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/vr/ - Retro Games


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File: 480 KB, 640x480, 5837screenshot4.png [View same] [iqdb] [saucenao] [google]
8928072 No.8928072 [Reply] [Original]

What's your favourite room?

>> No.8928080

>>8928072
Any room that gets a good angle of Jill’s butt

>> No.8928092

>>8928080
If you say something like this, you have to illustrate it.

>> No.8929110

>>8928080
what about the tits? when you come out of dog room you get nice shot of tits and ass if you turn around

>> No.8929184

The older I get, the more I appreciate RE1, and the more I realize what a dull game RE2 is. Which is particularly upsetting because I've considered RE2 to be my favorite game of all time for the past 25 years

>> No.8929212
File: 60 KB, 963x481, Resident-Evil-Basement[1].jpg [View same] [iqdb] [saucenao] [google]
8929212

*loud trumpet sting*

>> No.8929220
File: 42 KB, 640x364, wow what a mansion.jpg [View same] [iqdb] [saucenao] [google]
8929220

I'm gonna go with the mansion main foyer. That's a funny word, foyer. Try saying it out loud now. Foyer. Sounds weird, right?

>> No.8929256

>>8929184
Your taste is refining, that is a good thing.

>> No.8929261
File: 45 KB, 320x240, BioHazard_-_1995_-_10_-_04_-_Sample-west_corridor1.png [View same] [iqdb] [saucenao] [google]
8929261

For me, it's the beta 1F west corridor

>> No.8929262

>>8929261
is Beta much different?

>> No.8929265

>>8929184
Same here. The main thing is that RE2 has few if any actual puzzles and is mostly just moving from one area to the next in a cinematic story. The "zapping" and two scenarios is tons of fun, and it's sad that RE1 never incorproated that. The RE make is the most obvious place for them to do it.

I always imagined Jill going through the front door, and maybe Chris jumps through a side window in the guardhouses.

>> No.8929276

>>8929265
I've been playing RE2 on hard mode, did LeonA a month ago and now doing ClaireB. I've played RE2 so many times over the years that I don't even pay attention and just autopilot it while listening to something on youtube in the background. Did Hard mode only once before this and I can say that ClaireB on hard is legit challenging. It also made me appreciate the zapping system slightly more than before. Mostly, I appreciate how rooms that typically have no zombies in A scenario are full of zombies in B, and vice versa. You literally cannot kill all of them and you have to learn to dodge them. There was also a lot of relief when I went into the basement only to see there were no dogs only to enter the morgue and see lickers. Nice little switch-ups like that.

Oddly enough, I don't mind that REmake doesn't have the zapping system but I hate that remake of 2 didn't have it, let alone that it should've even went a step further to refine it for more replay value. In general I find the remake of 2 to be very disappointing.

>> No.8929281

>>8929184
1's just a nice game all around. It's probably the most PURE, RE game. Nice and self contained. Even at 2 you could see the cash register going off as they were planning how they could franchise shit.

>> No.8929284

>>8929281
yes, I remember Gamepro talking about all the possible endless adventuers they'd go on after RE2. And the ending of RE2 is a clear sequel hook. Leon and Claire go to Europe to end Umbrella. You can see RE4's plot as fitting easily into that but changed soon before development with "and then umbrella died off screen".

>> No.8929290

>>8929281
I don't think 2 being inferior was intentionally designed. 1's greatness stems from technological limitations, they couldn't render more than 3 models on screen at the same time so you are typically facing two zombies at most. Rooms very more symmetrical and square shaped so there was room to maneuver.

Then in 2 they figured out a way to have 5 or 6 zombies on screen which resulted in these narrow walkways that's a bitch to maneuver around, forcing you to fight them. Add to this that they had to rebuild the game from scratch... and you get what you got.

I'm not infatuated with RE1.5 like many are, but I always wondered why they also had to redesign and completely change the prerendered backgrounds. You'd think they could just rebalance the combat and ammo supply while keeping the locale.

>> No.8929296

>>8929290
> they couldn't render more than 3 models on screen at the same time

Source: my ass

Director's Cut arrange mode has a room with 3 hunters. And it's a fucking mess gameplay wise, once they start ganging up on you there is nothing you can do.

>> No.8929297

>>8929296
Director's Cut came out late into RE2's development cycle, the whole point of directors cut was to give fans something to pass the time after RE2's release date got pushed. So it makes sense that they also tweaked the code here and there.

Original RE1 could only render the player and two zombies on screen at the same time. Not sure if it was different for dogs perhaps due to the polygon tally, been a while since I played 1.

>> No.8929310

>>8929297
yes, RE2-3 makes a big point about showing a lot of zombies on screen.

>> No.8929492

>>8929276
Oh, I didn't realise 'Hard' mode in RE2 made so many changes to enemy placement. I thought it would just be 'zombies take more hits to kill' or something.
I might check that out since I replayed it recently.

>> No.8929509

>>8929492
Hard mode doesn't change the placement at all. Zombies take a lot to kill, you pick up 2 ink ribbons instead of 3, 5 shotgun shells instead of 7, same for handgun ammo and all other. 4 nade rounds instead of 6. Etc.
But since on normal you can just run and gun everything, you don't pay much attention to it. But yeah A/B in general have very different enemy placements. On Claire B, you just don't get to kill everything. Not enough ammo, her guns are inferior (bowgun is straight up useless on hard mode). Hard mode does give you the crit rolls for handgun much like RE1 DC does, but it's not enough. You have to dodge.

>> No.8929514

>>8929509
Also, I forgot to add - I love how the hallway you chose the block with the window blinds in A is actually the one that gets crowded in B. I always do the west wing one because it at least removes the licker once zombies barge in.

>> No.8929519
File: 17 KB, 320x240, RE Elevator 2F.jpg [View same] [iqdb] [saucenao] [google]
8929519

>>8929509
Ahh I see what you mean. Yeah the A & B scenarios were quite different, I'd forgotten just how much they change compared to the remake.
Was a real pleasure playing through again and doing each scenario and finding how different it plays.
Kind of a shame that RE3 didn't have the same replay value as RE2, I loved unlocking and playing 4th Survivor.
Also to keep with OP's theme; I'm quite partial to the Elevator 2F room. It's one of the last rooms you unlock and feels like you're starting to reach the end-game. There's also some important items to find and zombies to kill (and by this time you've got the shotgun to blow their heads off)

>> No.8929525

>>8929519
One of my childhood RE1 memories was being stuck on that part when you return to mansion, original non-directors cut, with Chris. Doing that whole optional quest to get the Magnum, being low on ammo and dying repeatedly either in that hallway or the library.

Regarding RE3, I find that it has a lot of replay value. A lot of small non-linear details happen at random depending on your route. And as actiony as it is, I still find that it has a horror atmosphere to it that is also different to those of 1 and 2. It's just a different flavor.

>> No.8929667

>>8929256
this. proud of anon
>>8929262
well it aint green

>> No.8929690
File: 15 KB, 335x273, 861c0bbc08d7b058d1f57a286ed2f993-2645376051.jpg [View same] [iqdb] [saucenao] [google]
8929690

>>8928072
for me, it's the dog hallway

>> No.8929696

>want to replay RE1
>really can't stand Jill, her voice, her ez difficulty
>but also can't stand Chris's 6 slots cancer
>play Jill scenario

every time

>> No.8929725

>>8929525
You're right, I should give RE3 a replay to see the changes, and the changing options are definitely replay-value.
I guess I just meant it didn't have as many unlockables?

>> No.8929736

>>8929725
Well there's about a dozen different epilogue files that show what happens to various characters but that's that. You can grind the mercenaries to buy stuff for the ng+ if I remember well but that's that

>> No.8929785
File: 357 KB, 135x332, RE3costumes.gif [View same] [iqdb] [saucenao] [google]
8929785

>>8929725
There are the alt costumes

>> No.8929792

>>8929785
Speaking of, I loved Jill's alt costume in the PS1 version of RE1. Shame the Saturn got relatively dull re-colour alts for the port.

>> No.8929843
File: 15 KB, 480x360, helipad.jpg [View same] [iqdb] [saucenao] [google]
8929843

helipad lookout room I thought it was cool to actually see the view from the window

>> No.8930246

>>8929843
regret not finding this room until i was an adult

>> No.8930274
File: 4.00 MB, 1229x1843, reconcept.jpg [View same] [iqdb] [saucenao] [google]
8930274

I always liked the Trophy Room.

>> No.8930596
File: 83 KB, 640x480, Resident_Evil_3_background_-_Uptown_-_warehouse_d_-_R10100.jpg [View same] [iqdb] [saucenao] [google]
8930596

For me, it's the warehouse.

>> No.8930720

>>8930596
If you found a food storage warehouse, you'd could turn it into a great zombie base.

>> No.8930754

Really none. The rooms are all rendered in 8 color and low-res, some of them are so flat that the characters look that they're walking in front of a (poorly) painted drape.

>> No.8930769

>>8930274
I need the source on this

>> No.8930834

>>8929843
I wish the guardhouse was a bigger area. It's almost as big as the main mansion but doesn't have a second floor.

>> No.8930860
File: 65 KB, 559x502, weskerrage.jpg [View same] [iqdb] [saucenao] [google]
8930860

>>8929290
>>8929284
I'm just tired of Umbrella being treated like they're Cobra or Hydra or [insert evil group bent on world domination here.] In the original game it's very clear that Umbrella, and Wesker, where the badguys yeah, but they were ultimately defeated and destroyed by their own ambition. That was it. That was the story. The mansion destroyed, most of the badguys where dead before the game even starts having been the victim of their own creation, the end. But then once it got mega profitable they started going bigger and bigger and it just entered comic super villainy levels of crazy. They revived Wesker and now he's Dr Doom and for some reason people think this is cool and I hate it,.

>> No.8930872

>>8930860
Umbrella were clearly meant to be a local pharma company not world-wide. The Umbrella storyline should have ended with 2, but 2 introduced that there's labs and branches all over. Other than fitting the formula of the first game, the 2nd lab on the outskirts of the city (most people think it's below the police station, but you take a several KM underground tram to get there), I don't think the 2nd lab even added much. It wasn't really the source of the outbreak.

STARS could have been re-occuring too as RE1 implies that they're an outside force that is then sent to the city to deal with the rash of missing persons and cannibal attacks.

>> No.8930879

>>8930860
Yeah I liked Wesker better when he was just an Umbrella lackey moonlighting as a dirty cop with ambition that far exceeded his actual capabilities. He kind of reminds me of Carter Burke or Dennis Nedry more than a comic book supervillain in RE1.

>> No.8930894

Greenhouse with the plant you need the herbicide for.

>> No.8930920
File: 61 KB, 1080x608, FB_IMG_1653165140856.jpg [View same] [iqdb] [saucenao] [google]
8930920

So cozy.

>> No.8930949

>>8930872
>STARS could have been re-occuring too as RE1 implies that they're an outside force that is then sent to the city to deal with the rash of missing persons and cannibal attacks.
I remember some really early pre-release articles talking about how Chris is from the NYC STARS unit. Which I guess explains why his ending screens show him in Times Square (I think) and in front of the Brooklyn Bridge.

>> No.8930957

>>8930879
Right? There's a much more human quality to that the newer games are really missing.

>> No.8930962

>>8930949
Yes, there's hints STARS are not Racoon City natives. The opening says STARS was "sent to" Racoon City. Makes sense right? Tiny small town and then weird murders happen so they send in some inter-state police agency. It explains why a small town has a police force with 2 helis and everyone with advanced weaponry.

Come 2 onwards and STARS were always there and they half-ass some explanation with Umbrella funding them for supervillain reasons. I think the original works better.

>> No.8930967

Only RE1 is canon.

>> No.8930983

The art room with the crows

>> No.8930985

>>8930920
She can light a fire in my mouth.
I don’t know what that means either.

>> No.8931072

>>8930872
>RE1 implies that they're an outside force that is then sent to the city
Chief Irons signature is on their IDs in the first game

>> No.8931075

>>8931072
nvm me retard

>> No.8931094
File: 210 KB, 994x401, easy vs hard mode.jpg [View same] [iqdb] [saucenao] [google]
8931094

>>8931072

>> No.8931103

>>8931094
>>8931075
>>8931072
As of the first game it's not clear who "Brian Irons" would be. Easily could be the regional STARS officer. Could be a guy from the NYC office. He's probably the Stars Chief, just not neccesarily Racoon city's.

I think it's a shame, since they could have saved STARS so that they'd appear in other games and fill the role BSAA does now.

>> No.8931132
File: 1 KB, 160x96, Biohazard_Sample_Map_Dormitory.png [View same] [iqdb] [saucenao] [google]
8931132

>>8930834
It was actually bigger during dev. Though all we got is this lousy map.

>> No.8931136

>>8930769
Good luck finding source behind register-only, watermarked content from fan sites only available in one language that isn't English. The RE internet community is still living like it's the year 2000

>> No.8931141

>>8930860
Don't worry, you're not the only ones. I've always been a RE fan and I've always thought RE fans caring about "RE canon" must have been dropped as a baby, multiple times.

>> No.8931152
File: 1.30 MB, 5152x2896, RE2 Chief Painting.jpg [View same] [iqdb] [saucenao] [google]
8931152

>>8930860
I agree, it's nice to play Resident Evil 1 in isolation and just enjoy the story being that Umbrella was a corporation that pushed a little too far ethically, and Wesker was a researcher who sold them out for a paycheque.
Even by RE2, as much as I like it, the story was going in a much sillier direction with Umbrella having a special ops security force and underground secret tunnels and the like.

>> No.8931169

>>8931152
And as I said, you can basically do 99% of the story without the silly stuff. No need for a lab or special security forces. Birkin could just get gunned down by umbrella operatives with just a regular gun. The lab itself is almost an afterthought but also makes the original lab pretty pointless. I get a lab out in the middle of nowhere to do your mad science research, but they had another bigger one all the time right under the industrial zone in the city?

And the whole game's narrative is wonky as it is set in a zombie apocalypse, but the game is forcing you to ignore all that to get you into another puzzle filled spooky mansion. The cast has vague rationalizations for bieng in the police station at first, and then just stumble into a very convenient escape route that plots them through a well thought out series of set-pieces.

There's logically little reason to believe that going into a police station in the center of a city would result in finding a train that would take you out of the city.

>> No.8931189

>>8931103
Plus, RE1's development was pretty chaotic and all kinds of things were changed and reshuffled along the way. Bits and pieces of older story beats could have easily made it into the final game. I think a combination STARS (or at least some of them anyway) being outsiders and Umbrella being a much smaller company initially also explains that scene where Rebecca has to explain what Umbrella is to Chris.

>> No.8931203

>>8931136
Je parle français

>> No.8931229

>>8931189
That's how I took it. Rebecca is from the region so she knows, whereas Chris is an outsider.

>> No.8931265
File: 1.37 MB, 1920x1080, helicopter.jpg [View same] [iqdb] [saucenao] [google]
8931265

>>8930769
I got them from here:
https://survivhor.biohazardfrance.net/RE1/
As to where they got them from, I have no idea. There's a few colored concept arts in "The True Story Behind Biohazard" book, but they're pretty lousy quality and mostly used as background graphics with other stuff layered over them.
Anyway here's a really cool one Capcom uploaded to their RE portal awhile back. I wish they'd put more of this stuff up if they still have it.

>> No.8931324
File: 89 KB, 1024x213, index_05[1].jpg [View same] [iqdb] [saucenao] [google]
8931324

>>8931265
The truth is that very few Biohazard 1 Japanese books have been scanned. The same is even true for the American ones! The GameFan book has a lot of art, but it might be lower quality than the Japanese ones.

The site posts many mag and book covers so maybe they have these?

>> No.8931409

>>8928072
Some of the rooms in the guest house.

>> No.8931681

>>8929220
Wow

>> No.8931717
File: 23 KB, 450x360, remake_mansion1f.png [View same] [iqdb] [saucenao] [google]
8931717

>>8928072
This is honestly my favorite map in all of gaming. The mansion is the greatest setting of all time. Also I find the original PS1 mansion to be more unsettling than the remake version since the remake version tried to be a haunted mansion. The original is spooky with its odd colorful rooms that are lit well enough to see and the game takes place at night with zombies all over the mansion. I find that a lot scarier and less generic than a typical haunted mansion vibe the remake has.

