I jumped when the Hellhounds burst from the window, even though I knew they were coming from a million screenshots showing that iconic scene. I gritted my teeth when Yawn the giant snake choked the life out of me in the library, then yelled "TAKE THAT, YOU SHIT," after I came back with acid rounds and melted him. I puzzled over my inventory screen in nervousness, trying to figure out how I was going to make my ammo last for the final bosses in the underground lab, and when I took down Tyrant with a rocket launcher, I cheered.
The proof is in the pudding. Despite Resident Evil 1′s age, it's still very capable of delivering memorable moments, and while it took some time to acclimate, I eventually found it hard to imagine exploring the Spencer Mansion without tank controls or cinematic camera angles. A
1996 interview with game director Shinji Mikami, published when RE1 was still new and RE2 was still in production, reveals that Mikami strongly believed that "if we made [Resident Evil] with full polygons and a free-floating camera, the elements of fear would be lost." He added that the careful nature of the game's presentation was the "best way to produce a true feeling of tension," and I agree. There's an infamous bit of pre-production art out there showing
RE1 in a first-person view, but I'm glad that the dev team ultimately went another route. Back then, a first-person Resident Evil would very likely have been considered another Doom clone, and I'm not sure if the fear that the first game inspired would have been present, at least in the same way.
Thankfully, RE1 became a third-person experience somewhat akin to a highly elaborate stage play, where everything about the gameplay - from the camera to the enemy placement to the careful positioning needed to navigate Jill and Chris - forced the player to make highly deliberate decisions that couldn't be walked back upon, just like how everything done in a stage play is final. And that gameplay philosophy of forcing a player to make irreversible decisions and react on their consequences is at the heart of survival horror.