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/vr/ - Retro Games

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>> No.8955025 [View]
File: 1.50 MB, 960x720, RE2 chems.webm [View same] [iqdb] [saucenao] [google]
8955025

things you didn't know RE2 had, part 1

>> No.8318569 [View]
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8318569

1.5 was a lot more realistic, realistic locations and puzzles. This is what makes it the most interesting, and I believe it's the number one reason why it scrapped, so they could re-work it and add the fantasy elements so that the game could be closer to RE1.

I'm talking about, making sure the RPD is actually a mansion, the chess pieces and themed keys, etc

Yes 1.5 plays like shit, but has anyone checked the betas of RE1? They were also full of shit. There was no reason why they couldn't have kept working on what they had like with 1; unless they believed the entire direction was off.

It's hard to tell if this helped the success of RE2 in any way... one thing's for sure is that it created an identity crisis for the game, and it's why we ended up with stuff like "it's a police station but it's actually a mansion!!1 this makes sense because we explain it to you in a file!" and barely any real puzzle in the game; and in the end, a game that ended being structurally a lot closer to RE1.
I think they were simply afraid of change. Capcom wasn't sure what exactly made RE1 successful so they wanted to make sure every single element is kept, including the unrealistic elements.

I've added tons of shit on TCRF regarding the RE2 protos, and going from proto to proto really helps understand this mentality they went through, there is still a lot to document but I kinda burnt myself out at one point.

>>8312086
I assume the shelter rooms would be experiments rooms or rooms designed to lock in experiments.

>> No.7841451 [View]
File: 1.50 MB, 960x720, RE2 chems.webm [View same] [iqdb] [saucenao] [google]
7841451

>> No.7727206 [View]
File: 1.50 MB, 960x720, Resident_Evil_2_PlayStation_unused_chemicals.webm [View same] [iqdb] [saucenao] [google]
7727206

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