My favorite room would be the area I marked. The staircase that leads to a long hallway that is right above a save room. Its a pretty spooky and unnerving place in the mansion with the zombie placements and later the hunter placements. For remake I would probably go with the new mirror at the beginning with a few zombies placed that turn into crimson heads if you kill them and don't burn them.

>> No.8931767

>>8931717
They based the original mansion on real ones that they visited, and it looks exactly like kinda tacky houses built in the 1960's. It was their first time making a game like that, so they did get a bit garish with the colors and it was a tad bit too bright. 2-3 were much more polished and had better shading.

Remake for some reason went full spooky mansion complete with candles that are somehow still on after several months of the place being over run. Plus crypts, cemetary, Silent Hill monster lady, etc.

And reminder that the place looks 20+ years abandoned, yet was functional just a few months ago. They also went way, way, way, too far with the desaturation with grey and green being the dominate colors. Shame because as I said I felt they met a good balance with 2-3.

>> No.8931773

>>8931717
>. The original is spooky with its odd colorful rooms that are lit well enough to see and the game takes place at night with zombies all over the mansion. I find that a lot scarier and less generic than a typical haunted mansion vibe the remake has.


Yeah, I like the remake but they really went hard on trying to make it seem.. I dunno, I guess REALER but it ended up having the opposite effect. I miss the colors.

>> No.8931958

>>8931169
I think that RE3 got even more outrageous in regards to "puzzle filled spooky" areas.
While even RE2's police station was silly, the fact that RE3 has you pulling facades out of a fountain to put into a statue at town hall which then spins around and reveals a car battery (!?) is reaching new levels of silly.
Still great games though!

>> No.8931965

>>8931767
>>8931717
Totally agree the atmosphere was better in the original. I played both through for the first time recently and was a little disappointed that they went in such a different direction for the remake.
I still enjoy both games, but I thought RE1 original's mansion had such a great feeling of a place that was being lived in until recently.

>> No.8931997

>>8931965
it could be that they felt the pressure from Silent Hill and other horror games to up the ante, and might feel that RE isn't considered "Scary" anymore. A shitty 1960's house with shitty wallpaper might not translate well on the gamecube.

>> No.8932035

>>8931997
That whole era was all about desaturation. REmake isn't really out of line with any other games of the gen. It's just darker.

>> No.8932052

>>8932035
I actually think REmake was the trail-blazer in grey-n-brown.

>> No.8932174

>>8931997
>it could be that they felt the pressure from Silent Hill and other horror games to up the ante
I kinda got that impression when I first played CV and you had stuff the creepy home movie with the twins and the giant mutilated doll in the mansion. It felt weird and out of place compared to the more or less sci-fi horror angle the series had taken up until then. The rusty ass lab in REmake is almost certainly "inspired" by SH's Otherworld too, right down to details like the big industrial fan and antique hospital beds scattered around the place

>> No.8932240
File: 1.28 MB, 2448x3264, RE JP guides.jpg [View same] [iqdb] [saucenao] [google]
8932240

>>8931324
I have several Japanese guides. I have a scanner, but I don't want to damage them

>> No.8932291

>>8932240
They were really pushing the eye for the iconic imagry weren't they? The zombie with the focus on the eye is kind of a transitionary design too.

>> No.8932370

>>8931773
All what the remake is missing is things like Dracula, ghosts, werewolves and the Adams Family to make the haunted mansion vibe complete. Yes remake mansion is exactly this just without the other monsters.

What is a shame to me is we won't likely ever see the original mansion depicted in that way again with future RE games.

>> No.8932438

>>8931958
>Still great games though!
You don't have to follow up criticism with praise. We all know they're silly.

>> No.8932459

>>8932240
They're yours, don't damage them just for the sake of a bunch of autists.

>> No.8932639

>>8932240
If you really wanted to scan them for some reason, there are handheld "wand" scanners that you just drag across the page to capture the image. Results vary depending on how tight the binding of a given book is though.

>> No.8932751
File: 1.45 MB, 2448x3264, RE3 Guide Jill.jpg [View same] [iqdb] [saucenao] [google]
8932751

>>8932291
Yes, they really were. I miss it

>>8932459
>>8932639
Thanks for the advice. I might try to figure something out. It has a lot of really cool art inside. The books are pretty small, very high quality. Sadly, the binding is pretty tight since it's a smaller book. I'll look into the wand thing

>> No.8932757

somewhat related but im playing RE2 on N64 because i wanna unlock the arrange mode and see what differences there are.

The intro cutscene with the truck crashing separating Leon and Clair cuts that sick tune that plays when the gas truck is barrelling towards you. So lame.

>> No.8932765

>>8932757
> i wanna unlock the arrange mode and see what differences there are.

You mean the randomizer. You're going to be disappointed.

It only randomizes ammo and health pick ups, no cool stuff like getting the zap gun or flamethrower early. it also randomizes the amount of ammo you get from a single pick up, except it's very leniant. For instance you'll easily end up with 20+ grenades from a single pick up.

it's lame. I guess it's fun if you want to fuck around using tons of OP ammo.

>> No.8932778

>>8932370
hearty morning kek because you're 100% right, but let's not pretend that it's hard to look past when so many other things in REmake were done so right

>> No.8932782

>>8928080
>>8929110

Love poking her tits and ass with the stylus in the DS port.

>> No.8932785

>>8932765
anything i should know before starting DC Arrange for the first time?

>> No.8932818

>>8932785
Arrange is just the name of the Japanese difficulty. Or, if you're playing the Japanese version Arrange = Western difficulty.

Japanese difficulty is easier, dmg values are more leniant, and most of the ammo is in plain sight in the middle of the rooms rather than hidden.

If you want something different, try Hard aka Nightmare difficulty that the DC and PC versions offer

>> No.8932836

>>8932818
DC as in Director's Cut, as in RE1, my apologies. From what I understand it's a bit more significant than what RE2/3 call "Arrange".

>> No.8932875

>>8932836
Ah yes indeed, it's definitely worth playing. Tons of differences. It's generally harder because enemies deal a shit ton of dmg, 2 bites from a zombie is enough to kill Jill; though some zombies will also go down quickly with headshots from the new handgun.

>> No.8932978

>>8929184
You're becoming a hipster.

>> No.8933260

>>8932240
Looks great

>> No.8933305
File: 410 KB, 1024x768, ss_6417e0b825f707980068dc9226db51c79998be5c.1920x1080.jpg [View same] [iqdb] [saucenao] [google]
8933305

>>8931717
>>8931773
>>8931965
>>8931767
Could it be they were influenced by Alone in the Dark: The New Nightmare?

>> No.8933312
File: 30 KB, 509x384, jill butt ds.jpg [View same] [iqdb] [saucenao] [google]
8933312

>>8928080
It's this one

>> No.8933328

Resident evil 1 makes zero sense. Who would design their house with literal death traps that require a second person to deactivate? Not to mention the stupidity of the statue puzzles. Oh you leaned slightly on a statue? Guess two thirds of the house can't be accessed, and god forbid you're on the other side of the now locker door with no way of unlocking it. The enemies arent even scary. Ooooh a giant snake let's put him in a tiny enclosed space where he can't actually hit the character. A giant shark? Lol just drain the water. The voice acting is stunted and the dialogue is cheesy. The twist with Wesker makes zero sense. Resident evil 2 is leagues above in just about everything. The atmosphere is darker and more personal. the presentation is actually compelling. The dialogue sounds like normal people with trained voice actors, and the monsters are actually frightening.

>> No.8933552

>>8930872
>Umbrella were clearly meant to be a local pharma company not world-wide
meh, I always figured they were a major corp in the pharma industry that cultivated a company town. Not crazy that they would expand to have another branch in Europe.

>> No.8933564
File: 153 KB, 900x1199, dc ad.jpg [View same] [iqdb] [saucenao] [google]
8933564

>>8932291
I wish they would have stuck with it.

>> No.8934062

>>8932765
>it's lame. I guess it's fun if you want to fuck around using tons of OP ammo.

The PS1 version had an infinite ammo code

>> No.8934135

>>8929220
"Fo-yay" or "Foy-yer?"

>> No.8934142

>>8934135
[fwaje]

https://www.wordreference.com/fren/foyer

>> No.8934195

>>8930754
I recently watched my friend play through all of RE1 on my PS2 and old CRT. Did not ever feel this way, it was actually impressive looking for the era, we both thought so.
We were both far too young to have played it when it came out.

>> No.8934219

>>8933328
>A giant shark? Lol just drain the water.
damn I loved that part, wish more games were like this.

>> No.8934295
File: 163 KB, 1082x768, collyer-brothers.jpg [View same] [iqdb] [saucenao] [google]
8934295

>>8933328
Looks like somebody hasn't heard of the Collyer Brothers

>> No.8934337

>>8934295
>Collyer Brothers

This is what coomlectors are like. Never forget.

>> No.8934349

best enemy introduction hands down

https://www.youtube.com/watch?v=P3ntFBVXqPg

>> No.8934359

>>8931141
I thought I cared about it but by Code Veronica and 0 I stopped caring, the story is more convoluted than MGS at times

>> No.8934361

>>8932778
Oh yeah I am not saying RE1 remake here is awful its a fantastic game. Its just that the setting is an asspull as someone mentioned earlier how candles are still lit in the mansion and its also clearly more of a generic haunted mansion. This doesn't mean its not well done its just not quite as realistic or even proper for RE1 as many may think it is. That to me goes more to the original but both games either way are great and you can't really go wrong having one as your favorite over the other.

>> No.8934368

>>8933305
Well at least in that screenshot it does have a similar look.

>> No.8934382

>>8933328
Well the first game was always supposed to be ridiculous anyways. They did intend for this a bit, just maybe not for it to be legendary in how cheesy it really did end up being. To me that only made RE1 one of my favorites of all time due to how hilariously absurd it can be and the acting is too funny for me to hate. It is a video game and its a horror video game. There is nothing wrong with them making the mansion crazy like this.

>> No.8934459

>>8932240
Don't feel pressure to damage them to scan them, but if you wanted to you could take some photos with a good camera/phone and upload. It would be cool even if it's not scan quality.

>> No.8934629

>>8933305
That does look similar in the screenshot. How is that game, by the way? I remember reading about it in Dreamcast magazines.

>> No.8934632

>>8934459
A lot of scanners just press the book down, then crop out the gutter, then just re-sell the books. That allows them to scan tons of books. It depends on the book and how much info is in the gutter though.

>> No.8934854
File: 233 KB, 640x480, shooting-range-bio15-beta.png [View same] [iqdb] [saucenao] [google]
8934854

The shooting range from the 1.5 beta. I was so fucking mad, when I discovered that this scrapped prototype had so much cool shit that the final release game didn't have. I felt cheated that this cool room was denied from us. Its mystery haunted me for years, until the beta was finally leaked in that 2013 Team IGAS fiasco. RE2, while still a great game, had so many lost opportunities.

>> No.8934938

>>8929297
>Original RE1 could only render the player and two zombies on screen at the same time.
There's lots of places with 3 zombies in RE1. There's also the big central loop and the little room with the poster in the Lab with 4 each. There's 3 Chimeras in each of the rooms in the power area too.

>> No.8934992
File: 3 KB, 320x240, Resident_Evil_2_(PSX)_45[1].png [View same] [iqdb] [saucenao] [google]
8934992

>>8934938
Maybe the limit is 3? Anyways it's very tiny. Which lead to Re 1 feeling very different than the other ones. 2 and 3 are really showing off how many zombies they can put on screen so that huge zombie invested rooms are in themselves a challenge.

East in the police station 1F there's a room with huge zombies that is very hard to do without a level 2 weapon.

>> No.8935172
File: 49 KB, 320x240, Hidden library.jpg [View same] [iqdb] [saucenao] [google]
8935172

The entire hidden library. No joke if I ever got fuck you amounts of money would literally build the entire mansion just to chill at this desk hidden behind a bookcase

>> No.8935189

>>8929184
RE2 is simultaneously too derivative of RE1 while also being generally inferior in terms of game design. It only really improved the presentation.
Maybe Kamiya was telling the truth when he said that RE1.5 sucked, but I wish they had stuck with it and tried to iron out its flaws, rather than just scrapping it for an RE1 reskin.

>> No.8935205

>>8929220
>wow, what a foyer!

>> No.8935227

>>8935189
Chances are they were running out of time, and couldn't afford to be that thorough. A "reskin" of a previous game was the safe thing to do.

>> No.8935356

>>8935189
It is a much more streamlined cinematic experience. The game only really has like 1 maybe 2 proper puzzles though. Everything is reduced to "find gem/key/stone place it in the appropriate place to open door". RE1 is much more involved with trying to navigate and figure out where to go and what to do and it has actual puzzles.

>> No.8935387

>>8935356
>It is a much more streamlined cinematic experience.
I hadn't touched 2 in ages and I was shocked by just how often you get interrupted by cutscenes when I finally got around to replaying it. I guess I had just forgotten. Towards the end it started to feel like a precursor to Naughty Dog's walk n talk simulators.

>> No.8935397

>>8934359
Bringing in Noboru Sugimura to be script doctor in RE2 was a mistake.

>> No.8935412
File: 23 KB, 213x307, latest[1].jpg [View same] [iqdb] [saucenao] [google]
8935412

>>8935397
>*creates Claire Redfield the most popular RE character ever*

>> No.8935423

>>8934854
It's honestly amazing how 1.5 was so close to being done but then dropped at the last second.

>> No.8935432

>>8935423
Cuz Mikami said it was shit. He felt like a tard wrangler and had to keep Kamiya on a leash. Rumors are he became much more involved in the final version.

>> No.8935894

>>8934629
One of the better RE clones but it drops the ball here and there, most notable flaws are in-game files that are too fucking long to read and enemies respawn in certain places a la Dino Crisis. If you can stomach that, it has stellar backgrounds and art style, solid puzzles, plus the differences in two scenarios put every RE game to shame.

Make sure to get the GOG copy, it has high res backgrounds and runs very well. Console versions all have super noticeable lag during camera changes

>> No.8936158
File: 98 KB, 320x240, Biohazard_unusedbg_ROOM107_7.png [View same] [iqdb] [saucenao] [google]
8936158

>> No.8936159
File: 111 KB, 320x240, Biohazard_unusedbg_ROOM202_5.png [View same] [iqdb] [saucenao] [google]
8936159

>> No.8936160
File: 98 KB, 320x240, Biohazard_unusedbg_ROOM410_3.png [View same] [iqdb] [saucenao] [google]
8936160

>> No.8936164
File: 100 KB, 320x240, Biohazard_unusedbg_ROOM40F_3.png [View same] [iqdb] [saucenao] [google]
8936164

>> No.8936167
File: 85 KB, 320x240, Biohazard_unusedbg_ROOM507_6.png [View same] [iqdb] [saucenao] [google]
8936167

>> No.8936168
File: 117 KB, 320x240, Bio_Hazard_Directors_Cut_ROOMB04_2.png [View same] [iqdb] [saucenao] [google]
8936168

>> No.8936170
File: 86 KB, 320x240, Bio_Hazard_Directors_Cut_ROOM812_0.png [View same] [iqdb] [saucenao] [google]
8936170

Director's Cut had some great looking rooms. Imo you can tell which of the "new" camera angles are old stuff they found and reused, and which ones are completely new. The new ones look a lot less pixelated, you can almost taste the 3D renders, feels like they had perfected the process to turn them into backgrounds by then.

>> No.8936173
File: 123 KB, 320x240, Bio_Hazard_Directors_Cut_ROOM903_0.png [View same] [iqdb] [saucenao] [google]
8936173

>> No.8936174

>>8936170
I thought the new angles in DC are the cutscene angles?

>> No.8936175
File: 73 KB, 320x240, Bio_Hazard_-_Director's_Cut_(Japan)-wardrobe2.png [View same] [iqdb] [saucenao] [google]
8936175

>> No.8936178
File: 111 KB, 320x240, Bio_Hazard_Directors_Cut_ROOM912_5.png [View same] [iqdb] [saucenao] [google]
8936178

>> No.8936180
File: 91 KB, 320x240, soul_soulless.gif [View same] [iqdb] [saucenao] [google]
8936180

>> No.8936185
File: 102 KB, 320x240, Bio_Hazard_Directors_Cut_ROOMB00_2.png [View same] [iqdb] [saucenao] [google]
8936185

>> No.8936186
File: 93 KB, 320x240, Bio_Hazard_Directors_Cut_ROOMB04_3.png [View same] [iqdb] [saucenao] [google]
8936186

You have no idea how I wish I could dig into the Saturn version to see if they have more unused/early backgrounds than the other versions. Considering some of the backgrounds in that version seem to be earlier versions, it's not farfetched to think that.

Apparently nobody has done it.

>> No.8936193

What is the absolute hardest version/difficulty of RE1?

>> No.8936198
File: 106 KB, 320x240, REBeta-Dining_Room_3.png [View same] [iqdb] [saucenao] [google]
8936198

This camera angle is spooky, they should have kept it for final


>>8936193
For the original game, Longbox PSX NTSC-U version of Saturn version. That is the original western difficulty without auto aiming.

Director's Cut Arrange mode is harder in some ways though as enemies deal more damage and you can die more quickly.

>> No.8936207
File: 54 KB, 320x240, BioHazard_-_1995_-_10_-_04_-_Sample-guards_room2.png [View same] [iqdb] [saucenao] [google]
8936207

>> No.8936212
File: 71 KB, 320x240, BioHazard_-_1995_-_10_-_04_-_Sample-botanic_room3.png [View same] [iqdb] [saucenao] [google]
8936212

>> No.8936216
File: 39 KB, 320x240, Biohazard_(Japan)_(Full_Game_Debug)_(Sample_31-01-96)-statscreen.png [View same] [iqdb] [saucenao] [google]
8936216

Soul

>> No.8936218

>>8936216
Where is that from? I don't remember seeing this.

>> No.8936220

>>8936218
it's the end game stats screen in the january 31 1996 prototype version

>> No.8936225
File: 1.33 MB, 1845x1663, 1647292571245.png [View same] [iqdb] [saucenao] [google]
8936225

>>8936220
Nice, I did take a look that the RE stuff on TCRF a while back but looks like I might spend another hour or two there

>> No.8936232

>>8936198
>>8936207
first time I see those, that's neato

>> No.8936235

how do you play these old survival horror games? i never played resident evil but i'm trying to enjoy dino crisis and the amount of ammo given is so low, the first raptor took 12 bullets so i'm probably supposed to avoid them but you only encounter them in narrow halls so i just have to turn 180 and exit the room

>> No.8936240

>>8936235
Dino Crisis 1 is an odd game because enemies respawn and you will never have enough ammo to kill everything. Classic RE games are pretty consistent, once you clear an area it typically stays that way. Try RE1.

>> No.8936241

>>8936235
I've actually never played Dino Crisis but RE games are pretty fair.

>> No.8936249

>>8936235
It's supposed to feel like you are barely scraping by. Initial hour of every survival horror is typically the most interesting one for exactly that reason - figuring out ideal routes, which enemies do kill and which ones to just run by etc.
Also, make sure to play Dino Crisis 2. It removes the survival aspect, you can purchase ammo, it goes from full 3d back to prerendered backgrounds but its one of the most fun action games of its era. Definitively play that

>> No.8936289

>>8936235
In Dino Crisis, you're encouraged to put enemies to sleep with sleeping darts more than kill them. Experiment with combining items, you can create more potent darts and you can even create your own darts. Look everywhere for hidden plugs so you can open the safe boxes and get the supplies in them, there is actually enough plugs to open pretty much every box, you just need to look for them.

Note that the Japanese difficulty has less deadly ammo than the western version.

>> No.8936296

>>8936235
>Survival
Hmmm I wonder

>> No.8936321

>>8931717

Yep, the original was lovely and fascinating.

Remake was very impressive but it's in no way comparable to the original. The more modern and polished stuff lacks the spark and naive charm of its predecessors.

Also remake was too "Silent Hill" for me.

>> No.8936359

>>8936249
>>8936296
i get that that's the point but that just means you can softlock your game by running out of ammo, no one wants to start over from the beginning of the game.

>> No.8936368
File: 2.79 MB, 640x480, RE1 PSX SPIDERWEB.webm [View same] [iqdb] [saucenao] [google]
8936368

>>8936359
>you can softlock your game by running out of ammo

Well designed survival horror games such as Resident Evil (1) and Dino Crisis do take that into account. There is usually always a B-plan available.
The only times you actually NEED ammo in Dino Crisis is when facing the T-Rex and you can't run away, which happens twice; and in both cases the game hands out the necessary ammo for it just before the fights.

Resident Evil (1) and 3 handled these things better.

>> No.8936524
File: 27 KB, 466x477, 51AKD5VWJEL._AC_SX466_.jpg [View same] [iqdb] [saucenao] [google]
8936524

>>8930860
This.
For me Wesker is nothing more than a slightly cooler Dennis Nedry
Umbrella worked way better as a faceless corporation, characters like Birkin or Wesker in RE1 were believable
CV really jumped the shark story wise, easily the worst "classic" RE

>> No.8936540

>>8936524
CV is suprisingly solid in terms of raw RE gameplay if you can just ignore the story

>> No.8936552

>>8933328
Boomer: fight zombies, monsters and sharks in a mansion full of deadly traps, awesome.
Zoomer: This mansion would make no sense in real life, I'm angry and confused, what sociopolitical issue were they trying to illustrate?

>> No.8936601

>>8935432
Honestly, survival horror games don't rely that much on gameplay features as action games so if they planned Prototype accordingly it could be a better survival experience akin to Dino Crisis since zombies were bullet sponges in Prototype and the Police Department and Streets were overrun with them, forcing the player to navigate carefully to avoid enemies. This has always been my main issue with Resident Evil 2 final version - the game feeds you enough ammo to destroy everything until you play Hard Mode (or Extreme Battle LVL3). Prototype was salvageable with proper item and enemy placement and AI tweaking but I don't blame them for trying to improve the core gameplay since they wanted something improved and refined as oppossed to more of the same with a different scenario and some new things.

>> No.8936764
File: 117 KB, 550x560, remanual.png [View same] [iqdb] [saucenao] [google]
8936764

>>8930949
>>8930962
The US manual even says Chris and Jill were reassigned to Raccoon City from somewhere else. I always thought of it as a state level agency, like how State Police have troops covering different regions.

>> No.8936785

>>8936764
In the SD Perry books, they are indeed from New York- STARS is a separate agency.

>> No.8936806 [SPOILER] 
File: 695 KB, 778x535, 1653321221971.png [View same] [iqdb] [saucenao] [google]
8936806

I like how this hallway build tension for a scare that only happens later in the game.
>Always vacant, free of zombies and other monsters.
>Camera is focusing at the end of the hallway as if someone is stading in there.
>Pretty much dead silent, with no ambience or music in the background whatsoever.
.

>> No.8936812

>>8936806
I shit every time that Hunter comes out.

>> No.8936916

>>8936806
Honestly the only reason why that corridor is empty when you first get to the mansion is because there is potentially a cutscene there.

>> No.8937224

what are your guys thoughts on the remaster? I never played the first resident evil, and am
Half way through the Xbox one HD port. I’m a little dissapointed
To find out they seemingly changed a lot of stuff because I was thinking it was a remaster.

>> No.8937690

>>8934382
>Well the first game was always supposed to be ridiculous anyways. They did intend for this
stop spreading this tired nonsense, it's a known fact that the devs were embarrassed by how the game came across in the states and attempted to remedy it with the remake

>> No.8937693

>>8934992
>very hard to do without a level 2 weapon
you can literally stand there without moving and plug all of them with handgun bullets

>> No.8937702

>>8936158
>a picture of a chubby woman

>> No.8937801

>>8937702
>fat
Now that’s scary

>> No.8937826

>>8937801
t. manlet

>> No.8937839

>>8937826
Calm down big boy

>> No.8938163

>>8936235
Avoid all the fights that you can. Use the tranquilizer darts in any areas that you don't have to revisit. Take advantage of the laser barriers in any rooms where they are available, the dinos cannot breach trough them. Use the air ducts to bypass some of the troubled areas.

What makes Dino Crisis great is the amount of planning involved. It's a thinking man's game.

>> No.8938192

>>8938163
Do you know where I can find the B.plug item?

>> No.8938237

>>8928072
RE4 is a better horror game than any RE 1-3.

>> No.8938319

>>8937224
I was happy to see some of the prototype stuff, like George Trevor's letters restored, and welcomed all the new areas in and around the mansion. They were fun to explore. Also, the crimson heads and the Real Survival-mode were a jolly good challenge. Perhaps the most satisfying new gameplay mechanic was the gasoline can. Needing to burn the zombie corpses to stop them from coming back added a cool tactical element.

On the downside, Lisa Trevor felt pointless, like they just threw her in there just to slow you down. And some of the changes done to the mansion's visual style just didn't sit well with me. Like, why are there burning candles all over the building, when the place has been abandoned for several weeks after everything fell apart? Do zombies enjoy mood lighting?

>> No.8938323

>>8938192
I don't remember anymore. Last time I played was years ago, sorry.

>> No.8938343

Did resident evil 1 HD add a bunch of puzzles? Or are there this many in the original game? It seems like there are more puzzles than there are enemies at this point and it’s getting kind of annoying. I don’t mind the occasional puzzle but it feels like I’m just doing puzzles to progress to the new puzzle like some kind of elaborate joke or prank at this point

>> No.8938348

>>8938319
Lisa Trevor is another Silent Hill kind of enemy, like their version of Pyramid Head. She makes zero bloody sense since she's an escaped monster and just sorta hung out in a cabin on the property? Like they never found or discovered her in like 20 years? the backstory for her is also super tryhard.

No, can't just be some zombies we need a lady who killed a bunch of people and stole their faces!

>> No.8938350

>>8938343
I just activated an underground elevator in a cave by combining two pieces of an object to power it up. This was after a spider boss fight. How close am I to finishing the game because it’s starting to drag a lot.

>> No.8938416

>>8938350
Just take a break and then come back to the game later. I do think the "more" that they added to Remaster breaks the flow a bit too much.

>> No.8938419

>>8938350
When you clear the caves, you'll reach the underground lab. That's the final act of the game.

>> No.8938440

>>8936916
Yep same as why the graveyard zombies all disappear in REmake once you get the 4 masks. It's because of the Crimson Head boss.

>> No.8938446

>>8938348
Yeah the whole Lisa thing is dumb as hell. Like how she bonks your character over the head and then just patiently waits for them to wake up before attacking. Her journal cracked me up because parts of it were worded exactly like one of the old JeffK articles that were semi-popular when the game released.
I also wondered why they made an elaborate stone sarcophagus and spooky skeleton tomb under the mansion for her mom. She was just some random test subject, why would Umbrella give a fuck? They'd just throw her out with all the rest.

>> No.8938451

>>8938446
I mean, why would they make an elaborate coffin for their red zombie either? I think it's just design because they liked it with little regard to in-world making sense.

>> No.8938464

>>8938446
>>8938451
They got the catacombs and mausoleum from Konami's Castlevania liquidation sale. The giant bat boss from 0 was thrown in for free.

>> No.8938470
File: 787 KB, 559x680, 1652573884750.png [View same] [iqdb] [saucenao] [google]
8938470

>>8938446
I agree that REmake might have went too far with the "Boo! Haunted House!" thing but if we're talking about stuff that makes no sense, you have to realize a lot of shit is pretty silly even in the original PS1 trilogy. I mean 90% of the puzzles sound really dumb you're trying to look at the game's world in a realistic way.

>> No.8938478

>>8938416
>>8938419
I kind of just want to finish the game, I’ve been playing for two sessions. I’m back in the mansion (which I think is the strongest part of the game) and I have an octagon stone thing, and two medallions, one wolf and one eagle. I’m not sure where to go now. Did I miss something in the cave?

frankly the game has been dragging a lot and I don’t think a puzzle cave was the best choice. The cabin before it was okay and had some
Good moments though.

>> No.8938487

>>8938478
I figured some of this loot would belong to the double door iron gate in the mansion under the first floor in the main hallway so I’m dissapointed nothing fits in the gate

>> No.8938490

How spooky is RE1?

>> No.8938495

>>8934382
I don't agree it was meant to be silly, but that's kind of why I like it. The voice acting isn't done ironically and with a sense of 'lmao look how bad it is', it's delivered very genuinely which adds to the charm.
I can't help but really enjoy Barry and his 'What a mansion!' for example. Something endearing about it that adds to the charm.

>> No.8938496

>>8938478
The extended REmake caves are pure padding and probably the worst part of the game. The lab has a really fucking stupid segment that drags the whole area down too. You'll know it when you see it.

>> No.8938497

>>8938470
The real world is kinda boring, and the Spooky Mansion genre is a bunch of death traps and monsters anyways. They're laid out like a magical D&D dungeon rather than a realsitic scenario.

>> No.8938502

>>8938478
Psst, hey
Combine the stone with the umbrella emblem to open the door

>> No.8938506

>>8932751
>That face with the herb
>Brad and Nemesis' faces
That's a Kouta Hirano drawing is it?

>> No.8938535

>>8938495
Me too. Maybe it's less credible but it also makes them feel more like distinct individuals.
>Oh, Barry!

>> No.8938539

>>8938502
What zone do I find the umbrella symbol in? I’m in the mansion and just got out of the puzzle caves. I’m kind of overwhelmed because I ran around the courtyard and ended up in the residence cabin, realizing I may have to call me through the entire world at this point.

I should mention I’m playing as Chris which is annoying because apparently he only holds 6 items, but my chest has a fuck load of items in it that may or may not be relevant to anything. I get the idea behind the item management thing but there’s no reason coin shaped objects can’t just take up zero spots. He has pockets on his character model.

>> No.8938556

>>8938539
Ooooooh wooooooooooow

I never picked up the metal umbrella logo in the office. I thought it was another ink ribbon so I fucking left it there. I have like 20 of those and because I’m always strapped for space I just leave them

>> No.8938578

>>8938556
I’m going to have to use a guide because I only had one stone ring, and had to find that meta piece to make the combined logo. And I guess I need two. Which makes sense.

>> No.8938601

>>8938578
>>8938556
>>8938539
I feel retarded, I forgot you have to find and use the first one earlier in the game to get into the courtyard. I got it mixed up with the wind talisman.

>> No.8938612

I’m going underground now. Because of Chris only have six item slots I need to ask if it’s worth using the magnum or not. I have twenty something rounds for it because I never used it, because I always use the handgun and shotgun. And a third weapon wouldn’t let me hold any found items or healing items. What gun is least useful?

>> No.8938637

Bros please tell me
The research facility is more interesting than the cave and the cabin

>> No.8938670

>>8938612
I think I see speed-runners at this point going shotgun only for a long part. They switch to magnum for bosses.

>> No.8938671

>>8938612
>>8938637
Have you encountered the hunters yet? The magnum dispatches those pretty easily.

>> No.8938740

>>8938670
Shotgun seems the best so far. Seems like the pistol is only good for saving ammo for the shotgun. Not quite sure.

>>8938671
>hunters

Not yet, I’m trying to do the X-ray puzzle. Or sure what the significance is of the guys glowing red sphincter.this level has me spooked

>> No.8938794

So I loooed up the answer to the X-ray puzzle and the answer is the word cell? How? The first X-ray had a sphincter selected which should have been the letter S or A For anus. This makes no sense

L for liver and L for lungs is obvious. E for esophagus sure. Where the fuck is the C coming from?


Wait a second is it Colon?? how many people were able to find that out without a guide?

>> No.8938814

>>8935172
Man, someone recreating the mansion would be amazing. I'd love to just walk through and check out some of the rooms up close, and like you said, some seem very relaxing.
Would be nice to have a drink and listen to some piano music in the bar.

>> No.8938820

>>8935894
Good advice, and nice rundown! I might just try it out. Sounds like it has some cool features.
Never played an AITD game, but it might be a good jump in point.

>> No.8938826
File: 1011 KB, 2880x2025, RE1 Official Sega Saturn Magazine - september UK #23 (1997) - Page 48.jpg [View same] [iqdb] [saucenao] [google]
8938826

>>8936193
As this anon said >>8936198 those are hardest.
If you had to split hairs, Saturn is probably slightly harder since it had a bonus boss fight included too.
I've played it without auto-aiming, it's not too bad at all, although you do kind of miss it going back. I mostly missed being able to check if a zombie was alive/dead when off screen.

>> No.8938856

>crawling humanoid bug men appear in your path

>> No.8938925

>>8936359
You can technically finish RE1 with the knife without firing a single gun. More realistically you would only need the knife for certain situations if you accidentally use too much ammo, or can't find it.

>> No.8938928

>>8936540
Totally agree. I played it recently again and enjoyed it, but I do have to agree that RECV had some really cheesy plot that was more noticeable when playing the other games in close proximity.
It was the first I can remember having a 'haunted house' with the twin's mansion. It could have worked as just an abandoned childhood home, but being on a cliff and the spooky laugh when you approach is a bit much.

>> No.8938935

>>8937224
It's definitely a remake, not a remaster. It changes a lot in terms of aesthetics and even the layout and gameplay.
It's a good game on it's own merits, and I suggest playing both RE1 and the remaster, since they are unique and accompany each other nicely.

>> No.8939009

>>8938794
If it's the x-ray puzzle I'm thinking of you use one switch to turn off room lights and another switch to translate symbols on wall which you use to translate the untranslated symbols on the other wall
>>8938601
Could be worse, could've wandered around for an hour trying to figure out where to use the elevator battery

>> No.8939072

Alright guys I just finished remaster 1 hd and have mixed opinions. firstly, do you think you get a better experience playing Chris or Jill? I picked Chris and I think my game time was doubled because of backtracking not knowing what items I needed to hold. Best examples of the top of my head is for the first hour I was holding a blue gem, and that wooden shield over the fireplace. I never really knew what mattered. Some strange items like the hand crank and a few other things took up an inventory slot because I never knew when I didn’t need it again. small objects should go in a separate section for pocket sized items. I think that’s pretty inexcusable.

second issue is I think I played it on very easy on accident somehow. In the beginning of the game it asks what your play style was in a vague question. And I just said I wanted it to
Be easy, but that was to learn because the camera and controls were a lot to get used to, and the knife which is all Chris starts with seemed really ineffective. do you think at the start of the game he should have had a firearm? Anyways I’m bummed out from that regard.


this issue is the layout of the mansion seemed unreasonably confusing, I needed to use the map to get anywhere, and I think I had a habit of opening it everytime I walked into a hallway, I think that the camera angles were really cool, but that they make it hard to navigate in areas where there are three paths to know where you came from and where you’re going.

Mansion regardless was the best part. Canon was okay. courtyard was boring but ok. Cave sucked. lab was actually okay, but I feel like it got bogged down by having puzzles like the other sections.

I get that resident evil relies on puzzles, but replaying this seems like it would be sort of pointless because half or more of the puzzles i would have memorized, and that seems to be half of the game. I don’t really think it’s fun to relay something where so much of the gameplay is puzzles.

>> No.8939094

>>8939072
If I replay this on a harder difficulty are there more enemies? Or are they just tankier? one of my problems with the cave is that I was dissapointed there weren’t any zombies. it just felt tedious.

the spiders were okay, but that and the bees sort of made it feel like outbreak #2. That’s a minor complaint though. I just wish there had been more zombies.

Is there a strategy to use the knife? In the first half of the game my strategy was to down the zombie with the pistol and then finish it with the knife to save ammo. Half way through the game I switched the knife out for the shotgun because I felt that the knife wasn’t worth one of the 6 inventory slots.

are there any secrets in the game to discover? Hidden rooms or anything?

I really liked the mansion a lot even though I think the layout could have been presented in a way that was easier to memorize. I think they put a lot of work into the presentation of the mansion and I wish they put the same effort into the cave to make it seem more unique. I really liked a few small details like the twisted camera angle going down the passage in the cemetery, and the mirrors in some rooms to see zombies.

I’m a big resident evil 4 fan and I would almost say that the cave is the island of that game.

>> No.8939108

Oh one more thing I think they should have removed the flamethrower. It’s obvious that they made you lose it when you got it, because they didn’t want you to be OP. but the silly weighted gun mount locking door mechanic just seems kind of silly. If they are only going to let you use it once for a single boss fight I don’t really understand why they introduced a flame thrower at all. That just stood out to me as unusual and kind of annoying.

Do you think the game would be better with 8 or 10 item slots and very few item chests? I feel like you would still need to backtrack, but it would be easier to stomach even if you had to backtrack a further distance, because you could hold more stuff.

>> No.8939152

>>8939094
NAYRT, but if you want more zombies you should really play the advanced mode (also known as arrange mode) of the RE1: Director's Cut. That game mode throws way more enemies at you.

>> No.8939194

>>8939072
>do you think you get a better experience playing Chris or Jill?

You probably will get a better experience with Jill, she does carry 8 items and no need to use small keys to unlock doors/drawers so less wasted space.

There's the downside of the lighter and less vitality but it makes the game more focused on the survival horror aspect without making it unfair.

I can't exactly recall if all puzzles are the same or slightly different, but if you play as Jill, there would be different interactions throughout the playthrough so it's worth it to replay.

>> No.8939210

>>8938670
>>8938740
Handgun is worthless once you learn how to dodge enemies. Just keep the shotgun on you and use it when you can't dodge an enemy. It's the main weapon you're gonna use in both the original game and REmake.

>> No.8939432

>>8934195
I played on a crt too, a Sony Black Trinitron. Maybe it was the version I played, PAL region.

>> No.8939758

>>8938925
Tyrant in the lab, in Western difficulty and without auto aiming, is actually quite challenging knife only. Unless you abuse the inventory menu exploit to cancel frame but that shit is for lame speedrunners.

>> No.8940517

>>8939758
>that kid who cancelled frames in P.E. to win in dodgeball every class

hated that asshole

>> No.8940553

>>8932240
Me on the bottom left

>> No.8940561

>>8932174
I like silent hill but I feel like resident evil is better off as it’s own thing. because they seem to have changed genres so many times, and story tones, I’m not really even sure what it’s identity is now.

>> No.8940570

>>8932370
Could you make the argument that that list you made were all used in some way in the later games?

>> No.8940587

>>8933305
Looks identical to the cabin half way through remake.

>> No.8940597

>>8933328
It’s stilted not stunted voice work. you’re argument is now nullified

>> No.8940626

is there a hack or mod for the original RE1 you'd recommend? Would love to replay it but with a fresh modifications maybe with a bit of challenge sprinkled there as well.

>> No.8941102

>>8940626
REbirth patch includes quickturn and tactical reload, in addition to a bunch of other perks not found on any of the PS1 versions

>> No.8941610

>>8939194
I swear in my version of the game Chris has lower HP than Jill, this thing about Jill having less HP has always been a mystery to me.

>> No.8941649

Do you think the tools exist to change the enemy placement in HD remake? I think if you expanded the item slots, but made enemies more plentiful and changed their locations up, the game would remain challenging in a way which feels more fair or logical. If I could carry one or two more items I would be willing to fight more creatures.


maybe someone else should just remake the mansion, remove half of the puzzles, fill it with more zombies and monsters, and make the item inventory slightly more generous

What are some areas you think would be cool in a resident evil game? The mansion is the best in this game. The train in resident evil 0 is good. resident evil 4 has the village but I actually really enjoy the castle as well.

>> No.8941843

>>8938446
I felt the same about the first Crimson Head. Like, the scientists instead of incinerating it, or locking it up in a freezer would go and build a big spooky casket to hand from the ceiling. Fucking silly.

>>8938470
This is true to an extent, but at least those are mostly explainable by Spencer being a crazy old religious billionaire who was paranoid about getting caught playing God.
Most of the puzzles related to the mansion itself, whereas like I mentioned with the Crimson Head, that seems related more to the scientists themselves. There weren't any spooky motifs or nonsense puzzles in the lab in the PS1 game (apart from maybe the invisible ink for Adam and Eve, but that was implied it was John's doing as a last message, rather than a piece of the lab security.)

>> No.8942027

>>8938446
>one of the old JeffK articles that were semi-popular when the game released
Jeff the Killer?

>> No.8942067

>>8938506
Yes! I was surprised when I first saw it too.

>> No.8942136

>>8939758
I definitely agree, fighting the boss with the knife there is probably unreasonably hard, but also not the intended way to play. I just meant that it's 'technically' possible, but you'd have to have fucked up pretty bad to have so little ammo left for that fight.

>> No.8942153

>>8938319
Was Lisa not in the original game?
maybe a missed element could have been all rooms with candles requiring the lighter item to turn them on? that could have been realistic and achieved the same effect right?

I beat the game in two settings and I didn’t really absorb the plot of it, was there really any clarification how long the mansion had been abandoned definitively? Couldn’t weaker have been in there or one or two straggler employees? I was so frustrated with the item management and puzzles I think at a point I just wanted to focus on progressing and stopped paying attention to the notes unless they were vital to
The game

>> No.8942158

>>8938496
I beat the game, was the segment the X-ray puzzle? Or the thing where you need to fill the elevator machinery with that fuel? As pointless as the X-ray tech puzzle was I at least liked the lab gimmick of using X-rays to switch it up a bit. I felt like the back and forth slog to get the fuel for the elevator wasn’t needed.

Ideally if they felt the lab needed to take longer, I would have appreciated another floor or two of rooms to just kill zombies in and to scavenge loot from for the final fight.

>> No.8942164

>>8939210
I never ended up using the magnum which I regret. I ended up using the handgun for most things but needed to use the shotgun for the last hour of the game for everything.

Pistols damage isn’t really it’s problem I’d say more so that it has no stopping power that I noticed. So using it is dangerous because you can’t keep the enemies from closing on tou

>> No.8942238

>>8942136
There's a handgun magazine in the Tyrant room which is enough to kill it. It only takes about 10 rounds in the Japanese difficulty. I don't remember if one magazine is enough to drop it in the US versions.

>> No.8942259

>>8942153
Read the Keeper's diary. The actual game proper takes place in late July of 1998. 1st entry in the Keeper's diary is from May 9, 1998. May 11, the T-virus escaped and all hell had broken loose by May 16. By May 19 the keeper had gone mad.

The Researcher's Will confirms that there was a researcher by the name of Martin Crackhorn still alive in the house on June 3, barricaded in his room. So, following this line of reasoning, the house was "abandoned", so to speak, for about 6 weeks, before all the grizzly murders happening in the area started drawing police attention and the STARS arrived. From June forward the house was definitely infested with zombies, so it would not have been safe for Umbrella employees, nor anyone else for that matter to go there.

Lisa was not in the OG Playstation game. She was definitely an exclusive creation of the REmake.

There is a lighter + candles puzzle in the game.

>> No.8942273

>>8942259
You've probably put more thought into this than Capcom has for the last 20 years. There will likely be a new gritty fully 3D reboot of the series in some time, possibly for the 30th, 35th, or 40th anniversary of the series. So they can redo everything and incorporate everything again and maybe make things coherent.

>> No.8942284

>>8942259
My favorite detail is that Plant 42 was made after the outbreak by some botanist who got bored and decided to see what the stuff turning his colleagues into cannibalistic monsters would to to his favorite houseplant.

>> No.8942293

>>8942259
I think what I said is a good example of the game fucking itself, you floods it with so much unnecessary puzzles and objects/coins, the player stops concentrating on the story itself.

Lisa was infected and was wondering around and seems to have some level of intelligence, does she live in the cabin or that weird underground area with the dolls? To my knowledge both areas seems to have areas that seemed used, so it could be that Lisa was using the candles. The zombies might not have attacked her.

>> No.8942305

>>8942293
Also I remember that lighter puzzle, I just think of the game was dead set on having the candles, maybe because you have the lighter anyway, it would make sense the player would light them as they go. It would be kind of useful to know what rooms you haven’t been in I’m sure at least once or twice if it really was abandoned

>> No.8942432

>>8934295
I wish I was a movie director so I could make a movie of this, with the focus being on the bond of the two brothers rather than the hoarding that led to their deaths.

>> No.8942546

>>8942432
Never heard of them can I get a quick rundown?

>> No.8942603

>>8938446
I wonder if anyone on youtube has ever did a proper critique of REmake like we have seen with so many other games. I've kind of felt like doing it myself actually since REmake is such a change in tone from the original game that most people today probably overlook and don't even care because to them REmake is the shinier new game and therefore more deserving of being great. I don't see it this way at all. It is still a great game but it shifted so much of the original tone and even intention of the game. I don't even care if the original creator himself Mikami prefers the remake.

It is nice at least though to see people finally come down a bit from the hype of when the HD versions released and really look at the game from a more proper perspective. Its still a fantastic game because the groundwork for it was already laid out with the original. I am just surprised I haven't seen this a lot sooner with the criticisms. If you anons know of anyone out there that has a good retrospective or critique that doesn't just worship the game without pointing out these issues post it.

>> No.8942636

>>8942603
The guy who made the first evangelion series also was in
Charge of the movie series which went full retard. people lose their touch sometimes. Doesn’t mean it’s a better product just because it’s newer and the original creator was involved or approves of it.

>> No.8942663

>>8942636
Well Mikami also wanted RE2 to be a far different game than what we ended up with. If he had his way you'd have had body armor that can allow you to take an absurd amount of damage iirc throughout the game but no healing. I think it was also intended you'd have allies fight along side you, it was going to be darker more realistic station which RE2 1.5 build definitely shows. Also RE2 as we know it was made in an extremely short amount of time that had a previous build scrapped and its amazing really how good RE2 turned out considering these things.

I don't think its just losing touch always. Sometimes its also that these devs wanted to make their ideal version and it just so happens it isn't as good as what they originally put out. Other people helped Mikami to help him make better games than if he got to be dictator, god or the ultimate authority over his own creations. Also their minds over years change and what they may have liked or thought was good at one point might be different over time. He's definitely one of the best devs to me who ever created but he definitely had his share of help that helped to mold his ideas and games to much better ones like practically all other devs have had. This is a great thing.

>> No.8942697

A game where you can take more damage but you can’t heal sounds really good to me as long as everything else is planned right. I always thought the herbs and health sprays were kind of dumb. maybe a reasonable compromise could be, healing up to a certain health percentage with them, capping out at something like 40 or 50%

>> No.8942703

>>8941649
>What are some areas you think would be cool in a resident evil game?
I hate the caves so goddamn much. I wish they would have replaced them with something else in the Remake instead of making the area even bigger. There's RE1 concept art of a kind of cut dungeon looking area that would have been way more interesting. They could have put an updated version of the Ticks from the Saturn version in there too or maybe some spider/zombie hybrids (also in cut concept art for 0 I think) and made it a cool spider themed area with webs and shit everywhere.

>> No.8942742

Anyone here remember any of the second life resident evil sims people made? I remember a cool mansion with a lab under it that looked like the one from the first movie

>> No.8942914

>>8942238
>there's a handgun magazine in the Tyrant room

That's only in the PC version

>I don't remember if one magazine is enough to drop it in the US versions

iirc it's 18 bullets, close enough

>> No.8943075

>>8942914
>18 bullets
Interesting. I've killed the Tyrant with almost every weapon but I've actually never tried the handgun.

>> No.8943109

>>8929220
it's a french word, which is funny because french wouldn't use it and use an english word for this place. they would call this "lobby", "hall", "hall d'entrée"

>> No.8943127

>>8935894
>One of the better RE clones
RE is an Alone in the Dark clone in the first place

>> No.8943194

What the fuck is up with the self defense gun in remake? Does it only have one shot for the entire gMev

>> No.8943196

>>8943127
AITD predates RE but that's it. They were completely different games. AITD4 is blatant ripoff of RE however.

Stop parroting back what you heard your best friend simulator on youtube told you and play the games for yourself

>> No.8943215

>>8943194
yes, but it's as strong as a magnum

>>8943196
Without even mentionning the fact that AITD came up with the entire fixed camera 2D backgrounds + 3D models system; there are plenty of small things RE took directly from AITD, like the enemy jumping through the window, pushing furniture, the clock, etc

>> No.8943221

>>8942546
Wikipedia.

>> No.8943717
File: 563 KB, 643x449, guy.png [View same] [iqdb] [saucenao] [google]
8943717

>>8943221
>Wikipedia

>> No.8944773

>>8938446
she was the mansion architects daughter somaybe it was a weird way of honouring him, his wife is in the tomb, he had a tombstone and Lisa according to weskers report 2 was the source of the Gvirus

>> No.8944779

>>8939094
In REMAKE?
There are a few more enemies added in some areas

>> No.8945162

>>8942663

I was actually thinking whilst scrolling here that there's a decent book to be written about the making of the first 4 games.

Which makes me wonder when the time for making-of books for video games will start. I know there are a couple, but given the size of the industry there's a bigger market to tap into there.

