The new forums will be named Coin Return (based on the most recent
vote)! You can check on the status and timeline of the transition to the new forums
here.
We now return to our regularly scheduled PA Forums. Please let me (Hahnsoo1) know if something isn't working. The Holiday Forum will remain up until January 10, 2025.
Resident Evil HD REmake and Resident Evil: Zero HD released, REmake 2 announced!
Posts
Man, you are poopy at maths.
If a game with a $1,000,000 budget makes $20,000,000 in sales, then a game with a $100,000,000 budget will make $2,000,000,000!
"We'll make a game that costs all the money, then it will make twenty times all the money! It's brilliant!"
"Uh, sir, the game only made six times all the money."
"You're fired. Report to the Death Room."
Now playing: Teardown and Baldur's Gate 3 (co-op)
Sunday Spotlight: Horror Tales: The Wine
that boulder is gonna get wrecked.
okay yeah, im getting this. the backgrounds are re-rendered for higher res. looks great and the pan and scan nature of the areas seems to work well. the crypt at the back of the house is a little lighter than i would like but everything looks nice.
I do like that they are detaching it from platforms and getting it out into the PC realm.
My first thought was awesome! This is one of my favorite games of all time. The control were clunky but the story was good, the game was scary, and I bought into it. I'd love to play it again in beautiful HD.
My second thought was about RE0, which I believe was only released on game cube. It would have been nice to include that, then you get both beginnings.
And then that's when I started to really question this, especially when the master chief collection entered my brain. Is this going to be a full $60 title? If so, I feel kind if ripped off, especially after reading that the backgrounds are just uprez'd.
Shouldn't this be Resident Evil Trilogy HD or slmething? The first 3 games. I feel if this is just RE1, and if it's $60, it's a complete rip off. At least include RE0.
Or maybe it's a $20 title and a must buy, but I'm guessing not.
Because a game isn't worth sixty bucks, but a game and a turd are.
There's zero chance it's going to be $60. Their other digital only re-releases, RE4 HD and RECV HD, were $20, so this will almost certainly be in the same ball park.
RE Zero will probably follow this if it's successful, even though it's a pretty poor game.
I'm the guy that Capcom loves.
Man, that reveal for RE:Revelations 2 was hilarious. Who're the most demanded returns to the series? Barry and Rebecca. Lets replace both of them with a new character.
People have been wanting that and a FF7 remake for so long I'm positive neither will ever happen.
Just watch a Let's Play or something. It's awful.
Twitch: KoopahTroopah - Steam: Koopah
Square has said they won't remake FF7 until they make a game that finally beats its sales.
So yeah, prooooobably never.
Did you finish the train section? If so then it's all downhill from there. Except for maybe the RE2 lab section but that made no sense anyway.
I think you're projecting your dreams on everyone else. Personally, I want REmake on PS4 and PC so I don't have to pull out my GC from the closet to play one of my favourite games. I don't want a RE2make because I have zero faith Capcom would actually deliver. Mikami and Kamiya are gone, so who would remake and redesign the game? RE6's director?
I came up with a great concept for how they could do it too.
Start the game in the mansion. Make the mansion portion roughly 1/3 of the game. Then, take the game outside the mansion, flow down through the mountains and forest and eventually end up in Raccoon city. The REboot would essentially combine the major plot points of RE1 and RE2 and streamline them into one game, with the escape from Raccoon City being the epic conclusion.
New set of survivors, Outbreak style, online co op, everyone has different skills, using the RE6 engine, set in Raccoon City. You have a time limit and a set of objectives, Dead Rising style, and there is not enough ammo to compensate for zombers being easy to headshot. In fact, have some characters just not able to use weapons at all - but they'd be able to carry more items or open extra doors or whatevs.
And being set in Raccoon, they'd not have the opportunity to write a bunch of new bullshit. :P
Naw I'm getting it from seeing and hearing people say "oh man I wish they'd do a REmake of 2 if this sells."
Twitch: KoopahTroopah - Steam: Koopah
Ah, see I picked it up for like $6 from Gamefly and played locally with a buddy of mine. It was pretty fun that way (and this was several months later). This is all my opinion of course as I realize that I am in the severe minority when it comes to this.
Really? I've seen far more people excited just to play the game, since there were a ton of people that never owned a GC.
Anyway, my only complaint about this game is the new control method. Including 3D controls is an insult to the original game and I'm betting will break the difficulty. And that's not even taking into account the way it'll break animation transitions.
From a design perspective, more options is never a bad thing. I for one will be using classic tank controls, so the new control scheme doesn't bother me none.
