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Resident Evil | Nintendo GameCube

Resident Evil | Nintendo GameCube

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Brand New/Sealed
Brand new, unopened, factory sealed.
Complete in Box
Pre-owned game, original manual, and original box or case. Other inserts may be missing. A damaged or missing case may be replaced.
Game & Case
Pre-owned game with a case and original artwork. A damaged or missing case may be replaced. A manual is not included.
Custom Case with Game
Original game with a new replacement case and professionally reprinted cover art.
Game Discs Only (2 Game Discs)
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Resident Evil

GameCube

Resident Evil

Important: Game may not include original DLC, bonus-content, online-pass, season-pass, or other digital redemption codes. Any included codes may have already been redeemed or expired.

Preorder and launch bonuses, promotional or bonus inserts, and bundled bonus-game downloads are not guaranteed. Content supplied on the game disc or cartridge is unaffected.

A rebuilt survival-horror mansion

The 2002 GameCube release of Resident Evil retells the original S.T.A.R.S. investigation as a full remake rather than a simple port. Alpha Team enters the Arklay Mountains after Bravo Team disappears, then retreats from mutated dogs into an isolated mansion. From there, the mission changes from investigation to survival. Chris Redfield or Jill Valentine must explore the estate, discover what happened to the missing team and uncover the biological research behind the outbreak. Familiar rooms provide a framework, but the remake changes details, expands the grounds and adds threats that can undermine memories formed from the earlier PlayStation game.

Explore cautiously instead of clearing every room

The core play loop is deliberate. Fixed camera angles show each room like a composed horror scene, while traditional character-relative movement lets the chosen character move through those changing views. Doors connect halls, bedrooms, galleries, service areas and underground spaces into a larger puzzle. The map records visited areas, but progress depends on reading notes, examining objects, remembering locked doors and recognizing where a newly found key or tool belongs. Running past an enemy can be wiser than spending ammunition, especially when the same corridor will need to be crossed again later.

Inventory space creates hard choices

Weapons, ammunition, healing herbs, keys and puzzle objects all compete for a limited number of carried slots. Item boxes provide shared storage at designated locations, but they are not placed beside every problem. Preparing for an excursion therefore matters: carrying extra ammunition may leave no room for a crest, while taking several puzzle objects can reduce the ability to survive an unexpected fight. Items can be rotated and examined in the menu to reveal details or hidden functions. This is not a game about accumulating a large equipment collection. Progress comes from choosing the right small set of tools, opening a route and returning safely with whatever the mansion reveals.

Choose when to record your progress

Saving is another resource decision. An external GameCube memory card records progress, but making a save inside the mansion requires carrying an Ink Ribbon to a typewriter. Each save consumes one ribbon, and the supply is limited. Finding a typewriter therefore does not provide unlimited opportunities to record every small step. A player must weigh the safety of recording recent progress against keeping ribbons available for a later section. This reinforces the game’s deliberate pace: ammunition protects the character during an excursion, while the decision to spend a ribbon protects the progress already made.

Combat is about risk and conservation

Firearms offer security, but ammunition is finite and the camera can hide part of a room until the character steps into danger. The aiming system favors deliberate positioning over running and firing. A quick turn helps create distance, while knowing which hallway is safe enough to avoid a fight becomes part of route mastery. The remake also makes defeated zombies an ongoing concern: unless a body is properly destroyed, it can later return as a faster and more dangerous Crimson Head. That possibility turns an apparently cleared route into a resource decision. Fuel, ammunition and travel time all matter when deciding which bodies must be dealt with permanently.

Keep a last defense against a grab

Defensive items offer an emergency escape when an enemy grabs the character. Both protagonists can use daggers, Jill has a stun gun that uses battery packs, and Chris has explosive flash-defense items. Equipping one allows it to fend off a grab, but this protection does not work when the character is grabbed from behind. The options let the player choose automatic use or manual activation with the L Button. That choice changes how the fallback is managed: automatic use handles an eligible grab immediately, while manual use leaves the decision to spend the item with the player.

Choose Chris or Jill and revisit the campaign

Chris and Jill follow the same central mystery but do not produce identical playthroughs. Character-specific interactions, support characters and route details alter how parts of the story unfold. The first run rewards careful exploration more than speed, with files and environmental clues providing context for Umbrella’s experiments and the mansion’s history. Completing the game opens harder and special rule sets, including challenges built around altered enemy visibility. Real Survival changes the preparation rules further: storage boxes cease to share their contents, so an item must be collected from the same box where it was left, and automatic aiming is removed. This asks an experienced player to plan supply locations as well as routes. Those unlocks, the two protagonists and performance goals create replay value without turning the campaign into a mission-select action game.

