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File: 109 KB, 1200x800, 6ACF8EFC-E612-4A9F-9A8B-77D938B58111.jpg [View same] [iqdb] [saucenao] [google]
7692940 No.7692940 [Reply] [Original]

New Resident Evil thread because why not. What is your favorite game and character? I like RE2 and Rebecca.

>> No.7692949

>>7692940
I like 3 and Jill

>> No.7693015

>>7692940
The catalog is full of Resident Evil threads you spamming fgt. We really didn't need another one.

That being said RE2 and Claire.

>> No.7693131
File: 689 KB, 1000x600, becca_comfort.webm [View same] [iqdb] [saucenao] [google]
7693131

Rebecca is the best protagonist and antagonist

>> No.7693175
File: 79 KB, 1923x1246, re2.jpg [View same] [iqdb] [saucenao] [google]
7693175

2 and 3 are peak video games for me so those 2 and prob claire

>> No.7694003

>>7692940
Resident Evil 3 and 5. Chris is my favorite character. If i had to go full coomer i would probably pick Jill in her RE3 outfit.

>> No.7694123
File: 20 KB, 150x150, 5.gif [View same] [iqdb] [saucenao] [google]
7694123

>>7692940
Resident Evil 1996
Rebecca Chambers
RE6 Sherry Birkin if I have to go full coom.
RE5 Mercenaries is the best thing to come out of post Raccoon City.

>> No.7694698

>>7692940
2 and 1.

Barry is my favorite character and it's a disgrace he never got his own main series entry as a protagonist.

>> No.7696093

>>7692940
RE3 is peak. Jill is best.

>> No.7696543
File: 13 KB, 220x164, 220px-Vengeance_of_Serfs_(Geoffroy,_1845).jpg [View same] [iqdb] [saucenao] [google]
7696543

>>7692940
I like CV and Steve. If you don't like Steve, you lack any form of intelligence.

>> No.7696571
File: 58 KB, 894x894, Leon.jpg [View same] [iqdb] [saucenao] [google]
7696571

>>7692940
Resident Evil 2/4 and Leon S. Kennedy.

>> No.7696729

>>7692940
3 and I'm sorry but Jake

>> No.7696735

>>7696543
Steve could have been rendered in cat ears and thigh highs and give no difference in impression

>> No.7696757
File: 52 KB, 351x553, becca concept.jpg [View same] [iqdb] [saucenao] [google]
7696757

Is there a site anywhere with scans of concept art from RE1? I'm trying to find a better version of girl scout Rebecca on the left here plus the rest of the cast. There's a whole series of concept art done in that style, but I can only find good images of Chris and Jill.

>> No.7696763
File: 488 KB, 322x553, barry.png [View same] [iqdb] [saucenao] [google]
7696763

>>7696757
And here's a partial image of Barry in that style snipped from an old strategy guide.

>> No.7696842
File: 648 KB, 557x695, 6EC1F1A4-B7EF-4EDA-B6FB-27182C54E9AD.png [View same] [iqdb] [saucenao] [google]
7696842

Resident Evil 4 is my favorite game but the REmake is a close second.

My favorite character is probably Leon.

>> No.7697021
File: 93 KB, 1440x1080, Patched BH2-210428-005833.png [View same] [iqdb] [saucenao] [google]
7697021

I think this part from RE 1.5 may have inspired the part in RE2R where the zombies reach for you in the jail.

>> No.7697039

>>7697021
fun fact: you don't get any damage if zombies hands grab you in that part

>> No.7697283
File: 22 KB, 300x300, becca04.jpg [View same] [iqdb] [saucenao] [google]
7697283

*filters 97% of players*

>> No.7697292

noice. doing a playthrough of 1-3 on emulator

>> No.7697315

>>7697283
This has to be bait. Resi 0 is the laziest game in the whole series. It feels like a mod to REmake made by a fan.

>> No.7697415

>>7697283
How was I filtered if I beat the game once then got bored with it?

>> No.7697481 [DELETED] 

>>7697283
is this the result of being infected with the Tomboy-virus?

>> No.7697486 [DELETED] 

>>7697283
is this the result of being infected with the Tomboy-virus?

>> No.7697489 [DELETED] 

>>7697283
is this the result of being infected with the Tomboy-virus?

>> No.7697759

>>7697415
>playing just once
do you even residentevil?

>> No.7697762

>>7697415
you gotta get every ending 5 times to be a real resident evil fan

>> No.7698207

>>7697759
>>7697762
I've done that with the other games I've played, RE0 was the only RE game where I felt a distinct need to not play it again after beating it.

>> No.7698280

>>7698207
CV & Zero both had this effect on me. Zero is worse because the section that kills the game's pacing happens fairly early on and makes up 50% of the game. CV isn't as bad, but Chris's Rockfort section is incredibly bland despite the dev's attempts to spice it up.

>> No.7698291
File: 2.13 MB, 1920x1080, jill_crimson_knife.webm [View same] [iqdb] [saucenao] [google]
7698291

you havent beat an RE game until youve done knife only, no saves

>> No.7698315
File: 40 KB, 330x240, Resident Evil 2 (USA) (Demo)-0768.png [View same] [iqdb] [saucenao] [google]
7698315

I kinda like Kendo

>> No.7698326

>>7692940
I love RE and want to suck all your dicks who love it too :3 im a guy

>> No.7698331
File: 248 KB, 882x530, leonxkendo_01.webm [View same] [iqdb] [saucenao] [google]
7698331

>>7698315

>> No.7698341
File: 26 KB, 320x240, Resident Evil 2 (USA) (Demo)-0769.png [View same] [iqdb] [saucenao] [google]
7698341

>>7698331

>> No.7698354

I really like the original 1-3 games, for some reason I just cannot get into 4. It just doesn't click with me at all and everyone loves the game.

>> No.7698425
File: 249 KB, 1280x720, beccaxjill_remakenod.webm [View same] [iqdb] [saucenao] [google]
7698425

>> No.7698896

>>7696757
>>7696763
This shit is frustrating as hell. I've been trying to find concept art of the mansion because I know it's out there somewhere. The Crimson Head site has low res scans of a bunch of pencil sketches with their retarded watermark slapped all over them. I know colored versions of those sketches exist because there's a few in the True Story Behind Biohazard book and I saw very nice high res scans on an ancient defunct fansite....used as backgrounds for infographics with a bunch of text and pictures pasted on top of them.
It's enough to make you pull your hair out.

>> No.7698934

>>7698896
Welcome to Resident Evil fandom. Enjoy your stay.

My advice? You find something, put it on TCRF. It's high time everything got centralized to a legit website. Next time you search for it you'll know where to look.

>> No.7699345

>>7698425
Don't cum!

>> No.7699357

becca is wholesome and cute

>> No.7699436
File: 379 KB, 1280x720, becca_shootstyrant1.webm [View same] [iqdb] [saucenao] [google]
7699436

>>7699357

>> No.7699958

>>7698326
Are you a cute trap ? If yes suck me.

>> No.7700130

>>7692940
i'm playing through the first game as jill right now on vita. stuck in the courtyard tunnels.
only played 7 before. i'll probably play 8 on release.

>> No.7700820
File: 96 KB, 320x240, ROOM30C_0.png [View same] [iqdb] [saucenao] [google]
7700820

I just found a gold mine.

>> No.7700823
File: 117 KB, 320x240, ROOM30A_3.png [View same] [iqdb] [saucenao] [google]
7700823

>> No.7700909

>>7700820
I don't get it.

>> No.7700927
File: 102 KB, 320x240, ROOM305_2.png [View same] [iqdb] [saucenao] [google]
7700927

>>7700909
early rooms background data for RE2. Not RE1.5, RE2; although some of these may be leftovers from 1.5

Several rooms don't exist in the final version. Pic related, several tech rooms, which in the end got replaced by the generic sewers we got.

>> No.7700932
File: 110 KB, 320x240, ROOM306_5.png [View same] [iqdb] [saucenao] [google]
7700932

>>7700927
Right, some of these are from "1.5", like pic related, where is where the cutscene with Sherry and Elza takes place in the video found on the Biohazard Complete Disk

>> No.7700936

>>7692940
I just finished the original RE2 for the first time, LeonA and I got an E rank took me like 6 hours, used 10 Ink ribbons, I'm gonna playthrough all the scenarios and then try and get an A rank on LeonA. What rank did you all get on your first run of the game however long ago?

>> No.7700967
File: 93 KB, 320x240, ROOM701_1.png [View same] [iqdb] [saucenao] [google]
7700967

>>7700932

>> No.7700986

>>7700927
>>7700932
neat

>> No.7700990
File: 109 KB, 320x240, Biohazard_2_ROOM606_5.png [View same] [iqdb] [saucenao] [google]
7700990

>>7700986
There is so much shit in there (demo version of RE2) I don't know where to do. About 600 backgrounds which differ from the final version. Maybe some of them are also found in the RE1.5 leaked version but I don't know which.

>> No.7701505
File: 71 KB, 320x240, R303_10.png [View same] [iqdb] [saucenao] [google]
7701505

JILL NOOO

>> No.7701524
File: 18 KB, 492x314, Resident_Evil_2_-_Marvin_Brangah.jpg [View same] [iqdb] [saucenao] [google]
7701524

RE2 and that black cop with a celebrity resemblance I can't quite peg.

>> No.7702047
File: 587 KB, 1280x1705, Gamepro Dec 1995.jpg [View same] [iqdb] [saucenao] [google]
7702047

I found something kinda interesting while digging for some RE1 stuff. It's a preview, but it mentions weird stuff like fire extinguishers and hammers and a crossbow and chainsaw as weapons. I wonder if this was just some bullshit the author made up or some early concepts that never made the cut.
It's interesting that old Usenet posts sometimes talk about a rumored RE 0.5 with a chainsaw weapon and some different areas, so this issue is probably the source of that unless it was mentioned in other places too.

>> No.7702082

>>7702047
Pictures in the article are from the August 4, 1995 proto:

https://tcrf.net/Proto:Resident_Evil_(PlayStation)/August_4,_1995_Prototype

All down to having Jill blocking the stairs in the main hall. I've actually never seen articles from that precise version before, only versions that look very close like it.

Anyway, there is no trace of such things (xbow and chainsaw weapons, fire extinguisher item) in either the august nor the the october 1995 protos to my knowledge, the only thing I haven't looked at being code. However, the article also mentions the graveyard and the tower, which were legit concept art.

>> No.7702246
File: 101 KB, 320x240, Resident_Evil_2_preview_ROOM50C_0.png [View same] [iqdb] [saucenao] [google]
7702246

they really scrapped a lot of great stuff

>> No.7702256

>>7692940
2 > 1 > 3 > cv > 0
wish they make resident evil 4 someday.

>> No.7702265

>>7700927
>>7700990
>>7702246
These are in the sewer area? Why on earth did they replace this stuff with boring tunnels? That office with the Umbrella mousepad is pretty cool too.

>> No.7702278
File: 112 KB, 320x240, Resident_Evil_2_Preview_ROOM303_0.png [View same] [iqdb] [saucenao] [google]
7702278

>>7702265
2nd one from your quote is the train at the end of the B scenario, 3rd one is the lab corridor next to the elevator and the engine rooms (first lab room in B scenario right from the train elevator)

Only the first one you quoted is from what seems to have been replaced by the sewers (several clues make me think this, including at least two rooms which look very close to the sewer in some ways), and yes it looked 10 times better.

Basically there is no sewer at all in this version, it goes
>streets -> police station -> tech looking area -> lab

but it's a bit hard to follow because rooms from different time periods seem to be next to each others in the data. For instance that office I posted has a room number in the 300, just like the tech area, but it looks like it belongs in the early police station instead.

Here is another one from the tech area though

>> No.7702289
File: 90 KB, 320x240, Resident_Evil_2_Preview_ROOM400_5.png [View same] [iqdb] [saucenao] [google]
7702289

Here is some comfy lab stuff, you should recognize the area

>> No.7702291 [DELETED] 

>>7702256
>2 that high
>CV that low
Shitplayer detected.

