Resident Evil: Gaiden
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Resident Evil: Gaiden

Resident Evil: Gaiden is a Game Boy Color spin-off developed by M4 and published by Capcom in 2001. The game features a unique blend of top-down exploration and first-person combat, with a story centered on a virus outbreak aboard a luxury cruise ship, where Leon and Barry team up to fight a new type of BOW. Its narrative contradicts the main series and is considered non-canonical by the official side, but its innovative battle mechanics and twist ending left a lasting impression on players.

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Gameplay and design

The most striking aspect of Resident Evil: Gaiden's gameplay is how it combines top-down exploration with first-person combat. When moving around the cruise ship, the view is top-down, similar to early Zelda games, allowing free movement, environment inspection, and item collection. However, upon encountering an enemy, the view switches to first-person, with a crosshair sliding left and right at the bottom of the screen. Players must time their attack button presses to hit the enemy. This switch was novel for handhelds at the time and added a layer of tension to battles.

The core of the combat system is that sliding crosshair. It moves steadily across the screen, and players must fire when it aligns with the enemy's body. Timing is crucial; a well-timed shot hits, while a miss leaves you vulnerable. This design was inspired by the 1987 role-playing game Dungeon Master, which M4 adapted and infused with the Resident Evil zombie-killing flavor. Though simple, each encounter demands focus, as enemies don't stay still—some lunge at you, and the crosshair speed can vary, testing your reflexes.

The game features three playable characters: Leon, Barry, and a girl named Lucia. They take turns throughout the story, each with their own routes and objectives. For instance, Leon investigates the ship, Barry searches for Leon, and Lucia, who can sense BOWs, becomes a key figure in the plot. The characters' abilities are similar, but their perspectives and enemy encounters differ, preventing repetition and allowing players to piece together the ship's events from multiple angles.

Exploration follows the classic Resident Evil formula: players traverse the ship's decks, searching rooms, finding keys, unlocking doors, and advancing the story. Puzzles are mostly straightforward—collecting key cards, finding passwords, opening safes—without overly complex mechanisms. However, save points are scarce, with only a handful throughout the game. Dying means restarting from the last save, so every step forward requires caution. This was common on handhelds of the era but certainly made for sweaty palms.

Overall, this gameplay is unique on the GBC. Top-down exploration gives a clear view of the surroundings, while first-person combat brings you closer to the enemy. The shift between perspectives creates a rhythm that stands out given the hardware limitations. While puzzle depth is average, the tension of combat and the pressure of exploration blend well, especially in later encounters with shape-shifting BOWs, where the uncertainty of friend or foe adds a genuine Resident Evil vibe.

Background and release

Resident Evil: Gaiden is a handheld spin-off released on the Game Boy Color in 2001. It was developed by M4, published by Capcom in Japan and North America, and by Virgin Interactive in Europe. The game launched in Europe on December 14, 2001, followed by Japan on March 29, 2002, and North America on June 4, 2002. As a late GBC title, it didn't enjoy the glory of the main series on consoles, but it offered Resident Evil fans a portable option.

The story takes place on a luxury cruise ship called the Starlight, where a virus outbreak wreaks havoc. Leon S. Kennedy, now part of an underground organization dedicated to taking down Umbrella, boards the ship to investigate its ties to the company. Soon after, he loses contact with the outside. Meanwhile, Barry Burton is tasked with finding Leon, but upon arrival, he encounters an orphaned girl named Lucia, who has the ability to sense BOWs. Barry teams up with her to navigate the ship.

In the plot, Lucia is captured by a BOW, and Barry and Leon join forces to rescue her. But things aren't so simple: Barry later fakes kidnapping Lucia, deceiving Umbrella agents into thinking he's taking her away, when in reality, he's bringing her to the ship's doctor for surgery to remove a parasite from her body. Once removed, the parasite escapes, infects the crew, and eventually grows into a massive BOW. This creature can shapeshift, disguising itself as Leon and Lucia, fooling the protagonists.

The game's ending features a shocking twist. After the final BOW is defeated, the camera focuses on Leon, and green blood drips from his neck—revealing that he, too, is a BOW in disguise, and the real Leon may have died long ago. This ending stunned many players, as Leon is a series protagonist, and this effectively killed him off. However, Capcom later clarified that Gaiden's story is not canon and contradicts the main series, so this ending didn't affect Leon's fate in the mainline games.