Atmosphere does mechanical work

Prerendered environments allow dense rooms, moving shadows, water, smoke and lighting effects while polygonal characters and monsters move through them. Footsteps change across surfaces, doors and distant sounds build anticipation, and quiet stretches make a sudden attack more effective. The camera is not only decorative: it withholds information, frames entrances and can make a known hallway feel unsafe. Item models receive unusually careful lighting when examined, helping puzzle clues remain legible. The result is slow, oppressive horror in which presentation reinforces the player’s uncertainty rather than merely decorating combat.

Exact GameCube requirements and content

This North American GameCube version has a one-player offline campaign. It uses a GameCube controller and requires an external memory card for saved progress. The original North American release spans two game discs; the selected used-product condition controls what physical pieces are supplied, so the catalog disc count must not be treated as a promise that manuals, cases or every original pack-in are present. The game is rated M for Mature 17+ for Blood and Gore and Violence. Capcom rebuilt the adventure for GameCube in 2002, keeping its slow exploration and survival emphasis. Its original controls belong to this console edition; the alternative movement options of later remasters should not be assumed when choosing this version.

Who should enter the mansion

This remake is designed for players who enjoy planning routes, solving environmental puzzles and accepting that avoiding a fight can be a successful decision. Its pacing is slower and more methodical than later over-the-shoulder action entries. The reward is an interconnected location whose locks, shortcuts and threats become increasingly understandable with experience. Each saved resource and opened passage reduces uncertainty, but the game keeps enough new material to unsettle players who think they already know the original mansion.

More game data: releases, identifiers & technical details

Regional release records and identifiers for Resident Evil | Nintendo GameCube.

Release and technical facts

Fact Value Release / platform Source
Published by Capcom Co., Ltd. Japan MobyGames
Developed by Capcom Production Studio 4 Japan MobyGames
Cutscenes by Links DigiWorks Inc. Japan MobyGames
Cutscenes by Digital Frontier Inc. Japan MobyGames
Motion Capture by Links DigiWorks Inc. Japan MobyGames
Motion Capture by Motion Capture Sakuratei Japan MobyGames
Published by Capcom Co., Ltd. United States, Canada MobyGames
Developed by Capcom Production Studio 4 United States, Canada MobyGames
Distributed by Capcom Entertainment, Inc. United States, Canada MobyGames
Cutscenes by Links DigiWorks Inc. United States, Canada MobyGames
Cutscenes by Digital Frontier Inc. United States, Canada MobyGames
Motion Capture by Links DigiWorks Inc. United States, Canada MobyGames
Motion Capture by Motion Capture Sakuratei United States, Canada MobyGames
Published by Capcom Co., Ltd. France MobyGames
Developed by Capcom Production Studio 4 France MobyGames
Distributed by CE Europe Ltd. France MobyGames
Cutscenes by Links DigiWorks Inc. France MobyGames
Cutscenes by Digital Frontier Inc. France MobyGames
Motion Capture by Links DigiWorks Inc. France MobyGames
Motion Capture by Motion Capture Sakuratei France MobyGames
Published by Capcom Co., Ltd. Italy MobyGames
Developed by Capcom Production Studio 4 Italy MobyGames
Distributed by CE Europe Ltd. Italy MobyGames
Cutscenes by Links DigiWorks Inc. Italy MobyGames
Cutscenes by Digital Frontier Inc. Italy MobyGames
Motion Capture by Links DigiWorks Inc. Italy MobyGames
Motion Capture by Motion Capture Sakuratei Italy MobyGames
Published by Capcom Co., Ltd. United Kingdom MobyGames
Developed by Capcom Production Studio 4 United Kingdom MobyGames
Distributed by CE Europe Ltd. United Kingdom MobyGames
Cutscenes by Links DigiWorks Inc. United Kingdom MobyGames
Cutscenes by Digital Frontier Inc. United Kingdom MobyGames
Motion Capture by Links DigiWorks Inc. United Kingdom MobyGames
Motion Capture by Motion Capture Sakuratei United Kingdom MobyGames
Published by Capcom Co., Ltd. Belgium, The Netherlands MobyGames
Developed by Capcom Production Studio 4 Belgium, The Netherlands MobyGames
Distributed by CE Europe Ltd. Belgium, The Netherlands MobyGames
Cutscenes by Links DigiWorks Inc. Belgium, The Netherlands MobyGames
Cutscenes by Digital Frontier Inc. Belgium, The Netherlands MobyGames
Motion Capture by Links DigiWorks Inc. Belgium, The Netherlands MobyGames
Motion Capture by Motion Capture Sakuratei Belgium, The Netherlands MobyGames
Number of Offline Players 1 Player GameCube MobyGames
Original game disc count 2 North America MobyGames
Genre Horror North America PriceCharting
Also compatible on Wii North America PriceCharting
Developer Capcom Production Studio 4 North America PriceCharting
Disc count (PriceCharting) 2 game discs North America PriceCharting
ESRB rating Mature North America PriceCharting
Model number #DOL P GBIE North America PriceCharting
Player count Single Player North America PriceCharting
Publisher Capcom North America PriceCharting
Also compatible on PAL Wii PAL PriceCharting
Developer Capcom PAL PriceCharting
Disc count (PriceCharting) 2 game discs PAL PriceCharting
Genre Horror PAL PriceCharting
Player count 1 player PAL PriceCharting
Publisher Capcom PAL PriceCharting

