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/vr/ - Retro Games


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7954759 No.7954759 [Reply] [Original]

Is Resident Evil 1 worth playing or should I just pick up the remake?

>> No.7954764

Play the DC for PSX.

>> No.7954796

>>7954759
Yes. Don't sleep on the original. It's a very good game in its own right, and playing through the original before the REmake is much more rewarding as you can see what changed between the versions which will cause you to appreciate each of them more in their own ways. It will only add to you experience.

There are a lot of versions of the game, but let's just stick to the 3 on PS1.

There is the original version, this version has no auto-aim (your aim does not snap to enemies when you press the aim button), the enemies are harder and there are less resources. Ink ribbons only come in twos, so you have to save even more wisely. It's very difficult for a first playthrough especially if you've never played the games before. If you want a challenge try this version, maybe after you beat what most people would call the "definitive" version.

That's the Director's Cut. This version is easier than the original and has auto aim. I want to add that every subsequent game in the series had auto aim, so most people consider it a quality of life change and not "casualization" per se. it also has an extra mode it in called "arranged mode" where the items are all jumbled up. Its fine if you prefer this version, its just easier than the vanilla. Most people have played this version.

Finally there is the DualShock version, stay away from this version. The entire soundtrack has been replaced with what most people consider a much worse soundtrack.

For emulation, use Duckstation or Retroarch. I use Retroarch. It's kind of clunky the UI is kind of shit but its fine otherwise. Use the core mednafen also called beetle (non-hw version). Just don't use EPSXE it's trash. That's it, you're good to go. Have fun.

>> No.7954798

RE1 is legitimately a better game than the remake. Much more responsive controls and gameplay design, better level design, and a far more memorable script. The added content in the remake also feels out of place.

>> No.7954843

>>7954796
>>7954798
Thanks!

>> No.7954847

The answer will always be play RE1 then play REmake somewhere down the line. Both are good games, but you're going to miss parts that make REmake good if you skip to it.

>> No.7954892

>>7954759
It's worth playing, it's not scary like its remake is, but there's enough that's different that a Resident Evil fan should find it just as interesting the second time. Versioning for this game is annoying though.

>> No.7954898

>>7954798
This post is just a hipster, OP, he'll show up in every RE thread to post this extremely contrarian opinion. How contrarian is it? Every time a discussion about actually superior remakes in gaming has ever come up since its release, including on /vr/, REmake tops the list of superior remakes. Even among the most ornery, remake-opposed people (except this guy). The original is worth seeing, so I'm saying definitely play it, but it is not superior, that's a joke ass opinion.

>> No.7954905
File: 993 KB, 320x240, 1578319434405.gif [View same] [iqdb] [saucenao] [google]
7954905

Disregarding REmake dickriders and the one tryhard anti REmake contrarian, both games are excellent, the remake does not replace the original. Both are worth playing, play them back to back. The campy and surreal atmosphere of the first one is irreplaceable, and the beautiful and faithful remake of it is also amazing.

>> No.7954950

Ignore the idort grognards trying to push their agenda. Neither game is good but if you were to play one then play the REmake as it replaces the original. They aren't worth playing but if you must then play them at the same time.

>> No.7954979

>>7954898
You sure did type a lot to say nothing. If the remake is such a superior game I'm sure you'd be able to explain why.

>> No.7955094

>>7954759
i enjoy it in a different way compared to the remake.
you should at least play it once.

>> No.7955113
File: 3.35 MB, 1500x1000, RE guide.png [View same] [iqdb] [saucenao] [google]
7955113

>>7954796
I made this for fun awhile back comparing the major, common releases most people will encounter. I left Deadly Silence off because it changes enough stuff including models, animations, and enemy behavior that it feels more like another remake and doesn't really fit with the releases from the 90s, but it's still a fun game.

>> No.7955121

>>7954905
Nah just play the original, the atmosphere in REmake and the changes made to its structure and gameplay aren't any good

>> No.7955124

>>7954898
The original shits all over the remake.

>> No.7955235

>>7954764
Only the non-DS DC, and only if you can't play the mediakite version

>> No.7955245

>>7954796
you forgot to mention that auto aim was always in the japanese version and taken out of the us original version to artificially make it more difficult because of game renting in the us. that's the real reason nobody thinks of it as a casualization.

>> No.7955246

>>7954898
>>7954979
>a lot of people agree with me so I'm right

>> No.7955256

>>7955121
REmake is great but as others have said it's not a replacement and isn't even superior for that matter.

>> No.7955287

>>7954979
It’s a remake done right. It’s a massive graphical upgrade that still looks good, added new areas and game mechanics, but kept the fixed camera angles and general spirit of the original.

>> No.7955304

>>7955256
ok then just play the original, like I said
one of these games is clearly a superior product and it isn't REmake

>> No.7955371

>>7954798
>The added content in the remake also feels out of place.
Yeah this is my biggest issue with it. They cut quite a few scenes and interactions with Rebecca and Barry, plus some other miscellaneous stuff for whatever reason. Then they shoehorned in some godawful fanfiction-tier garbage about the architect's super special daughter who could survive every experiment Umbrella threw at her, was the source of the G Virus, and somehow lived on the mansion grounds for decades. The only new content worth a shit was the Aqua Ring and the game would be massively improved if the rest of it was removed.

>> No.7955397

This is coming from someone who played Remake first, but they're both worth playing. Remake is very much designed to trip up veteran players and the puzzle layout doesn't make quite as much sense as the original.

For instance, the dining room in the mansion has the fireplace emblem. The first instinct of most new players is to pick it up. In the first game, it makes sense to do so. It's the solution to the very first puzzle. In the remake, you're not going to need to use that emblem until you're way farther into the game. I know for a fact this trips up people who play REmake first because it happened to me.

>> No.7955405

>>7955304
it's time to stop

>> No.7955504

>>7955397
>fireplace emblem
>very first puzzle

>> No.7955556

>>7955504
I just started a new game to double check if I was right.
>Jill
>grab emblem
>go into hallway
>use lockpick on piano room door
>push bookcase aside
>grab sheet music
>playing midnight sonata
>opens alcove with gold emblem
>swap out for wooden emblem
>go back to dinning room
>place gold emblem that triggers grandfather clock to move
>grab first key
I guess it depends on how much you consider that a single puzzle, but the point is fireplace puzzle can be solved right away. Which isn't the case in REmake.

>> No.7955759

>>7955245
does anyone have the picture that says this is true? i remember reading it as well.

>> No.7955767

There's a good guide on how every version of the game is different, but I don't have it

>> No.7955782
File: 734 KB, 1079x748, Resident Evil USA changes.png [View same] [iqdb] [saucenao] [google]
7955782

>>7955759
Here you go

>> No.7955790

>>7955782
Thanks. Do you know the source of this quote? I'd be interested to read more from whatever source it is, and it'd be useful to confirm its authenticity.

>> No.7955793

>>7955790
Here you go.

>The True Story Behind BIO HAZARD is a promotional book distributed as a giveaway for preordering the Sega Saturn version of the original Resident Evil. It includes a transcript of the George Trevor letters, a short novel titled "The Beginning" and an interview with Shinji Mikami. The novel portion of the book was translated into English under the title Resident Evil: The Book, which was given away by Capcom U.S.A. via a mail-order offer through their official website.

https://archive.org/details/thetruestorybehindbiohazard/Words%20from%20the%20producer%20for%20the%20game%20BIO%20HAZARD%20%28translation%29/mode/2up

>> No.7955802

>>7955793
Damn, thank you so much. It seems more well thought though than just simply boiling it down to being "artificially difficult". I think the extra difficulty is actually pretty fun and I think the no auto aim makes you have to think about your environments more. But that's just me. Thanks a lot anon.

>> No.7955816

>>7955802
No problem, anon.
I love reading about "making of" stuff for these classic games. Especially for Japanese games where documentation from the creators is rare.

>> No.7955828

>>7955816
Yea it's really hard to find information about this sort of stuff, I've started to do digging but a lot of my info has come from these threads actually. Do you have any websites or sources you use to find this kind of stuff, like somewhere its all being compiled? Or is it just info you have compiled for yourself over time.

>> No.7955835

>>7955828
I found that by reading Resident Evil wikia.
I'd just check sources listed on what I thought would be obscure facts that'd be hard to know
All that was listed was The True Story Behind Biohazard. No link or anything
I threw that title into google and that was first result

>> No.7955841

>>7955835
I guess it's much simpler than I'm making it. Cool, thanks.

>> No.7955846

Play both psx first. My 2c but they are different enough and the original is a good intro

>> No.7955856

>>7955841
There's a sort of director's commentary for Resident Evil 2 on Youtube.
It's Kamiya sitting in a hotel room with a couple of guys who speedrun all the scenarios while Kamiya answers questions.

>> No.7955864

>>7955856
https://www.youtube.com/watch?v=OrPHNvgncpI

You mean this video right? I've yet to watch it but I'm really interested. There's the link for any other anons in the thread if you guys are interested.

>> No.7955997
File: 1.29 MB, 2044x2754, 1626516938353.jpg [View same] [iqdb] [saucenao] [google]
7955997

>>7955828
gonna contribute too. Looking on e-hentai.org gives some nice results, no jokes. I found there the Kagero deception series art books and related
>>7955504
>>7955556
yeah... i've just checked too but it's somehow strange to do it.
After talking with Barry he gives you the lockpick and proceeds to the dinning room, so i've always go to investigate the right and opposite area of the mansion.
It's gameplay design i guess.

>> No.7956170

>>7955287
So just like everyone else the only reason you can give as to why the remake is better is that it looks better.
>kept the fixed camera angles and general spirit of the original.
Outright false. The remake ruins both the atmosphere and gameplay of the original game.
First we'll start with gameplay, the animations in the remake are all overdesigned, clunky garbage. Its incredibly obvious to spot the people who only had experience with classic style RE games through the remake by how they complain about how bad the tank controls are because they've never played 1-3 and don't realize that the rest of the series is not about controlling a ridiculously overanimated character that feels like they're always moving through a swamp bog.
The level design is universally worse. Not only did the mansion get turned from an ordinary mansion where a breakout occurred to a overdone funhouse of horrors, ruining the setting and atmosphere, but they also removed almost all the freedom from the original in favor of railroading the player from setpiece to setpiece. They also filled the game with needless tedium anywhere they could with things like burning bodies, overly designed puzzles that just exist to pad the game, and just outright wastes of the players time like the door handle falling off.
Plot wise they removed all of the B-movie charm of RE1 and replaced it with a cast trying to play it straight for the most part, which would have been fine had they stuck with the original plot, but as I previously mentioned they ruined the tone of the game by turning the mansion into a carnival funhouse, and added obnoxious elements like Lisa and there apparently being an entire seaworld enclosure under the guardhouse. So you're left with a story that 10x dumber than the original game except now everyone is taking it seriously meaning it just comes off as even worse.

>> No.7956501
File: 46 KB, 332x128, bs.png [View same] [iqdb] [saucenao] [google]
7956501

>>7956170
this, still a mustplay though.
and I just figured out through the Trevor letters how the Broken Shotgun came about. before it was broken, a scientist was attempting to leave the room with it and was crushed in the next room. that's why it's all bent and "rusty" (not rust)

>> No.7956635

>>7955245
The weird thing about autoaim is that it was one of the very last things they implemented. You can play a beta version from January 31, 1996 that's essentially complete and it still has manual aiming, plus a bunch of other differences from the final game. They were apparently making pretty big changes right up until the last possible minute. My pet theory is that this is why there's so much ammo in the game; they expected players would frequently miss and waste ammo, but didn't rebalance it after autoaim was added at the last minute.

>> No.7956647

>>7956635
what other changes from that beta?

>> No.7956680

>>7956647
A ton of stuff. Some of it is minor things like slightly different textures or sound effects, but there's major changes too. A lot of item and enemy placements are completely different, the Wind Crest doesn't exist, ammo doesn't stack, and you can find dumdum magnum rounds and flamethrower fuel.
https://tcrf.net/Proto:Resident_Evil_(PlayStation)/January_31,_1996_(Sample_Ver._01/31)
I really wish the version they sent out to magazines for early reviews and strategy guides would turn up. It seems to be completely different from any of the available beta versions and I think it was the only one that actually had Trevor's notes available.

>> No.7956925
File: 3.19 MB, 1422x3240, 1623544919806.jpg [View same] [iqdb] [saucenao] [google]
7956925

>>7955287
The Remake has better visual fidelity, but the overall direction is bland and uninteresting. RE1 made good use of color to set the mood and create memorable rooms. Everything in the Remake uses a primarily brown and gray palette and it's so desaturated they may as well have gone all the way and made it black and white. And this is comparing it to the Gamecube version. The HD re-release that most people have played looks even worse in comparison.

>> No.7957629
File: 168 KB, 797x587, 1620417593891.jpg [View same] [iqdb] [saucenao] [google]
7957629

I have a question for all of you. When you first played Resident Evil, was it immediately obvious that you should use the shotgun to try to shoot the heads off the zombies? I'm wondering if the game was designed from the ground up for the player to kill the zombies like this. If you don't use this technique I think the game is much harder as you blow through bullets way quicker. I'm not even sure you can kill all the zombies in the game without using this strategy. I don't think the game ever tells you to use the strategy, but maybe the manual does? I will check and see, but I would also like to know if you guys felt it was obvious to do this and you figured it out on your own without watching others/hearing about it already.

>> No.7957648

>>7956925
wtf i'm reading. OG had a horrible palette of colors due to tech and console hardware, just look at the frames in your picrel, anon. The corridor that connects the fountain-with-the-tentacle room with the tiger room and the guardian room is a joke for a horror themed game (frame 4). It's the same shitty pattern used in frame 3 (the fish tank room). Just dull and mono colored rooms all over the mansion, and if not, the wall is all gray like the first frame (main dinning room).
Also, the overall illumination is a shame and unrealistic. Since when do you have a so well illuminated areas (rooms, corridors, even the outdoors) like they had a giant lamps all over the place to just bring light in an "abandoned" mansion? It's all so much illuminated, and that's for sure not realistic. At least, REmake implemented a perfect combination of light, old-style feeling, darkness and an extra tension sensation using a ton of resources (thunders and lighting effects while walking in the hall or the corridors, low and almost turned off bulbs/lamps, moonbeams and shadows where the lights aren't on and so on). Consider also the extra gloomy and eerie sensation that is present in-game by using an old and rusty atmosphere. REmake did nothing wrong but to improve but was done in RE1.

So, sorry if REmake "didn't made good use of color to set the mood and create memorable rooms", because it was so busy trying to create a realistic atmosphere thanks to the new graphic engine near to a realistic situation.

>uses a primarily brown and gray palette
What do you think an old ass mansion like this had to be painted? With crayons, like RE1?

>muh realism
shut up, /v/faggot. Since the beginning of history, videogames have tried the impossible by using the most advanced tech to be realistic. Just remember the FMV intro with life action actors in RE1 (popular in the 90's).

I'm not saying that RE1 was either bad or unrealistic, but don't lie and appreciate something when it's well done.

>> No.7957680

>>7956170
you only say X is bad because it's bad.
>overdesigned, clunky garbage
explain why by not insulting people

>controlling a ridiculously overanimated character
wtf is an overanimated character

>overdone funhouse of horrors
what??? explain this RE1 mansion was a huge deathtrap and so it's REmake

>overly designed puzzles
so you don't like to think so much? As a resident evil, the residence needs to have some tricks and complex puzzles to kill the character. Anyway, put an example of an overly designed puzzle.

>they removed all of the B-movie charm of RE1
nigga, what do you want? A HD clone perfectly and identical to RE1? A copymake? Do you understand what "remake", re-make, "re do something", "re imagine something"means?

>> No.7957693

yes play the original longbox North American release (although its called longbox, the jewel case is the same version)
Its the only version of the game without some stupid fuckery or difficulty downgrade (japanese difficulty)
RE1 remake is NOT a replacement for it, they are basically two seperate games with completely different tones, puzzles, and pacing

>> No.7957696

>>7957629
>was it immediately obvious that you should use the shotgun to try to shoot the heads off the zombies?
no, indeed i didn't realise of that until i read about it and yes, it was harder, like all the first times...

>> No.7957716

>>7957648
>wtf i'm reading. OG had a horrible palette of colors due to tech and console hardware
Yet it had infinitely more color than REmake, imagine that
>realistic atmosphere
lol REmake is generic spoopy haunted house simulator, nobody cares how realistic a setting so stupid like this is when the original had distinct readability and character between its areas that REmake simply doesn't have.

>> No.7957717

>>7957648
>What do you think an old ass mansion like this had to be painted? With crayons, like RE1?
t. never seen old mansions
they are full of color. do you think rich people want to live in a brown and grey mansion, or do you think they fill it with vibrant colors and wallpapers to show off how fancy and rich they are?

>> No.7957730

>>7956925
Don’t get me wrong, I love the colorful look of RE1. I’m just saying REmake was unbelievably good looking when it came out. It was a real showcase for the GameCube.

>> No.7957734

jfc just skip to 4

>> No.7957737

>>7957648
mansions should only look the way they do in REmake if they are in complete disrepair.
considering people were still running about inside only recently, it'd be safe to say things would be looking more like the original RE than anything.

>> No.7957767
File: 544 KB, 1024x768, researcher's room.jpg [View same] [iqdb] [saucenao] [google]
7957767

>>7957648
>OG had a horrible palette of colors due to tech and console hardware
The mansion was always intended to be colorful, and the final result looks very faithful to the colored concept art that's available. It's also surprisingly accurate for a mid-century mansion as far as colors and patterns go, so I'm assuming the artists did their homework and studied photos of real houses from that time period.

>> No.7957775
File: 51 KB, 480x320, dining room.jpg [View same] [iqdb] [saucenao] [google]
7957775

>>7957767
Just to elaborate on this, this is from a well preserved house built in the 1960s. Same timeframe as the Spencer mansion and it looks exactly like some of the rooms you see in the original game.

>> No.7957790
File: 911 KB, 752x513, 1620418895926.png [View same] [iqdb] [saucenao] [google]
7957790

>>7957696
That's what I thought. I recently beat the vanilla version of RE1 and I really used almost all of my ammo. I thought to myself that without headshotting the zombies it would be even harder. The games must have been designed around not using this as most players wouldn't know it even exists. It makes me want to go back and play through the games without using this to see how much the difficulty is bumped up.

>> No.7957878

>>7957680
>explain why by not insulting people
I didn't insult anyone with that statement.
>wtf is an overanimated character
A character that responds slowly to the players inputs due to the developers making needlessly long uninterruptible animations for every single action in the game, which is why you can aim, fire, turn around and run in RE1 the same time it takes to just aim and fire your weapon in the remake.
>RE1 mansion was a huge deathtrap and so it's REmake
Blatantly false. RE1 was a normal mansion, the remake is a carnival funhouse. RE1 barely has any deathtraps and the few it had made logical sense, being vents that released poison and that wouldn't draw anyone's attention. The only "room designed to kill you" was the shotgun room, and even that wasn't blatent. Now contrast that with the remake where you have rooms where a suit of armor with giant spinning blades activates, a graveyard with torture chambers at the bottom of it, a tomb with an apparent bottomless pit, everything in the remake is completely unrealistic and doesn't even resemble a mansion that anyone would ever reside in.
>so you don't like to think so much?
None of the puzzles in any RE game are hard, by over designed I'm referring to the unnecessary tedium of the new ones they added.
> Anyway, put an example of an overly designed puzzle.
Sure, a very easy example is right near the start of the game. You traverse through half of the right side of the mansion and then a couple rooms on the second floor, just to get a dog whistle so you can backtrack to the other side of the mansion, to call a pair of dogs so you can get a key to backtrack again on the other side of the mansion. The game is filled with things like this that add nothing to the game.
>what do you want?
I don't know why you're sperging out so hard here, when all I said is that RE1 is the better game and never said anything else about the remake.

>> No.7957891

>>7957629
I love the animation zombies do when they take a solid body shot from the shotgun. They reel backwards and stumble and it's really satisfying, especially when the followup shot flattens them.
You also don't actually need to aim up to decapitate them in RE1, your character will automatically aim it at their head when you fire if they're close enough.

>> No.7957958

Why cant I find footage of the original japanese voice acting? Is it as bad the english localization?

>> No.7957968

>>7957958
I believe the classic Resident Evil games were recorded only in English with Japanese subtitles.

>> No.7958113 [DELETED] 

>>7957968
yikes

>> No.7958123

>>7958113
Nah you suck, projects like that always end up being absolutely based
I can't think of a single Japanese produced game or anime that was made with the western market in mind first and foremost, where English is the native dialogue, that isn't actually great.

>> No.7958135 [DELETED] 

>>7958123
Enjoy your Jill sandwich

teehee so bad it's good XD epic for the win lmao so randumb ahah

>> No.7958136

>>7958135
>teehee so bad it's good XD
why don't you fuck off faggot, that's not even what I'm talking about in my post

>> No.7958170

>>7957968
RE1 apparently had japanese voice acting for very early builds.

>> No.7958210

>>7957878
>The game is filled with things like this that add nothing to the game.
My favorite example of this is the Guardhouse basement. In RE1, the crate bridge stays intact after the water drains and it's a relatively short trip back down to apply the V Jolt. A little annoying, sure but not too bad.
In the REmake the crates disappear, forcing you to go down to the bottom of the Aqua Ring, then back up through the control room, and finally over to the room with the roots. It's just obnoxiously designed for no discernable reason whatsoever. I could forgive it if they threw some kind of curveball at you like a trap or some new enemies or something but it's like someone thought players would be thrilled just to see a bunch of empty rooms a second time.

>> No.7958484

>>7955856
>>7955864
At this timestamp, Kamiya talks about the very early days of RE1's development
https://youtu.be/OrPHNvgncpI?t=19236

>> No.7958524

>>7957891
This is really interesting, thanks for the reply, I'll check it out and see myself.

>> No.7958729

>>7957958
Here's I believe the only surviving audio of the japanese voice acting from RE1
https://www.youtube.com/watch?v=LNUYi9KeXw8

>> No.7959212

>>7956925
Everyone focuses on the mansion, but what they did to the Lab is arguably worse imo. It's supposed to be a cutting edge (for 1998 anyway) biotech lab but the REmake turns it into this nasty shithole straight out of Silent Hill. It's obviously a lazy attempt to mimic SH's whole rusty asylum look too, right down to the giant industrial fan and antique hospital beds scattered around the place.

>> No.7959304

>>7959212
Every area in the remake feels like it was made for a game where you go back and revisit the areas from RE1 10 years later, and then they just said fuck it and decided to remake the game instead. Its one of the most glaring examples of art direction and design being completely opposite to what the game is actually about.

>> No.7959562

>>7955782
>"Don't you dare put Capcom's name to shit like this."

Based Okamoto. He was right about everything he said. Mikami left to his own devices is shit.

>> No.7959568

>>7955856
I like how surprised he is when they say G-Virus stands for God Virus. It's crazy how little we knew about conceptual development until a decade ago. God bless the internet.

>> No.7959602

>>7956635
There's definitely not too much ammo in the game if you're playing as Chris though. You might eventually turn out to have excessive ammo but if you're fighting everything that comes your path at the beginning you'll be hard pressed during certain segments. Even more so on Director's Cut if you're not raking headshots.

Auto-aim was put in the game because pre-rendered backgrounds didn't allow the player to see what was ahead - I think this was explained by one of the devs in an interview but I can't quite recall the source. If the game did not have pre-rendered backgrounds then auto-aim would not be a feature (as later games prove).

>> No.7959607

>>7957629
No it wasn't, but the demo that plays in the main screen (if you let the game run long enough) showed Jill decap'ing a zombie when it got close to her so I figured the devs were leaving clues to the players on how to make the best use of weapons and resources.

>> No.7960058

Has anyone read that "Itchy, Tasty" book about the history of Resident Evil? Is it any good?

>> No.7960084

>>7960058
I read a free excerpt on Amazon awhile back and wasn't impressed. The writing was really amateurish and it came across more as mindless fan wanking instead of an actual objective look at anything.

>> No.7960096

>>7954759
That gun looks almost as stupid as his face

>> No.7960097

>>7954898
People say similar of the RE2 remake and while it's also a brilliant game, like the first remake it doesn't automatically override the original.

>> No.7960117

>>7955802
The auto aim thing is a weird beast.

On the one hand, snapping to downed zombies "faking" is an exploit. But when you see a shambling zombie on your right and you turn right and miss because you're still 2° to far to the left, that's just being unfair. Especially considering the wonky camera angles and the fact that the zombie might not even be on the same screen.

Between the two I'd say it's more fair to have auto aim than not; ideally it would only work if your character were already facing an enemy within 45° on either side and not at all on fakers.

>> No.7960119

>>7960058
If it's the one written by cvxfreak it should be good. The guy spent years in contact with Capcom staff to learn more about game development. It wouldn't surprise me if Project Umbrella also helped contact some sources to expand info on the book he was writing. Generally the Resident Evil community is pretty competent putting stuff together despite how bipolar they can act among them.

>> No.7960321

>>7960117

The thing about fairness is that in reality zombies are not a very threatening creature. The only way a zombie gets to you is through them having various advantages like them surrounding you or like in later games getting much faster. Them having the advantage of being able to see you when you can't is fair to me because they are easy to avoid as it is. They need some sort of help to get an advantage over the player. Also while the zombies have the advantage generally in angle they are also placed in a manner that is never overly frustrating. Usually the zombie will get the jump on you but rarely have I run directly into a zombie and not had proper time to react. I think that goes to show they were thinking about the design of the game and they were deliberately thinking about how players would be able to deal with the zombies without them feeling overly cheap.

How much it actually works is debatable, but I just wanted to put out there that the game was definitely designed from the ground up to be played without auto-aim and that its very likely other design decisions were thought about so that the player could counter-act this weakness.

>> No.7960414

>>7960321
The problem was never the zombies but the hunters.

>> No.7960529

>>7960414
What about them? They are almost all positioned extremely well, either they aren't aggroed or walk slowly when you enter a room so you know which direction they are coming from. A few rooms are more difficult but that's fine, it can't all be easy. You get a ton of preparation in general against the hunters. It's pretty balanced I'd say.

>> No.7960651

>>7960321
>>7960529
Yeah there's exactly 1 enemy placement in the whole game I'd consider cheap. When Chris enters the 2F west stairwell from the dining room balcony there's a Hunter right by the door that almost always hits you before you can do anything even if you know it's there. It's not an issue if you come up the stairs though, so they might have assumed most players would come from that direction.

>> No.7960653
File: 239 KB, 584x428, EkHKFm2WAAEa_Ba[1].png [View same] [iqdb] [saucenao] [google]
7960653

>>7960096
Bill Sienkiewicz, a comic book artist, did the cover.
>"The character on the box art isn’t based on anyone in reality (such as an actor); he’s roughly based on a character from the game. At the time I did the cover, the game’s concept was still developing. So I was told to run with it, but include certain elements like spiders, etc."
Sylvester Stallone from Judge Dredd was as a reference

>> No.7960660

>>7960321
>the game was definitely designed from the ground up to be played without auto-aim

Well that's just untrue, someone already posted a dev saying Capcom USA asked for it to be removed against their wishes.

>> No.7960959

>>7960660
A prototype of the game two months before it was released didn't even have auto aim in it. Kamiya in his RE2 commentary posted earlier in the thread actually states as well that auto aim wasn't added until people were playtesting the game. If you'd like the timestamp I'll find it for you. The game was literally designed from the beginning to be played without auto aim, and it was only added in towards the end.

>>7960651
I know exactly what you mean and that was the first thing that comes to mind for me.

>> No.7960972

>>7954759
personally, i think the remake is inferior. i think the original game was perfect.

>> No.7960974

>>7955113
What about the european or japanese versions? I can't remember exactly, but weren't EU/JP identical and a bit easier than US?

>> No.7960985
File: 41 KB, 500x549, 1586407223087.jpg [View same] [iqdb] [saucenao] [google]
7960985

>Underaged faggots realized a lot of people hate modern remakes of old games
>Now they are mindlessly hating on the best remake of all time
This is abrupt hatred for REmake is totally organic. Every RE thread is going to be full of retard contrarians now. And I thought the RE4 bait spam was bad.

>>7956925
>He upscaled the prerendered backgrounds for his examples of the original so the 3d models jut out jarringly
Wow. You are actually a moron.

>> No.7961012

>>7960985
There's a lot of shitflinging from each side, but I think there's good arguments at the root of it all. REmake is good but it doesn't replace the original. It's basically become the status quo to say its the best remake of all time, and people are saying this without even playing the original that much. So people who like the original more are understandably starting to get frustrated as people continue to turn of their brains and praise REmake while never pointing out any of its flaws.

>> No.7961015

>>7961012
yeah, the remake for me is a flawed version of the superior original game. i've played the original 5 times, and the director's cut. over many years. and i played through the remake twice, once on gamecube and again for hd. it just isn't as good a game as the original, it's efforts to improve certain things often make the game more tedious and feel like a hassle for a game released at that time when it was new on gamecube. then magically the hd version convinced new reviewers it was a perfect game. re games are things you have to discover for yourself. code veronica was praised upon release, game informer gave the dreamcast version a rare 10/10. then years later, they act like it doesn't exist. it's great. to anyone who hasn't, play the original resident evil. discover it for yourself. it's a great game

>> No.7961090

>>7957716
>retarded childish opinion, discarded
>>7957717
>populist fallacy, discarded
>>7957737
>mansions should look like in the OG cause i like it
>if not, it's in ruins
ok crab

>>7957767
>>7957775
If that were true anyway, it doesn't have to be always like that. RE1 had that design but didn't in REmake, it changed the look for something more classic, older, more conservative. Does it always have to be like that?

Perhaps Mr.Spencer wanted a gray mansion instead of one that looks like a homogay circus with so many colors. I dunno, have you considered the REmake concept art books? interviews? why did they changed that?

>> No.7961128

>>7957878
>I didn't insult annnyone with that statement
yeh, but was an advice
>A character that responds slowly to the players inputs due to the developers making (...)
thanks for explaining but even if that's true (cause i don't remember), does it necessary to be something bad? i mean, you can take your time more realistically than just a lot of robotic and quickly programmed actions due to tech time. I don't know, taking your time to aim, fire and run isn't something to be done in a second (taking in account the adrenaline, horror and confusion the character may suffer)
>Blatantly false. RE1 was a normal mansion, the remake is a carnival funhouse (...)
ok, i didn't even consider that. It's true what you say, the first time wondered me why of those things but never thought it was a bad-realistic level design
>None of the puzzles in any RE game are hard, by over designed I'm referring to the unnecessary tedium of the new ones they added.
isn't okay to increase the difficulty? they don't feel unnatural
>You traverse through half of the right side of the mansion (...)
I'm thinking of changing the way a X item is given to the player doesn't necessary to be bad. Backtracking isn't bad but i get your point, it's not that backtracking is bad but where you do the backtracking. It doesn't feel natural to do all that to only open a door or get an item (but would be justified if this were TR)

>I don't know why you're sperging out so hard here, when all I said is that RE1 is the better game and never said anything else about the remake.
you complained about that REmake didn't have a movie intro. That's why i told you that, what would you like? the same thing that already had RE1?

>> No.7961132

>>7957790
one you learn how to properly kill them it's difficult to go back kek

>> No.7961326

>>7961090
>ESL, opinion discarded

>> No.7961394

>>7961326
>ad hominem fag detected
>top kek

>> No.7961462

>>7961090
anon if you don't actually have an argument to post, you don't have to post
we'd all be better off if you didn't

>> No.7961545
File: 2.50 MB, 960x720, boom.webm [View same] [iqdb] [saucenao] [google]
7961545

Overpowered defense items that don't even take up inventory space were one of the dumbest fucking ideas in the whole series. The nerfed enemies were already easy enough without giving players a bunch of items that actually reward them for getting grabbed.

>> No.7961559

>>7955235
why the mediakite version?

>> No.7961580
File: 209 KB, 835x1200, jill magazine.jpg [View same] [iqdb] [saucenao] [google]
7961580

>>7961559
With the Classic Rebirth patch it's my favorite way to play the original. It's easy to setup and looks and runs great. It's also got the uncensored color intro and Kenneth cutscene. You can skip door animations if you want to and it has optional quick turn and tactical reloads (reloading without going into the inventory screen) you can enable at startup.
The only rub is that it uses the much easier Japanese difficulty on the first playthrough. If you want the harder Western difficulty with buffed enemies you have to start a new game from a cleared save. I wish the modder made that a toggle on startup, along with a toggle for autoaim, or included some blank cleared saves so you could choose it from the start.

>iso (Mediakite Biohazard 1 release)
https://drive.google.com/uc?id=0B12tK7X7BFJoN3JjSFVlTVRiLTg&export=download

>Get the 1.01 patch and Classic Rebirth DLL
http://appleofeden.de-doc.com/index.php/downloads/resident-evil-classic-rebirth/

>Idiot proof installation and troubleshooting guide
http://appleofeden.de-doc.com/index.php/re1cr-troubleshooting/

>> No.7961614

>>7960959
Yeah, lots of shit changes in playtesting. If it was changed, then it was to address design concerns, that's literally what that stage of development is for. Thanks for proving me right.

>> No.7961942

>>7961090
>populist fallacy
.......what? what does that have to do with what I said?

>> No.7962039
File: 109 KB, 600x707, 2073760.jpg [View same] [iqdb] [saucenao] [google]
7962039

>>7956925
Kind of a hot take here but the overdone goth-baroque visual style of the REmake mansion is poo poo toilet mud compared to the original's more realistic 70s-80s midwestern interior design aesthetic. I can't even begin to suspend my disbelief that the right-hand one is a mansion in the Midwest built during the 60s.

>> No.7962776

>>7961580
I want to like this version, but I wish they would push more to make it a definitive edition. No auto-aim removal and no doorskip removal kills it for me. Doorskip is fun on subsequent playthroughs if you've played the game a lot but I think most people can agree its a huge part of the atmosphere to the games. Outright removing while also having other stuff in like tactical reload and quick turn is really strange to me. I think the PC versions come ready with doorskip in them from the beginning, so maybe it's a technical limitation? Another thing is that some sounds feel weird and boomy, and the backgrounds look a bit worse I think compared to just emulation. It might be the higher resolution models that pop out and make this contrast more apparent, but I'm going to do a playthrough soon and I'll compare mednafen to it and see how well the criticism stands.

>> No.7962840

>>7960529
>They are almost all positioned extremely well, either they aren't aggroed or walk slowly when you enter a room so you know which direction they are coming from.

It's not quite as easy as you're making it out to be. Because pre-rendered backgrounds can hide the distance between you and the enemy and hunters trigger their jump when you aim at them, it's pratically impossible to gauge their distance if you don't have auto-aim as soon as they cross the corner. Plus auto-aim will directly aim at them in any situation which will push them off if they are going for the decap at caution but manual aiming can still miss if you're slightly angled when you take the shot because they are just too close to you. Battle Game on Saturn quickly illustrates this when you fight them on the Underground Tunnels.

>> No.7962873

>>7962840
You aren't looking at the game holistically enough. First, the hunters are a much needed difficulty bump in the game. Auto-aim is not something you can think of just simply alone and single it out. The game has two difficulty versions, and the auto aim version also comes paired with easier difficulty. This is a huge hit to the difficulty of the game as the hunters become nearly trivial. They take one magnum shot, and you don't even have to aim, so there is almost no threat especially if you know where they are already. The ability to miss the hunters is good for the game and makes room for error. They are highly maneuverable and they take more skill to fight. BUT my point was that the hunters are positioned in situations where you can almost always see them or react to them before you have to fight them.

Being able to miss is a good thing. You shouldn't hit every single shot, it makes the game more interesting and it gives the hunter a chance to attack. Things get messy when they start jumping and they are much harder to hit. Like I said you almost always get the jump on them as well, they always begin when they see you by simply walking giving you a chance to decide an approach. You can always run. The game is basically designed in a way that takes care of any bullshit and just leaves your skill in the equation. You even have the advantage of knowing the layout of the mansion by the time you see the hunters so you know exactly where to run if you want to go around them. It's pretty great honestly.

>> No.7962885

>>7962873
I'd agree with you if the hunters weren't unbalanced enemies in design. They have too many i-frames, they can hunt together up to 3 in a pack and they can withstand a shotgun shell at close range. All these things considered plus the lack of vision (important to determine the distance between them and you - i-frames will kick in the moment they jump) and manual aim can just make them very unfair enemies to anyone who is not experienced with them.

The balance to me comes from Director's Cut where they regain their western HP lifebar but you are given proper tools to manage them even if you're outnumbered.

>> No.7962907

>>7962885
I get your point honestly. I agree they are very difficult to fight especially if you don't know how to handle them. The point about the i-frames is fair, but resident evil is weird because if the monsters didn't have enough i-frames they become extremely trivial. In the remake you can basically shoot and stunlock hunters as you please, and so they are almost no threat at all which really takes away from their danger. I think there could have been a sweet spot in design, some hunters should take one some should take two, and auto-aim could be left in. I personally prefer the vanilla version of the game, but if you are speaking from a new player stand point they could come off as cheap.

I just wanted to point out that the game does give the player means to deal with them, even if its not sufficient for your average player, the developers gave the players a lot of opportunities and advantages. As you get better the game gets easier, and having something that is challenging no matter what your level is I really enjoy as it keeps the fear in the game. But I think your criticisms are valid and I get what you mean.

>> No.7962981

The original RE game is different from the remake. Both are worth playing. I say this as someone that played the remake first.