October 1996. I was 18, fresh out of high school, and working part-time at a local video store that had just started renting PlayStation games alongside movies. The manager, a guy named Pete who had a questionable neck tattoo and unquestionably good taste in horror films, noticed I kept eyeing the Resident Evil case during my shifts. “Take it home this weekend,” he said, sliding it across the counter after we closed on Friday night. “Just have it back by Monday and don’t tell anyone I let you do this.”
I’d heard about Resident Evil from gaming magazines and friends who spoke of it in hushed, reverent tones. “It’s like, actually scary,” my friend Tom had told me, which I took with a healthy dose of skepticism. I’d played “scary” games before—Doom’s demons, Alone in the Dark’s blocky horrors—but they were more about startles than sustained dread. How frightening could a game really be, especially with the primitive 3D graphics of early PlayStation titles?
That night, I did everything right to set the mood, though I didn’t realize I was creating what would become a ritual for horror games going forward. I waited until my parents were asleep. Turned off all the lights except for a small desk lamp behind the TV to reduce glare. Plugged in headphones to catch every creak and moan the game had to offer. I even grabbed a notebook to jot down any clues or puzzles I might encounter—a habit I’d developed playing point-and-click adventures.
The live-action intro was cheesy in the best possible B-movie way. Actors in obvious costumes running through woods, stilted dialogue about cannibalistic murders, a mansion in the distance. It felt like something you’d catch at 2 AM on a local TV station, which actually put me at ease. If the game was as campy as its intro, I had nothing to worry about.
Then the gameplay began. I chose Jill Valentine because the game described her as having “more inventory slots,” and if there’s one thing teenage me loved in games, it was being able to carry more stuff. The helicopter cutscene played, establishing that I was now trapped with my fellow S.T.A.R.S. members in the mansion’s courtyard after being chased by unnaturally aggressive dogs. Already, the pre-rendered backgrounds looked impressive—detailed, moody, with an architectural grandiosity that simply wasn’t possible with the real-time 3D of that era.
My first challenge was simply figuring out how to move. The infamous “tank controls” of early Resident Evil games—where up means forward regardless of which direction your character is facing—felt immediately counterintuitive. I bumped into walls, overshot doorways, and spun in confused circles until I got the hang of it. In hindsight, these controls were accidentally brilliant for a horror game, adding a layer of panic to every encounter. Nothing ramps up fear like knowing you’ll probably mess up your escape route when danger appears.
I guided Jill into the mansion, marveling at how the fixed camera angles made every room feel like a meticulously composed shot from a horror film. The main hall with its grand staircase and checkered floor. The eerie quiet, punctuated only by the echo of Jill’s footsteps and the faint ambient music that was more atmosphere than melody. I was tense, but not scared. Not yet.
Then it happened—the moment that would redefine what I thought games were capable of. I directed Jill down a narrow hallway with windows along one side, the muted moonlight casting long shadows on the floor. Nothing jumped out. No music sting signaled danger. Just this oppressive quiet as I navigated the corridor, growing increasingly certain that something wasn’t right. At the end of the hall, the camera angle changed as I entered what appeared to be a dining room. Still nothing. I began to relax.
I decided to explore a door on the far side of the dining room. The doorknob turned with that distinctive creaking sound, and I entered another hallway—darker, narrower, more claustrophobic than the first. As I moved forward, the sound design subtly shifted. There was a wet, shuffling noise coming from somewhere ahead, just barely audible over the ambient track. I hesitated, finger hovering over the controller, suddenly aware of how dry my mouth had become.
Then I saw it—a hunched figure at the end of the hall, its back to me, doing something I couldn’t quite make out. The camera angle was perfect, revealing just enough to create uncertainty. Was it another survivor? An injured team member? I inched forward, curiosity overcoming caution.
The figure slowly turned, and the camera cut to what it was doing—feeding on the corpse of another S.T.A.R.S. member. Then it looked up, directly at me (or so it felt), revealing a face that was human yet horribly wrong—gray skin peeling away, milky dead eyes, mouth slick with blood. It rose and lurched toward the camera—toward me—with unnatural, jerky movements.
I literally dropped the controller. Not metaphorically, not as a figure of speech—my hands physically released it like it had suddenly become electrified, and it clattered onto the hardwood floor of my bedroom. For a suspended moment, I just stared at the screen, aware of my heart pounding against my ribcage and a cold sweat breaking out across my forehead.
This was gaming’s first zombie reveal, and while it might seem quaint by modern standards, in 1996 it was revolutionary. The way it was filmed, paced, and presented wasn’t just “scary for a video game”—it was legitimately, effectively horrifying in a way I’d only experienced from the best horror films. And I was in control, which somehow made it worse. The creature kept advancing while I fumbled to retrieve my controller, hands shaking slightly as I tried to remember which button fired the gun I hadn’t even thought to ready.
