Resident Evil

Resident Evil

Resident Evil gira en torno a una lucha solitaria por sobrevivir en una mansión, una propuesta de terror para jugar a solas y no en sesiones compartidas. A ≈ $3.73 en GOG, sopesa el coste según tu interés por el survival horror clásico. Su valoración en Steam es 92% entre 27.856 reseñas y ofrece compatibilidad completa con mando. A ≈ $3.73 en GOG, Resident Evil es una aventura de terror en solitario cuya valoración en Steam es 92% entre 27.856 reseñas.

Cargando ofertas de tiendas
92%Reseñas de Steam27,9 mil reseñas82Metacritic/10081OpenCritic/100
Lanzamiento: Jan 19, 2015
Survival Horror · Zombies · Horror · Classic · Remake
·Plataforma:Steam·Precio oficial de Steam en PoloniaBLIKPrzelewy24~ 19,99 US$-75%~ 4,99 US$Comprar
·Plataforma:Steam·~ $19.99-76%~ $4.73Comprar
·Plataforma:Steam·~ $19.99-75%~ $4.99Comprar
·Plataforma:Steam·~ $19.99-75%~ $4.99Comprar
·Plataforma:GOG·~ $21.19-76%~ $5.07Comprar
Resident Evil HD REMASTER Steam CD Key·Plataforma:Steam·BLIK~ $22.36-74%desde~ $5.91(~ €5.28)Comprar
·Plataforma:GOG·~ $22.40-76%~ $5.30Comprar
·Plataforma:GOG·~ $22.40-76%~ $5.30Comprar
Mínimo histórico ~ 3,55 PLNIncluye Steam y tiendas de terceros
Cargando ofertas de tiendas
Precio deseado
Configura un objetivo y recibe un correo cuando una oferta disponible en la región seleccionada sea igual o inferior a ese importe.

Historial de precios

Últimos 36 meses · actualizado a diario
Mínimo histórico~ 3,55 US$2025-11Mínimo actual entre tiendas~ 4,73 US$GameBilletrespecto al mínimo histórico+33%
~ 7,80 US$~ 12,26 US$~ 16,73 US$~ 21,19 US$25-1026-0126-0426-0726-10~ 3,71 US$

Los precios cubren Steam y 39 tiendas autorizadas; solo se cuentan ofertas regulares. La gráfica muestra los mínimos semanales del mercado y el precio oficial de Steam de los últimos 36 meses.

01Acerca de Resident Evil

Una misión para investigar unos asesinatos extraños lleva a un equipo de fuerzas especiales a las afueras de Raccoon City en 1998. Tras el ataque de unos perros sedientos de sangre, el equipo se refugia en una mansión cercana, donde la escasez de suministros complica la supervivencia. El juego cuenta con una valoración positiva del 92% entre 27.856 reseñas de Steam. La versión de Steam para PC ofrece interfaz en Chino simplificado, Chino tradicional, Inglés, Francés, Italiano, Alemán, Español y Japonés. Se publicó el 19 de enero de 2015.

Equipo

三上真司
DIRECCIÓN
三上真司
日本電子遊戲設計師
小
PRODUCCIÓN
小林裕幸
Japanese video game and anime television series producer and supervisor
Destacado生化危机 · 生化危机4 · 鬼泣4
Desarrollador
CAPCOM Co., Ltd.
Distribuidora
CAPCOM Co., Ltd.

Reseñas de jugadores de Steam

92%positivaMuy positivas27.856 Reseñas de Steam

Mínimo registrado en 36 meses

3,55 US$2025-11-21 · GameBilletJuego base · mismos registros que el gráfico anterior; historial en USD, no mínimo regional de Steam.

Idiomas disponibles

IdiomaInterfazSubtítulosAudio
Chino simplificadoSíSí—
Chino tradicionalSíSí—
InglésSíSíSí
Mostrar 5 idiomas más
IdiomaInterfazSubtítulosAudio
FrancésSíSí—
ItalianoSíSí—
AlemánSíSí—
EspañolSíSí—
JaponésSíSí—

Datos de la versión de Steam para PC · 2026-10-14

02Antes de comprar

Idiomas

La versión de Steam para PC tiene audio en inglés e interfaz y subtítulos en inglés, francés, alemán, italiano, japonés, chino simplificado, chino tradicional y español.

Partida y controles

Incluye modo para un jugador y compatibilidad completa con mando. Se puede cambiar el esquema de controles durante la partida.

03Preguntas frecuentes

¿Cuál es el planteamiento?

En 1998, un equipo de fuerzas especiales investiga extraños asesinatos en las afueras de Raccoon City y se refugia en una mansión tras el ataque de unos perros.

¿Admite pantalla panorámica?

Sí. La versión de Steam para PC admite formato panorámico 16:9 y permite cambiar el modo de visualización durante la partida.

¿Qué controles ofrece?

Se puede usar el esquema original o uno alternativo que mueve al personaje según la dirección del stick analógico.

7.5
Puntuación global
Valoraciones externas92%Reseñas de Steam27,9 mil reseñas82Metacritic/10081OpenCritic/100
Gráficos
6.5
Sonido
8.5
Jugabilidad
9
Historia
7
Contenido
6

“Tight resource management and mansion puzzles anchor this foundational survival classic, elevated by restrained sound design and era-specific mechanics worth a measured try.”

Nuestro veredicto

If you are willing to spend the ten to twenty-odd hours it asks for, and to accept a brand of survival design that is old-fashioned, restrained, and at times frankly unaccommodating, Resident Evil is worth it. Worth it not because it does everything well, but because one part of it is still genuinely hard: resource management, spatial exploration, and sustained tension combine into a rare kind of pressure. You are not clearing a map. You are trying to survive. The difference is enormous, and it is the difference that has kept this game alive.

What still holds, decades on

The core that endures is the interlock between three systems that lesser games keep apart. Scarcity forces you to weigh every shot; the locked-door architecture turns the mansion into a map that grows in your head; and the audio design uses silence to keep your nerves taut between encounters. None of these are spectacle. All of them are discipline. Together they produce the feeling the whole experience is built to protect, the hesitation of someone who would rather not spend what little they have, and that feeling has aged far better than any of the surfaces wrapped around it. It is worth stressing how unusual that interlock still is. Most games keep their systems in separate lanes, letting you shoot when you want to shoot and solve when you want to solve. Here the lanes are deliberately tangled, so a combat decision is also a resource decision is also a navigation decision, and you cannot optimise one without paying somewhere else. That refusal to let any single system relax is what generates the constant, low-grade pressure the whole experience runs on, and it is why a quiet corridor with nothing in it can still feel more demanding than a set-piece in a louder game. The design trusts that tension, and it earns that trust.

The rough edges the years left behind

It also, unmistakably, carries the burrs its era left on it. The visuals are old, the animation is old, the text and dialogue are old, and the overall volume of content is not generous by today's standards, with replay value leaning heavily on whether the multiple routes and endings are your sort of thing. So it is not a classic you can recommend to absolutely anyone without caveat. It is more like an older film you need to set your expectations for before you start: the pacing is slower, the performances are dated, but the camera language is still rock solid. Against the second-game remake it gives up some narrative scale and overall finish; against the Silent Hill remake it lacks that lingering psychological aftertaste. As the foundational entry of the series, though, it still has a vivid reason to exist. The remakes that followed are, in almost every measurable way, more complete works, and a newcomer chasing the most polished version of this idea should probably start with one of them. But polish and primacy are different virtues. This is the entry where the formula was first set down with conviction, before it had been smoothed and modernised, and there is a bracing directness to that original statement that the later, friendlier versions inevitably soften. Coming to it now is less like playing an inferior draft and more like reading a first edition, rough at the edges yet carrying an authority the reprints cannot quite reproduce.

The verdict

Scored on what a player actually experiences today, it is no masterpiece, and it should not be propped up on nostalgia either. A 7.5 fits. Anyone who loves the history of frightening games, or who wants to try the prototype that survival design grew out of, will not feel cheated by it. Anyone chasing only modern handling and a large volume of content should temper their expectations going in. Its most compelling quality is precisely the set of inconveniences that have become so rare elsewhere. It is irritating. It is also, somehow, addictive. Old enough to feel coarse on the tongue, sharp enough to still unsettle you, it remains a foundation the genre keeps quietly returning to. Approach it the way you would approach any genuine classic, on its own terms and with your expectations calibrated, and it repays the courtesy generously. Rush it, or measure it against the conveniences of the present, and it will only frustrate. The choice of how to meet it is entirely yours, and that, fittingly, is the same kind of deliberate decision the whole game is built to make you take. Few titles this old still ask so much of a player, and fewer still make the asking feel like part of the reward.

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