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Deleted member 11093

User requested account closure
Banned
Oct 27, 2017
9,095
I really wish RE1-Zero came out on the Switch.

Edit: Not that I would mind RE4-7, but I feel like fixed camera angle REs are perfect on handhelds.
 

StallionDan

Banned
Oct 25, 2017
7,705
I mean would it even make narrative sense for RE7 to have all these different enemy types? The scope of the game is limited to one estate in which people are being infected and transformed by one cause. It's not an RE2 situation where Umbrella's various experiments have been unleashed and are running wild.

Granted the one visual design the Molded have is kind of underwhelming, but in terms of having "variety," I'm not sure that's really necessary given the scope of the game. And the Molded themselves have a decent amount of variety from a gameplay perspective.

The Ooze in Revelations are all very distinct. The Molded designs just suck.
 

Encephalon

Member
Oct 26, 2017
5,857
Japan
I care less about the general molded enemies being the same, and more about the "shoot glowing parts" (were they eyes? I can't remember) dad boss that somehow reminds me of D2 for the Dreamcast. I think the game had a strong start, but in the end, the "family" parts of RE7 didn't sit as well with me as other parts of the game.
 

Deleted member 419

User requested account closure
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Oct 25, 2017
3,009
I care less about the general molded enemies being the same, and more about the "shoot glowing parts" (were they eyes? I can't remember) dad boss that somehow reminds me of D2 for the Dreamcast. I think the game had a strong start, but in the end, the "family" parts of RE7 didn't sit as well with me as other parts of the game.
I think the issue there was that in the second half, they weren't really even "family parts" anymore, they were just conventional bosses with the Bakers transforming into various things.

Though I liked the second Marguerite fight, so I guess it was really just that last fight with Jack.
 

erlim

Member
Oct 26, 2017
5,513
London
They really should do a legacy collection with 1 (OG), 2, 3 and CVX.

Yes, I'm such a huge fan of this. I wonder what the best way to let capcom know about this. I mean if they can remaster the disney afternoon games and the mega man games, why not resident evil? I believe the PC ports, especially the 'source next' windows ports of 2 and 3 have some pretty high quality assets. Get everything running at 480p and add a selection visual filters, some museum pics, maybe some interviews, Wesker files, and honestly I'd pay $60. Hell I'd pay $60 just for 1-3 to be on modern consoles.
 

Vito

One Winged Slayer - Formerly Undead Fantasy
Member
Oct 25, 2017
16,099
Yes, I'm such a huge fan of this. I wonder what the best way to let capcom know about this. I mean if they can remaster the disney afternoon games and the mega man games, why not resident evil? I believe the PC ports, especially the 'source next' windows ports of 2 and 3 have some pretty high quality assets. Get everything running at 480p and add a selection visual filters, some museum pics, maybe some interviews, Wesker files, and honestly I'd pay $60. Hell I'd pay $60 just for 1-3 to be on modern consoles.
Twitter? Capcom Unity maybe?
 

Deleted member 671

User requested account closure
Banned
Oct 25, 2017
1,268
I mean would it even make narrative sense for RE7 to have all these different enemy types? The scope of the game is limited to one estate in which people are being infected and transformed by one cause. It's not an RE2 situation where Umbrella's various experiments have been unleashed and are running wild.

Granted the one visual design the Molded have is kind of underwhelming, but in terms of having "variety," I'm not sure that's really necessary given the scope of the game. And the Molded themselves have a decent amount of variety from a gameplay perspective.

As others have mentioned, limited scope like RE 1 didn't mean that it didn't have memorable enemies.


AkGjXZhcXTZeWhwAPWFnVo.jpg


This is basically what you fight for 9 hours besides the Bakers. Sure, some might look a little different, but it's such a bland design that I can't for the life of me remember what the different variations are.
 

Blackbird

Unshakable Resolve - Prophet of Truth
Member
Oct 25, 2017
5,496
Brazil
I mean, the original RE1 didn't had the same scope and production value of RE7. I understand that at the time it was revolutionary, but the investiment behind modern AAA titles is giant and honestly, unsustainable, especialy for single-player, story-driven experiences.