>> No.7702305
File: 89 KB, 320x240, Resident_Evil_2_Preview_ROOM511_1.png [View same] [iqdb] [saucenao] [google]
7702305

>destroyed, probably in-flames, version of the lab

think they had meant the player to escape after the self destruct had started? This shit looks dope

>> No.7702352
File: 83 KB, 320x240, Resident_Evil_2_preview_ROOM30B_2.png [View same] [iqdb] [saucenao] [google]
7702352

>>7702278
>>7702265
Here, here is a pipe/tunnel that got turned into the vent shaft full of cockroaches in the final

>> No.7702361
File: 108 KB, 320x240, Resident_Evil_2_Preview_ROOM304_3.png [View same] [iqdb] [saucenao] [google]
7702361

>>7702352
and this, in spirit looks close to the sewer rooms with the turntable bridge. In both cases you got two floors, two seperate rooms, and in each of the room you can see the other floor

>> No.7702395

>>7698291
remaster controls is basically cheating

>> No.7702403
File: 104 KB, 320x240, Resident_Evil_2_preview_ROOM200_7.png [View same] [iqdb] [saucenao] [google]
7702403

Fun fact: they removed the light on the wall when they added the emergency ladder.... But the lighting around the lightsource staid the same.

>> No.7702448
File: 98 KB, 320x240, ROOM200_7_final.png [View same] [iqdb] [saucenao] [google]
7702448

>>7702403

>> No.7702705

To the unfinished / scrapped room poster, thank you for sharing.

>> No.7703101

Honestly, the more behind the scenes/cut stuff from RE2 I see, the more impressed I am that it turned out as well as it did.
It's also fun to imagine what would happen in Y2K+21 if the highly anticipated sequel to a hit game was canned at like 90% completion and restarted from scratch. People would absolutely melt the fuck down, but I don't remember anyone getting particularly upset back when that happened.

>> No.7703124

>>7702289
>>7702305
The underground lab's my favorite area, pretty neat stuff

>> No.7703176

>>7702047
i played through the game recently (finished it today) and there is a lot of fire extinguishers dotted around the final lab area.

>> No.7703183

>>7701524
won't smith

>> No.7703519

>>7692940
2 is the only one that ever clicked for me. 1 was too focused on puzzles and shit, 3 was too focused on quick-time shit and forcing you along the rails

>> No.7703536

>>7702395
No one wants to fight the control scheme in a game.

>> No.7703551

I'm playing through the RE1 Director's Cut Dual Shock for the first time.
Original is basically the US RE1 with tougher enemies and 2 ink ribbons per pickup, just with autoaim enabled. It's a great balance and probably my new favorite mode.
Beginner seems to based on that mode too, since it doubles ink ribbons and you get 4 at a time but the enemies are much weaker.
Arranged Mode is a straight port of the original DC version with the tougher monsters and 3 ribbons per pickup.

>> No.7703561

>>7703551
Forgot to add, it's weird as fuck because it's a mixture of difficulties from different versions. I always thought it was identical to the first DC, just with analog controls and a new soundtrack.

>> No.7703569

>>7703536
Tank control are easy to use,brainlet.

>> No.7703718

>>7703569
This desu

>> No.7704202

>>7703561
>Forgot to add, it's weird as fuck because it's a mixture of difficulties from different versions

I always thought there were more than 2 difficulties in RE1 depending on versions AND regions. Someone ought to document this shit, I'm probably gonna have to do it myself

>> No.7704212

>>7703536
>t. 80 IQ ape

>> No.7704218

>>7703536
this is the state of modern RE fans, for them "Resident Evil" is nothing more than the HD Remaster of the REmake, played with the cheated control schemes, the zoomed in aspect ratio, and the BSAA costumes

>> No.7704303
File: 51 KB, 320x240, RE2_USpreview_lab_ladder.gif [View same] [iqdb] [saucenao] [google]
7704303

>>7703124
>The underground lab's my favorite area

I always thought it was odd how the lab in RE2 looked HUGE but we only get to see a small part of it.

Well....

>> No.7704304
File: 524 KB, 820x1027, Ey7RekWXEAA-t4r.jpg [View same] [iqdb] [saucenao] [google]
7704304

>>7700990
All these early factory and lab screens you're sharing are definitely from RE 1.5. The lab actually turned out to be really similar between 1.5 and the final RE2.

And yeah 1.5 stuff to me looks really really cool, although I trust the devs that the game itself wasn't very good.
It also had some really good tracks:
https://www.youtube.com/watch?v=AbZa3Cz5ruk&list=PLsWfUGdA5L-jqw0gqzF1r4PAK8cBbwioC&index=3

>> No.7704313

>>7704304
>All these early factory and lab screens you're sharing are definitely from RE 1.5.

Yeah that's what I figured, however are the backgrounds from the 1.5 era found in the Jap/US RE2 demos really "identical" to the known 1.5 versions, or are some of them in a more developped state? Also, is there more to be seen from those areas in the demos than there is in the actual 1.5 dumps?

I don't have the answer to the questions yet, first I'm dumping those, because either way it's still interesting to know the 1.5 bgs staid in the game so late; then I can compare

>> No.7704328
File: 103 KB, 320x240, Resident_Evil_2_preview_ROOM504_6.png [View same] [iqdb] [saucenao] [google]
7704328

>>7704304
Here is some of that 1.5 blue tint.

This looks like an early version of the B5 lab corridor from the final game, the one where Annette gets bitched slapped by her monster of a husband at the end of Claire A

>> No.7704346

>>7704313
I didn't know that the RE2 demo contained 1.5 stuff, but just from the screens posted here some of these backgrounds certainly look identical to the ones found in the 40% completed RE 1.5 build that leaked.
>>7704303
>>7702361
>>7702305 The lab is indeed in flames in the leaked build
>>7702278
>>7702246
>>7700927
>>7700932
>>7700823
>>7700820
These are ones that look nearly the same

>> No.7704368

>>7704346
So turns out that some of the stuff people got excited over with the 1.5 build, they had available in their released RE2 demos all this time if they knew.

Well it will certainly be interesting to compare the two versions to see if they are any different and see what can be found in one version and not the other. Anyways it looks like the 1.5->2 transition wasn't as clear cut as interviews made it out to be. They didn't throw the entire game in the bin and start "everything" from scratch but built on the scrapped stuff.

>> No.7704371
File: 102 KB, 320x240, Resident_Evil_2_preview_ROOM507_5.png [View same] [iqdb] [saucenao] [google]
7704371

>>7704303
I think this is the third scrapped floor

>> No.7704372
File: 68 KB, 320x240, Resident_Evil_2_preview_ROOM508_1.png [View same] [iqdb] [saucenao] [google]
7704372

>>7704371
There is this corridor + two small rounds rooms that look like pic related called "Shelter #01" and "Shelter #02"

>> No.7704407
File: 66 KB, 320x240, Resident_Evil_2_preview_ROOM704_6.png [View same] [iqdb] [saucenao] [google]
7704407

turntable for the train that leads down tot he lab, which actually looks like a genuine irl counterpart. I always thought that area looked dumb in the final because the train has nowhere to go but down and up, so why even have a train.

>> No.7704441
File: 11 KB, 1690x170, RE2chemicals.png [View same] [iqdb] [saucenao] [google]
7704441

Can anyone confirm this? I played all 4 scenarios on N64 but didn't find any chemicals. I played 2 scenarios with the item randomizer on though so maybe that didn't help.

>> No.7704947

Did you know ?!

In Biohazard 3 on PS1, there is a video ad for Dino Crisis you can access via the main menu.

Also, in that same version, just like in BH2 auto-aiming is turned on by default in every control type, but it can be turned off by using the exact same cheat.

>> No.7705021
File: 60 KB, 640x480, DpfdoyqUwAAffao.jpg [View same] [iqdb] [saucenao] [google]
7705021

>>7704303
I never played Outbreak but when I saw you go to the lab I wish I did...

>> No.7705031

>>7705021
I could never get into Outbreak. In my region online was never available afaik anyway. I know these days you can play online using jap serves and what not, or at least you could some years ago, but I figure even that isn't going to help me unless I find several people who never played the game either, don't wanna get to know the game with veterans.

Twice I tried to play the game with the AI but I could never get far into it. The AI just does it things, playing dumb most of the times, and it feels like too much of the game is lost.

>> No.7705035

>>7705031
Seems like an obvious game to bring back, instead of the weird deathmatch shit they're doing now.

>> No.7705241

>>7704202
Yeah I wish there was a table of actual damage and HP values for different versions and modes somewhere. My rule of thumb has always been based on Hunters. If they take 1 magnum round to go down, it's the easier difficulty. If they usually take 2, then it's the harder one. I don't think that's 100% accurate though, because the Beginner/Training modes in the Director's Cut seem to have even weaker enemies and I can't be sure, but I think the ones in Arranged/Advanced might be even tougher than the "hard" difficulties.

>> No.7705254

>>7705241
>Yeah I wish there was a table of actual damage and HP values for different versions and modes somewhere.

Yeah that's exactly what I intend to do one day, the problem being that zombies have semi random HP values. For the PS1 versions, it's going to be easy, the RAM addresses for protag HP of pretty much every version from every region can be found by looking up gameshark codes. If for some reasons one specific region/rversion doesn't have GS codes, the address should be located in the same area regardless, easy to find.
I can already tell you that it should be wrong to say that "the protags have less/more HP", instead it's the damage values that change.

I was unable to find enemies HP values though.
Then, there is the question of the PC and Saturn version. For PC the modding community can probably help, for Saturn... every single saturn debugger that i've tried is utter shit.

>> No.7705275
File: 43 KB, 330x240, Biohazard 3 - Last Escape (Japan)-0320.png [View same] [iqdb] [saucenao] [google]
7705275

Holy shit, the zombie actually loses his head in the cutscene in the Japanese PlayStation version.

Not even the Japanese PC versions have that.

>> No.7705321
File: 2.79 MB, 640x480, RE3 Carlos Nem Stunlock.webm [View same] [iqdb] [saucenao] [google]
7705321

Remember this?

>> No.7705330
File: 58 KB, 330x240, Biohazard 3 - Last Escape (Japan)-0378.png [View same] [iqdb] [saucenao] [google]
7705330

>>7705321
Well I think it's a glitch with the PC version.

In the ps1 version if you shoot Nemesis enough times in the main hall as Carlos, a cutscene plays and Nem goes into the kitchen.

Once in the kitchen, if you go to the piano room, Nem follows you there, breaking the door, while you're still playing as Carlos. Then, once you switch to Jill, Nem will be coming out of the window (rather than breaking the door since it's already broken)

None of this ever happened to me in the PC version, I'd just kill them in the main hall as Carlos, period

>> No.7705343
File: 74 KB, 330x240, Biohazard 3 - Last Escape (Japan)-0393.png [View same] [iqdb] [saucenao] [google]
7705343

>>7705330
actually shit, there is even a variant of that. If you let Nem break the door while you're playing as Carlos, then there is a chance that for Jill, Nem will spawn in the main hall rather than in the piano room. I've never seen this happen on PC either, since can not seem to trigger the chain of events there.

>> No.7705345 [DELETED] 

i just beat re2 remake fully both ways for the first time because i beat re4 and really just liked the attache case aesthetics lol

yeah i was like hell if i get to play as leon again

(i never played the original and re4 on gamecube was my intro to the series)

so i just beat it through Leon A/ Claire B

any recs what to play next?

>> No.7705426

>>7702047
>>7702082
>>7703176
Given how much this series likes to reuse scrapped concepts, I wouldn't be surprised at all if they had something like the CV fire extinguisher puzzle sketched out for first game and discarded it very early on.

>> No.7705505

>>7703551
i played it on normal difficulty as that was the original game's level of difficulty.
found it just right as-is, personally.

>> No.7705656

>>7705330
>>7705343
It's really surprising how many little variants there are in the PS1 games. Even in RE1 I think things can change based on stuff like how fast you bring the Serum back to Chris if he gets bitten. I remember reading somewhere that if it's like 1-3 minutes she'll help vs. Plant 42, 3-6 she won't, and over 6 minutes Chris is dead and you get a little death cinematic.

>> No.7705739

>>7705656
I love the way RE3 does it because there is no real "wrong" path. Well, some paths are slightly better than others (you may save a bit of time and earn some extra ammo) but it's negligeable at best. Which means that you can replay the game and do things in a different way with no worry.

In RE1, I usually just stick to my personal one way of doing things. Plus some of the best scenes, like Barry's death in the lab, belong to the bad endings.

>> No.7705923

>>7705656
>>7705739
I was playing through as Jill once and got a sequence where I had to walk to the medical room and get the serum myself instead of Barry taking me there. I still don't know how I triggered that one.

>> No.7705927

>>7705923
iirc it's something to do with how much damage you took from Yawn in addition to being poisoned

>> No.7706903

>>7705505
In my opinion the original us release with the harder difficulty is for those seeking a higher challenge,not the one you play the first time.

>> No.7706930
File: 746 KB, 2248x3484, Inside of Biohazard damage table.jpg [View same] [iqdb] [saucenao] [google]
7706930

>>7705254
Here's a damage table I found online from the Inside of Biohazard guide book.

>> No.7706946

>>7694698
Revelations 2 is technically main line. In the same way that Zero and Code Veronica were. That said, that game blows ass, but hey...

>> No.7706948

>>7696842
Zoom zoom

>> No.7706956

>>7702395
Why? Unlike me some tank controls, but REmake was jank as fuck and slow to boot. The remaster having a control scheme that fixes this is a godsend.

>> No.7706957
File: 589 KB, 2020x3268, o0cIO0B.jpg [View same] [iqdb] [saucenao] [google]
7706957

Here's an enemy attack list from the same book

>> No.7706971

>>7703101
Well to be fair, games back then took a lot less time to finish.

I believe RE1.5 entered development in 1996, maybe early 1997, and the finished product of RE2 came out in early 1998. So we're talking just iber a year and a half total? Maybe 2 years?

And a similar scenario played out with FFXV. Vs XIII was in development hell for like 7 years, then XV was sharted out in about 3. 10 total year wait and the game sucked ass. Fans lost their shit and still seethe to this day.

It's very telling really. One of the greatest retro games of all time was made, and then remade from scratch in almost no time flat, while one of the worst modern JRPGs took almost 10 years and still sucked

>> No.7706986

>>7706956
The ennemies werent made with these control in mind.

>> No.7706991

>>7706971
And what's especially humorous about that is that FFVIII, IX, X and XI came out within a 4 year span. Maybe taking a total of 6 years development time, and those are some of the best entries of the series.

>> No.7706994

>>7706986
We talking about FFXV? That doesnt change anything one way or the other, because a LOT more than just the combat was bad in that game.

>> No.7707019

>>7705923
i got this on my playthrough

>> No.7707096

>>7706994
No we are talking about REmake and the alternate controls of the remaster.

>> No.7707285

think claires run is harder just to shake things up in re2?
>shitty partner
>shitty weapons
seriously like 36 bolts for the whole game
and fuck the grenade launcher too. fire is weak, bombs spread for some reason and acid too rare

>> No.7707417

>>7707285
The crossbow is the sickest weapon in the game, powerful as fuck, can hit multiple enemies if done right and she get's a lot more ammo then that retard. Do you not know how to search for items?

The launcher's ammo works better or worse on different enemies. For example acid can one shot lickers, and fire is good on those plant monsters.

Claire B is the best play of the game.

>> No.7707469

>>7707285
Sherry is superior to ada and the grenade launcher is op.

>> No.7707993

>>7692940
The absolutely ruined both of the characters in the remake even though Leon is just slightly better.

>> No.7708037

>>7707285
> bombs spread for some reason

That spread is your best friend. Can kill several zombies at the same time, or knock down several lickers at the same time.

I don't think Claire's is harder, it's just more boring.

>> No.7708064

>>7708037
the quintessential RE2 experience is Leon A, Leon B.

Claire's scenarios were done after and were often built around Leon's rather than be their own thing and sometimes senseless things happen because of that. Claire B is probably the worst in that regard, you have Sherry disappearing in the sewers, then reappearing all of a sudden when you reach the wagon, no explanation given. Then at the end in the lab you gotta backtrack to the catwalk area to retrieve Sherry, for the sole reason that you've seen Annette die there in Leon A.

>> No.7708117

>>7708037
I really missed those spread rounds in the remake. That's the closest thing Claire has to a shotgun for crowd control.

>> No.7708470
File: 72 KB, 330x240, Resident Evil 3 - Nemesis (USA)-0174.png [View same] [iqdb] [saucenao] [google]
7708470

>>7705343
>>7705330
Here is another variant. Nemesis can damage the door to where Jill lies. The background changes to a damaged door.

This is the first time I see this in my life; but this is exactly what I was looking for after finding out that there are damaged doors variant of the background, I wanted to see if they were unused or what

>> No.7708471
File: 73 KB, 330x240, Resident Evil 3 - Nemesis (USA)-0183.png [View same] [iqdb] [saucenao] [google]
7708471

>>7708470
HOLY FUCKING SHIT.

>> No.7708475
File: 12 KB, 330x240, Resident Evil 3 - Nemesis (USA)-0190.png [View same] [iqdb] [saucenao] [google]
7708475

>>7708470
>>7708471

>> No.7708492
File: 978 KB, 1848x3280, 1618231489003.jpg [View same] [iqdb] [saucenao] [google]
7708492

>> No.7708519
File: 2.80 MB, 640x480, RE3 Nem break doors.webm [View same] [iqdb] [saucenao] [google]
7708519

>>7708475
If you get too close or shoot at him while he tries to break the door, he goes back to taking care of you

>> No.7709410
File: 1.33 MB, 1679x2200, Resident Evil - The Official Strategy Guide page 144.jpg [View same] [iqdb] [saucenao] [google]
7709410

>>7705656
>>7705923
>>7705927
I'd like to play through RE1 again and put together a flowchart or something covering how to trigger all the alternate events and how they change later encounters.

>> No.7709415

>>7709410
Barry only comes to save Jill in the ceiling trap room if the event happens before Jill and Barry meet back into the main hall, I've learnt as much.

>> No.7709550

>>7709410
also what they say about the v-jolt is wrong I think, I'm pretty sure it's possible to use the v-jolt to take care of plant-42's first form, AND have Barry take care of the second form, thus not having to fight it at all.

>> No.7709847

Has anyone read that Itchy Tasty book that came out recently? I was curious if it had anything interesting about the development of 1 and 2. The excerpt I read about Code Veronica came across as extremely surface level with a good bit of mindless fanboy wanking thrown in, so I have my doubts there's anything too insightful in there.

>> No.7710556

>>7709410
>>7709550
did my first ever playthrough of original RE1 as Jill and honestly comparing my playthrough to the wiki and other stuff I'm still not sure how exactly some of these alt events are triggered
I barely took any damage from Yawn but still collapsed, I V-Jolt'd Plant 42 but Barry never came in with the flamethrower, etc

>> No.7710567

>>7710556
meant to say that I did it a few days ago

>> No.7711862

>>7704304
> although I trust the devs that the game itself wasn't very good.

I don't see it. I mean, of course RE1.5 looks like shit in many ways, the models are undertailed, a lot of backgrounds and gameplay stuff are rough, etc

However, if you look at RE1 protos and betas, things were just as rough for RE1 at around the same point in dev, and it turned out great in the end.
I just don't see the things that made them think "this is hopeless, let's start over" rather than "let's keep improving this, maybe scratch this bit and that bit".

>> No.7711903
File: 2.79 MB, 640x480, RE3 PC glitched Nem.webm [View same] [iqdb] [saucenao] [google]
7711903

>>7708519
>>7705321
>>7705330
Can confirm, the PC version is glitched and this entire chain of events can't be triggered because of it.

>> No.7712380

I love Code Veronica, but why is it so wacky? It's almost a parody of the series, with ridiculous item puzzles, weird enemies, absurd acting and characters, and game-breaking dead ends.

>> No.7712389

>>7712380
They probably had no idea what to do after Raccoon blew up.

>> No.7712820

>>7711862
Yeah I don't really buy that either. I really like how dark and hopeless the 1.5 scenario feels even in the early leaked build. The Chief is a good guy dying of a mortal wound, the RPD is overrun with tough ass zombies and you have no hope of killing them all, and everything is just going to shit. I've always suspected that was a much bigger part of why it got scrapped than anyone is willing to admit, considering how Kamiya hates horror and Capcom wanted a blockbuster hit with mass appeal.

>> No.7713078

>>7712820
> I've always suspected that was a much bigger part of why it got scrapped than anyone is willing to admit, considering how Kamiya hates horror and Capcom wanted a blockbuster hit with mass appeal.

I think it might have to do with how 1.5 went for such a down to earth realistic design. I think they might have gotten scared it was too different from what players came to expect with RE1. They basically scrapped every realistic area in favour of recreation the mansion archetype from RE1, and the only thing they kept as is the lab, something which already matched with RE1. They also scrapped two enemies in favour of 1, the Licker, which is basically a Hunter. Then, as you said, the Chief was turned into Wesker 2, etc

But perhaps I'm wrong, and the fact that they copied RE1 so much, was because of another reason: having to redo so much, pressed for time, the easy way to success is to copy what you know for sure has already worked.

>> No.7713120

>>7713078
also of course, there is the fact that they got rid of Elza in favour of Claire, getting rid of a new protag in favour of someone who has a connection with RE1.

>> No.7713283

>>7712820
I like the initial setup in 1.5 a lot too.
Leon is already on the job when the outbreak happens and Elza is trying to get out of the city and crashes her bike. I don't know why they didn't just copy that over to the final version, because it's a really elegant way to put them in place and works a lot better than assuming both of them (plus the trucker) know nothing about the outbreak and are able to drive into a quarantined city swarming with zombies.
>>7713078
Yeah I have trouble discerning what they copied because they were hurried and what's meant as obvious callbacks to RE1. I think stuff like Claire getting the lockpick and Leon using small keys falls into the former, and things like using wolf and eagle medals to unlock the tram probably falls into the latter.

>> No.7713416

>>7706930
2nd floor zombies are stronger?

>> No.7713417
File: 395 KB, 800x658, re204.jpg [View same] [iqdb] [saucenao] [google]
7713417

>>7711862
>>7713078
The reason why I say that RE 1.5 probably wasn't that good is because its appeal seems to lie almost entirely within its presentation. The realistic and depressing atmosphere of 1.5 is very appealing but there must be a fun game within there as well.

When it comes to gameplay, all 1.5 has going for it is its incredibly durable enemies. Fighting them is fun but fixed camera RE combat is not so much fun that you can expect it to carry your game.

The bizarre puzzles and impractical means of unlocking areas of the mansion in RE1 are big parts of why that game was so good and left an impression on so many people. The very much grounded aesthetic and realistic nature of 1.5 restricts the ability to recreate those aspects.

Without the RE1-like bizarreness, 1.5 would likely feel "boring" to play once one had become acclimated to the mood which would also result in the game's oppressiveness no longer being effective due to the familiarity.

>>7712820
With all of the above said, I do agree that the story should not have been changed. As someone who likes RE lore, I absolutely love the worldview of the RE universe as presented in the original RE1, and the only game that comes close to having that same worldview is 1.5

>> No.7713578

>>7713417
Some mix of elements from 1.5 and 2 probably would have worked great. I don't know much about how 1.5 was supposed to play out beyond the RPD, but you could easily set the same early story beats in the renovated art gallery, replace Elza with Claire and have her crash into the RPD because Chris told her to get out of town or seek shelter there or something.

>> No.7714589
File: 1.44 MB, 1154x817, 9.png [View same] [iqdb] [saucenao] [google]
7714589

I snipped the RE 1.5 concept art from Crimson Head's gallery and put it in an imgur album if anyone is interested. Unfortunately I can't do anything about the obnoxious watermarks.
https://imgur.com/a/afgoBLy
I really like this one. It looks like it's meant to be part of the Umbrella industrial park place in one of the black and white sketches.

>> No.7714960
File: 96 KB, 320x240, Resident_Evil_2_preview_ROOM30C_2.png [View same] [iqdb] [saucenao] [google]
7714960

>>7714589
>It looks like it's meant to be part of the Umbrella industrial park place in one of the black and white sketches.

That looks like the police station to me

>> No.7714963
File: 102 KB, 320x240, Resident_Evil_2_preview_ROOM30C_6.png [View same] [iqdb] [saucenao] [google]
7714963

>>7714960
except they seperated the upper floor in the end.

Before the mezzanine was put back in the police station we know.

>> No.7714975

>>7714589
>>7714960
>>7714963
wait I think you have a point. This all makes sense now, especially with the black&white map concept art!

I thought this was the police station because of the police cars, and because some of these concepts were reused for the police station like the parking with the guard's shed.
but the "umbrella" sign and mousepads, there was something wrong with that. This is definitely part of the factory, where this also belongs
>>7702361
>>7702278
>>7700932
>>7700927
>>7700823

the room numbers are all in the same range too. I thought it was stuff from different time period mixed together (like there is in some of the other room number ranges), but not here

>> No.7715014
File: 570 KB, 2200x1000, becca_wesker3.jpg [View same] [iqdb] [saucenao] [google]
7715014

at a certain point, you need to accept these are not just all coincidences

>> No.7715036

>>7714975
also, the police cars could very well be placeholders.

>> No.7715082
File: 1.10 MB, 1172x817, 2dX2Xuq.png [View same] [iqdb] [saucenao] [google]
7715082

>>7714975
>>7715036
>>7714960
>>7714589
Here, this is what I mean, you can see the entrance in the front here.

>> No.7715085
File: 1.47 MB, 1152x817, 0uyfeXh.png [View same] [iqdb] [saucenao] [google]
7715085

then, pic related is this room >>7700927

>> No.7715090
File: 1.54 MB, 1154x817, AVz4BRt.png [View same] [iqdb] [saucenao] [google]
7715090

and pic related is this room >>7702361 (and the upper floor room corresponding to it)

>> No.7715093
File: 103 KB, 320x240, Resident_Evil_2_Preview_ROOM305_0.png [View same] [iqdb] [saucenao] [google]
7715093

>>7715085

>> No.7715095
File: 128 KB, 320x240, Resident_Evil_2_Preview_ROOM304_13.png [View same] [iqdb] [saucenao] [google]
7715095

>>7715090
the conveyor belts, and the room layout with the 2 floors

>> No.7715097

I'm a little confused. Is this the original concept for the industrial area with the Marshalling Yard in RE2? I always thought that place looked like it was supposed to be a lot bigger.

>> No.7715098
File: 108 KB, 320x240, Resident_Evil_2_preview_ROOM30F_3.png [View same] [iqdb] [saucenao] [google]
7715098

>>7715095
from the upper floor

>> No.7715108

>>7715082
We could have a RE spin-off for RE where you are an employee of Umbrella Corps inside that pic trying to survive after things went down.

>> No.7715121
File: 57 KB, 320x240, Resident_Evil_2_preview_ROOM704_7.png [View same] [iqdb] [saucenao] [google]
7715121

>>7715097
>Marshalling Yard

It doesn't look like the train turn table is part of the factory, but rather connects the factory to the laboratory.

I mean, there is one concept art that does shows train tracks, but it's unclear whether that was supposed to be in the factory or not; then, in the rooms data of the RE2 demo version, none of the factory rooms show train tracks (not even the outdoor ones), and the train turn table is a completely different room.

About the train table, what I gather is this
>concept art exists for train tracks so possibly it was planned then to connect the factory to the laboratory this way
>looks like this was dropped and instead the factory and the lab in 1.5 are connected via a simple elevator
>for RE2, factory was dropped, and then they started making the train turntable

check on TCRF, the page for the Resident Evil 2 prototype "US Preview".

>> No.7715227

>>7702305
damn that'd be cool for b scenarios

>> No.7715261
File: 18 KB, 660x154, kamiya & sugimura.png [View same] [iqdb] [saucenao] [google]
7715261

>>7712380
I think that's Sugimura's influence, as soon as he became involved with the RE series things progressively became more and more "out there".
Prior to being involved with RE, he used to write a lot of Super Sentai stuff along with other japanese TV and anime.

Code Veronica brought the wackiness on heavy and every game he wrote afterwards seemingly just kept up the wackiness; those being Gun Survivor, Dead Aim, and RE0.

Even RE2 gets it more outlandish aspects from Sugimura's ideas. He made Chief Irons from a regular police chief to a secret serial killer, Ada Wong from an Umbrella scientist to a secret agent, and also suggested turning the mansion from a realistic building to something more like the Spencer Mansion.
It seems like he was even the one that got the ball rolling in scrapping RE 1.5 due to finding the too realistic.
http://shmuplations.com/residentevil2/

>> No.7715265

>>7715261
so now I have someone to blame for all the things that went wrong in the series, nice.

>> No.7715284

>>7715265
It's so strange looking at all the goofier aspects of RE post-RE1 (like Alfred Ashford, Morpheus, and Leech Marcus) that western fans tend to roll their eyes at these days, but then think the RE devs really believed in that stuff. Maybe its just a culture difference or something idk.

>> No.7715286

>>7715284
>that western fans tend to roll their eyes at these days
>these days

I always hated that stuff

>> No.7715295

>>7715261
being unrealistic is what made it good.

>> No.7715925

Looking at the backgrounds data of RE3 I think there are a fuckton of unused camera angles/backgrounds, but despite having played the game more than 100 times I can't be 100% sure for some of these. Some examples:

https://imgur.com/a/4K55oqr

Do these ring a bell to anyone? Am I missing some events/cutscenes I'm unaware of?

First screen (street): the angle when you walk down the street is different

Next 3 screens (broken windows): there is an angle showing 3 windows when zombies burst through the windows that I know is used, but these 3 variants don't ring a bell to me. Can more zombies bursts through the other windows at some point?

Next 7 screens (Trolley): some angles and close-ups I'm like 95% sure aren't used unless there is some cutscene I'm unaware of? Not even the first ones seem used, when you run down the street it's a different one.

Next two (newspaper office): afaik this window can't be broken? or can Nemesis do that somehow?

Next screen (basement of restaurant): even when the pipes brust and water rise, I'm like 95% there is no camera close up on the pipes

Next two (destroyed clocktower): a couple of close-ups I'm sure can't be seen, not even when pressing the action button on those spots

final screen: I don't think you ever get to see the lower floor from up there...

And there is more.

>> No.7715946
File: 61 KB, 330x240, Biohazard 3 - Last Escape (Japan)-0479.png [View same] [iqdb] [saucenao] [google]
7715946

>>7715925
Okay that window thing CAN happen, I had forgotten. Still not sure about the rest.

>> No.7718172

>>7715265
>went wrong
1.5 was the blandest shit they could've made after 1, and Kamiya agrees.
Sugimura was probably the best thing to happen to the series at the time as he stopped them from ending the game at 2, and a lot of his ideas were great even if you dislike the wackiness.
European royalty that has fallen from grace and desires to regain its spot at the top.
A corrupt police chief who spends his last days hunting his men like wild game before ultimately dying thanks in large part to his greed.
A spy with a cold exterior who opens up to the main character, eventually abandoning her mission to protect him and not having it in her to harm him (her gun in the A ending isn't even loaded if you check it).
In Survivor, a lot of the base story adds a lot to Umbrella, especially the method by which they create tyrants and how it requires extracting fluid from adolescent brains.
Dead Aim and Gun Survivor work well together, as a show of Umbrella's failed attempts at cover ups, and the kind of people they'd hire in a pursuit of power through greed.
0 isn't wholly Sugimura's though, his original concepts were lost in the transition from N64 to GCN.

>> No.7718181

>>7715925
These are all scene/event angles. The ones by the trolley are when Mikhail is fighting off zombies, the broken windows are zombies breaking through and I believe the alternate cutscene is a rare event one, the newspaper office angles are all from when they crouch under the window, there is a close up of the pipes, albeit briefly.
The clocktower ones are a bit iffy, but I believe they're from when the rubble does come down as Jill.
And the final one is from after the second last Nemesis boss fight when you're rushing to the end, before the Nikolai helicopter scene. It just shows that waste bubbling, implying Nemesis is breathing.

>> No.7718780
File: 25 KB, 676x212, invitation.png [View same] [iqdb] [saucenao] [google]
7718780

>>7698934
>TCRF
That reminds me, I was just reading through the translation of Trevor's notes a few days ago and I'm almost certain this was supposed to be the background image for Spencer's initial invitation to Trevor.

>> No.7718798

>>7718780
I'm also sure it is but I need some confirmation

>> No.7718806

>>7718181
How about the broken windows? the one time I know enemies go through windows in that room it's a different angle

>> No.7718810

>>7718172
>>7718806
and the street at the start, as well as the close up on the corpse in the trolley room (the corpse next to the manhole)

>> No.7718816

>>7718181
>The ones by the trolley are when Mikhail is fighting off zombies

I don't think i've ever seen this scene. How do trigger it?

>> No.7718847

>>7718780
Speaking of those notes, they're kinda neat but man I can really see why they were cut.
One interesting thing though, he talks about getting thrown into a basement room full of countless spiders all over the place in one file and remembering how to unlock the door and get out. That doesn't really sound like anything in the game, and since they're mostly meant as puzzle hints, I wonder if the spider room was something that got cut?

>> No.7718869

>>7718847
The October 1995 proto has maps data which show a different layout for the basement.

One of which is a room which was reused almost as in in REmake, and in REmake, that's the basement room with spiders.

>> No.7718941

>>7718816
>>7718181
Well shit, I don't think I've ever seen this in my entire life

https://www.youtube.com/watch?v=QZItjP2gmTA

>> No.7719038
File: 71 KB, 330x240, Biohazard 3 - Last Escape (Japan)-0600.png [View same] [iqdb] [saucenao] [google]
7719038

>>7718181
>The clocktower ones are a bit iffy, but I believe they're from when the rubble does come down as Jill.

All I'm getting are those two pics, no close ups


>>7718941
I think possibly the scene doesn't trigger if the player blew up that second red barrel which may be why I never saw this

>> No.7719041
File: 73 KB, 330x240, Biohazard 3 - Last Escape (Japan)-0601.png [View same] [iqdb] [saucenao] [google]
7719041

>>7719038

>> No.7719068
File: 150 KB, 320x240, R20B_11.png [View same] [iqdb] [saucenao] [google]
7719068

>>7718941
Even with the scene with Mikhail taken into account it would still leave this one unused

>> No.7719071
File: 152 KB, 320x240, R20B_14.png [View same] [iqdb] [saucenao] [google]
7719071

>>7719068
as well as this one

>> No.7719670 [DELETED] 

>>7715925
>>7718181
Here, let's try this again since you seem to be good at it, anyone else feel free to join in as well

.rar file with a bunch of RE3 bgs I think are unused + ones that are used for comparison when necessary + a text file explaining

https://file.io/oSUL8eeUucbg

What am I getting wrong or what I am unaware of?

>> No.7719680

>>7715925
>>7718181
Here, let's try this again since you seem to be good at it, anyone else feel free to join in as well

.rar file with a bunch of RE3 bgs I think are unused + ones that are used for comparison when necessary + a text file explaining

https://www76.zippyshare.com/v/VvTQTEVI/file.html

Sorry for the zippyshare link, anonfile seems down

What am I getting wrong or what I am unaware of?

>> No.7719695
File: 993 KB, 898x669, file.png [View same] [iqdb] [saucenao] [google]
7719695

>>7719680
If I don't talk about any of the unused ones, it's because I don't know.
This one and the other gas station one seem to be from when Carlos is out front after fighting the zombies. Could be from the far rarer Nikolai encounter though.

>> No.7719698
File: 1.38 MB, 897x671, file.png [View same] [iqdb] [saucenao] [google]
7719698

>>7719680
This looks like the place in the opening warehouse where you get the F. Aid Spray, and I believe the chain was actual cut content.

>> No.7719702
File: 1.01 MB, 895x711, file.png [View same] [iqdb] [saucenao] [google]
7719702

>>7719680
Unused and probably early angle, as it seems to be the same area where you find the map, though from a lower level. The stairs are oddly missing though.

>> No.7719706
File: 1.11 MB, 905x689, file.png [View same] [iqdb] [saucenao] [google]
7719706

>>7719680
This is the same area as the last one and you were probably meant to hook the fire hose up here at one point. Always seemed odd to me how much this stood out despite having no purpose.

>> No.7719713
File: 1.10 MB, 928x674, file.png [View same] [iqdb] [saucenao] [google]
7719713

The bricks usually here are 3D objects and wouldn't appear when extracting the camera angle

>> No.7719715
File: 215 KB, 289x654, EvolutionOfSherry.gif [View same] [iqdb] [saucenao] [google]
7719715

Have some Sherry. Gif goes: RE1.5 -> RE2 PAL demo -> RE2 final

>>7719695
check the explanation text, there are 2 variants of those which I know are used, the ones where you can see the fire through the door, but the ones where there is no fire afaik aren't used

>>7719698
Yeah, and AFAIK you don't see this, when you press the action button it automatically cuts to picking up the H.Gun Bullets

>>7719702
>>7719706
The stairs are a 3D model and these are bg rips, which is why they don't show. My hunch tells me that the red device at the top was meant to bring the stairs up/down and these angles would be the cutscene for that

>> No.7719717
File: 1.39 MB, 1010x753, file.png [View same] [iqdb] [saucenao] [google]
7719717

This angle is from when the zombie bursts through the police car door if I recall.
The two alleyway angles are unused as far as I'm aware, mainly because the second one shows the path blocked by rubble in a way unlike the main game.
>>7719715
The stairs are a 3D model? Didn't know that.