>> No.8945306

>>8945162
The Japanese don't make those kinds of books. They will make a very visual artbook that contains a lot of that kind of information though. Often with commentaries by the directors and artists.

>> No.8945348
File: 34 KB, 325x500, 51YH3PMlpgL.jpg [View same] [iqdb] [saucenao] [google]
8945348

>>8945162
>I was actually thinking whilst scrolling here that there's a decent book to be written about the making of the first 4 games.
There actually was one recently, but I've heard mixed feedback as to the quality of the writing.

>> No.8945416

>>8945348
unofficial ie it's just some dude writing based on the same sources any of us have. Anyone who knows and follows this is gonna know as much as they are making the whole thing pointless.

>> No.8945430
File: 132 KB, 752x1063, Biohazard 2 Prologue of Terrors_0000.jpg [View same] [iqdb] [saucenao] [google]
8945430

>2022
>not a single Japanese RE1 book has been scanned
>countless RE2 books have been scanned with the same damn cg renders over and over again

>> No.8945435

>>8945430
Ebay link
Link to make retard proof scans
Ill grant your wish if you provide

>> No.8945456

>>8945435

600DPI, looking for the best quality version of the artwork so far.

Inside of Biohazard is the most interesting. The Director's Cut is a later updated edition. It appears to have art unique to this guide for monsters.

https://www.ebay.ca/sch/i.html?_nkw=%22Inside+of+BIO-HAZARD%22&_trksid=m5467.l1311

https://residentevil.fandom.com/wiki/Inside_of_BIO-HAZARD

>> No.8945567

>>8943194
I thought that was a weird addition to the game, it seems kind of pointless to have a one-shot magnum that you can't even reload. I thought it might have been a consolation weapon for people that didn't find the magnum in a kind of 'here's a shitty version of the magnum that only fires two shots at a time' thing.

>> No.8945572

>>8945456
So director's cut is the most satisfactory? I have a officejet 6700 premium I use for scans. If you'd like I can do a test scan of a nintendo magazine to see how shit that would be.

>> No.8945595

>>8945572
I dont' know what the difference between the two editions are. It doesn't matter too much I guess? Mostly want highest quality version of the old art, and any art we didn't have.

>> No.8945618

>>8945595
Well I want to contribute. Its gonna be here at the ass end of june.

>> No.8945626

>>8945572
First original edition should be the most interesting, and most "raw". It supposedly contains a lot of beta cut information since it's based on incomplete scripts from the game.

>> No.8945648

>>8945626
Can you help me find a 1st edition for sale? Keep in mind I'm taking a razor blade to it so Ideally < 100 burgers.

>> No.8945669
File: 268 KB, 1070x1600, s-l1600[1].jpg [View same] [iqdb] [saucenao] [google]
8945669

>>8945648
First edition is called:

>Biohazard: Inside of Biohazard Perfect Guide
>144 pages
>cover is green mansion
>says "You have once again entered the world of survival horror: good luck!"

https://www.ebay.ca/itm/313571787829?hash=item490255c435
https://www.ebay.ca/itm/373620287777?hash=item56fd812921

Second Edition is called

>BIO-HAZARD DIRECTOR'S CUT: Inside of BIO-HAZARD
>160 pages
>picture of a director's chair

It's pretty easy to tell them apart.

>> No.8945694

>>8945669
Oh your post made me think there was content they phased out in different reprintings under the same name.

>> No.8945746
File: 3.47 MB, 2186x1560, zombie.jpg [View same] [iqdb] [saucenao] [google]
8945746

>>8945669
I saved these from a thread awhile back. I'm not sure who made them or if the translations are accurate but they're pages from that book.

>> No.8945752
File: 3.71 MB, 2186x1648, cerberus.jpg [View same] [iqdb] [saucenao] [google]
8945752

>>8945746
And the dogs.

>> No.8945775
File: 107 KB, 1024x768, Playingas.jpg [View same] [iqdb] [saucenao] [google]
8945775

the room full of female zombies, and is because female zombie are very rare to find in most resident evil videogames.

>> No.8945787

>>8945775
By design right? I thought that it was mostly women in the clocktower?

>> No.8945802

>>8945787
-resident evil zero: no female zombies.
-resident evil: no female zombies.
-resident evil remake: no female zombies(lisa does not count as a zombie).
-resident evil code veronica: no female zombies.
-resident evil survivor: no female zombies.

>> No.8945805

>>8945775
>Japanese survival horror game
>reverse gangbang room

>> No.8945810

>>8945618
Based contributor, thank you so much, bro.

>> No.8945984

>>8928072
>all versions
The iconic double-staircase hallway on the east side, even with its bullshit camera angles. So many rooms connect here (including the breakable doorknob).
>remake only
That cheeky fucking cave hallway with 2 branches that waits to dynamically spawn Lisa Trevor on whichever path you choose. It's just so funny to me that they did that and it's pretty unique even in a series of weird places. It's not like the RE3 Mercenaries alleyway that just spawns 2 Nemesis, there is 1 Lisa and she appears where you choose, after you choose it.

>> No.8946312

>>8945618
You are doing god's work anon. Thank you

>> No.8946325

>>8929184
RE2 was always my least favorite RE game and I always wondered why people enjoyed it so much. I've put much more hours in 1 and 3 each.
IDK, it's kind of underwhelming for a sequel aside from the obvious technical improvements, maybe I would have liked the original direction for RE2 better.

>> No.8946432

>>8930860
What gets me is that they wanted to force a Wesker-Chris rivalry that was nonexistent in 1 and isn't justified by its events. He told them to be cops and they did. The team had 90% casualty rate, the bioweapon test was largely very successful. They didn't even cause the tyrant to stab him, he foiled his own plan when his mindless killing machine attacked him predictably. Chris or Jill were just the audience to him being retarded, and then they left. Why was he obsessed with these people? What is he getting revenge for?

>> No.8946435

>>8945775
Do they take sperm?

>> No.8946437

>>8946432
Wesker is a cartoon villain whose motives make no sense in 1. Thankfully he also has very little screen time and dies pathetically so it kinda cancels itself out in terms of plot and story.

The problem was reviving him in Code Veronica.

>> No.8946445
File: 59 KB, 350x240, Resident Evil (US) (Sample 1996.02.08) [SLUS-00170]-0116.png [View same] [iqdb] [saucenao] [google]
8946445

I bought an artwork book with lot's of concept arts only because the only the scan avalaible was of shit quality

>>8946437
Fun fact: only 4 weeks before the final build was made, Wesker wasn't dead. Only "fainted".

>> No.8946451

>>8946445
I take it the build name is the image name, is it completely playable? No bugs glitches etc?

>> No.8946458

>>8945752
>>8945746
What does it say about the Spiders?

The common belief is that like zombies, spiders are not BOWs but only a consequence of the virus spreading. Some dev interview however mention they were supposed to be BOWs; though I don't believe it it's said anywhere in the game so I wonder if it was made canon by those books.

Not that it matters too much considering RE2 fucked up all that lore by having the very same dogs as in the first game, but those ones weren't BOW design, only infected like common zombies. Even though they're identical.

>>8946451
That is the latest prototype version leaked only a few months ago yeah. There is a couple of glitches but nothing major. The main one being only file can be read. It's pretty much identical to the previous version, the January 31 version, since it's dated only 8 days after that; except this one is in english and you can die.

>> No.8946479

>>8946458
Thanks for spoonfeeding, will give it a shot.

I figure those retards finishing 1.5 have abandoned the project? I know its not related to RE1 but figured to asked itt

>> No.8946672
File: 273 KB, 640x480, file.png [View same] [iqdb] [saucenao] [google]
8946672

The crow room ofc

CAWCAWCAW

>> No.8946689

>>8946672
I don't remember them attacking.

>> No.8946697
File: 183 KB, 514x441, file.png [View same] [iqdb] [saucenao] [google]
8946697

>>8946689
Shoot at them or fuck up the puzzle

>> No.8946758
File: 84 KB, 320x240, crows.gif [View same] [iqdb] [saucenao] [google]
8946758

>>8946672
>>8946697
DID YOU KNOW??!!

Crows are fully textured in the Saturn version

>> No.8946773
File: 227 KB, 600x259, raven-and-crow-600x259.png [View same] [iqdb] [saucenao] [google]
8946773

>>8946758
>turn them into ravens

BLUNDER OF THE CENTURY

I prefer the PSX version, cute and shiny eyes

>> No.8947043
File: 48 KB, 512x448, latest[1].jpg [View same] [iqdb] [saucenao] [google]
8947043

remake terrace

>> No.8947048

>>8947043
Reasoning:
Peaceful, feels like literally getting a breath of fresh air from inside the zombie filled mansion.
Thats probably why I like resident evil 3 so much too. lots of outside

>> No.8947113
File: 52 KB, 320x240, BIOHAZARD_1.0_498.jpg [View same] [iqdb] [saucenao] [google]
8947113

>>8928072
It's hard to say, honestly, but maybe this one because to this day I don't understand the purpose of this hole, and I've always wondered what's below

>> No.8947209

>>8933312
b4bbc

>> No.8947263

>>8947209
yeah, Barry Burton's Cock

>> No.8947684

>>8929220
follar

>> No.8947815

>>8938506
It even says his name in Hiragana down there

>> No.8947871
File: 2.95 MB, 960x720, Hole.webm [View same] [iqdb] [saucenao] [google]
8947871

>>8947113
You can see the bottom of it in REmake but it still doesn't explain what it's for or why there isn't any proper bridge. It's not there to allow water to drain because the bottom seems to be used as storage.

>> No.8947915

>>8947871
oh right I forgot about that
I remember that if you checked the scenery it'd say that everything was wet and moldy or something
the guardhouse's architect really fucked up here

>> No.8947934

>>8947871
God damn I always forget how nice REmake looks.

>> No.8948030

I like the save room with the serum in it, kinda comfy. I've only played hd remaster.

>> No.8948145
File: 119 KB, 320x240, file.png [View same] [iqdb] [saucenao] [google]
8948145

>>8947113
it's gone now

>> No.8948178

>>8948145
That's a shop. I can tell by the pixels and having seen quite a few shops in my time.

>> No.8948194

>>8948145
now that is a reference of very based proportions, anon

>> No.8948319

>>8946458
I don't know about the spiders. I do remember that the book specifically talks about Yawn being basically a lab animal with fucked up genetics due to experimentation though. It's not just a big snek. It's more like a lizard that lost its legs due to mutation with some amphibian characteristics thrown in for good measure. There's a closeup of a patch of skin and it says it's slimy, more like an amphibian's skin than dry reptile skin, and the mucus helps it move around and may also accelerate healing. I think that's meant to imply it ran away after the first fight and healed up for round 2. Also pretty sure it only got big after it was accidentally exposed to the virus.

>> No.8948385

>>8945752
>>8945746
Was that me running them through the Yandex OCR? I can't remember. Might be why it talks about the "Clay Virus", when it should be T Virus.

>> No.8948391

>>8948319
>I think that's meant to imply it ran away after the first fight and healed up for round 2.

That's funny because the 2nd fight especially feels like it was a late change to the game. It's rendered outright absurd in Jill's scenario because Barry charges in right afterwards with the melting snake in view and doesn't comment on it. You'd think either he or Jill would say something right? And the Snake coming out of nowhere has zero setup whereas it has full setup in the area you originally fight it.

>> No.8948458

>>8948391
Someone in one of these threads said there's evidence the whole return trip to the mansion was a fairly late addition. I think it was something about how the rooms are organized internally. The rest of the locations are ordered sequentially as you'd expect. Like a 1 prefix for all the initial mansion rooms, a 2 for the garden, 3 for the guardhouse, etc., but the rooms for the second mansion visit are actually placed after the lab. Or something like that anyway.

>> No.8948535

>>8948458
That's possible. I really like the return to the mansion, since it feels like end-game and zombies go away for much more dangerous foes. It's a shame no other RE game does this!

>> No.8948636

>>8948458
>>8948535
I agree, I thought it was brilliant that you return to the mansion later. It was kind of like the first run through is to learn the layout, then the second run through you use that knowledge to avoid Hunters and try to get through with minimal damage.
I figure RE2 Remake does this really well with the return to the police station later, the second time you're there Mr X is chasing you so you must know the layout.

>> No.8948689

>>8948636
Well, if RE2 were to use this format, you would go to the sewers then go back to the police station then go to the lab.

>> No.8948707

>>8948391
>doesn't comment on it
maybe he got tired of acting surprised
>>8948535
>>8948636
i like that the same music turns more sinister
https://youtu.be/Shig61s8Qxw

>> No.8948761
File: 302 KB, 446x479, 340px-REYawn.png [View same] [iqdb] [saucenao] [google]
8948761

>>8948319
Kinda cool because it does actually leave a slime trail in REmake. The amphibian thing makes those bright colors make a little sense though. Almost like a poison dart frog.

>> No.8948946

>>8948761
And Yawn's head looks more like a frog in the art. Interesting? There's tons of hidden details that are in the bible that are easy as hell to miss in the end-game. This is also why I want all the Japanese guides scanend in full.

>> No.8949018

>>8946479
>I figure those retards finishing 1.5 have abandoned the project? I know its not related to RE1 but figured to asked itt

Looks to be that way. The the-horror.com forums where they were following the project have been down for at least a year now, and Gemini, the dude who was coding the engine they were gonna use has been very quiet. I wonder if Capcom C&D'd him? This total radio silence happened around the same time Capcom was getting ready to release REmake 2.

Man, the 1.5 beta just can't get a break...

>> No.8949028

Big reasons why RE1 is better than RE2:

>you revisit the main mansion but this time it's filled with far more dangerous tier 2 enemies
>hunters are far more numerous and dangerous than lickers
>several "death trap" rooms
>several actual puzzles vs 1-2 puzzles in RE2
>more multiple paths in the early to mid game
>enough ammo to clear the game, but not like it feels like the game is just gifting it to you

Things RE2 has over 1:
>"zapping" is neat even if under-utilized
>two proper fully fleshed out scenarios rather than two Scenario A
>slicker and far more polished backgrounds and cinematic storyline
>Claire is not easy mode
>Claire has her own weapons rather than having Leon's plus the grenade launcher
>There are two main endings that mostly overlap, whereas 1 has some characters just vanish from certain endings even if canon says they survived

>> No.8949061

Big reasons why RE3 is better than RE2/RE1:
>jill in the big city!
>nemesis
>short and sweet

>> No.8949086

>>8949061
It's half the game of Re1-2 because it's only one scenario with one side character. They could have done a scenario B with maybe Barry and Becky. It would end with him finding a heli and rescueing Jill. Only problem is that the setting would mean that you'd have to create so many new areas.

>> No.8949097

>>8949086
True.
I love RE3, I was hyped for the remake but seeing the new nemesis and everyone trashing it I havent even played the remake.

I just wanted a REMAKE 1 style game, why did they have to fuck us RE3 bros...

>> No.8949106

>>8949097
>I havent even played the remake
I have and you're not missing anything. I know it's cool to shit on REmake 2 here but it was infinitely better than REmake 3

>> No.8949140

>>8949106
Yeah REMAKE 2 was really good so I was hopeful for 3, even though it wasn't traditional.

Maybe they will give it another shot in 15 years... and do it right this time.

>> No.8949216

>>8949097
I still wanted 2 Remake to be like 1.

>>8949140
2 remake was so different they should have just made a whole new game entirely. Calling it RE2 is a bald faced lie.

>> No.8949237

>>8949097
its a disappointment, sure, but nowhere near unplayable. keep expectations low and its fine.

>> No.8949250

>>8949237
>It's fine if you expect it to suck
Yeah, there's glowing praise. Good job celebrating mediocrity.

>> No.8949257

>>8949216
>I still wanted 2 Remake to be like 1.

You had your chance in 2002 with Remake of 1. If it sold 5 million or more copies, they would have made Remake 2 on the Cube. Instead it didn't sell well, and that gave Mikami and Capcom the impetus to change up RE for RE4.

>> No.8949297

>>8936235
LOL I played Dino Crisis for the first time recently and it really wasn't a good survival horror. Like others have said, enemies respawn ALL the fuckin time, but you only have finite ammo. So for much of the game you're trying to run around dinos in these little rooms, and if you take too much damage or waste too much ammo, then you just keep reloading your save. Capcom must have realized this, because Dino Crisis 2 did away with all of that and is really fun, it's more arcadey than survivaly.

Anyway, when I first played the old RE games, they weren't as intimidating as I thought they'd be. Also REmake is one of my favorite games.

>> No.8949697

>>8948689
that's exactly what RE2 does though. And when you return to the not-mansion you fight not-hunters, I mean lickers. The initial trip out of the not-mansion is just shorter than in RE1.

>> No.8949740

>>8948458
That's not the only evidence, there is another supplementary one.

In the trial edition dated January 15, there is only stage 1 and 2 in the data (initial mansion two floors), but item data for rooms that are only available in stage 6 and 7 (return to the mansion) in the final game can be found.

Of course this this is just speculation and it's possible that they simply re-organized the data in a more effecient manner when they realized late in dev they would have enough space on the disk for that.

>> No.8949780

>>8949740
With that said, there are talks in interviews about making maps for "a third and fourth mansion" (I think they count the "guardhouse" as second mansion). My personal opinion is that when they realized a third and fourth mansion wasn't going to cut it they decided to have the player backtrack to the first one.

>> No.8949903

>>8949257
is 5 million a lot for worldwide sales or a modest amount? I hear a lot of different mixed signals.

>> No.8949920

>>8949903
RE2 Playstation sold 5 million copies, and REmake on the cube sold a pathetic 1.35 million. They expected the Remake to sell as well as it did on the PlayStation. Hense why they decided to change direction after Remake, Zero didn't sell that well.

https://www.capcom.co.jp/ir/english/business/million.html#tab6

>> No.8949954

>>8949920
I mean it was the right choice hardware wise, it looked amazing on gamecube, but demographic wise they fricked up.

RE2 On n64 must have sold so well that it tricked them into thinking gamecube had a big enough adult audience

You couldnt even buy Resident Evil games without a parent present

>> No.8949961

Pre rendered was pure kino

>> No.8950002

>>8949954
I think your theory was proven correct eventually, didn't RE4 sell much better on PS2 than GC when it got released on that platform?

>> No.8950081

>>8929184
It's funny I remember enjoying watching my cousins play through 1 so many times when I was a kid (probably around 4-5 when they were playing it) and subsequently with 2 and 3 I remember it was fun but it was more the absurdity with this giant thing following you in 2 (which wasn't as scaring to me compared with 1) or with 3 (STARSSSSSSSSSS) which was just this action game at the end of the day.

I think I was way more hyped seeing per-release content for remake 1 than I've ever been for any other resident evil game, aside from 5 and 7. 4 was a weird game because the early stuff looked cool but after cv and 0 I just couldn't care that much, but 4 was fun. But yeah, 1's pretty pure and soulful.

>> No.8950272

>>8949250
where did i say it sucked? you're delusional if you claim that it's less than serviceable. if it wasn't a remake of a better game, there would be any complaints.

>> No.8950425

>>8936552
Just because you're such a drunken retarded mess of a person, like all boomers, you think hitting a button to drain the water is fighting something doesn't actually make it so. Entire game can be won with the knife. It's pathetic.

>> No.8951073

>>8950002
Mikami held huge power and he wanted Remake and Zero on the cube because he built those games around the cube so he was enough to prevent the PS2 or even xbox ports. But Capcom knew RE4 would sell on the PS2 so they did it behind Mikami's back (the port was led by Inafune-san of all people) and Mikami threw a fit and left Capcom over it. Total mistake on Mikami's part.

And no Xbox port was totally boneheaded. They had to wait until 360 to get RE4 and XboxOne for RE zero and Remake!

>> No.8951097

>>8950002
2.3m on PS2 vs 1.6m on Gamecube. The genre as a whole kind of hit a slump in the early 2000s. RE2 moved 5m copies on PS1 alone a few years earlier in the survival horror heyday.

>> No.8951123

>>8938601
That one actually got me back in the day when the Remake first came out. Couldn't for the life of me find the second stone ring because it'd been so long since I used the first one I forgot what it looked like.

>> No.8951127

>>8938740
If you're in the lab you've seen shitloads of hunters already. They're the green lizard men things who come after you after you return to the mansion from the guard house.

>> No.8951157
File: 15 KB, 380x285, miyamotomikamishake.jpg [View same] [iqdb] [saucenao] [google]
8951157

>>8951073
>Mikami held huge power and he wanted Remake and Zero on the cube because he built those games around the cube

More like he wanted a big fat check signed Miyamoto-san

>> No.8951656

>>8951097
>The genre as a whole kind of hit a slump in the early 2000s.
Are we now pretending that Silent Hill 2 and up, Fatal Frame trilogy, Siren, RE's spinoffs, etc, didn't happen?

>but muh sales
Totally different thing.

>> No.8951695

>>8929843
whats the room look like

>> No.8951782

>>8929843
if the mansion was built to disguise the lab, wouldn't the heliport seem a bit strange to anyone viewing it from overhead?

>> No.8951796

>>8951782
Its a mansion with a helipad. What's strange about eccentric rich goons and their McMansions?

>> No.8951885

>>8951782
A helipad at a mansion in the mountains outside a smallish city is not that remarkable like they said, but it's also not something you'd see even if you were flying around unless looking for it.

What I would like to know is why Brad Fucking Vickers dropped the crew out in the forest instead of the empty helipad in the first place, because HE would have seen it while dropping people off next to the mansion. Didn't they just think serial murders were happening out here, not something that would buttfuck SWAT on a helipad?

>> No.8951902

>>8951885
"jill, run for that house" makes it sound like they didn't even know it was there until they landed

>> No.8951926

the 2nd safe room - i.e., the medicine room. And that little cozy nothing sotrage room next to it.

>> No.8951945

>>8951902
Brad is a very scared pilot, he simply does not look out the windshield.

>> No.8952141

>>8951127
Yeah I never encountered any hunters in the lab, the only enemies I fought in the lab were zombies, and those humanoid spider fly things. I think the game put me on very easy mode though, so idk if that’s why.

>> No.8952149

>>8951073
I can understand not wanting to port to the PlayStation 2 because the hardware is weaker, and everything looks worse, but isn’t the Xbox a much more powerful system? I don’t see what the issue is other than it being an American console maybe?

>> No.8952152

>>8950425
Are you neurodivergant?

>> No.8952158

>>8950002
Literally everyone I knew with a GameCube had resident evil 4, am I living in bizarro land? there’s no way it only sold 1.7 million copies on the GameCube. Part of the reason I bought it was I watched people playing the campaign at two different friends houses before I finally got it used from GameStop. It seemed like THE game that year to have.

>> No.8952169

>>8949920
as someone who just finished remake for the first time, it seems like they unintentionally changed directions anyway but changing so much making the remake…so it doesn’t seem like a valid experiment. I don’t think the problem is the fixed angles or the limited ammo. I really think the average person doesn’t want to do puzzle after puzzle after puzzle like the campaign in remake. I enjoyed the game for what it was, but I wouldn’t be able to recommend the game to most people who would otherwise enjoy the setting and gameplay on account of the obscene amount of puzzles. Also idk if it was in this thread or a different one but I had said that now that I’m
Considering relaying it on a harder difficulty, the main thing holding me back from the idea is the thought of all of those puzzles again combined with the backtracking. if they just kept the game the same as the original, didn’t add so many more puzzles, and maybe made a more generous inventory system, I think it could have sold better via word of mouth.

>> No.8952192

>>8952149
yes, the Xbox would have allowed for absolutely perfect ports. Supposedly there's a story of Microsoft trying to sell the Xbox to Mikami, but he didn't get it or lost interest. Again, total missed opportunity.

>> No.8952196

>>8952149
>the PlayStation 2 because the hardware is weaker
It's actually just much harder to port to but has more overall hardware power than a Gamecube. You'd have to rewrite an entire game to port to it, which obviously they didn't.

>> No.8952198

>>8952196
>but has more overall hardware power than a Gamecube.


good one. good. Sony cope even 20 years after the fact.

>> No.8952205

>>8952198
I literally owned a Gamecube and not a Playstation 2 at the time, I'm just educated on the hardware specs and the challenges of developing for them. You can throw 20 year old fits all you please, I do not care.

>> No.8952241

>>8952198
nah i always thought this but he's right. gamecube had higher clockspeed but not much else to counter ps2's black magic

>> No.8952268

>>8952241
this is bullshit.
https://wars.locopuyo.com/cwsystemspecsold.php
PD2 had slightly higher memory bandwidth. the GCN trounces it in almost every other category and comes close to Xbox in many respects. nothing on PS2 looks remotely as good as the best looking GCN exclusives.

>> No.8952273

>>8952268
PS2*

>> No.8952292

>>8936368
I never fucking knew you could do this

>> No.8952315

>>8952268
MGS2 vs Twin Snakes

>> No.8952331

>>8952315
RE4 > everything

>> No.8952478

>>8952268
Did you dig up the only site that wouldn't account for the dual VPUs? Weird thing to chase.

>> No.8952668

>>8952192
Was it too based for him?

>>8952196
Ps2 had a more interesting library but if the 30 or so games I played on it, nothing ever seemed to require more power or wowed me more than typical GameCube games like Mario sunshine or rogue squadron which were launch titles I think. Is there an actual situation someone can show where something was only
Possible on the ps2, and not some niche theoretical thing on paper?

I’m going to be honest with you, ps2 games look like dogshit unless they’re emulated. but the Sony library looked like fun, so there is a part of me
That wishes I had gotten that sometimes instead of the GameCube, just to see what there was.

off the top of my head silent hill 4 and shattered memories could have probably worked on a GameCube. so could shinobi, or devil may cry I think. Onimusha could have also probably worked on GameCube. so could armored core games I think. I’m just curious spitballing based on my games I’ve played.

>> No.8952715

>>8952152
I'm neurochadvergant my dick is 11 inches and I like real games not stupid baby shit like RE1

>> No.8953284

>>8951885
>What I would like to know is why Brad Fucking Vickers dropped the crew out in the forest instead of the empty helipad in the first place, because HE would have seen it while dropping people off next to the mansion. Didn't they just think serial murders were happening out here, not something that would buttfuck SWAT on a helipad?

They were investigating the crash of the previous chopper. You should ask the other chopper's pilot rather than Brad.

I was about to say the helipad is kinda shitty since it leads straight to the lab, but people tend to forget there is also a locked door on the helipad that leads to the courtyard.

>> No.8953293

>>8953284
>I was about to say the helipad is kinda shitty since it leads straight to the lab, but people tend to forget there is also a locked door on the helipad that leads to the courtyard.

Not just locked, I believe they say it's sealed shut through welding or something.

>> No.8953313
File: 2.94 MB, 640x480, Alt Zombie.webm [View same] [iqdb] [saucenao] [google]
8953313

Some of you might not know about these cutscenes.

>> No.8953381
File: 2.85 MB, 1440x1080, Jill.webm [View same] [iqdb] [saucenao] [google]
8953381

>> No.8953413

>>8953313
Hey that's really cool! I knew you could run into the room with Barry after triggering the zombie, but didn't know you could run out to talk to Wesker first.

>> No.8953503
File: 81 KB, 625x625, 1650514162169.jpg [View same] [iqdb] [saucenao] [google]
8953503

>>8953413
The thing is there's actually a third version of the dinner room zombie cutscene. You just have to loop around the other side of the table and the cutscene will start with Jill not facing the zombie door. Basically there's 3 versions of the zombie entering the dining room cutscene, which is impressive for a 2002 game

>> No.8953504

>>8953503
Dining room*. I''m drunk, tired and a dumb ESL

>> No.8953505

>>8953503
This already existed in the 1996 version, except for the third version I think

>> No.8953535

>>8952478
there's nothing "account for" retard

>> No.8953548

>>8953503
ok but where do they eat lunch and breakfast?

>> No.8953641

>>8938826
I locale game shop just got a long box version of Resident Evil for PS1, I absolutely didn't know there was a difference with the other releases and am now tempted to go for that copy. It's complete, but the front cover is peeling from the plastic jewel case. So the following playstation versions of Resident Evil are:
Longbox
Regular black label
Director's cut
Director's cut greatest hits

Is there any I missed?

>> No.8953660

>>8953641
Director's cut black label has 2 versions:
Slim case with 1 game disc
Dual cd case with 1 game disc and RE2 DEMO disc

>> No.8953684

>>8951073
>>8951157
Could the PS2 run REmake?

>> No.8953696

>>8953684
Sure why not, but it would look worse. See Onimusha.

>> No.8953726

>>8930860
>>8930872
The first game already implies a lot of stuff about Umbrella. There's implications that the outbreak was planned (notably in the files where Wesker is alluded to keeping people locked up in the mansion despite him not getting infected, as well as the files where the protective equipment ("Spacesuits") are put on and then removed later on for no real reason), and there is a late game file that is a list of orders to Wesker from Umbrella staff telling him to gather combat data using STARS, and then set off the explosives in the mansion. It's also shown that there are people in this kind of business that aren't Umbrella, as Wesker isn't working with Umbrella (that is what he says at the end, it's hard to tell because it's like him and Chris/Jill are having two completely different conversations), he's working for someone else.

Another fact is that in Japan, the Saturn release got a book entitled The Trust Story Behind Bio Hazard that contained the elusive George Trevor files, which set up Spencer as a background antagonist, 13 years before we actually see him in a game. I'd also like to point out that Umbrella is hardly local and I don't know why you'd think all their staff amounts to about 50 dudes working in one lab when Wesker, R&D and Chief of Security man, got out uninfected.

>> No.8953730
File: 19 KB, 414x300, qQX1aKv.jpg [View same] [iqdb] [saucenao] [google]
8953730

Posted in another thread already but hopefully this is useful to someone. Just made a little version/gameplay guide video for RE1 and REmake.

https://youtu.be/gHhAAjuOi8s

>> No.8953731

>>8953535
completely retarded, why do you keep posting this stupid spec sheet read? Specs mean fuck all, real world results matter most.

>> No.8953736

>>8935397
>saved RE2 from flopping and helped ignite Kamiya's passion
>turned the light gun subseries into being about how Umbrella produces and sells BOWs
>inserted his tokusatsu shit into the mainline games with Marcus and Alexia
>his version of 4 was so based it became two other games and then he got killed by Mikami who was seething too hard at how he turned the franchise into one of the largest gaming IPs in only a few years
Nah he's based. He's the only reason early RE had any sort of cohesive direction, and everything after his death has basically been self contained stories with no real connections to each other. Took the games from being a comfy series of B movies to the horror version of Call of Duty

>> No.8953742

>>8953731
whats the matter? triggered by facts? real world results clearly arent good enough for you or youd be able to see that the best GCN games blow PS2 titles out of the fucking water so im giving you hard data. the GCN came out 2 years later than the PS2. it has superior specs. it also has better looking games. now shut the fuck up.

>> No.8953748

>>8953742
>real world results clearly arent good enough
sure they are, doesn't take a genius to see nothing is as impressive as god of war 2 or sotc on the gamecube.

>> No.8953750

>>8946432
The reason Wesker seethes at Chris is because Chris bullied him in the final moments of RE1 and killed the t-002. The t-002 was a pre-req to getting into a high position at his new company, but thanks to Chris he had to work with Ada in Raccoon City, this is probably the reason he wasn't able to extract Birkin (it's alluded to that Wesker wanted Birkin in the rival company), and is the reason why Wesker is doing grunt work in HCF.

>> No.8953769

>>8953748
see, you're just retarded. you just repeat the same shit over snd over snd ignore the fact that A) the gamecube has vastly better specs and B) the games you use as examples arent even as good looking as you pretend they are. I can tell you that SotC has terrible looking character models and a ridoculously empty world without almost any animated entities, no antialiasing and massive use of bloom to obscure the poor looking textures, and you'll either just ignore or deny it. anybody looking at Twilight Princess objectively can see thst uts a vastly better looking game. it has a bigger world, it has a longer draw distance, it has more environmental effects like weather, it doesnt run at fucking 15fps, it has actual enemies and moving scenery. it looks better in every conceivable way. none of that matters to you though, because it isnt the game you grew up with and you dont like the art style or something else equally as stupid, so you ignore all of the hard facts and keep spouting bullshit like the negroid shit eater you are.

>> No.8953770
File: 1.14 MB, 1280x480, file.png [View same] [iqdb] [saucenao] [google]
8953770

>>8953769
>the gamecube has vastly better specs and
less ram than dreamcast lol

>> No.8953773

>>8953770
no, it doesnt. look at the spec sheet i posted you filthy liar. know what has worse specs than dreamcast? the PS2 and its lack of any onboard processing effects.