It's such a risk to make that happen nowadays, Bethesda knows what i'm talking about. Their games are very praised by the community and reviewers, with a ton of content and sometimes even sustained by sandbox elements, which seems to sell better in that area. But the they're bombing pretty hard.

Seeing RE7 for what it really is, the RE team made the right call carefully polishing their selective scope, not only to become profitable, but being a success and a proof of concept for a new series.
 

Deleted member 671

User requested account closure
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Oct 25, 2017
1,268
I understand the budget issues and limited scope. That doesn't make the designs any better. I'm not saying RE 7 needed 85 enemy variants like RE 6, but the last 1/3 of the game especially suffers because the molded are boring enemies to fight, let alone look at, and Jack's final boss form is really uninspired.

The first half of the game barely has molded or really any enemies at all and it was far better off for it because Jack and Marguarite Baker are far stronger designs in both visuals and gameplay. And the molded KINDA worked, as you said, when they were shrouded in darkness in the basement. However, since they are the only other enemy in the game, the got used in a ton of situation which don't suit them.
 

Deleted member 419

User requested account closure
Banned
Oct 25, 2017
3,009
Also worth mentioning that there's really two separate issues here. Yes the Molded have pretty bland visual design, I don't think anyone's really disputing that. That's a separate issue from whether or not RE7 should have more variety in enemy design though.

I guess what I'm saying is, I didn't see an issue in RE7 with fighting similar-looking enemies throughout the whole game, since the lack of variety makes sense given the smaller scope. If there is an issue there, it's that the one visual design is underwhelming - and that is a different issue from there not being multiple different designs.

Put even more succinctly, I think there wouldn't be nearly as many complaints about "no enemy variety" in RE7 if the one enemy visual design in the game were more interesting.
 

erlim

Member
Oct 26, 2017
5,513
London
Also worth mentioning that there's really two separate issues here. Yes the Molded have pretty bland visual design, I don't think anyone's really disputing that. That's a separate issue from whether or not RE7 should have more variety in enemy design though.

I guess what I'm saying is, I didn't see an issue in RE7 with fighting similar-looking enemies throughout the whole game, since the lack of variety makes sense given the smaller scope. If there is an issue there, it's that the one visual design is underwhelming - and that is a different issue from there not being multiple different designs.

Put even more succinctly, I think there wouldn't be nearly as many complaints about "no enemy variety" in RE7 if the one enemy visual design in the game were more interesting.

So RE8 should play with altered psychological states. Then all the enemies can be colorful or fluid. Locations could morph. Like that LSD game. Could be really weird and scary.
 

Dreamboum

Member
Oct 28, 2017
22,871
You never know until you try. I was quite excited for it, but it turned out to be even better. It's literally the original formula but in first-person and with a lot more ideas too.

Reminds me Lucas' domain was all-around genius, wish there was a bigger playground where he would shuffle traps around. I remember shooting 5 boxes without a trap in them, and the last trap I knife through a bomb explodes in my face. It was so tense.

The tape mechanic was also REALLY good. Holy moly, they went the extra mile with smart ideas (except the shadow puzzles). It would be criminal if they change the first person style for RE8, there are so many ways to expand it, the potential is so strong.
 

Deleted member 419

User requested account closure
Banned
Oct 25, 2017
3,009
The tapes were tense as hell. Every time I got one, I was like "shit, well I know for sure this person probably died or got captured at the end..."

I liked the Lucas area, though I think the game peaked with everything from the garage Jack fight to the chainsaw Jack fight. I didn't have major issues with any part of the game though, in fact the much disliked ship was one of my favorite parts. So what do I know :p
 

ArgyleReptile

Member
Oct 25, 2017
4,924
Playing through 6 again right now. Got me hoping for an open world RE game with survival elements and the same controls.
 

kc44135

Member
Oct 25, 2017
4,725
Ohio
There is a lot to say about the scope and main vision behind RE7, and why it had that selective amount of diversity within the enemies. From the beginning it was supposed be a more personal and intimate experience, focusing mainly on the pursuers inside the game. Takeuchi wanted to create a new level of interaction with the monsters you were trying to scape, making them relate to you in a twisted version of your reality. That's when the concept of "family" became the most important and focused part of the title, that's when the Bakers were created.

They would appeal to different kinds of horror, like Jack with the "slasher" genre (Jason Voorhees, Michael Myers or Jack Torrance), Marguerite focusing on body horror (just like The Fly and The Thing) and obviously Lucas trying to reference movies like Saw as well. It became clear that they were the main attraction of Resi 7, that's why i always say that the Baker familiy is basically the heart and soul of the game. But on the other hand, they needed some type of "front soldier" to keep the player doing things in a great sense of pacing, and to expand within the concept of the mold infection.

In earlier concepts, and the idea from the artist behind them, was to create uniform enemies that while were humanoid in a sense, would confuse the player in dark places, making them appear like shadows coming from nowhere. That's why they work in tight places with fewer light (like the basement or the second floor in the Old House), but unfortunately RE7 overused them in the worst ways possible, which is a shame.

oclK0.png


Coming back to the topic of budget, development focus and scope, they were messing with a lot of ideas which they tried to implement within the title. But it's very difficult to predict what type of things will work inside the game and not only on paper, usually the first stage of any gaming production starts with a lot of amazing ideas and concepts, but later the reality smashed them down and they need to focus on specific things, to deliver the experience with the quality and amount of polish the developers are know for.

For an example, there was supposed to be a dog (like a pet) within the Baker family. Her name was Diane, and opposing the traditional usage of dog enemies within almost every RE games, it was supposed to be a unique foe just like the rest of the family, being a pursuer as well. Another interesting concept was zombies that would hear your breath while passing around you, so the player had to press a button to hold their breath with a limited amount of time. Both concepts were scrapped because of the tight scope behind Resident Evil 7 and player feedback as well (players would hold their breath in real life as well, making the game extremely stressful to play in longer sessions).

But if you want to know more about the development scenario of RE7, and why they had to cut several things during the later phases of production, give this post i made earlier a read:
Wow, this was a lot of really interesting info! It is a shame that they weren't fully able to realize their vision for RE7, but that's the reality of game development, I suppose. Anyway, thx for sharing, Blackbird .
Yes, I'm such a huge fan of this. I wonder what the best way to let capcom know about this. I mean if they can remaster the disney afternoon games and the mega man games, why not resident evil? I believe the PC ports, especially the 'source next' windows ports of 2 and 3 have some pretty high quality assets. Get everything running at 480p and add a selection visual filters, some museum pics, maybe some interviews, Wesker files, and honestly I'd pay $60. Hell I'd pay $60 just for 1-3 to be on modern consoles.
Agreed. I would love this. I want this to be a thing so bad, y'all have no idea. I'd play RE: Gaiden and RE2 for the Gamecom 10 times in a row each to make this happen. That's the level of depravity I would sink to for an RE1-3 "Legacy Collection", or whatever they'd want to call it.
 

Wong Kar Why

Unshakable Resolve
Avenger
Oct 27, 2017
1,421
Going from REmake to Code Veronica is painful.

I'm enjoying CV more than I expected though. Maybe it's nostalgia.
 

Tetsujin

Unshakable Resolve
The Fallen
Oct 27, 2017
3,467
Germany
Love CODE Veronica. If there's one thing that bums me out though it's the lack of zombie decapitations =p
 
Oct 28, 2017
69
Yes, I'm such a huge fan of this. I wonder what the best way to let capcom know about this. I mean if they can remaster the disney afternoon games and the mega man games, why not resident evil? I believe the PC ports, especially the 'source next' windows ports of 2 and 3 have some pretty high quality assets. Get everything running at 480p and add a selection visual filters, some museum pics, maybe some interviews, Wesker files, and honestly I'd pay $60. Hell I'd pay $60 just for 1-3 to be on modern consoles.

The PC version of RE3 makes use of 640x480 backgrounds renders, whereas all versions of RE2 use pixellated 320x240 renders. RE2 is probably beyond saving, unless they decide to remake all the environments, but the former could probably be given a Grim Fandango Remaster-style make-over. They could upscale the BGs, update the character models and add in real-time shadows. Look up some comparison shots of the Grim Fandango Remaster if you want to see what Capcom could probably do if they decide to prettify RE3.
 

kc44135

Member
Oct 25, 2017
4,725
Ohio
The PC version of RE3 makes use of 640x480 backgrounds renders, whereas all versions of RE2 use pixellated 320x240 renders. RE2 is probably beyond saving, unless they decide to remake all the environments, but the former could probably be given a Grim Fandango Remaster-style make-over. They could upscale the BGs, update the character models and add in real-time shadows. Look up some comparison shots of the Grim Fandango Remaster if you want to see what Capcom could probably do if they decide to prettify RE3.
Personally, I don't think a huge amount of effort needs to be put into such a collection (that's probably best left for REmakes). Just make 'em look as good as they can, all things considered, maybe throw in some extras, and get RE1-3 running on modern Consoles, even if they have to display the backgrounds at 240p. They aren't even available on Steam or anything, despite already having PC ports. I honestly just want RE1-3 easily accessible on modern hardware (they're literally the only reason my PS3 is still plugged in) and well preserved, rather than being replaced over time with radically different REmakes.

That's probably part of my apprehension towards the idea of a TPS REmake 2. Like, with FF7, Square went in a radically different direction with that game's remake, but at least they made the original easily available for fans who still preferred it or wanted to play it, y'know? I wish Capcom could've done the same for RE2.
 

Deleted member 419

User requested account closure
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Oct 25, 2017
3,009
RE2 and RE3 with 1080p upscaling both still look good in my opinion, at least they did on Dolphin. No further remastering necessary, and they'd look even better on the Switch as opposed to a 55" TV.
 

Dreamboum

Member
Oct 28, 2017
22,871
Playing on a modern TV and upscaling RE2 and 3 looks quite bad in my opinion, it wouldn't pass the quality test. They could still release it as classic games though, but they stopped doing straight ports since the gamecube era so I don't see them doing the same for the switch *especially* with the lack of widescreen option, who would buy that today ? My take is the HD version of REbirth and RE0, and the obligatory RE4 port
 
Oct 28, 2017
69
The one on the left is how the backgrounds look like in the PC version of RE3, whereas the one on the right is how it looks like in the PSX/NGC version. The DC version makes use of slightly lossy copies of the PC backgrounds, iirc:

3qgPRvr.jpg


All things considered, the PC version's 640x480 backgrounds could probably be upscaled like REmake's 512x448 backgrounds. The posterized look kinda works better for RE3's graphical style better too, unlike with REmake's which had a more realistic look:

j6LiFSp.png


RE2 is beyond saving though, since they never bothered to render the backgrounds in a higher resolution than 320x240. Then again, that's what REmake 2 is for.
 

kc44135

Member
Oct 25, 2017
4,725
Ohio
Playing on a modern TV and upscaling RE2 and 3 looks quite bad in my opinion, it wouldn't pass the quality test. They could still release it as classic games though, but they stopped doing straight ports since the gamecube era so I don't see them doing the same for the switch *especially* with the lack of widescreen option, who would buy that today ? My take is the HD version of REbirth and RE0, and the obligatory RE4 port
I'd buy them. I'd love to have them on a modern platform. Call it nostalgia or rose tinted glasses if you will, but I would love a collection of RE1-3, warts and all. Also, FF7 and 9 on PS4 have terrible looking backgrounds and are stuck in 4:3, but still sold well. Nostalgia sells.

The one on the left is how the backgrounds look like in the PC version of RE3, whereas the one on the right is how it looks like in the PSX/NGC version. The DC version makes use of slightly lossy copies of the PC backgrounds, iirc:

3qgPRvr.jpg


All things considered, the PC version's 640x480 backgrounds could probably be upscaled like REmake's 512x448 backgrounds. The posterized look kinda works better for RE3's graphical style better too, unlike with REmake's which had a more realistic look:

j6LiFSp.png


RE2 is beyond saving though, since they never bothered to render the backgrounds in a higher resolution than 320x240. Then again, that's what REmake 2 is for.
REmake 2 likely won't have fixed camera angles or pre-renedered backgrounds. It is most likely a radically different game from the original RE2, for better or worse.
 
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Deleted member 2317

User-requested account closure
Banned
Oct 25, 2017
7,072
Whew RE Zero is pretty to look at. Started the most recent PC release and it's oozing atmosphere.

Not the most logical or well written game by far, but it's enjoyable.
 

