment is part of why this game is on the lower end in the early series for me. I'd probably count it as 3.5 stars rather than 3 since I just love this gameplay style that much, but I think rounding down is appropriate to make that score better align with my feelings on it relative to its neighbors in the series.
My other Resident Evil reviews: