Resident Evil

Resident Evil

Resident Evil pairs a solo survival story with a remastered mansion setting, where supplies are scarce and danger drives exploration. At $4.99 from Humble Store, weigh that focused experience against your current budget; the Steam PC version supports full controller input and alternate movement controls.

Steam player reviews are 92% positive from 27,951 reviews, another point to consider alongside the price as you decide whether this classic horror setup fits your plans. The Steam PC release has 92% positive reviews from 27,951 players.

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92%Steam Reviews28K reviews82Metacritic/10081OpenCritic/100
Released: Jan 19, 2015
Survival Horror · Zombies · Horror · Classic · Remake
·Platform:Steam·United States Steam official price~ $19.99-75%~ $4.99Buy now
·Platform:Steam·~ $19.99-75%~ $4.99Buy now
·Platform:Steam·~ $19.99-75%~ $4.99Buy now
Resident Evil HD REMASTER Steam CD Key·Platform:Steam·~ $23.39-74%from~ $6.14Buy now
Resident Evil·Platform:DRM-Free·-63%from~ $7.49(~ CN¥50.00)Buy now
·Platform:Steam·~ $19.99-17%~ $16.54Buy now
·Platform:Steam·~ $19.99-14%~ $17.21Buy now
·Platform:Steam·~ $19.99-10%~ $17.99Buy now
All-time low ~ $3.55across Steam & third-party stores
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Price History

Past 36 months · Updated daily
Historical Low~ $3.552025-11Current Low Across Stores~ $4.99Humble Storevs. Historical Low+41%
~ $7.80~ $12.26~ $16.73~ $21.1925-1026-0126-0426-0726-10~ $3.71

Prices cover Steam and 39 authorized stores; only legitimate offers are counted. The chart shows weekly market-wide lows and Steam's official price across the past 36 months.

01About Resident Evil

A special forces team investigates strange murders near Raccoon City, then takes shelter in a mansion after an attack by bloodthirsty dogs. In this HD remaster, scarce supplies shape the struggle to survive as you explore a setting steeped in danger. Steam player reviews are 92% positive from 27,951 reviews. Steam PC supports full controller input. The interface is available in Simplified Chinese, Traditional Chinese, English, French, Italian, German, Spanish, and Japanese.

Credits

Shinji Mikami
DIRECTOR
Shinji Mikami
Japanese video game designer
H
PRODUCER
Hiroyuki Kobayashi
Japanese video game and anime television series producer and supervisor
Developer
CAPCOM Co., Ltd.
Publisher
CAPCOM Co., Ltd.

Steam player reviews

92%positiveVery Positive27,951 Steam reviews

Lowest recorded in 36 months

$3.552025-11-21 · GameBilletBase game · same records as the chart above; USD history, not a regional Steam low.

Language support

LanguageInterfaceSubtitlesAudio
Simplified ChineseYesYes—
Traditional ChineseYesYes—
EnglishYesYesYes
Show 5 more languages
LanguageInterfaceSubtitlesAudio
FrenchYesYes—
ItalianYesYes—
GermanYesYes—
SpanishYesYes—
JapaneseYesYes—

Steam PC edition data · 2026-10-22

02Before you buy

Controls

Choose the original controls or an alternate scheme that moves in the direction you push the analog stick. You can switch schemes during play.

Language and audio

English has full audio. The supported interface languages include English, French, German, Italian, Japanese, Simplified Chinese, Spanish, and Traditional Chinese.

Play mode

The Steam PC version is listed for single-player and supports full controller input.

03Frequently asked questions

Where does the story begin?

In 1998, a special forces team investigates bizarre murders on the outskirts of Raccoon City.

What changes in the HD remaster?

It updates the graphics and environments, adds widescreen support, and remasters the sound with 5.1-channel output.

Can display settings be changed during play?

Yes. You can switch display mode in real time; widescreen mode scrolls vertically according to the character's position.

7.5
Overall Score
External ratings92%Steam Reviews28K reviews82Metacritic/10081OpenCritic/100
Graphics
6.5
Audio
8.5
Gameplay
9
Story
7
Content
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.”

Our Verdict

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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