

Survival horror where S.T.A.R.S. agents investigate a mansion outbreak in 1998 Raccoon City. You're trapped inside with zombies and mutants, rationing ammo while solving environmental puzzles to escape. Pre-rendered backgrounds with fixed camera angles create deliberate disorientation—you can't see what's around corners. Inventory is brutally limited: carry too much and you'll need to backtrack to storage chests. Combat is clunky by design; running past enemies often beats fighting them. The mansion's layout slowly reveals itself through keycards and crest puzzles, with different character routes (Jill gets lockpicks, Chris gets more health). Defined the template dozens of games still follow: tense resource scarcity, backtracking-heavy exploration, and that specific dread of hearing something shuffle in a room you can't yet see into. Best for players who want deliberate pacing over action.