>> No.7719720
File: 1.25 MB, 901x637, file.png [View same] [iqdb] [saucenao] [google]
7719720

>>7719717
This one is definitely either when the zombies or the crows burst through the City Hall windows.

>> No.7719721

>>7719717
>The stairs are a 3D model? Didn't know that.

Yeah, if you come back to the streets later on, like when you get the crank to go retrieve the grenades behind the bar, you'll see that the stairs are up, you can't go up there anymore. On top of that, their position looks glitched.

>>7719717
>>7719720
these two are from the "used" folder, I provided them for context and comparison with the ones I think are unused

>> No.7719728

>>7719721
Oh, sorry about that. Yeah, the rest in unsure I'm not sure about. RE3 has a lot of rare event angles, too many to account for. Like, that Mikhail cutscene I mentioned earlier, there are two different versions of it (dependent on if you below up the red barrel next to the tram).

>> No.7719730

>>7719728
>Like, that Mikhail cutscene I mentioned earlier, there are two different versions of it (dependent on if you below up the red barrel next to the tram).

Ha! Thanks for the info, I was wondering about that, those 2 angles are probably from that, I'll go check.

>> No.7719752

>>7718172
Sugimura was good when he was coming up with background lore, but his villains and central plots were lousy. The family drama of the Ashfords was unengaging, it would have been more interesting if the Ashford's rivalry with Spencer was more front and center instead.
The whole plot of Ark Thompson thinking he's Vincent was stupid.
Morpheus wanting to create a kingdom of beauty was really stupid.
Everything about Queen Leech was really stupid but I'll concede that maybe Sugimura didn't plan it out exactly how the final game went.

All of the cool things that RE1 set up with Umbrella being this huge conspiracy with ties to the government was all put to the background and melodrama took the spotlight instead. Corrupt governments, unethical businessmen, and corporate espionage should have been the driving forces behind RE plots rather than merely backdrops

>> No.7719771

>>7719752
>The family drama of the Ashfords was unengaging
That was the background plot, mainly to show their depravity and the (probably well deserved) tragedy of Alexander Ashford. The real focal point with the Ashford family is Alexia's sense of superiority, the whole Queen Ant mentality. I can understand not liking how a lot of it plays out though, it leans heavily into Sugimura's tokusatsu roots, Alexia even having a transformation. The Spencer stuff by the way was supposed to be front and center in 4, as CV, 0, and 4 were supposed to form a kind of loose trilogy about the founding of Umbrella and the corporate politics that would lead to its downfall.
>Ark Thompson thinking he's Vincent was stupid
Yeah, but a lot of what was written for Vincent was pretty good. A core issue with Survivor is that it really meanders a lot in the core story and the voice acting is genuinely the worst in the series.
>Morpheus
His motive is very dumb on the surface, but it's meant to be a reflection of the kind of people Umbrella inevitably creates. Morpheus is a narcissist who took a fascination with beauty and turned it into an unhealthy obsession. His existence is also meant to show how out of control Umbrella was at the time, as even though Morpheus was ostracized and blamed for Raccoon City, his insane ambitions could still be acted upon.

>> No.7719813
File: 41 KB, 330x240, Biohazard 3 - Last Escape (Japan)-0458.png [View same] [iqdb] [saucenao] [google]
7719813

Anyone knows what the stars represent for the completion save data of the Japanese version of RE3 ? They're not in the NTSC-U and PAL versions. Completion (costumes, weapons, epilogue?) ? Rank?

>> No.7719904
File: 71 KB, 330x240, Biohazard 3 - Last Escape (Japan)-0631.png [View same] [iqdb] [saucenao] [google]
7719904

>>7719730
>>7719728
Okay, so the alternate cutscene with Mikhail where he uses a handgrenade rather than the explosive barrel doesn't use different angles. However I got this one which shows up if instead of going to see him you leave the room and come back.

So that only leaves one. Does this cutscene have a fourth variant now?!

>> No.7719910

>>7692940
Are
Merchant

>> No.7719974

>>7719771
The point is we didn't need to know about these flamboyant villains because RE1 already let us know about the company culture of Umbrella. RE1's use of religious imagery and bible passages tell us that Umbrella had an almost cult-like presence. Albert Wesker's insane forced evolution plot already showed us what kind of people Umbrella attracts. Albert's plan also already drove in the message that an organization mindful of morals and ethics would have caught somebody like Wesker long ago, but Umbrella's negligence towards those concepts allowed him to slip through.

The world of RE post-RE1 had the stage set for a much more interesting set of conflicts with governments seeking Umbrella's research, rival companies trying to take advantage of the situation, and Umbrella themselves trying to hold off the attacks from outside and within. All the while, the STARS members are caught in the middle trying to unravel it all. But everything RE2-onwards merely touches on that stuff rather than diving right in. I believe Iwao would have done it all justice, I do not have that same confidence in Sugimura.

>> No.7720002

>>7708117
The Bowgun also had a spread, of 3 shots being fired at once, so it was sort of like a shotgun, did sort of similar damage as well, if my memory is correct

>> No.7720041

>>7719702
if you return to the area later on to revisit Dario the stairs are pulled up so maybe it was meant for that? There are also a few extra bodies in the street indicating that there were survivors in the area so maybe thats related?

>> No.7720048
File: 91 KB, 320x240, R116_13.png [View same] [iqdb] [saucenao] [google]
7720048

>>7719680
Here is another one I forgot to include, a close up on the desk in the RPD meeting room, where Jill's STARS ID card is located. When you pick up the card there is no such close up, its direct to inventory.

>> No.7720418

>>7718172
what was the original zero like, ive only seen footage of the N64 version and that only showed the train level, was it going to be about the mother virus?

>> No.7720485
File: 383 KB, 800x1100, 99 - 3fk9TDq - Leech 2nd.jpg [View same] [iqdb] [saucenao] [google]
7720485

>>7720418
Not him, but while I am unware exactly how the story would have differed between the N64 & GC versions, I do know that the Leech Marcus stuff was in there from the earliest stages of development.

>> No.7720564

>>7704202
>>7705254
So I was curious and experimented with something. With Chris at full health I let a zombie bite me head on, since I don't know if back bites do different amounts of damage, and counted the individual bites until I died:

>US original release: 12 bites
>US Director's Cut Standard Mode: 12 bites
>US Director's Cut Training Mode: 16 bites
>US Director's Cut Advanced Mode: 9 bites
>US DC Dual Shock Original Mode: 12 bites
>US DC Dual Shock Beginner Mode: 16 bites
>US DC Dual Shock Arrange Mode: 9 bites
>Saturn: 12 bites
>Deadly Silence : 15 bites
>Japanese PC release with Classic REbirth: 15 bites (and it also knelt down and started chewing my corpse with sound effects and blood splatter, something I never saw in the other versions. They always fade out as the zombie kneels.)

I don't know if it's too useful, but it's kind of interesting either way. I wish there was a way to get concrete numbers for enemy health and damage instead of rough calculations like these.

>> No.7720567

>>7720485
thanksanon

>> No.7720575

>>7720564
>Japanese PC relase

afaik all PC versions work the same in terms of difficulty, that is that a New Game will use the Japanese difficulty (with some minor differences like infinite ink ribbon for Jill) but a New Game + (load a completion game) will use the western difficulty (with auto aiming iirc).

so a ng+ on PC should be 15 bites

>> No.7720581

>>7720575
>so a ng+ on PC should be 15 bites

I mean 12.

>> No.7720595

>>7720575
Huh, you're right. I loaded up a cleared save with Chris (with the closet key and Minimi) and died in 12 bites, just like the PS1/Saturn releases. That's fucking bizarre.

>> No.7720597

>>7713416
I think that refers to zombies crawling on the ground.

>> No.7720602

>>7720595
I think it's nice of them to provide both difficulties but the way it's handled is weird indeed, it should a main menu option.

>> No.7720646

>>7720575
No, in the US PC version that you can find on abandonware sites, Chris takes 12 bites to die from a New Game and Jill always needs to use ink ribbons. You also always get 3 ink ribbons per pickup and auto aim is always on. Hunters take 4 shotgun shells to kill and can also take 2 magnum rounds to kill.

>> No.7720661

>>7720564
The other half of the equation is enemy HP, but that's harder to determine because it's randomized somewhat. I played through the Dual Shock DC recently and it's got 2 ink ribbons per pickup like the original Western releases but also has the easier enemies. Hunters died in 3 shotgun shells or 1 magnum round when they took 4 shells or 2 magnum rounds the last time I played the longbox PS1 vesion. Chimeras went down in 1 magnum round too, and I remember those bastards sometimes taking 3 in the longbox.

>> No.7720672

>>7720646
Ok weird.

I wonder if the two-difficulties thing is only in the Japanese PC re-release and not the original PC release then.

>> No.7721308

>>7720595
>>7720602
Just to update this, I went through with Chris on a cleared save and the Hunters are the original US version badasses that take 4 shells/2 magnum rounds to go down.
This is pretty fantastic. A version with the harder enemies and autoaim is the perfect mix as far as I'm concerned. You get 3 ink ribbons per pickup, but that's a negligible change. Like you said though, I wish it was selectable from the start.

>> No.7721404

>>7720672
I believe that is the case. It is notable that the harder difficulty present in the mediakite version is not the US PSX difficulty but the US PC difficulty. So perhaps mediakite just copied over the US PC difficulty rather than trying to implement the US PSX difficulty

>> No.7722243

RE2 players, I have a claire B save file where I'm at the lab on my third save. could I just beat the game over and over from this file and unlock Tofu by saving everything to a different file?

>> No.7722452
File: 2.93 MB, 1920x1440, 1619723057145-gigapixel-scale-6_00x.png [View same] [iqdb] [saucenao] [google]
7722452

>>7702289
Tried Upscaling

>> No.7722456
File: 2.72 MB, 1920x1440, 1619723278877-gigapixel-scale-6_00x.png [View same] [iqdb] [saucenao] [google]
7722456

>>7702305

>> No.7722457
File: 2.38 MB, 1920x1440, 1619724229905-gigapixel-scale-6_00x.png [View same] [iqdb] [saucenao] [google]
7722457

>>7702352

>> No.7722461
File: 2.99 MB, 1920x1440, 1619722922783-gigapixel-scale-6_00x.png [View same] [iqdb] [saucenao] [google]
7722461

>>7702278

>> No.7722467
File: 3.78 MB, 1920x1440, 1620118746981-gigapixel-scale-6_00x.png [View same] [iqdb] [saucenao] [google]
7722467

>>7719068

>> No.7722470
File: 3.08 MB, 1920x1440, 1619684264649-gigapixel-scale-6_00x.png [View same] [iqdb] [saucenao] [google]
7722470

>>7700820

>> No.7722480

>>7722243
no

>> No.7722482

>>7722470
your upscales look like shit

>> No.7722586

>>7722480
that's what I figured, thanks.

>> No.7722643
File: 193 KB, 619x597, lookingood.jpg [View same] [iqdb] [saucenao] [google]
7722643

Upscales are the modern equivalent of the 2xSal filter

>> No.7722701
File: 1.08 MB, 800x568, clairebmaybe.png [View same] [iqdb] [saucenao] [google]
7722701

>>7719715
>RE2 PAL demo
What is this exactly? You've got me curious. Their directors cut demo (SLED-00977) seems to be exactly the same as ours, and the only other demos Europe got were long after the final, and they shouldn't have any reason to have a different model.

and I guess to contribute to this thread, here's a weird shot from Ultra Game Players Feb 1998 issue, showing Sherry walking around by herself in a LeonA&B/Claire B only area (it's the room just after the Chess Plugs, same place Hunk starts) Sherry never has any access to this place in the final, not even has a partner character

>> No.7722707

>>7722701
>Their directors cut demo (SLED-00977) seems to be exactly the same as ours

That's the thing, it's identical to the NTSC-U version except for one file which contains several 3D models.

>> No.7722904
File: 6 KB, 212x281, protoport.png [View same] [iqdb] [saucenao] [google]
7722904

>>7722707
Huh, neat, and looking through her animations in RE2MV shows her handholding animation is different too.

Odd that's the only real change in that demo though. At least as far as I can tell without doing a really deep dive into it.

>> No.7722919

>>7722904
there could be some very minor changes to the enemies which is why they updated the file, or maybe they just updated it to be safe. What version is that portrait from?

as for "demo 2", the one with a timer based on the final version of the game, it does seem to be a cut portion of the final game indeed. Only the RPG's 1st and 2nd floor rooms are present (as well as the streets, B scenario side included). I made myself a gameshark code to stop the timer and couldn't spot any difference, and when attempting to go down to the RPG basement the game freezes since no stage data beyond this point exists. Funny they didn't even bother to add the "to be continued !" screen since they thought noone could make it there in less than 10 mins.

