Typewriter Sessions: A Resident Evil Podcast

Episode 1: Resident Evil (1996): Part I - The Beginning of an Outbreak

Typewriter Sessions: A Resident Evil Podcast

Show Notes

Welcome to the debut episode of Typewriter Sessions! Join Brett and Claire as they dive deep into the creation of the original Resident Evil. From early concepts and design inspirations to behind-the-scenes stories and development hurdles, and even a few secrets you may have never known! This episode covers the journey leading up to the game's iconic release. Expect great stories, nostalgic memories, and plenty of laughs along the way. Stay tuned for part two, where we explore the release, reception and the legacy that followed. SORRY FOR THE TEETHING PROBLEMS ON CLAIRE'S AUDIO. NO MATTER HOW MUCH WE TESTED THIS SET UP AND EVERYTHING WAS FINE DURING TEST, THIS ONLY HAPPENED WHEN WE DID THE OFFICIAL RECORDING! WE WILL HAVE THIS SORTED FOR PART 2!!!

Don't forget to check us out on Instagram: @typewritersessions And if you want to see Brett play through some Resident Evil titles. check him out on YouTube: @MiniGrimz.

More from Typewriter Sessions: A Resident Evil Podcast

Oct 6, 2026

Part 1 of 3 — The Rebirth of Survival Horror In the first instalment of our three-part series, Typewriter Sessions turns its attention to one of the most ambitious and celebrated remakes in gaming history: Resident Evil (2002). Released for the Nintendo GameCube, Capcom didn't simply remaster or recreate the original 1996 classic. They went back to the foundations of Resident Evil and rebuilt it from the ground up — reimagining its story, environments, characters, puzzles, atmosphere and horror to create something that was simultaneously familiar and entirely new. But how did this extraordinary project come to be? In Part 1, we travel back to the early development of the remake, examining Capcom's decision to revisit the game that defined survival horror, the people behind its creation, the technological ambitions of the GameCube project, and the direction taken by the development team as they sought to make something far more than a simple remake. We explore how Shinji Mikami and his team approached the seemingly impossible task of improving upon a genre-defining classic — and why the decision was ultimately made to completely recreate Resident Evil rather than simply reproduce it. From the earliest concepts and development decisions to the game's extraordinary visual presentation, oppressive atmosphere and commitment to genuine survival horror, we examine how Capcom transformed the Spencer Mansion into something darker, richer and more terrifying than ever before. Because this wasn't simply Resident Evil brought back to life. It was Resident Evil reborn. Join us as we uncover the development, ambition and creative vision behind one of the most important survival horror games ever created.

Aug 30, 2026

Season Two of Typewriter Sessions begins with one of the strangest, most obscure and often overlooked experiments in Resident Evil history. Resident Evil: Gaiden is a game that almost feels like it shouldn't exist. Originally conceived around the idea of bringing the original Resident Evil to a portable platform, the project would undergo a remarkable transformation during development. What began as an attempt to adapt the survival horror classic for a handheld audience would eventually evolve into an entirely new game, complete with its own characters, story, mechanics and setting. In this episode, we trace Resident Evil: Gaiden's unusual development journey, from its early roots as a portable version of the original Resident Evil to the game that was ultimately released. We explore the game's ambitious concept, its development history, its unusual gameplay, the creation of its original story and characters, and the decision to set much of the adventure aboard the cruise ship Starlight. And, of course, we ask the question that has followed Gaiden since its release: How did Resident Evil end up on the high seas? So grab your life jacket, keep your ammunition close, and prepare to set sail... The zombies are waiting on the high seas.

Jul 27, 2026

As Season One draws to a close, we turn our attention to one of the most unusual and often forgotten entries in Resident Evil history. Originally conceived as an arcade experience before making the leap to home consoles, Resident Evil: Survivor 2 – CODE: Veronica occupies a unique place within the franchise. Released in limited territories and overshadowed by its more celebrated counterparts, it has become something of an obscure curiosity—a game remembered by few, yet fascinating for the story behind its creation. In this episode, we explore the game's origins as a light-gun arcade cabinet, its transition into a hybrid home release, and the development decisions that shaped its final form. We examine how it borrowed from Resident Evil: CODE: Veronica, why it failed to leave a lasting impact, and whether its reputation as one of the series' forgotten experiments is truly deserved. Join us as we uncover the history, the ambition, and the shortcomings of a title that has spent decades lurking in Resident Evil's shadows. As nightmares resurface and forgotten memories return, we ask one final question... How did we survive Survivor 2?

Jul 7, 2026

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Jun 30, 2026

The investigation into one of Resident Evil's most influential games continues...

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