>> No.8953774

>>8935432
>Cuz Mikami said it was shit. He felt like a tard wrangler and had to keep Kamiya on a leash. Rumors are he became much more involved in the final version.
Kamiya has already said on twitter what happened. Mikami was already disappointed from how development was going but wasn't really doing anything about it since he's a very hands off producer and lets the main staff do what they want. It was Sugiumura coming in for a visit (mainly because he loved RE1, this was before he became Capcom staff and opened Flagship) and telling Kamiya to scrap 1.5 that caused the change. He basically told Kamiya that it was nothing like RE1, had none of the intrigue and mystery of the first game, and he should start development over. Kamiya then asked Mikami if he could do this, and the greenlight was given, game was delayed (which is why the Director's Cut of RE1 exists, RE2 was supposed to launch in 1997), and Sugimura assisted Kamiya through writing RE2, which Kamiya cites as what really improved his writing for games, even describing his writing in 1.5 and 2 as "The difference between heaven and hell".

None of this is to shit on Mikami, in fact his role as Producer is very admirable when it comes to letting creators do what they want, compared to people like Miyamoto (and occasionally he isn't even producer, he's just some guy that walks into the room and completely changes your project), but he is far from the reason 2 exists the way it does.

>> No.8953781

>>8953736
>saved RE2 from flopping

RE2 would have sold millions regardless

>> No.8953786
File: 1.05 MB, 1280x480, file.png [View same] [iqdb] [saucenao] [google]
8953786

>>8953773
>look at the spec sheet i posted
i get my share of web1.0 from 4chan thanks

>> No.8953796

>>8953781
Certainly not the massive amounts RE1 sold if it was just 1.5.
>no zapping
>only 2 scenarios instead of 4
>boring PD instead of the iconic RPD
>doesn't have any of the intrigue RE2 had
It genuinely looked as dull and boring as Revelations, and it getting scrapped probably saved RE2 from performing worse than RE1 saleswise.

>> No.8953801

>>8953786
see, exactly, you're a disengenuous faggot. you dont srgue in good faith. that spec sheet lists the actual technical specifications of all 4 consoles and you dismiss it because it doesnt help you continue living in your little fantasy world. you are a pathetic fool.

>> No.8953807
File: 985 KB, 1280x480, file.png [View same] [iqdb] [saucenao] [google]
8953807

>>8953801
why are you crying anon

>> No.8953813

>>8953807
all you can do is post cherrypicked images where one half is a good looking upscaled PS2 game vs a bad looking native res GCN game, meanwhile any image of RE4, TP, MP2, REmake and a dozen other games absolutely BTFOs anything you have while the GCN also has provably better specs, going as far as to have more than double the poly count, more memory and 20x more processing effects. none of that matters to you though. youre just a good little retard.

>> No.8953818

Not either one of the 2 arguing anons;
Gamecube games looked better than PS2.
PS2 has this muddy/blurry look to all the graphics.

Of course with emulation/ modern graphic perpherals that might have changed, but back then, gamecube was cleaner

>> No.8953821
File: 2.94 MB, 640x504, swgc.webm [View same] [iqdb] [saucenao] [google]
8953821

>>8953813
>RE4, TP, MP2, REmake
>BUT THE MULTIPLATS LOOK BETTER!
the best looking games weren't the multiplats ;) This is one of the gamecubes best looking exclusives.

>> No.8953831
File: 55 KB, 1080x599, 5da668c5ef1c8295df1152913db0dc48e807f138r1-1080-599v2_uhq.jpg [View same] [iqdb] [saucenao] [google]
8953831

>>8953821
a launch title is one of the best looking games? honestly i think you are legit brain damaged dude. also none of the games i listed were multiplats except RE4 wherein the two versions started development st the same time except PS2 had 6 fucking months more dev time and still has half the poly count and missing almost all special effects. you are disengenuous and extremely stupid and you saying things like "the DC had more ram" as if anyone csnt just check the spec sheet snd see that you're lying tells me everything i need to know about your intentions. you dont want to have any kind of cerebral discussion, you just want to poison the well and outright lie because you had the beaner console and not the one that the rich white kids had. sucks to be you lol

>> No.8953872
File: 1.14 MB, 1280x480, file.png [View same] [iqdb] [saucenao] [google]
8953872

>>8953831
>a launch title is one of the best looking games?
yeah cube fans constantly talk about how it has more polygons per krundle than modern games or whatever.

>>8953818
>but back then, gamecube was cleaner
nah, we were all using composite on crts from the 90s maybe at best the early 2000s. It was always 480i and soft. PS2 was a little sharper due to the way it handled textures.

>> No.8953896

>>8953872
i honestly think you started out just trolling but youve huffed so many farts that youve started to actually believe your own shit. imagine making that image lol. ii know! ill look for the best looking PS2 game i can find and upscale it and then put it next to the shittiest screenshot i can find on google of a 3rd party budget title on the cube, epic win". it's just sad man. nothing i say is going to change your mind because you are literally too stupid to understand that the GCN has better specd and you're too disengenuous to look at the games objectively so whats the point in even arguing? you like your PS2, i get it. gamecube games look better. sorry bro. best wishes until next time.

>> No.8953941
File: 591 KB, 640x480, file.png [View same] [iqdb] [saucenao] [google]
8953941

>>8953896
just comparing similar games, are there better looking mech games on the cube? cube fans sure don't talk about them

>> No.8953946

>>8953726
>Wesker is alluded to keeping people locked up in the mansion
wasn't that just to keep them from talking? and i thought the reason behind ditching the spacesuit was because they knew the guy was infected anyway at that point

>> No.8954113

>>8953946
The reason is that the mansion and lab itself became a test site. 0 retcons this into being the fault of Marcus, but the files pretty well state that the outbreak was intentional so they could do some actual testing with the virus and BOWs (and yes, the term BOW originates from RE1, though in the original (and I mean original, first print) Japanese version they use "BHW" or "Bio Hazard Weapon"). The accident story is a sham created by "That bastard in the sunglasses" so nobody there will suspect what's going on. They all wear quarantine suits, which one would think is there to protect others from spreading the virus, but they remove it from people infected anyways and don't do anything about those people.

It's very clear in RE1 that the outbreak was a planned event.

>> No.8954180

>>8953505
The zombie also eats Kenneth's legs (and his spare pistol magazines) if you dick around and let it enter the dining room on its own in the original game.

>> No.8954196

>>8942603
My man, look up Avalanche Reviews on YouTube. The man loves the o.g. survival horror and has done I think every RE game. Even dead aim and gun survivor. Love dead aims save theme mmm mmm but yeah man Avalanche Reviews' RE Retrospective is just what you need

>> No.8954351

>>8953818
like many, you were fooled by simple lack of antialiasing

>> No.8954358

>>8954113
hmm. can you refresh my memory? which files point to wesker intentionally causing the outbreak?

>> No.8954476

>>8953726
>he's working for someone else.

He's working solo. He's gonna run off with the samples and data and become mega-rich.

>> No.8954502

>>8928072
they really all gotta go back and forth to the mansion to take a piss?

>> No.8954505

>>8954502
There are toilets in the guardhouse/dormitory/soldiers-area too

>> No.8954509

>>8954505
and also one in the jail cell of the lab.

>> No.8954523

>>8954509
>one in the jail cell
'scuse me, John, just gotta cop a squat right quick

>> No.8954540

>>8954358
It's less-so Wesker but more the higher ups at Umbrella. The files that build up to this specifically are the one you can find in the room with the fish tank and the one in the room with the deer head, the latter being a list of orders given to Wesker (who isn't named but it is obvious it's him) basically telling him to clean everything up, collect combat data, and use STARS to do it.

>> No.8954578

>>8954540
>The fact that you have received this letter is both a joy and sadness for me. I could not even talk to you because of that guy in the sunglasses. Alma, be calm and read this. I think I told you that I moved to a pharmaceutical company's lab. They headhunted me. Last month, there was an accident in the lab and the virus we were studying escaped.

>To the head of the Security Dept:
>"X-Day" is approaching. Complete the following orders within the week.
>1. Lure the members of S.T.A.R.S. into the lab and have them fight with the B.O.W. in order to obtain data of battles.
>2. Collect two embryo's per B.O.W. type of all species except Tyrant.
>3. Destroy the Arkley Lab including all researchers and lab animals in a manner which will seem accidental.
>White Umbrella

not seein it, my man. maybe it was revealed in dialogue or maybe it wasn't an accident until 0 shit all over everything.

>> No.8954594

>>8954578
was* an accident

>> No.8954596

>>8954578
I mean
>>3. Destroy the Arkley Lab including all researchers and lab animals in a manner which will seem accidental.
Combined with
>Last month, there was an accident in the lab and the virus we were studying escaped.
Seems pretty damning.
It was never an accident. If it was, Wesker would also be a zombie as he was on the R&D team working on the t-002, which was the only in production BOW using the t-Virus at the time. "X-Day" basically means the day they leak the t-Virus.
0 retcons it into being the work of Marcus. Also, fun fact but White Umbrella is a localization thing. The file in the Japanese text ends at the previous line.

>> No.8954630

>>8954596
>Destroy the Arkley Lab including all researchers and lab animals in a manner which will seem accidental.
i always took these steps to be in order, making step 3 post-STARS arrival, which would refer to him activating the triggering system. after all, if he destroyed all the lab "animals" beforehand, thered be no data to collect.

>> No.8954641

>>8954630
also even if the steps aren't in order,
>Complete the following orders within the week.
wouldnt add up as the virus was released months prior

>> No.8954669

>>8954578
The original idea was that the virus accidentally leaked from the Tyrant when they were operating on it. It was supposed to be able to control the zombies it created and the second heart was actually an organ that produced the virus. That's why it has weird looking disconnected arteries with tiny mouths in the concept art. That got discarded at some point though. The idea of a zombie hive mind is pretty silly to be fair, and I like the janky prototype supersoldier better from a story perspective.

>> No.8955006

>>8954669
The original game is very vague about the exact cause of the outbreak, and there's tons of ideas that were floated around by the writer that never made it into the end product. I don't think there's supposed to be any implication in the final game past what we're told. Some kind of accident, and then Wesker instructed to blow up the lab and see how well STARS fares against it.

>> No.8955039

>>8933312
>>8928080
Same but with Rebecca.

>> No.8955257

>>8955006
Yeah the impression I always got is that someone fucked up badly and Wesker's orders were Umbrella's Plan B to at least salvage something useful from the whole disaster.

>> No.8955553

>>8954669
>>8955006
Yeah I thought the implication was that the virus accidentally leaked somehow, but Umbrella figured they could salvage some value from it by testing the combat ability of the zombies/BOWs against STARS.

>> No.8955636

>>8955553
Zombies aren't BOW, they're just accidents I believe. I think it's what happens to a failed Tyrant.

>> No.8956006

>>8954502
No they feed it to the tyrant, I don’t have the source but just trust me. that’s also what the vats are filled with that he floats inside of.

>> No.8956014

>>8953313
>>8953381
Loving the fixed camera style.

>> No.8956021

>>8953736
The fact that all the games after resident evil 4 are so COD feeling, makes so much sense knowing that some important team member died after 4. I always wondered how the same team who made something with the mood and ambience of 4, made something as stupid as 5, with Chris being roided out like a gears character, fighting those retarded tribal guys. And then somehow 6 was even worse, which I played a few hours of then stopped. To this day I’ve never played anything after 6. I didn’t even finish Leon’s segment.

>> No.8956038

>>8953813
I was surprised none of the other images they postcard no one called out for being upscaled, emulated on computers stronger than the native hardware. That guys retarded.

>> No.8956051

>>8953941
I would just suggest using Metroid prime sections, or maybe twin snakes, haven’t played that one. Your images are really cherry picked. I played front mission 4 on ps2 and it looked like fucking shit at points, even though the art direction itself is good, because of the anti aliasing making all vegetation look disgusting. silent hill 4 also had similar issues, pretty much any game using vegetation looked like dog shit

>> No.8956161

>>8956021
This was the era of Capcom reps saying "We want the Call of Duty Audience" and trying to make a shooter with Umbrella Corps. COD was huge so they were cashing in and it bled over into 5 and 6 as well.

>> No.8956220

>>8956161
That makes me angry because they didn’t even do a good job making a shooter in the first place. an umbrella themed tactical shooter could have worked if it was a no bullshit no gimmick game. something like republic commando comes to mind where starwars isn’t really suited for a fps game yet it’s possible to make something good despite that.

>> No.8956234

>>8956220
That was during Capcom's confused years where they were just mindlessly chasing trends and were lagging behind. Funny a few of their games even sell MORE than the more recent COD games!

>> No.8956698

>>8956220
I agree, I was so excited at the concept of an Umbrella Special Forces tactical shooter, issuing commands to specialists in an overrun Raccoon City would have been a lot of fun if it was done right.

>> No.8956747

>>8956021
you could play about half of 7 and still have a good time. 8 is completely stupid.

>> No.8957072

>>8945348
I have it, the writer is a Japanese speaker that got interviews with some of the people that worked on those early games at the very least. i'm sure there was a couple tidbits that were new info to me but it's been almost a year since I read it. since I already had went down the autistic wiki page reading rabbit hole about the RE games throughout my teens though, there largely wasn't all that much new information.

along with the old RE1 concept art posted in this thread though, i really would like a proper official Resident Evil history/art book. so much of the artwork from the old RE1-3 games that is online is spread out from all these different sources, different random Japan only guidebooks and shit. it'd be nice to have a proper big concise book that collects all this old concept art in one book. something like Bitmap Books' Metal Slug and King of Fighters visual history artbooks that are like 400-500 pages each and they are pretty solid

>> No.8957848
File: 3.78 MB, 1683x2139, Parasite EVE The Cinematic RPG 086 copy.jpg [View same] [iqdb] [saucenao] [google]
8957848

>>8957072
There's a really cool artbook/guide for Parasite Eve that has tons of room concepts annotated with all kinds of stuff about camera transitions, enemy placement, and player movement. It also has the internal storyboards for all the cinematics that show quite a bit of cut content. I'd kill for something like that covering RE 1-3.

>> No.8958242

>>8953381
How is she so perfect?

>> No.8958745

>>8957848
Oh yeah, something like newType 100% could have done that for RE. It's more than astandard guide, since it is mostly for anime so it approaches it as a visual art. I don't know why Newtype decided to dedicate a few issues and only a few to games. I guess they were anime and cinematic enough? They also did one for Lunar SIlver Star Story but not scanned.

And unlike the Gamest Mook or Arcadia Exra, I can't find any dedicated complete list of Newtype 100%. Anime fans are way less dedicated at scanning than game fans.

>> No.8958759
File: 79 KB, 640x960, 1642458503343.jpg [View same] [iqdb] [saucenao] [google]
8958759

>>8958242
Julia Voth is pretty hot. braindead though, and not as good as Inezh.

>> No.8958808

>>8943196
>Stop parroting back what you heard your best friend simulator on youtube told you and play the games for yourself
I don't watch fucking youtubers you dumbass fuck. I'm old as fuck and french and AitD was famous here and everyone knew back in the days that RE was a complete ripoff. Mikami even recognized yeard later that Capcom paid big money to Infogrames to avoid any lawsuit. Hilarious how vrzoomies obesses over YT as if nothing existed before internet. Fuck off

>> No.8959530

>>8945430
Can you or anyone else link a database of these books or just a list of the ones that Have or Have Not been scanned?

>> No.8959534

Can anyone confirm if the fluid in the tyrants glass container was pee?

>> No.8959609

>>8958808
NAYRT but,
>paid big money to Infogrames
This never happened.
>RE was a complete ripoff
Let's look at the essential elements of RE:

>limited inventory and resource management
>exploring a mansion full of monsters
>finding keys and other items to unlock new areas
>a cast of characters whose fates depend on your decisions

All of these are elements that are lifted directly from Sweet Home.

Now let's look at what elements are from AitD:
>Fixed camera angles
>Prerendered backgrounds

The majority of RE lends itself to Sweet Home, hell the director for Sweet Home even supervised RE's development! What AitD was responsible for was giving Mikami an idea on how to make the game technically feasible. However, just because they decided to use AitD's perspective does not mean that RE is a ripoff, since nearly all of the actual game mechanics clearly come from Sweet Home.