Do you know if any other demos exist, or if there is a NTSC-U/J version of the 10min one?

https://www.crimson-ceremony.net/lostreleases/redemo/re2.php

From that list all I have is SLED-01756 3682281

also gotta wonder if the 1.5 videos on those Japanese demo discs are the same one found in the Biohazard Complete Disc or not. I haven't tried to track down any of these discs yet, may not be easy.

>> No.7723369

What's your guys' favorite way to play each of the classic REs? Which versions and such? I'm trying to find the definitive version I want of each game and it's more complex than I thought it'd be. I like the RE2 rebirth mod for example but I think either the mod or the source next version comes with door skip and you can't disable it. That being said too, do you guys like the better graphics offered in the rebirth mod?

>> No.7723381

>>7723369
There's no such a thing as the definitive version of the classic REs, the only ones that do are REmake and 0, with the original GC releases being the best ones.
From an objetive standpoint, 1~3 PC versions with rebirth are the best ones, but there are different modes and costumes and extra stuff sprinkled throughout all different console releases. If you don't have real hardware, just play them on PC with rebirth desu. The DC version with the VMU is awesome, the saturn RE1 with the extra content and costumes is awesome and so on, but they lose their charm if you're just gonna emulate them, so might as well go with the obvious pc versions.

>> No.7723395

>>7723369
Door skip is optional even with the patch unless I have some old version of the patch installed.

For RE1 I like Saturn best.
RE2 and RE3 PC sourcenext with patch. But the gamecube versions probably look better even when compared to that; and the PC versions aren't perfect, even with the patch.

>>7723381
>the only ones that do are REmake and 0, with the original GC releases being the best ones.

The Wii version are a bit better than the original GC ones. They look a bit better, everything is on a single disc, and you can pause the game with the wii home button.

>> No.7723408

>>7723395
They don't look better, but I'll concede that getting 480p out of a Wii is much easier than the GC. Other than that its just a straight port.

>> No.7723442
File: 1.16 MB, 1312x1008, GBIE08_2021-05-05_16-40-08.png [View same] [iqdb] [saucenao] [google]
7723442

>>7723408
>They don't look better

Scratch that, I had it mixed up the other way around. At least this is what I'm getting when emulating with the exact same settings in Dolphin

<-- GC

>> No.7723448
File: 1.02 MB, 1660x956, RE4E08_2021-05-05_16-37-49.png [View same] [iqdb] [saucenao] [google]
7723448

>>7723442
<-- Wii

Looks like the backgrounds are more blurry and slightly cropped. But it's very negligeable. I don't know what's up with the small aspect ratio difference either and I don't know enough about GC/Wii to say if everything i'm mentionning here is caused by emulation or not.

>> No.7723452
File: 837 KB, 1024x768, cage.gif [View same] [iqdb] [saucenao] [google]
7723452

>>7723442
>>7723448
oh and for the record it *feels* to me like i'm getting slightly less input lag when emulating the Wii version compared to emulating the GC version; and that was the reason why I played the Wii version over the other one.

But either version is fine, the only thing anon needs to know is not to play the HD remaster

>> No.7723714
File: 966 KB, 1224x1008, GLEE08_2021-05-05_18-28-54.png [View same] [iqdb] [saucenao] [google]
7723714

>Todd McFarlane Toys

>> No.7723729

>>7722919
>portrait
It's from the "Beta 2" build
>other demos
afaik, no.
>1.5 videos
Nothing we haven't already seen, for example the Hyper Playstation from Oct. 97 (long after 1.5 had been shit canned mind you) is just a short video of Leon in the sewers.

>> No.7723760

>>7723452
what am I even looking at here?

My understanding of the remaster was that they just did the best they could with the data they had from the GC game, and that the original assets were lost

How did they fuck up so bad?

>> No.7724156

Here is something fun regarding RE0

https://www.youtube.com/watch?v=JkMlNWZVAKA

>violence warning message uses a background of the institute
too bad the video quality is shit

>main menu is identical to RE2 on N64
>down to the violence and blood colours settings
>also "expansion RAM pack detected" at the start

I already said RE0 N64 looked very close to RE2 in terms of animations etc but now I am 100% convinced they used RE2 N64 as a base to make RE0.

>> No.7724515

>>7696735
That's how damn strong of a character he is, I agree, anon.

>> No.7724567

>>7723760
Losing original assets is no excuse for fucking up a light source.

>> No.7725253

>>7723452
Does anyone have more comparisons like this from the game? I just see the same picture posted over and over. Not saying it isn't worse in the Remaster but more comparisons would be nice.

>> No.7725312
File: 788 KB, 3840x1080, RE1.jpg [View same] [iqdb] [saucenao] [google]
7725312

>>7725253
I prefer the HD version.

>> No.7725352

I wish re0 64 leaked.

>> No.7725379

What are the best versions of RE1, RE2, RE3?

>> No.7725395

>>7725379
Deadly Silence, n64, dreamcast or gamecube.

>> No.7725396

>>7725312
Thanks. See, just because one part is bad doesn't mean its all bad. I need to replay both to make my own conclusions but I highly doubt its all that bad. Here the remaster clearly looks better.

>> No.7725404

>>7723369
>>7723395
What are the pros and cons with sourcenext and rebirth?

>> No.7725445

>>7725379
>RE1
Directors cut
>RE2
Any version with extreme battle mode
>RE3
PC

>> No.7725529

>>7725404
I've got the Rebirth Classic versions of RE1-3 + Dino Crisis 1 sitting on my PC... They are slick, and RE3 has high resolution backgrounds, but I feel the RE1 PC version to be strange. Jill doesn't even need ink ribbons to save, I'm not sure this is based on any Director's Cut.

>> No.7725793

>>7698315
>>7698331
>>7698341
i always thought kendo was a neat character.
i kinda don't like what they did with him in the remake.

>> No.7725818

i don't know what it is about the first three games, but i can just play those endlessly.
the first one especially.
i am actually pretty excited for a finished 1.5, because even as busted as it is, it really does give me the same kind of feeling.

>> No.7725845
File: 624 KB, 3014x1272, hunk.jpg [View same] [iqdb] [saucenao] [google]
7725845

>>7692940
>What is your favorite game and character?
/toy/ here. Did I make it, Umbrella bros?

>> No.7725905

>>7725793
His fate in the remake was worse than death.

>> No.7725925

Is there any unused stuff in the protos?

>> No.7726012

>>7725818
>finished 1.5
Is there a group working on that?

>> No.7726059

>>7726012
there's at least one guy trying to put it together.
it's nowhere near complete, but it's not the broken mess it started off as.

>> No.7726063

>>7726012
Team IGAS vanished into the ether sometime ago, MartinBiohazard is still chugging along at it though. Keep tabs on his YT channel, he adds random things to it every few months.
I would never expect to see a "finished" 1.5 though, not unless the 80% build actually shows up, and after the shit storm surrounding the 40% one, I don't see that happening for a long, long time.

>> No.7726087

I want to play the original RE4.

https://www.youtube.com/watch?v=jGRZwypXMFg

>> No.7726089

>>7693131
>and antagonist
explain

>> No.7726152
File: 1.15 MB, 1024x768, corridor.gif [View same] [iqdb] [saucenao] [google]
7726152

>>7725253

>> No.7726165
File: 752 KB, 1024x768, gallery.gif [View same] [iqdb] [saucenao] [google]
7726165

>>7725253

>> No.7726185
File: 828 KB, 354x322, 1494779341499.gif [View same] [iqdb] [saucenao] [google]
7726185

Fun fact: Chris in RE1 deals less damage with the Beretta than Jill does, at least against zombies. 9 dmg instead of 12.

>> No.7726207

>>7725529
>RE3 has high resolution backgrounds

Do they exist for RE1 and RE2?

>> No.7726231 [SPOILER] 
File: 11 KB, 236x189, 1620285871517.jpg [View same] [iqdb] [saucenao] [google]
7726231

>>7726185

>> No.7726238

>>7726207
they exist for RE2 and 3 only, both the GC and PC versions have higher res backgrounds, and each did it their own ways it seems.
don't believe the meme saying the N64 version of RE2 has higher res backgrounds also, there is no real difference with them no matter which resolution is used with the RAM pack

>>7725404
cons of RE2 sourcenext (with or without patch)

>no bloody versions of zombies textures
it's the same in every version that isn't on PS1 or GC though
>can't play mini games with the harder western difficulty

RE3
>censored Hunter decapitation scene
>can't play mercenaries with the harder western difficulty
>glitch with Nemesis at the clock tower when playing as Carlos

These are pretty minor overall, and pros:
>look great
>smoothest gameplay

>>7725529
>Jill doesn't even need ink ribbons to save, I'm not sure this is based on any Director's Cut.

in the Japanese PC version, a new game uses the japanese difficulty (but Jill doesn't need ink ribbons); and a new game + uses the harder western difficulty. I think the patch has an option to play with the harder difficulty regardless?

>> No.7726293

>>7726087
Actual hauntings don't seem very Resident Evilly to me. Sci-fi horror suits better.

>> No.7727079
File: 80 KB, 1000x562, 1615929522344.jpg [View same] [iqdb] [saucenao] [google]
7727079

>>7726231
She's 17 you SICK FUCK

>> No.7727148 [DELETED] 

>>7727079
Not him, but 17 is legal in my state.

>> No.7727163

>>7727148
Not if the father has a shotgun.

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

>> No.7727324 [DELETED] 

>>7727163
Thank God I didn't have to worry about the father with the 17-year-old I dated. She was driving.

>> No.7728017
File: 1.09 MB, 2251x3108, Official_US_PlayStation_Magazine_Volume_2_Issue_9_1999-06_Ziff_Davis_US_0083.jpg [View same] [iqdb] [saucenao] [google]
7728017

Sexy Jill concept art

>> No.7728020
File: 796 KB, 2214x1165, DYIRE3.jpg [View same] [iqdb] [saucenao] [google]
7728020

>>7728017

>> No.7728092

>>7728017
>May 17: Another accident - this time creating Plant 42.
This is one of my favorite little background details from RE1 that's really easy to miss. The scientists were still working and fucking around with stuff even while they were quarantined after the lab accident.
Plant 42 was probably made by some botanist who got bored being locked down in the Guardhouse, then it got really fucking big drinking the basement water after someone blew up the Aqua Ring. It developed some rudimentary intelligence and started preying on survivors, so they came up with a plan to dump V Jolt on its roots, but they all turned or got killed by the plant/their former colleagues/mutant bees/zombie sharks before they could carry it out.

>> No.7728159

Bump.

>> No.7728302

>>7728159
shithead cocksucker whorelicker

>> No.7728328

>>7728302
Fuck off emotional faggot

>> No.7728778

Are the Gamecube versions of 2-3-CV worth playing through?

>> No.7728829

>>7728778
Yes if they're the easiest way for you to play the games & you've never done it before. No otherwise. 2 & 3 are just slightly better performing ports of the Dual Shock versions that let you slip cutscenes.

>> No.7729037

>>7727206
Is this a mod?

>> No.7729691

>>7729037
no

>> No.7729697

>>7728778
GC versions of 2 and 3 are the best looking versions along with the PC versions

CV is never worth playing regardless of platform

>>7728829
you can skip cutscene in any version of 3, only makes a difference with 2 though it is nice.

>> No.7729719

>>7726185
Cute!

>> No.7730402

Is there really no way to play the original Resident Evil 1 on the hardest possible difficulty without playing the very original version? That is, no Director's Cut or Dual Shock? Everything I'm reading says the DC and Dual Shock versions, only arranged mode has the actual original western difficulty.

>> No.7730726

>>7730402
Just turn off auto aim

>> No.7730739

>>7730402
Arrange mode isn't like the original's western difficulty, it's harder overall

otherwise I can't answer your question; I don't think anyone can. too many different versions with minute differences and tons of assumptions and misinformation everywhere.

>> No.7730773

>>7730726
Not possible AFAIK.

>>7730739
Are you speaking in overall terms, like the placement of enemies and such? I just meant items and ink ribbons, enemy health, etc. It's very bizarre because, at least just going off of ink ribbons, the dual shock version seems to be the same difficulty as the original, you get 2 on original mode in both games. But like you said there's so much misinformation it feels like and the ribbons are just one facet potentially? One thing I think for sure though is that the original release of RE1 is the hardest as the hunters take more shots from the magnum, plus manual aim. So as far as I know if you want challenge its easily the best version.

