• Capcom Europe talks RE2 Remake, RE7 reception, and the future of Capcom
    26 replies, posted
https://www.gamesindustry.biz/articles/2018-08-03-capcom-taken-aback-by-resident-evil-2-reception
Thank god RE7 is a blast but needs it's own version of RE2, a game that fixes all of its problems while hugely expanding on introduced concepts
I'm really happy at the turn the RE series is taking. Where most other devs would've kept going with dumb linear bombastic shooters or whatever's popular, Capcom had the brains to remember what made the RE series so great to begin with.
RE7 was one of my favorite horror games, they nailed atmosphere and I was genuinely scared.
It's good that Capcom are still dedicated to putting out quality titles that try to stand out not just from among the crowd but also from their own past releases. Their treatment of some of their brands (like Mega Man and their fighting games more recently) hasn't been the best but when their games are good, they're so good you don't even give a shit that you live in the same universe where Operation Raccoon City and Umbrella Corps exist. I'd argue RE6 wasn't even a bad game per se, it was just a bad Resident Evil game and RE7 was a real watershed moment that instantly regenerated all the goodwill Capcom had started to deplete after the crappier action games and good on them. Despite corporate having been pretty scummy with their DLC policies and such, the dev teams are still at the top of their game.
If and when they do an RE3 remake, I hope they use the REmake Jill model. It's hands down the best version. http://static.giantbomb.com/uploads/original/0/4080/930666-6nlk.jpg
I kinda think the industry is following Ubisoft lead. They've really doubled down on quality releases and supporting games years afterwards. It's been a proven method so far and Capcom seems to be doing really well so far.
RE3 would be a new level of pants shitting terrifying with the new engine. It would be amazing.
the real question is, would they actually go back and scan Julia Voth's face for RE Engine Jill?
I really hope that these remakes do at least as well as RE7 did, if only to see Capcom remake Outbreak, and/or Dino Crisis 1+2.
God I still haven't gotten over the shock that was the RE2make reveal, and my mind races with possibilities thinking of what they could do with R3make. Would love to see a mode where Nemesis relentlessly pursues you and adapts to strategies you use over the course of the game. Still hype as fuck for RE2. The one thing I hate about it is it's coming at about the same time as KH3 and both of those are going to eat up a shitload of time for me.
I hope after RE2make they go back to third person camera, the first person camera really put me off RE7
I actually really liked it but ya, I agree for the most part. I'm actually more of a tank controls person, but the RE4/5 method of movement was a very good middle ground for me, so hopefully they go back to that(the RE6 controls were excellent for that particular game, but took away any suspense since you could dodge away from every fight).
Jeez, imagine that shit with today's graphics and, presumably, a closer, more-intense camera angle.
I actually love fixed camera angles, but as long as they keep the amazing world they created for that game, especially Dino Crisis 2, I'm cool with modern camera angles. The fixed angles were actually really well done in Dino Crisis 2, and actually added to the experience since some were designed to imitate predators watching your character run through the environments at times if I recall correctly.
The only Dino Crisis game I've ever played was 3. The camera angles in that game were atrocious. Also you got a yes/no prompt every time you interacted with a door.
Wish they'd release the remake demo already. I wanna try out that new gore system. Shit looks so fucking gnarly. https://www.youtube.com/watch?v=R1qV2_kSong
Too bad knives can break now. Would love to see if I could slice and dice zombies this time around. Still, that shotgun blast is awesome. Wonder what kind of kills/gore you could get with Claire's bowgun, assuming it's still in the game.
I'd imagine it would have a chance to take off a head or limb at close enough range and pin it to a wall ala Fallout's Railway Rifle. Naturally only on zombies and dogs. As well as killing and pinning crows, moth larva and other small creatures. Now, as unimpressive as it was in the original I'm curious how, assuming it's in the remake, they handle the Sparkshot/Specimen Taser.
I don't mind fixed camera angles, but they don't really add anything for me. It really takes me out of the game when I realize I'm sitting there with my gun drawn waiting to fire solely because the game isn't designed in a way where I have the same set of information as the character I'm controlling. Whatever protagonist I'm playing as at the time can see everything, all enemies, how far away they are, how the hallway is shaped and cluttered, etc. All I see is a useless corner of the room because I don't even know if I can move up enough to see without getting my neck chomped. The absolute scariest shit in those games is when something strong and fast is running at me, but then then, that's just panic scariness rather than atmospheric scariness, and that's not the type I enjoy.
For me, Fixed Camera's made every game they were in incredibly memorable, but I can't say the same for many modern games with free cameras. On top of that, I've always been a huge fan of those pre-rendered backgrounds Capcom used in the early days; and they actually that it's possible to pull off modern fixed camera angles, with actual 3d environments, in Outbreak and Lost in Nightmares(through an easter egg). I've definitely always loved Fixed Cameras for aesthetic reasons, rather than practicality.
I like the aesthetics of them (especially the PS1 games) but the moment I have to start fighting shit I'd really rather be able to RE4-style aim at the least.
Ya I'm definitely with you on that. The whole lock on method of aiming just took a lot of the challenge out of it. I genuinely like not seeing the enemies though, because it always added to the suspense for me, and the fact that Leon insta-locks onto everything, even enemies not yet on camera, made it all the more terrifying when I was younger. I'm just hoping they found a nice middle ground with this game, because as much as I love the controls of RE4+5, the environments weren't always super memorable due to how little time you had to analyze them in most cases(there definitely were a number of great ones in RE4 though, not so much 5).
Another day 0 buy for me I love these 2 games to death
I was replaying 5 over the last two days and much of the reason RE5 isn't very memorable scenery wise is because you're constantly being chased through areas. "Come on!" and "We have to hurry!" are probably Sheva's most said phrases.
Yep, it's a shame too because the scenery is quite nice at times. The game was certainly very good at creating an unsafe and tense atmosphere by constantly having you on the run, but at the same time, the game is unfortunately far less memorable as a result. RE4 had a pretty good balance I suppose, with tons of action sequences, but plenty of quieter sequences as well that allowed for the settings to be memorable. The village, cemetery, lake, and that lone cottage you hold out in, all come to mind. On the other hand, I honestly can't remember virtually any of RE5's locations in good detail due to it's pacing, ignoring the "Public Assembly".
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