My first few shots missed entirely because I was panic-firing, not taking time to aim properly with the clunky controls. When I finally landed a hit, the zombie staggered but didn’t fall. It took several more bullets—precious, limited ammunition, I would soon learn—before it collapsed to the ground with a wet thud. Even then, I wasn’t sure it was really dead. I gave it a wide berth as I edged past, half-expecting it to grab my ankle.
In that moment, Resident Evil established its most brilliant design philosophy—resource management as a form of terror. Every bullet I fired at that first zombie was one less I’d have for whatever waited deeper in the mansion. The game had created tension not just through jump scares or atmosphere, but through mechanics. That’s when I knew this was something different.
The Spencer Mansion itself deserves recognition as one of gaming’s great settings. Its labyrinthine layout initially seemed confusing, but gradually revealed itself to be meticulously designed, with interconnected rooms, shortcuts that unlocked as you solved puzzles, and areas that you’d glimpse early but couldn’t access until much later. I began mapping it in my notebook, creating a physical record of my exploration that became increasingly annotated with puzzle notes, key locations, and warnings about particularly dangerous rooms.
The save system—those typewriters that required ink ribbons to use—initially struck me as frustrating. Why limit how often I could save? But of course, that was the point. Each ink ribbon became a precious resource, forcing decisions about when it was “safe enough” to secure your progress. I found myself backtracking to save rooms after particularly harrowing encounters or important puzzle solutions, always weighing the risk of continuing versus the cost of using another ribbon. It was stress by design, and it worked brilliantly.
Then came the dogs through the windows—gaming’s perfect jump scare. I’d walked through that hallway multiple times, establishing a false sense of security. Then, without warning, rabid, skinless Dobermans crashed through the glass with a heart-stopping sound effect. I wasn’t just startled; I was genuinely terrified, partly because the game had conditioned me to fear every encounter due to limited resources. Those dogs moved faster than the zombies, making the tank controls feel even more unwieldy. I died the first time, learning another cruel lesson about Resident Evil’s unforgiving nature.
I played until about 3 AM that first night, progressing through the mansion in a state of constant, delicious tension. Every door I opened came with a moment of breath-holding anticipation as the game’s door-opening animation played—a brilliant loading screen disguised as suspense-building. The fixed camera angles sometimes meant I could hear enemies before I could see them—shuffling zombies around corners, the click-clack of Hunter claws on marble floors. Sound became as important as visuals for survival.
The next day, I convinced my friend Dave to come over and experience it with me. There’s something uniquely enjoyable about watching someone else be scared by something that terrified you, and Dave didn’t disappoint. He actually yelled when the first zombie turned around, loud enough that my mom shouted up from downstairs to ask if everything was okay. “Just a game, Mom!” I called back, exchanging that universal look of teenage embarrassment with Dave.
We tag-teamed the game over the weekend, taking turns with the controller and helping each other solve puzzles. The statue puzzles in the main hall. The armor room with its deadly traps. The haunting music box melody that needed to be replicated. Dave was better at conserving ammunition than I was, adopting a “run past when possible” strategy that never occurred to my “shoot everything that moves” instincts. We created a genuine survival strategy between us.
We also discovered the joys of Resident Evil’s utterly bizarre puzzle design. Keys shaped like playing card suits. A shield and armor puzzle that could impale you if solved incorrectly. Gems that needed to be placed in specific statues. A whole sequence involving a giant plant. None of it made any architectural or logical sense—why would anyone design a mansion this way?—but it created a dreamlike, surreal quality that actually enhanced the horror. Reality itself felt warped within the mansion walls.
The voice acting and dialogue deserves special mention for being simultaneously terrible and perfect. “You were almost a Jill sandwich!” might be the most infamously bad line, delivered with such earnest awkwardness that it was impossible not to laugh. The actor who played Wesker seemed to be in a completely different game, his measured, almost bored delivery contrasting with everyone else’s melodrama. It should have undermined the horror, but somehow it created this dissonant, off-kilter atmosphere that added to the game’s unsettling nature. Like a nightmare where something is clearly wrong but you can’t quite identify what.
The inventory management system—limited slots represented by a grid—created another layer of strategic tension. Do I take the shotgun or extra healing herbs? Can I afford to carry this puzzle item if it means leaving ammo behind? Resident Evil understood that horror comes not just from what’s happening on screen, but from the difficult choices you have to make under pressure. Modern games often give players abundant resources and storage; Resident Evil forced constant, stressful decisions.
I chose to play as Jill, but I later learned that choosing Chris Redfield created an entirely different experience. He had fewer inventory slots, couldn’t use the grenade launcher (which became my security blanket weapon), but had more health. Different character dialogues, slightly altered puzzles, and unique scenes meant the game essentially had two campaigns built in. In an era before “replayability” was a common marketing term, Resident Evil offered meaningful reasons to experience the story twice.