>> No.7730778

>>7730773
you die a lot more quickly in Arrange Mode, enemies deal more dmg. At least in the NTSC-U DualShock release which is the last one I played. Maybe it's different in OG DC.

>> No.7730780

>>7730773
If you have the PC version, I'm pretty sure you can just edit some config files to turn it off. Like "autoaim = 1" or something. I know somebody who did that to edit the amount of ink ribbons you pick up.

>> No.7730913
File: 2.57 MB, 640x480, RE2 licker roam2.webm [View same] [iqdb] [saucenao] [google]
7730913

>> No.7730920
File: 2.78 MB, 640x480, RE2 zombie lab 2.webm [View same] [iqdb] [saucenao] [google]
7730920

>> No.7730923
File: 1.06 MB, 640x480, RE2 cockroach.webm [View same] [iqdb] [saucenao] [google]
7730923

>> No.7730929
File: 1.92 MB, 960x720, RE2 dog.webm [View same] [iqdb] [saucenao] [google]
7730929

>> No.7730938
File: 2.34 MB, 960x720, RE3 brain explode.webm [View same] [iqdb] [saucenao] [google]
7730938

>> No.7730940
File: 2.78 MB, 640x480, RE3 Jill Badass.webm [View same] [iqdb] [saucenao] [google]
7730940

>> No.7730947
File: 2.83 MB, 640x480, RE3 Jill Badass2.webm [View same] [iqdb] [saucenao] [google]
7730947

>> No.7730949
File: 2.53 MB, 1280x960, Bio_Hazard_Saturn_Battle_end.webm [View same] [iqdb] [saucenao] [google]
7730949

>> No.7730962

Is there any dev that worked on both Resident Evil 2 and Parasite Eve II ? If so, who?

Googling only tells me that the writer of RE1 worked on PE2 too.

>> No.7731362
File: 168 KB, 797x587, RE3_1999_official_cosplay.jpg [View same] [iqdb] [saucenao] [google]
7731362

>> No.7731427
File: 911 KB, 752x513, RE2_1999_official_cosplay.png [View same] [iqdb] [saucenao] [google]
7731427

>> No.7732685

>>7731362
>>7731427
these are great, more plz

>> No.7732943
File: 545 KB, 1012x581, regif-7-example.gif [View same] [iqdb] [saucenao] [google]
7732943

>>7723448
>Looks like the backgrounds are more blurry and slightly cropped. But it's very negligeable. I don't know what's up with the small aspect ratio difference either
That's very interesting. Is your emulator set to 4:3 or 16:9? if it's set to 16:9 then this particular game has a "fake" 4:3 aspect ratio which may cause blurriness. Try forcing it to true 4:3.

>> No.7733043
File: 922 KB, 1312x1008, RE4E08_2021-05-08_10-07-38.png [View same] [iqdb] [saucenao] [google]
7733043

>>7732943
if I forced it to 4:3 it looks completely fucked which is why I had changed that


and I see what you mean now, the game is actually added black areas on the side for 16:9 resolutions

Probably if the resolution is 4:3 then the game is fine, I remember playing this on real hardware on a 4:3 TV and I had no issue; but with emulators it doesn't seem to work

>> No.7733056

>>7732685
I don't have more but trying looking for magazines and videos of the 1999 Tokyo Game Show

>> No.7733147
File: 194 KB, 1200x1400, beccaxwesker_team.jpg [View same] [iqdb] [saucenao] [google]
7733147

>>7726089

>>7715014 already did

>> No.7733197
File: 1.49 MB, 1404x1080, GBIE08_2021-05-08_06-22-34.png [View same] [iqdb] [saucenao] [google]
7733197

>>7723442
I think you have to turn your resolution up. My game looks like this turned up 3X.

>> No.7733202

>>7733197
>GBIE08[...].png

That's the gamecube version, my gamecube version looks fine, try the wii version, that's the one I can't get to look right due to the 16:9 stuff

>> No.7733206

>>7733197
That's odd the background looks grey in my picture.

>> No.7733212

>>7723395
>you can pause the game with the wii home button

I used to think that going into the inventory paused the game and it kinda does. But I played the original RE2 recently and I got to the part where Ada is with you. I'm in a hallway with a bunch of zombies, I go in the inventory to pause the game because I have to use the bathroom, when I come back and all the zombies are dead.

>> No.7733213

>>7733212
Ha, nice find, what version was this? I suppose they forgot to pause Ada's AI when the inventory is opened.

Either way opening the inventory doesn't pause the in game timer, which is what I meant

>> No.7733215

>>7733213
Dualshock version.

>> No.7733218

>>7733213
>they forgot to pause Ada's AI when the inventory is opened

I think the zombies move too. Ada only uses her weapon when the zombies are close. When I paused the game the zombies where down the hall. When I unpaused it they were at my feet.

>> No.7733231

>>7692940
You guys to see the new fetus monster. Creepy af

>> No.7733278

>>7706946
Yes. I am aware, but it is shit.

>> No.7733929

>>7692949
I'd say technically and rationally this, but my heart goes to 2 and Claire scenario A. Never the less great games all first three.

>> No.7733981

re1: ok
re2: good, haven't played it much, but i can perfectly see why it's a fan favourite
re3: overrated shit that should've been an spin-off/side story
code veronica: beautiful, had so many memories with this one
re 1 remake: perfect. best "classic" re experience ever
re4: perfect and best'est game in the franchise
re5: ok, had my fun there
re6: fun as fuck gameplay but i can see its linear and boring story. i literally only love it due to its fun gameplay, mercenaries, etc
revelations games are pure beauty, specially the 2nd, my favourite one. yesterday i suddenly felt like listening its music again, and god, fucking god
https://www.youtube.com/watch?v=4thhpWtJSzk
kino, pure beauty. i want to play it again. yeah, how fucking memorable and replayable has to be for you to want to play it again??

haven't played recent games, but:
remakes 2 and 3 look bad, due to killing the original games for current lee baby's first re xdxd. but even then, 2 is fine i guess
7 and 8 are fucking shit. it literally is a reboot. reboot are fucking shit. fuck silent hill or outlast, this is resident evil. biohazards, monsters, cops, agents, etc - not some fucking random faceless dude in a house. it can work as a spin-off (outbtreak, for example) but it fucking isn't. it just fucking isn't. it is a legit goddamm fucking main games that is alrady butchering and shitting on all its lore
hell, you know why re4 dropped the living dolls and ghost crap??? yeah, well, they no longer gave a shit now
8 looks cringy. it may probable be better, but the fact the vampire lady is fanservice and baits so many casuals and memes and shit is so goddamm cancer. can't take it seriously

current resident evil is shit. it's doomed by casuals and current meme trends. it's oulast/silent hill now. it's a fucking reboot. it's so goddamm wrong in so many ways i don't even

>> No.7733996

>>7733981
also
rebecca, sheva, moira, claire, sherry. these are all my waifus
ada and rachael are cringe shit. tired of jill's simps
vampire lady is fucking e-thot american cancer cosplay porn whore
bring billy and raymond back

also forgot re0:
hard to play and blah blah but i don't really hate it or dislike it. it's just there. wouldn't play it again tho

>> No.7734105

>>7733981
If anything 3 is underrated,4 is shit and nothing like resident evil and the remake of 2 is a much better resident evil game.

>> No.7734298

>>7734105
>3 is underrated
>"LEE NEMESIS WOOOO JILL TITS XDXDXD"
>4 is shit
>most played re game still to this game by thousands of people, both re fans and casual people alike. a damm fine classic from its era. no matter how much you seethe, this is universal fact

lol

>> No.7734316
File: 810 KB, 1024x1051, outbreak nyx.png [View same] [iqdb] [saucenao] [google]
7734316

also before i forget
post creepy fucks monsters

>> No.7734460

>>7734298
He’s right though. 4s story completely falls apart by the last act it’s ridiculous.

>> No.7734598

>>7734298
I dont even think you know what underrated and overrated mean.
And no,old school fan did not like resident evil,of all the great game that came before it the only thing it kept is some characters and fucking tank control,in a third person shooter.

>> No.7734604

>>7734598
I meant did not like resident evil 4,lol.

>> No.7734731

Asking here since /v/ is a shithole, in resi8 why did chris relocate ethan and mia right next to the village, castle and factory full of zombies vampires and werewolves and witches?

>> No.7735275

>>7734598
you are not everybody, retard. the fact that you are so insecure as to deny the huge historic beauty of a game that is re4 while thinking re3 is a underappreciated gem that nobody appreciates a.k.a UNDERRATED speaks high level of autism of you

>>7734460
last part does not make the game. open up your ass a little more, you have to stop being this assblasted

kids these days try so hard to be cool

>> No.7735535

>>7734460
The story fell apart when Bitores Mendez didn't kill Leon when he was unconscious, but let a minion finish the job and fail.

>> No.7735605

>>7708492
Except in RE2 3 and RE1 director's cut you get ammo like it's candy, you can easily waste every enemy in your path.

REmake 1 and 2 are better examples of classic RE than even the originals are.

>> No.7736592

I remember capcom being hacked and lots of data was downloaded, was any beta versions of resident evil games found? Or a more completed version of 1.5?

>> No.7736634

>>7736592
find me a link to the files and I can have a look through them, I know what to look for. However I think we'd know by now.

>> No.7736637

>>7736592
The only RE related stuff was for VIIlage, and some "assets" (I believe it was mainly environmental stuff) for RE2 Remake

I think? the only PS1 era thing that was found was the source code for Tron Bonne

>> No.7736658

>>7736637
What did people do with the Tron Bonne code?

>> No.7736716

Why is the knife so useless in re2? I got by a lot of shitty corners and hallways just knifing zombies/dogs/hunters even the crows and spiders. Why does it take like a million hits to kill the titty zombie in Claire A's opening sequence to RCPD?

>> No.7736731

>>7736716
Because RE2 was probably rushed after they scrapped 1.5 and they went the easy way rather than the smart way.

The smart way is doing like RE1: the knife is a hard to use but effective last resort, and Plan Bs are also given for most bosses in case the player is out of ammo.
RE2: useless knife, no plan Bs for bosses (except for the alligator although it's so badly done it became a plan A), instead they just give you a shit ton of ammo in plain sight.

>> No.7736735

>>7736716
They give you enough ammo to shoot all the zombies in RE2. You shouldn't ever need your knife.

>> No.7736752

>>7736731
>>7736735
I see. Well I wanted the special key and I'm playing this one for the first time. I'm usually fucked right at the gate to RCPD.

>> No.7736756
File: 34 KB, 208x136, latest.png [View same] [iqdb] [saucenao] [google]
7736756

Can someone please remind me can the W. Box Key in RE2 be found and used in both scenarios, or is it like the side pack/machinegun? Playing through ClaireA and a picked it up without really thinking about it, now I realise I might have gipped myself out of the magnum parts in LeonB

>> No.7736758

>>7736752
in the streets at the start of the game, the only zombies that can't be dodged easily are the ones that burst through the gate and the ones in the bus. Either use your ammo for those and/or take a couple of bites, the rest can be dodged easily. Then, go grab the ammo in the police station main hall to kill zombie Brad

>>7736756
can be both and used in both

>> No.7736769

>>7736752
The only zombies you need to shoot are the ones near the basketball court and the ones on the bus. You can run past everyone else.

>> No.7736772

>>7736756
Both characters can use it in both scenarios. With Leon you get a part for the magnum. With Claire you get some ammo for the grenade launcher.

>> No.7736778

>>7736758
>>7736772
awesome

>> No.7736893

>got a tip to only make handgun ammo in re3 ps1
>its actually extremely effective

>> No.7736902

>>7736893
The problem is that the advanced hand gun and shotgun ammo are not compatible with the ST Eagle 6.0 and the Western Custom M37, which is why I never both with them.

If you intend to fight Nemesis, you should keep most if not all your gun powder to make Freeze Rounds. If you don't, anything works.

>> No.7736905

>>7736902
takes like 20 adv handgun ammo to take down nemesis and it staggers him
4 for most zombies
shits nuts

>> No.7737027

>>7736905
Really, I need to try that

>> No.7737073

>>7736905
On hard difficulty ? I should try it then,ill probably use the rocket launcher until i can make advanced pistol ammo to get to it faster.