Because it's non-canon, Gaiden holds a peculiar place in the series. Its story doesn't align with the mainline at all—Leon joining an underground group, Barry and Lucia's adventure—none of it is mentioned in the main games. The official side never revisited it, effectively ignoring the plot. But for those who played it, it stands as a standalone, complete Resident Evil story, unrelated to the mainline, yet its suspense and twist are memorable.

Development

Resident Evil: Gaiden began as a port project. Virgin Interactive approached M4 to create a proof-of-concept port of Dino Crisis for the Game Boy Color. M4, mostly former Bits Studio members with solid technical skills, used their own tools to build a demo. When Capcom saw it, they were impressed and changed their minds: instead of Dino Crisis, they asked M4 to use the engine for an original Resident Evil game.

Capcom's decision stemmed from their own struggles with Resident Evil on handhelds. They had previously attempted a port of Resident Evil 2 to the Game.com, which turned out poorly, and later started a Game Boy Color version of Resident Evil, but abandoned it midway. So when M4 presented a working engine, Capcom saw an opportunity and handed the spin-off project to M4, while stepping back and keeping their involvement minimal.

During development, Capcom only assigned Shinji Mikami as a content advisor. Mikami, the driving force behind the Resident Evil series at the time, had limited involvement, mainly suggesting the sliding crosshair for combat. This suggestion became the game's core mechanic. M4 themselves drew inspiration from Dungeon Master to design the entire combat system. In essence, the most enjoyable aspects were largely M4's own creations.

At one point, M4 proposed shifting development to the Game Boy Advance, as the GBA's superior hardware could deliver better graphics and sound. However, Capcom and Virgin rejected the idea due to cost concerns—the GBA was new, and development expenses and risks were higher. So the game remained on the GBC, limiting its potential. Still, M4 managed to evoke a Resident Evil atmosphere within the hardware constraints, using dim lighting, narrow corridors, and sudden enemy appearances.

The game eventually released between late 2001 and mid-2002, but the development journey was rocky. From a Dino Crisis port to an original Resident Evil, with a rejected platform shift, M4 completed the game under pressure. Although Capcom's involvement was minimal, Mikami's sliding crosshair idea, combined with M4's own designs, gave this spin-off its unique gameplay. Unfortunately, the cost prevented a GBA release, which might have made it more complete.

Reception and legacy

Upon release, Resident Evil: Gaiden received mixed reviews. GamePro criticized the graphics, saying they undermined the horror atmosphere—the GBC's small screen and limited color palette made it hard to create the same eerie feel as on consoles. IGN was unhappy with the save system, noting too few save points made the game inconvenient. These criticisms were valid, as the game was technically constrained by the hardware, unable to match the main series on PlayStation.

However, several outlets recognized its strengths. GameSpot praised the story, calling it cleverly designed, especially the twist ending, which was unexpected. But they also pointed out that puzzles were too simple, mostly involving collecting keys and items, with little challenge. Computer and Video Games, while also criticizing the graphics, felt the puzzle level was on par with other series entries and particularly lauded the combat system, finding the sliding crosshair mechanic interesting.

Retro Gamer later revisited the game and listed it among the top ten Game Boy Color games, calling it an "underrated classic." This contrasted with the contemporary critical reception, but it showed that over time, some players began to reassess the spin-off's value. After all, on the GBC, having an original Resident Evil game with a unique combat mechanic was rare.

The game is most often discussed for its ending twist. The possibility that Leon was a BOW in disguise is unique in the series, and while not officially canon, many players treat it as an intriguing Easter egg. This ending also sparked speculation about the main series, wondering if Leon's experiences in the mainline games might hide secrets. Of course, Capcom never revisited it, leaving Gaiden's story as an isolated fragment.

As a handheld spin-off, Resident Evil: Gaiden holds a special place in the series. It's neither mainline nor entirely black sheep, but rather an experimental work that tried new gameplay and told a bold story. Though it didn't change the series' direction, its combat system and twist ending left a memorable mark on Resident Evil fans. At the end of the GBC's life, having such a title was a fitting send-off for the platform.

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Keywords

Resident Evilsurvival horrorzombieGame Boyturn-based combatcruise shipBarry BurtonRE