include an upgrade to 5.1 surround sound, video options for both the original 4:3 ratio or a new 16:9 option, as well as more control styles including a modern non-tank-like control scheme. Overall, Takenaka felt that putting together the remaster for Resident Evil Zero was more difficult than that of Resident Evil, largely due to the companion function. Reception Resident Evil Zero received generally positive reviews after its initial GameCube release in 2002. The graphics and atmosphere were universally praised, being described as "wonderfully spooky" and "moody" with an "astonishing level of detail". Scott Steinberg of GameSpy noted how the animated backgrounds, such as flickering lights and dripping water, brought the environments to life. Giancarlo Varanini of GameSpot shared these sentiments, and complimented Capcom on how they were able to blend the game's models with pre-rendered backgrounds to create highly detailed visuals. The sound design was also complimented, with Matt Casamassina of IGN noting that "Capcom uses silence at times, too, to scare, which is brilliant." Varanini described the soundtrack as one "that will keep you in constant fear." Louis Bedigian of GameZone praised the sound effect work, such as thunder, gunshots, and footsteps for building a scary environment. The controls were universally panned as archaic, and the series was criticized for not evolving the control scheme to something more similar to Devil May Cry (2001) or Eternal Darkness (2002). Critics had mixed reactions to the gameplay changes from previous series entries. Regarding the new item system, a critic from Game Revolution noted that it prevents the need to return to item boxes to empty inventory. However, he also noted a drawback, in that it introduces more backtracking to pick up an item that was dropped. Contrary to this, Mark MacDonald of 1UP.com praised it for eliminating the backtracking that slowed down previous series entries. Varanini from GameSpot gave credit to Capcom for attempting a new item system, but it is ultimately not too useful since it is easiest to drop all the items in a save location anyway. Casamassina of IGN called the system "perfect" and much better than the item boxes in previous games. Regarding the partner system, Varanini said that it works well, although he found the puzzles too simple and the companion's AI was lacking at times. Bedigian of GameZone praised the companion system for adding a new dimension to the Resident Evil series and it