Dusk Golem

Local Horror Enthusiast
Member
Oct 25, 2017
5,807
Resident Evil Zero HD Remaster honestly holds an honor for being the best looking classic-styled survival-horror game, they did have the assets for Zero still unlike REmake and it shows. A big part of that is partially because pre-rendered horror games kind of died after RE0 came out and there's not been a serious effort until I guess Until Dawn in part recently with a bigger budget (even though that's not really a classic survival-horror game). RE0 benefits not just from this though, but honestly the art direction of RE0 is pretty good. There's a lot of issues RE0 has, but I don't think even when it originally was the environmental art direction was ever an issue for anyone. It's not quite as dark and gothic as REmake, and in the end I like REmake's art direction a bit better, but RE0 is no slouch and the touched-up assets still look great to this day.
 

Deleted member 419

User requested account closure
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Oct 25, 2017
3,009
Manu I think the big contentious question is whether or not it'll be fixed-perspective or behind-the-shoulder though. So knowing it's third-person doesn't help much in that respect, unfortunately.

That definitely would be cool if you could switch between the two options though. That'd probably be the best way to approach it if you ask me.
 

Suede

Gotham's Finest
Member
Oct 28, 2017
12,522
Scotland
I feel "third-person" at this point means over-the-shoulder in Resident Evil. I'm pretty sure they would have stated it were fixed cameras if that's what the rumour was. At this point, I will be very shocked if it is fixed-camera angles.
 

Blackbird

Unshakable Resolve - Prophet of Truth
Member
Oct 25, 2017
5,496
Brazil
I feel the same way, many people still refers as fixed camera angles like it's third person, but if that would be the case, i think he would have said it in a more specific way.

Also, it's basically the most popular perspective amongst fans since RE4, they could reach a lot of people using that.
 

Blackbird

Unshakable Resolve - Prophet of Truth
Member
Oct 25, 2017
5,496
Brazil
I've been listening to a lot of RE's soundtracks lately, i think i even said before that i've made playlists for my favorite titles within the franchise (REmake, RE4, RE7 and RE2), but i can't help but feel that Resi 7's OST is highly unappreciated for some reason. It's a very experimental type of job, including the usage of unconventional objects to create a sickening feeling of insecurity and being haunted. If there's something that i loved about this game, is the way they handled the sound design in every manner possible, from simple sounds like the menu or picking pieces of scenery/items, to the atmospheric and oppressive natural sounds while exploring it's "abandoned" houses. It's just perfect, and i think both of these videos resonate a lot with how i feel about this:



The Sound and Music of Resident Evil 7: Biohazard - By SoundWorks Collection
 
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Blackbird

Unshakable Resolve - Prophet of Truth
Member
Oct 25, 2017
5,496
Brazil
But coming back to the topic of soundtracks (i had to cut this post in three parts because of the limit of media), i have a few examples if you're willing to listen. The title uses them well, from scary and tense encounters to more sensitive moments which are important to the story and character development:



 

Blackbird

Unshakable Resolve - Prophet of Truth
Member
Oct 25, 2017
5,496
Brazil
Also, despite many criticisms towards the end of the game because of that specific thing, i was almost in tears while hearing the REmake ending credits running in the background, it was a very personal and magical moment for me (especially after that amazing section before the final boss fight):





I think at this point most of you are becoming tired of my love and enthusiasm for this game, but damn, every time i go back and play it again, i become even more attached to it. Last night i faced the greenhouse encounter again, and man, if it wasn't for RE4, this would be by far my favorite set of boss fights inside any RE game. I can't wait for the future of mainline Resident Evil titles.
 
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Suede

Gotham's Finest
Member
Oct 28, 2017
12,522
Scotland
Also, despite many criticisms towards the end of the game because of that specific thing, i was almost in tears while hearing the REmake ending credits running in the background, it was a very personal and magical moment for me (especially after that amazing section before the final boss fight):

I must have missed that. It played at the end of RE7?
 

CenturionNami

Attempted to circumvent ban with alt account
Banned
Nov 2, 2017
5,230
So I saw this on Rock Paper Shotgun. A new (presumbly) boss for Not a Hero, does anyone want to guess what it is? Maybe Lucas transformed?
resident-evil-7-not-a-hero-release-date.jpg