>> No.8959982

>>8959530
what you see is what you get. it's all on archive

https://archive.org/search.php?query=biohazard&sin=&and%5B%5D=mediatype%3A%22texts%22&and%5B%5D=languageSorter%3A%22Jp%22&and%5B%5D=languageSorter%3A%22Japanese%22&and%5B%5D=languageSorter%3A%22Chinese%22&sort=-publicdate

>> No.8960007

>>8959982
A bunch on e-hentai too.

https://e-hentai.org/?f_cats=766&f_search=parody%3A%22resident+evil%24%22+artbook&advsearch=1&f_sname=on&f_stags=on&f_sh=on&f_sdt1=on

retromags has done some of the ENG guides.

https://www.retromags.com/files/category/94-strategy-guides/

>> No.8960018

>>8958759
>use CV and not 3 as it should be

Come on now you're not even trying

>> No.8960031

>>8959609
>However, just because they decided to use AitD's perspective does not mean that RE is a ripoff, since nearly all of the actual game mechanics clearly come from Sweet Home.

That is not true and you probably haven't even played AitD or you wouldn't say that. The longer RE1 was in development for and the more it had to do with AitD and the less it had to do Sweet Home.
They dropped the Sweet-Home idea of having several characters in the mansion together, instead going for the two scenario system (one male character, one female character, each with subtle differences) directly taken from AitD

The entire combat system is a derivative of AitD. They dropped the hand to hand combat in favour of fire arms, though during dev the knife did have several moves very reminiscent of AitD's hand to hand combat.

Then you have to entire mechanics like pushing furniture, enemies jumping through the windows, the clock puzzle, etc unheard of in Sweet Home and directly taken from AitD. Meanwhile things which instead were taken from Sweet Home, like having a fire wood inventory item to light fireplaces, were dropped and left unused in the game.

>> No.8960041

>>8960031
Yeah, Producer Fujiwara's original approved project was for a license free 3D remake of Sweet Home helmed by a team led by Mikami. it went through several interations, including toying with making it first person or about fighting ghosts. It sounds like these might have ended up looking a bit like either D or King's Field.

When Mikami found Alone in the Dark (likely the 3DO version released in 1994 given the timeline) and then decided this should be the basis for the game.

The end-game still has some Sweet Home - cast of characters who have their own special set of skills to get through such as playing piano or having certain tools like a lighter. So you can think of it as like 80% Alone in the Dark, 20% Sweet Home.

>> No.8960089

N

>> No.8960167
File: 352 KB, 629x483, basement.png [View same] [iqdb] [saucenao] [google]
8960167

what was the use in the original resident evil videogame of this abandoned basement room without any furniture again?

>> No.8960213
File: 2.94 MB, 1280x720, Jillvoth_sandwich.webm [View same] [iqdb] [saucenao] [google]
8960213

>>8958759

>> No.8960221

>>8960031
>having several characters in the mansion together
They dropped that because it just wasn't doable technically. Even when they adopted AitD's perspective they still tried to make a two-person system work. Chris was the player char, and Jill was an AI companion, they chose to split them up simply because it wasn't working well. We can hardly say that they adopted a two scenario system BECAUSE of AitD, since if they had been able to they likely would have stayed with the single scenario two-person system, fixed cameras or not.

>combat system
This is a result of them looking at AitD for technical guidance. However, we cannot say that ALL of RE's combat came from AitD; even during the first-person phase of RE's development they wanted seamless combat with the player attacking and evading in real time.

>misc. puzzles
Alright, perhaps some of those specific instances you mentioned did come from AitD (Sweet Home has pushing puzzles too, so we can't say that RE has pushing puzzles BECAUSE of AitD), but is it those instances that matter, or the overall idea that they sprout from? This idea being the core game design tenet of there being various small puzzles the player must solve to progress, a tenet that is also shared by Sweet Home. Had they not looked to AitD for inspiration this core idea would still be in the game, the puzzles would just look different.

The main point of all this is that everything you listed can be ascribed to the RE team looking for a way to make their vision a reality in spite of the technical obstacles they faced. But as far as what the game TRULY IS, a horror experience with an emphasis on survival, that comes straight from Sweet Home and the original ideas of the RE1 devs

>> No.8960265

Nooooo my glorious nippon heroes would never copy a western game

>> No.8960273

>>8960089
What virus is that? I’ve only heard of T virus and G virus

>> No.8960431

>>8960273
> I’ve only heard of T virus and G virus

Based, as it should have stayed

>> No.8960873

Did they ever explain how the player characters could get bitten by a zombie once or twice without becoming a zombie too? Or do they let you get bit by zombies for the sake of gameplay but pretend the characters never got bit during the actual story?

>> No.8960937

>>8960873
In RE1, there is nothing whatsoever implying that bites spread the virus. Quite the contrary in fact, as one of the employees was wearing a hazmat suit and still got infected, and it is said that Plant-42 was also infected (it's not something they deliberately created).

Of course this goes to hell starting with RE2 and Marvin.

>> No.8961135

>>8960167
what was the use of that basement room without any furniture? which was the useof that room for the umbrella workers in the original resident evil?

>> No.8961160

>>8960937
The Inside of Biohazard book talks about that a little bit. It's been a few years and I'm quoting from memory but it's something like the T Virus is initially airborne and extremely contagious, but it mutates over time into less contagious forms. It rapidly loses the airborne capability and can only be spread through close contact, then eventually loses even that and becomes almost completely inert. The book specifically says this is why STARS members suffered bites and scratches from infected people/animals but didn't get infected themselves. The writer must have done their homework because it's actually pretty well thought out for a potential bioweapon, since you wouldn't want it to linger around and infect your own people later.

>> No.8962178

>>8961160
That goes out of the window in RE2 and 3 except if you say that the protagonists literally never get scratched or bitten by the infected.

>> No.8962204

>>8962178
Yeah it's just a straight up generic zombie virus by then. Don't they explicitly say in 1 that it doesn't resurrect dead people? Yet 3 and CV have bodies literally rising from the grave.

>> No.8962585

>>8962204
>Yeah it's just a straight up generic zombie virus by then.

Thing is, as far as I can tell RE is actually the one that came up with the idea of a "zombie virus". The Return of the Living Dead comes close, it's an infectious gas that spreads and acts like an airborne virus. Biohazard is clearly building off that, but as I said it's the first that I can find that has a zombie virus outbreak.

>> No.8964068

>>8953774
>>8953796
From what I seen of it on youtube the game does seem in an odd way more realistic. Probably because the RPD design itself was a lot more realistic than what the release RE2 was. It does also seem a lot more plain, not sure how else to put it. It seems almost like you're playing some alternative side scenario with minimal puzzle solving, memo reading, etc. Dull might be too harsh of a word for it though. Its definitely very different from RE2. It almost in an odd way does feel like some sort of fan game rather than mainstream production.

>> No.8964102
File: 36 KB, 1355x419, keys.png [View same] [iqdb] [saucenao] [google]
8964102

>>8964068
We do not have the full picture, as things like memos and puzzles might have been fully introduced late in development. With that said, RE1.5 was DEFINITELY a lot more realistic and fantastical elements were slowly introduced and kept being introduced even after the do-over.

A good example are the precinct keys, which at some point in RE2 were actual realistic looking and realisticly named precinct keys, but changed to the Heart/Spade/Diamond/etc keys from the final game, which is more in line with the first game (but also makes it easier to remember which key goes where)

>> No.8964783
File: 64 KB, 210x240, 1653102691787.png [View same] [iqdb] [saucenao] [google]
8964783

>>8929184
RE1 is less linear and generally better designed, but RE2 is more streamlined, way easier and has higher production values and generally more "triple AAA quality" which is why people like it more.

>> No.8964797
File: 160 KB, 558x529, 1626542190281.jpg [View same] [iqdb] [saucenao] [google]
8964797

>>8930860
if you take the story of resident evil serious instead of enjoying it as a trainwreck popcorn flick then that's on you

>> No.8964813

>>8964797
That's such a zoomer take. RE's story was serious.... until CV fucked everything up.

>> No.8964818
File: 592 KB, 1386x1036, 3425976547.png [View same] [iqdb] [saucenao] [google]
8964818

did anyone else find some of this guys attacks impossible to avoid? would not have beaten him if i didn't have a heal item

>> No.8964848

>>8948145
kek

>> No.8964873

>>8964818
Why'd the monster designer give him two useless spiked clubs for hands? It's like he forgot the Tyrants are supposed to be uber soldiers.

>> No.8965537

>>8964818
Code: Veronica was the 1st time I felt a Resident Evil-game was badly imbalanced and full of bullshit.

>You can lose the fire extinguisher, which robs you of the magnum.
>The roof crusher in the dungeon, if you don't know it's there, can 1-hit kill you out of the blue, which could force you to repeat hours of gameplay.
>Mutant Steve WILL hit you every time. Sucks for you, if you didn't bring herbs.
>Chris will have a hard time in the South Pole, if you don't leave anything useful to him while playing Claire.
>Didn't give the meds to Rodrigo? Well fuck you then, no sub-machine guns for you.

Just off the top of my head.

>> No.8965645

>>8965537
I don't mind the weapons being locked behind sub-quests (although the fire extinguisher could be very easily left behind thinking it's useless, even without the 'Discard?' option).
I do dislike the instant death trap and Steve boss fight though.
>>8964873
From memory wasn't that meant to be a botched Tyrant or one that wasn't fully developed yet?

>> No.8965840

>>8953807
Eternal Darkness started development as a N64 game. It looks like it was ported straight up. Like if Rare had ported Dinosaur Planet straight to GCN.

>> No.8965859

>>8965840
It's baffling that ET doesn't have an HD port to modern systems. I can see that game getting traction on PS5 and steam. Since it's fully 3D it doesn't have the issues that RE1-3 had.

>> No.8965876

>>8965859
>PS5 or Steam
Would be hard since Nintendo owns the game. The original studio went bankrupt.

>> No.8965905

>>8939432
JVC D-series, NTSC. I played it on component but I don't really know what the PS2 outputs when playing PS1 games. It may be important to note we played it on a couch, and it was a 36" TV, so it blends quite well.

>> No.8965926
File: 620 KB, 640x480, guest_room.png [View same] [iqdb] [saucenao] [google]
8965926

>>8939108
Flamethrower was there for Chris. I'm not sure if you're talking about the PS1 or GC version (I'm going to assume PS1) but the Flamethrower is very useful in the catacombs for Chris if you learn how to use it correctly against Hunters. Not so much against Black Tiger (better to use the Magnum) but you can roast it with it too.

>>8946458
Spiders were most likely thrown in there as an allusion to the Clay virus origins - supposedly the Black Tiger was the subject from which Clay Virus was extracted and produced, akin to the role played by the leeches in Marcus' T-virus development. I don't think Capcom dwelled too much on it because Kenichi Iwao left shortly after the game was released and he was the original writer of those concepts.

>>8960873
Wesker Report II talked about some individuals having natural immunity towards T-virus (about 10%?) but it's highly unlikely every STARs member would have it (though to be fair, we do see Forest and Brad turning into zombies in DC and 3, respectively).

>>8964102
>With that said, RE1.5 was DEFINITELY a lot more realistic(...)
Same with the storyline - Annette deliberately leaks the T-virus all over the city as revenge for Umbrella killing Birkin yet Leon and Elza are forced to work with this psychotic bitch if they want to find a way out of the city and survive the outbreak.

>> No.8965951

>>8965926
>Wesker Report II talked about some individuals having natural immunity towards T-virus (about 10%?) but it's highly unlikely every STARs member would have it (though to be fair, we do see Forest and Brad turning into zombies in DC and 3, respectively).

But not every member does. We only see Rebecca, Barry, Jill, and Chris, survive. I always assumed that they were in fact just immune to it. Wesker eitehr dies, or you could say he was already experimented on so he was immune to the harmful effects.

>> No.8965963

>>8965926
>Same with the storyline
That sounds pretty cool. I liked Ada's 1.5 design and background as an actual researcher lot better too. I think they essentially reused it for Yoko in Outbreak.

>> No.8966259

>>8964813
>until CV fucked everything up.

Why was CV so divisive?

>> No.8966386

>>8966259
Wesker coming back was stupid. It was the first tiem the RE series started to look like a super hero movie. The Matrix was huge and I guess they couldn't avoid doing Matrix scenes?

>> No.8966403

>>8966386
It's not just the Matrix. The whole game is like a time capsule of Y2K-era pop culture. I'm surprised they didn't have a Smash Mouth song playing over the credits.

>> No.8966438
File: 107 KB, 980x1600, RECV Claire.jpg [View same] [iqdb] [saucenao] [google]
8966438

>>8966259
It was the first RE game I ever played and I loved it, but replaying it now after playing 1, 2 and 3 you can definitely see CV starting to get some really silly moments.
I mentioned earlier that the 'doll house' was really cool in a vacuum, but the way it's on a hill and has the lightning strikes and evil laughter feels very removed from the older RE games.
There was also just more 'action' oriented stuff in general like Claire in the opening cut-scene running from a helicopter and taking out several guards, or some moments with Steve etc.
It was kind of a mix of some great moments (and great antagonists IMO) and more nuanced story (I liked Alfred basically being the fuck-up that's only in charge because of his dad) and some really silly stuff (Wesker coming back being the big one).
Overall still a good game, but flawed.
Then there's the gameplay stuff which is also documented here like a boss fight forcing you to take unavoidable damage.

>> No.8966713

>>8966403
yeah it seems way more dated than RE 1-3. That's the whole problem with trying to be "current" and hip.

>> No.8966731
File: 16 KB, 585x480, 1614880343108.jpg [View same] [iqdb] [saucenao] [google]
8966731

>>8966259
I don't have big issues with CV myself, I think 0 is a worse game, and it creates inconsistencies while adding nothing to the overarching plot at the same time.

But Wesker coming back as evil Neo and cartoon tranny nazi comedy relief villain might've been a tad too much.
The main problem I have with it is that it ends on a cliffhanger that was never solved, since everything from RE4 onwards might as well be fanfiction. Also no control improvements from RE3. I know they were being made at the same time, but still.

>> No.8966735

>>8966731
What I wouldn't give for CV with prerendered backgrounds.

>> No.8966961

>>8952149
>PlayStation 2 because the hardware is weaker, and everything looks worse
lmao clueless console war boys on a "RE1 What's your favourite room?"
I tell you that: if RE 4 was a PS2 exclusive, developed using all hardware power and expertise provide by Sony, is obviously that the final product would have better graphics and more content than the GC version.

>> No.8967741

>>8957072
What bothers me is I know theres a pic out there of RE1 Chris in watercolors, I think holding his gun with a cigarette in his mouth. Except, most versions have the cigarette digitally edited out. I think the cigarette version in the US only made it into one of the (unofficial?) guides here. And I can never find that damn pic online. Only the cigarette-less version.

>> No.8967856
File: 149 KB, 570x737, chris smoking.jpg [View same] [iqdb] [saucenao] [google]
8967856

>>8967741
Thread is about to die so probably no one will see this, but it's on page 84 of the official US strategy guide. There's another similar drawing of him smoking on page 124. You can download the guide from Retromags.

>> No.8968050

>>8967856
Thanks, thats one of the ones I remember, yeah.

>> No.8968361

>>8967741
>>8967856
That's why I want the GameFan book scanned. Few RE guides are scanned as is.

>> No.8968560

>>8965537
i unironically enjoyed cv more than 1
>You can lose the fire extinguisher, which robs you of the magnum.
didn't happen to me, i kept the extinguisher in the item box since you use it early on as claire and never again for her run. don't see why anyone would keep it outside their item box before the switch
>The roof crusher in the dungeon, if you don't know it's there, can 1-hit kill you out of the blue, which could force you to repeat hours of gameplay.
you mean the thing in front of the cannon? i died to that but there was a save point like 1 minute ago so i didn't mind
>Mutant Steve WILL hit you every time. Sucks for you, if you didn't bring herbs.
i agree with this, total bs but i had a herb mix with me
>Chris will have a hard time in the South Pole, if you don't leave anything useful to him while playing Claire.
didn't have a problem with this. as claire i had the ak, pistol, and crossbow when it switched to chris so i got to use the rest of the weapons in the game like the grenade launcher. even if you don't leave him much he gets plenty of weapons, ammo, herbs ect during his run.
>Didn't give the meds to Rodrigo? Well fuck you then, no sub-machine guns for you.
there's not much stopping you from giving meds to rodrigo, its pretty easy. even then sub machine guns aren't required or even super op