Regional releases

Release date Region / edition Source
2002-03-22 Japan MobyGames
2002-04-30 United States, Canada MobyGames
2002-09-12 France MobyGames
2002-09-13 Italy MobyGames
2002-09-13 United Kingdom MobyGames
2002-09-13 Belgium, The Netherlands MobyGames
2002-04-30 North America PriceCharting
2002-09-13 PAL PriceCharting
April 30, 2002 North America PriceCharting
September 13, 2002 PAL PriceCharting

Catalog identifiers by release

Identifier Code Region / edition Source
EAN-13 4976219714259 Japan MobyGames
Nintendo Media PN DL-DOL-GBIJ-0-JPN/DL-DOL-GBIJ-1-JPN Japan MobyGames
UPC-A 013388200016 United States, Canada MobyGames
Nintendo Media PN DL-DOL-GBIE-0-USA United States, Canada MobyGames
Nintendo Media PN DL-DOL-GBIE-1-USA United States, Canada MobyGames
ASIN B0000657SP United States, Canada MobyGames
eBay Product ID 9078 United States, Canada MobyGames
EAN-13 5055060950029 France MobyGames
eBay Product ID 1036426504 France MobyGames
Nintendo Media PN DL-DOL-GBIP-1-EUR Italy MobyGames
EAN-13 5055060950043 Italy MobyGames
Nintendo Media PN DL-DOL-GBIP-0-EUR Italy MobyGames
Nintendo Media PN DL-DOL-GBIP-0-EUR United Kingdom MobyGames
EAN-13 5055060950005 United Kingdom MobyGames
Nintendo Media PN DL-DOL-GBIP-1-EUR United Kingdom MobyGames
ASIN B000066THS United Kingdom MobyGames
eBay Product ID 1447881052 United Kingdom MobyGames
Nintendo Media PN DL-DOL-GBIP-1-EUR Belgium, The Netherlands MobyGames
EAN-13 5055060950067 Belgium, The Netherlands MobyGames
Nintendo Media PN DL-DOL-GBIP-0-EUR Belgium, The Netherlands MobyGames
eBay Product ID 9078 Belgium, The Netherlands MobyGames
upc 013388200016 North America PriceCharting
asin B0000657SP North America PriceCharting
epid 9078 North America PriceCharting
model #DOL P GBIE North America PriceCharting
upc 5055060950005 PAL PriceCharting
epid 94002878 PAL PriceCharting
ean 5055060950005 PAL PriceCharting
epid 94002878 PAL PriceCharting

Data by MobyGames.com · Catalog data: PriceCharting

⭐ Condition Explanations

Brand New/Sealed: Brand new, unopened, factory-sealed.

Complete in Box: Pre-owned game with original manual and original box/case. Other original inserts may not be included.

Game Disc/Cartridge Only: Game only, with no manual or case.

Game & Case: Game with case and original artwork. A damaged or missing original case may be replaced with a new aftermarket case.

Custom Case with Game: Original game with a new case and professionally reprinted cover art.

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