https://youtu.be/OAK8EkCmLf0
Boy did that game go through a lot before finally coming out.
It's weird as fuck to see a PS2 era game have basic cloth and hair physics. Also interesting to see how some of this stuff ended up being brought back for the RE2 remake.
Looks good. When will I be able to play this game?
How did people react when the game is revealed to be completely third-person? Mustn't be pleasant.
It was a... lot of butthurt at the time
Yeah...I remember not being to happy myself. But RE4 turned out to be a good game in the end.
One of the reasons this version was scrapped was becuase it couldn't run properly on the Gamecube, especially since all the levels had to be loaded twice, once for the hallucination sequences and once for the regular sequences so the game could switch between the two seamlessly.
People are still butt devastated about third person in the newer ones to be honest.
RE4 has a really weird history, it's neat to look into to be honest.
i mean the entire resident evil series was in third person.
I was masturbating over the villager's AI
It was a really, really good decision to be honest. The formula got really bad by Code Veronica. Not a -bad- game, but it has some of the most abysmal puzzles (Including a few near the end that don't even begin to make sense) and some fuckawful encounters
You've got the first DMC or the retail RE4 lol
Wow, looks much better and true to the original three, why did they make it to look like any other third person shooter?
...What other third person shooters are you thinking of? Until RE4 TPS never had proper cameras. Over the shoulder action games didn't really exist.
Yeah, RE4 was more of a trend setter than a trend follower
There's actually a fan-made recreation of it
https://www.youtube.com/watch?v=wdJS5cYd1oA
You can download it here
RE4 was the first game to use this angle. It even paved the way for TPS cover shooters since this game had a few cover sections that were never really fleshed out until Gears of War game along and built a game around that mechanic that only appears once, and the controls and gameplay mechanics of the game weren't perfected until Dead Space came along. Every over the shoulder TPS is inspired by this game directly or indirectly
"Seinfeld" Is Unfunny
Out of curiosity, how old are you? I'm not going to make fun of you if you're like 15. Anyone who was a serious gamer at the time of RE4's release knows that this game changed the ecosystem forever. Before RE4 came along, every third person shooter(SOCOM, Ratchet and Clank) had the camera directly over the center of the character
I believe you mean Killswitch, which actually came out before RE4. Seriously though no one played Killswitch, you're right about everything else.
I know Killswitch was the first game to use a cover system but I think that RE4 was the one to inspire GoW. I know for a fact they got the over the shoulder angle from RE4 but you could be right about GoW's cover system being inspired by Killswitch
Actually the gameplay lead on Kill Switch worked on Gears of War and suggested they use the cover system early in development.
Aside from not having tank controls Dead Space is basically a smoother RE4 control wise. They both feature slow, heavy walking as the default speed, and running is running rather than sprinting like in most games. Leon and Isaac are both fairly slow to turn (Isacc turns slightly faster but Leon has a quick turn option). And the over the shoulder angle is almost exactly the same in both games.
I know RE4 didn't invent the quick time event either but boy did it popularize it
I agree and disagree. Dead Space dropped the quick turn when it probably would have been better with it and the melee is clumsy and mostly useless compared to RE4's awesome quick time counters. I don't think the game would have worked with tank controls though, RE4 has a lot of long pathways which curve and veer around while Dead Space features a lot of cramped rooms and blind corners.
I mean, when you produce a quick time event as genuinely kickass as the lasergrid one(even if it was adopted from the first RE movie of all things), that game mechanic was bound to take off.
not really, the first 3 games you viewed from fixed camera positions. i mean it makes sense that they were made like that so they could have highly detailed scenes without them being fully 3d, but when the hardware was able to support higher detailed 3d scenes they wanted to move over to that. however it does lose a lot of style and charm.
Didn't some of these assets became part of a different game entirely? I know hunting grounds/Demento was built with leftovers of some capcom project.
Maybe part of the mansion were refitted for that game?
Actually some of the environments were either re-purposed or reused in both Haunting Grounds and that one RE5 DLC Lost in Nightmares. More info here: Biohazard 4 of Illusions (Ver. After DMC) | Forums | Project Umb..
It's definitely worth checking out and there are so many cut concepts and assets across all versions of the game. Released or not.
http://i.imgur.com/z8ZOE.jpg
That is a 2003 demo. Back in 1999 Nocturne (similar type of game as RE) used clothes physics on characters clothes and had dynamic character and world shadows, crazy gibbing system and blood physics with permanent blood decals(can't name another game which does that). Hitman in 2000 also had cloth physics(but not for characters) and even ragdoll physics.
I've been playing DMC1 for the first time. It's... really obvious that this is one chopped up Resident Evil game
There's loads of fun little holdovers like the text scrolls and item pickup confirmations. And loads of less fun things that the series refuses to stop using liked fixed camera angles. At least later dmc games handle camera changes without fucking your controls up.
There's also a fuckload of animation holdovers, as well as like, every single enemy save for 1 easily being a re purposed BOW. That, and with a few reskins, you could make the entire last few chapters some sort of "Virus lab gone horribly wrong" with the building being turned into a giant organism
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