>> No.7737170
File: 2.82 MB, 640x480, Nem advanced9mm.webm [View same] [iqdb] [saucenao] [google]
7737170

>>7736905
Honestly it doesn't seem that good to me, video is on US Hard. The advanced ammo type makes him mad randomly, versus regular 9mm don't which is a lot safer, and it still takes forever to kill him, it's only a bit faster than with the regular 9mm.
Meanwhile with Freeze Rounds you can stunlock him and it takes 30-45 secs to kill him. Plus you can make Freeze Rounds much earlier and even make them by combining with regular grenades

>> No.7737319

>>7693175
Good taste friend, commercial Claire was so much hotter than goblina nu-Claire that /v/ couldn't stop obsessing over for whatever reason.

>> No.7737341
File: 2.45 MB, 960x720, Nem advanced ammo2.webm [View same] [iqdb] [saucenao] [google]
7737341

>>7737170
>>7736905
I guess the nice thing is that it can make him stop running though so it's semi-random and you can also do that with freeze things more effectively

>> No.7739031

>>7700820
not sure you're gonna read this or care but i remember some (german?) resident evil fansite that had rips of backgrounds for all games,it included a bunch of unused rooms even for re0, just in case you might care
no idk german or what was the website's name

>> No.7739094

>>7739031
I wonder just how much stuff was lost when random fansites went down. I bet geocities took a lot with it when it closed.

>> No.7739471

>>7736634
I dont even know where to look for a download link. But the data breach of capcom seems like it had ill intent, like it was a certain group who did it and used "ransomeware" and had demands for capcom. I kind of just searched YouTube and got this from modern vintage gamer or yongyea.
Also i searched the web, and according to a *cough* reddit *cough* post, 1 terabyte of data was stolen, and only 60gigs of it was leaked. Noboday else knows what the remaining stolen data was yet. If there are updates to this situation, I'm still searching. I'm hoping for beta re2 or re1.5, even beta reZero for N64

>> No.7739587

>>7739031
Unless some of those are left-overs from the N64 era, I don't think I really care

>> No.7739871
File: 231 KB, 512x448, sh_00185.png [View same] [iqdb] [saucenao] [google]
7739871

>>7739587
found a rip from the demo version apparently, some of them are quite interesting actually. I never realized this room was supposed to be a bath room

>> No.7739876
File: 223 KB, 512x448, shup_00004.png [View same] [iqdb] [saucenao] [google]
7739876

>>7739871
>Rebecca's time of the month.png

>> No.7739957

>>7736769
I'm having trouble running past the group right in front of the gate to the police station
I finally made it with no health and no ammo feel really humbled. Re1 was so easy. Also this is the only time I made it and 2 zombies I rushed past had their arms pop off and were still on me. Is this uncommon? I've made a couple runs before and it didn't happen once.

>> No.7739969

>>7700820
>>7700823
This is extremely interesting to me. Are these finds that you, yourself made ? Or, are these being explored elsewhere?

>> No.7739971

>>7700967
I do like how Remake reuses this version of the building.

>> No.7739974

>>7739957
That happened to me a couple times before. Neat little detail.

>> No.7739991

>>7739969
check the RE2 US preview page on TCRF

>> No.7740060
File: 98 KB, 320x240, Resident_Evil_2_preview_ROOM207_0.png [View same] [iqdb] [saucenao] [google]
7740060

Have some autism you didn't ask for

>RE2 demo versions

>> No.7740065
File: 40 KB, 330x240, Biohazard 2 (J) (Disc 1) (Leon Disc) (Track 1) [SLPS-01222]-0282.png [View same] [iqdb] [saucenao] [google]
7740065

>>7740060
>RE2 FINAL

>> No.7740071
File: 46 KB, 320x240, Biohazard 3 - Last Escape (Japan)-0648.png [View same] [iqdb] [saucenao] [google]
7740071

>>7740060
>>7740065
>RE3 (PS1/GC)

>> No.7740073
File: 270 KB, 1280x960, RE3_PC.png [View same] [iqdb] [saucenao] [google]
7740073

>>7740060
>>7740065
>>7740071
>RE3 (PC/Dreamcast)

>> No.7740079
File: 52 KB, 330x240, Biohazard 3 - Last Escape (Japan)-0164.png [View same] [iqdb] [saucenao] [google]
7740079

and that, should also explain this


>RE3 (PS1/GC)

>> No.7740093
File: 413 KB, 1280x960, RE3_PC_corpse.png [View same] [iqdb] [saucenao] [google]
7740093

>>7740079
>RE3 (PC/Dreamcast)

What I think happened:
the PC version of RE3 has higher res backgrounds. I think they didn't just upscale and clean up the PS1 backgrounds (which is presumably what the GameCube versions of 2/3 did), but took the source material to remake them.

I think that, though maybe only in a few cases, they worked with a slightly earlier version of the rooms/backgrounds, which is why the beta RE2 door and the corpse are still there (and then, the Dreamcast version of RE3 is based on the PC version which is why it's there also).

The beta RE2 room is there in RE3 because, also presumably, when RE3 was made it used some earlier versions of the RE2 police station as well. There are a couple of leftovers early RE2 background images in the room datas which aren't even in RE2 itself.

Then, I think that corpse was in a dev version of RE3, but taken out before release because the scale on the corpse is completely off; and thus it's back on PC/DC due to using that earlier version as a base for the hires bgs.

There may be more background differences like that between the PS1 and PC versions of RE3.

>> No.7740131
File: 53 KB, 320x240, Resident Evil 3 - Nemesis (USA)-0225.png [View same] [iqdb] [saucenao] [google]
7740131

And the best part, is that the early version of the door can still be seen even in the non PC/DC versions of RE3, though only for a brief split second in the far back of this shot.

Presumably the devs realized their mistakes and updated the door but forgot or didn't bother about this shot. The yellow stuff is the card reader which at one point went with the door, again presumably at one point in RE2 it was planned to require a keycard to open the evidence room like with the basement storage room. That keycard reader isn't even in any of the other shots but it is in a close up of the door still present in the rooms data in the final version of RE2.

before someone tries to use this to "prove" that RE3 sucks, know that RE1/2 also have background mistakes.

>> No.7740219

Resident Evil 1, that first zombie.

>> No.7740537

RE2 so far is "every other room here is 15 zombies"
I'm real low on ammo here. Does this keep up? Only just threw out the diamond key.

>> No.7740561

after 4 the series went way up its own ass. modern resident evil is total dogshit

>> No.7740581

>>7740537
Are you playing for the first time? I'd like to see a recording of how much you're failing.

>> No.7740585

>>7740561
I liked how 7 switched things up, but it got bad at the end.

>> No.7740615

>>7692940
I'm currently playing theough RE8 and enjoying the FUCK out of it. I can feel every one you SEETHE.

>> No.7740627

>>7740537
you should be swimming in ammo soon. If you're playing the western version, make sure to check every corner, there is often hidden ammo that can't be seen.

>> No.7740631

>>7740627
>there is often hidden ammo that can't be seen

That's probably his problem. Ammo isn't always visible. You have to hug crevices and search.

>> No.7740652

>>7740581
>>7740627
>>7740631
I haven't died and I was able to get the special key without completely using all my ammo and health on the way. But any time I manage to find maybe 30 or 45 rounds I'm immediately faced with a cluster of zombies somewhere.
I can just roll back a save and make more use of the grenade rounds and that bowgun I picked up but I don't feel like it yet.

>> No.7740659

>>7740652
If you playing with Claire, you should never be low on ammo. She is easy mode. Her weapons are ridiculous.

>> No.7740662

>>7740659
I've heard that Claire's handgun does more damage. Is that true?

>> No.7740738

>>7740659
If I reach a failure state I'll post exactly how far I got and how far I'm rolling back.
No recordings since I don't have a way to capture anything. I recorded a cutscene that got super glitched out on my phone but I think it was more of a read error not like a real glitch.

>> No.7740776

>>7740662
Only the colt saa that you get in the locker of the dark room,but to compensate the gun only holds 6 bullet.

>> No.7740842

>>7740652
Explosive grenades are good for the big groups, they break into multiple explosions and as a result end up with a shotgun effect that will wipe half a room in one shot.

>> No.7740861

>>7740659
Claire A is the one scenario with the least ammo though I think, there are 2-3 ammo caches missing in that scenario for some reasons

>> No.7741375

I like Outbreak.

>> No.7741402

Anyone else feel like RE1-3 were the kind of special, age defining media? Nothing screams late 90s like it to me. They feel more special to me than your average good game.

>> No.7741663

>>7740093
>>7740131
im pretty sure re3 only used mix and matched leftover backgrounds from re2 because as it was usual then,they deleted all dev stuff when a game was finished,which included the original 3d models for the backgrounds so they couldnt re-render them in hi-res,this also explains why the pc/dc versions dont have higher resolution backgrounds for the police station interior in re3

>> No.7742401

>>7741402
Resident Evil and Metal Gear Solid. I want to say Mega Man Legends too, but it didn't sell very well.

>> No.7742629

>>7741663
I don't believe they deleted that stuff. Look at Darkside Chronicle assets (and some of Umbrella Chronicle assets that are not from REmake)

>> No.7742658

>>7692940
RE2 and Leon. RE2 is the perfect old style RE.

>> No.7742873

>>7734731
Because Chris is an idiot. Why do you think he made some Wile E. Coyote fucking battlebots tread with a goddamn chainsaw for parrying, to have a Metal Gear fight with Magneto? Because he's a sensible, deep thinking man? Or because he's mentally a child and surviving only because of his autistic wunderkind skill with guns and enough ammo to kill an army with?

>> No.7742960
File: 275 KB, 623x538, pluto.png [View same] [iqdb] [saucenao] [google]
7742960

>>7734316

>> No.7743153

>>7741663
>his also explains why the pc/dc versions dont have higher resolution backgrounds for the police station interior in re3

Don't they though?

>> No.7743184

>>7743153
>>7741663
Either way I'm not buying this explanation for three reasons

RE3 has new camera angles in the police station
like the close up in the radio in the STARS room, the unused close up on the desk in the meeting room, and this >>7740131
they couldn't have made those if they didn't have the source material... unless all of these are actually leftovers from RE2 dev but we have several versions of the police stations and those shots are nowhere to be found there (although it would explain why that shot still has the old door and the keycard reader).

the third reason is it's pretty fucking obvious RE3 is based on RE2's engine, down to how the option screen looks and the way you have to use the same cheat to turn off autoaiming in the japanese versions, the format of all the files is the same just updated. Between that and the fact that RE2 was a best seller that sold 5-6 millions copies on PS1 alone and that it was still getting new ports, there is no way they threw that stuff so early.

By the time the PC ports came out, it's another thing, but those hi-res backgrounds aren't something they pulled out of their ass, neither were the hi-res FMVs in the sourcenext version. Maybe a bit of content was lost here and there, that's a possibility, but there is no way the entire game was thrown in the trash.


Re-rendering the backgrounds from the source material isn't something they'd do for a simple port by then, because even if you have the source material, you have to realize that a lot of work was done on the backgrounds themselves after turning the 3D environment into bgs, rather than doing everything in the 3D version to begin with. This work can't be redone easily and won't be redone the same, which is exactly why ports that attempted this like the HD REmaster suck ass

>> No.7743191

>>7743184
The most logical explanation would be that the hi-res backgrounds come from backed-up devs personal files, before they were resized to 320*240, and that as a result there could be discrepencies with the final game like that corpse. For RE2 maybe they didn't have those, which doesn't mean that they wouldn't have had the source files of the game, or perhaps RE2 devs worked differently, and unlike RE3's, did the manual work on the backgrounds directly at 320*240 which is why no hi-res version exist.

>> No.7743274
File: 186 KB, 1704x960, DinoCrisis_McFarlaneToys.png [View same] [iqdb] [saucenao] [google]
7743274

>>7723714
Ha, Todd McFarlane Toys is also in Dino Crisis

>> No.7743480

>>7692940
Resident Evil Directors Cut
Barry and Hunk

>> No.7744249

>>7723452
The issue with the image comparison here is that there are some scenes in the GC original that employ dynamic, moving light sources; for these environments, they were remodeled in 3D and are rendered in real-time in the HD remake, in order to work with the lighting system employed in the HD version, rather than being flat animated renders as they were in the GC original. Exactly what technical exigencies necessitated this I do not know, but clearly Capcom did not have all the assets for REmake archived in high quality -- merely comparing the fidelity of the REmake HD edition to that of the RE0 HD edition is sufficient to demonstrate that.

>> No.7744485

Farewell, cruel world.