The tyrant—that trench-coated, clawed monster that appeared later in the game—represented another evolution in the fear progression. After becoming somewhat comfortable with zombies and even the faster crimson heads, this hulking, relentless enemy that could kill you in one or two hits reset the terror level completely. I remember actually pausing the game during my first encounter, needing a moment to calm my racing heart and sweaty palms before continuing.
When I finally discovered the lab beneath the mansion and the truth about the Umbrella Corporation’s experiments, the narrative took on a new dimension. What had seemed like a haunted house story revealed itself as science fiction horror—a genre mashup that would define the series going forward. The journals and notes scattered throughout the mansion had hinted at this, but seeing the full scope of the conspiracy elevated the story beyond simple zombie survival.
By Sunday night, Dave and I had reached the game’s finale—a desperate helicopter escape as the mansion self-destructed behind us. We’d lost a few S.T.A.R.S. members along the way, made some questionable ammo-conservation decisions that came back to haunt us in the final battles, but we’d made it. When the end credits rolled, we sat in silence for a moment, mentally processing what we’d just experienced.
“That was… actually scary,” Dave finally said, echoing what Tom had told me days earlier, but now I understood. It wasn’t just scary “for a video game.” Resident Evil had tapped into something primal and universal—the fear of being trapped, of limited resources, of creatures that looked human but weren’t, of shadowy corporations playing god. It used the interactive nature of gaming not as a limitation for horror but as an enhancement, making you complicit in every terrifying decision.
I returned the game to the video store on Monday morning, bleary-eyed from lack of sleep and already planning how I’d save up to buy my own copy. Pete took the case from me, noting my exhausted appearance with a knowing smile. “Got you too, huh?” he said, and I could only nod. A week later, I’d convinced three other friends to rent it, spreading the experience like a T-virus of its own.
Resident Evil didn’t just scare me; it redefined what I thought interactive entertainment could do. Its technical limitations—the fixed cameras, the constrained movement, the pre-rendered backgrounds—weren’t flaws but features that enhanced the horror through implication and suggestion. The groans you heard around corners. The shadows you couldn’t quite see into. The enemies that might be in the next room, audible but not visible. Sometimes what you can’t control is scarier than what you can.
The lasting impact of Resident Evil on gaming can’t be overstated. It didn’t invent the survival horror genre—Alone in the Dark and Sweet Home came earlier—but it perfected the formula and brought it to mainstream awareness. Its DNA is visible in countless games that followed, from Silent Hill to The Last of Us. The resource management, the safe room save points, the gradual unfolding of environment and story—these became genre staples.
For me personally, it created a lifelong love of horror gaming that continues today. When a new Resident Evil game releases, I still maintain the ritual—lights off, headphones on, no distractions. The series has evolved dramatically, moving from fixed cameras to over-the-shoulder views to first-person perspectives, but the core of what made that first game special remains in the best entries—atmosphere, tension, and the nagging worry that you’re always one bad decision away from disaster.
That first zombie reveal remains a perfect moment in gaming history—not just for its obvious scare value, but for how it signaled that games could create genuine, sophisticated horror through pacing, suggestion, and atmosphere rather than just gore or startles. It understood the fundamental truth of great horror: suspense is what happens before the scare, not the scare itself.
Sometimes I envy new players experiencing the series for the first time with modern entries like Resident Evil 7 or the remakes of 2 and 3. They’re getting technically superior experiences with photorealistic graphics and advanced sound design. But there was something magical about that original PlayStation release—the way it had to imply horror through technical limitations, the B-movie charm of its presentation, the way it felt like gaming was discovering the language of fear for the first time.
Twenty-five years later, I still get a little chill when I hear someone mention the Spencer Mansion. I still remember the map layout as if I’d actually been there. And I still approach doors in horror games with a moment of hesitation, half-expecting to see that door-opening animation and wondering what waits on the other side. Some gaming experiences fade with time and technological advancement. Others, like that first encounter with Resident Evil, become permanently etched into your personal history—a benchmark against which all future scares are measured.
That’s not just nostalgia talking. That’s the power of experiencing something truly revolutionary exactly when you’re most receptive to it. For me, at 18, it was the perfect storm—the right game at the right time with the right atmosphere. Every horror game I’ve played since has been, in some small way, an attempt to recapture that perfect weekend in October 1996, when I discovered that pixels on a screen could make my heart race, my palms sweat, and my controller slip from suddenly nerveless fingers.
And isn’t that what we’re all looking for in great horror? Not just cheap jumps or excessive gore, but that perfect moment where the line between game and emotion disappears completely, leaving only the pure, electric thrill of genuine fear. For a moment, you forget you’re holding a controller. You forget you’re looking at polygons and textures. You’re just there, in that hallway, with something terrible turning slowly to face you.