Twitch: KoopahTroopah - Steam: Koopah
In fact, I adopt the heretical position that the fixed camera angles in REmake are the absolute best thing about the game. Let me count the things fixed camera angles are used to do:
1. Highlight important items. I'm sure we've all had the experience of just walking past some important item or puzzle piece in a 3D game before. Some games (very annoyingly) momentarily take control of the camera away from you just to shove your face in it. "YOU NEED TO GO HERE" the game shouts at you. "Yes, I get it. I'm not an idiot" you might reply to the game. But who knows? I've missed stuff that should have been obvious before. REmake is a classier game than that. Its fixed camera angles often place things you need in the foreground, or use the position of other objects in the room to naturally draw your eye to the relevant information. It never feels forced, because it doesn't break up the flow of the game.
2. Establish mood. This one's obvious, but it bears emphasis. The main hall of the mansion tends to keep the camera pulled back, giving you a wide view of the area. You can tell there's no immediate danger, but the emptiness of the room creates its own kind of tension. The game is telling you "I have awful things in store for you, but you can't see them yet." Another early example of this is shortly after you encounter your first zombie. You walk through a hallway with the camera at a dutch angle. Often used to create feelings of disorientation, this hallway always makes me feel as if I'm standing on the precipice of madness. It's just an empty, dark hallway, and yet it's so memorable. In video games, I've walked down a fuckton of empty hallways, and let me tell you that practically the only ones I remember are from REmake.
2A. Sorry, but I'm going to dwell on this one a bit more, since it's so important to the horror genre. They're used masterfully to build tension. Opening a new door is a frightening event in RE, since you never know what you're going to find. Sometimes the game will torture you by keeping the camera fixed on the door you just walked through, rather than on the room full of POSSIBLE enemies. This is used sparingly, but it's so jarring when it happens. Your desire to know what your surroundings are suddenly spikes to almost unbearable levels. Just like the hallway example above, this manages to turn an ordinary event like walking through a door into a moment that I remember. Another great example of this is when the camera hangs on a certain shot far longer than it usually does. Near the end of the game, there's a hallway that you start running down... and you just keep running. You mind keeps expecting the game to jump to a new angle, but it doesn't. You character just keeps getting smaller and smaller. The game is whispering in your ear, "Something's coming... Are you ready?" And you look at your tiny, shinking character and desperately which you could just turn around.
3. Foreshadowing. Imagine you're exploring this creepy mansion, you turn a corner and suddently (gasp!) you're outside? Wait, no, you're not outside. The camera is outside a window, looking through it at your character. Not only does this force you into the uncomfortable position of imagining something outside watching you, but also gives you an unfortunate realization; these windows aren't going to make it to the end of the game. At some point, someone or something is coming through them. Another great example of taking an empty room, making it memorable, and simultaneously giving you information relevant to your survival.
4. Prevent an over-reliance on jump scares. Jump scares are the easiest, laziest way to scare someone. Honestly, they don't even scare. They surprise. The setting and story can make that surprise seem scary, but technique itself is boring. REmake certainly has its fair share of jumps, but the use of fixed camera angles gives it more tools in its arsenal. You could literally remove all the jump scares in the game and it would still be legitimately creepy. (If you did that with most modern horror games, you'd probably just have a violent action game.)
5. Draw attention to REmake's astounding sound design. When the game refuses to let you see everything in the room (see 2A), it forces you to rely more on your other senses for information. Luckily, every enemy has a distinctive utterance. REmake has some of the most memorable sound effects ever, probably because I learned to listen for them as if my life depended on it. I think everyone who has played REmake for any length of time will never be able to forget that distinctive zombie groan. Or the sound of dog paws scraping against linoleum. Honestly, the sounds are great on their own, but the fixed angles in certain rooms guarantees that you'll learn to appreciate (and hate) them.
6. Show off (all of) those character models. Leon has a great ass. But by the end of RE4, I felt like I had seen enough of it. I'd go so far as to say I'd become bored of looking at his ass. REmake recognizes this danger, and instead uses various camera angles to treat us to all sorts of front and back shots of Jill and Chris. And when the game treats us to the occasional ass view, it feels earned.
I'm sure this rant will only be read by a few, but to those few I'd like to apologize for not being able to support my points with screenshots. But I think that most people who have played REmake will remember the locations I've mentioned. At least, I'd like to think the camera work in REmake made as big an impact on others as it did on me.
As an addendum, I support tank controls only because they serve a greater purpose, and that purpose is fixed camera angles.