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Japan vs North America · Resident Evil · 6 min read

Resident Evil vs Biohazard

The West got a shorter, black-and-white intro, no auto-aim, and a deliberately harder game

The Censored Opening

Biohazard opened in Japan with a violent live-action film sequence presented in full colour. Western releases received a version that was shorter by around thirty seconds and rendered entirely in black and white, a decision taken because the footage was judged too violent for American players. The content itself was altered as well: newspaper clippings replaced shots of dead bodies, a scene with a disembodied hand was cut down, one character's gruesome death was shortened, and a shot of a severed head falling was removed. Even the end credits differed — a sequence showing various grisly Game Over deaths, seen after finishing the game with the rocket launcher, was omitted from the Western release.

Auto-Aim and Difficulty

The mechanical differences cut deeper than the presentational ones. Biohazard included an auto-aiming function that helped the player line up shots against shambling zombies; the Western Resident Evil removed it entirely, making combat markedly more demanding with the game's stiff tank controls. Capcom also reduced the number of saves available per ink ribbon from six to three, sharply tightening one of the game's central resources and raising the tension of every decision about whether to record progress. Together these changes made the Western version of Resident Evil a substantially harder game than the one Japanese players bought.

Designed to Defeat Rentals

The reasoning behind the added difficulty is unusually candid. Renting video games was illegal in Japan, so Capcom had no reason to worry that Japanese players might finish Biohazard over a weekend without buying it. In North America, where game rental was a thriving business, that risk was real — and so the Western version was deliberately made harder, with auto-aim removed and saves restricted, to reduce the chance a player could complete it on a rental and never purchase a copy. It is one of the clearest documented cases of a game's difficulty being tuned not for player experience but for the commercial structure of a regional market.