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Resident Evil 0 HD |OT| I'm Rebecca! Let's do our best!

The story does have some entertaining cheese going for it though. Billy's out of place one-liners and the goofiest fuckin villain ever at least have made the cutscenes terrible in a good way.

Anyway, finally passed the point I ended my last play through....and I'm actually really enjoying this. First off, I don't really like the train. I like it in theory, the atmosphere is awesome, and the climax to is legitmately pretty great, but it just feels like handholdy tutorial stuff with really basic level design. REmake just throws you into the mansion and you're on your own, and RE2's intro in the city streets just flows a lot better than the backtrack heavy and cramped train.

But the training facility thus far has been dope. The atmosphere here is again incredible, like a renaissance/industrial hybrid version of the mansion from REmake. The music is really, really good too. It's legitimately pretty spooky. Other than that, it just feels like good ol classic Resident Evil now that I'm off the train: good atmosphere, some freedom, lots of locked doors and puzzles, and I'm even digging the two character gimmick. It gives you a good amount of freedom for how you want to progress, as you can roll together or split up and make progress bouncing back and forth. I've been sticking together for the most part, and it makes things pretty fun while easing some of inventory niggles. It adds a little tension and satisfaction when you and your partner both save each other from a zombie coming behind you.

And yeah, it's a shame that REmake couldn't get the same attention to the graphics, because this game looks fantastic. I didn't mind REmake HD, but playing this now it looks quite a bit better. I really dig the enemy models too, there are a lot of nice details on the zombies and dogs, like exposed ribs and spines. It feels great to be back in a classic RE game, especially since I don't know what's coming up ahead.

Yeah, I really like this game since I've played it first on the gamecube. But don't make the same mistake I did....be careful with your healing items :p

I'm pretty sure they made this game harder. I watched a playthrough of the GC version on hard and I'm pretty sure there were less enemies...
 

Sectus

Member
Anyone here dislike doors? I do! Especially when they take 7 seconds each time you open them, and you end up spending more than an hour looking at doors throughout a playthrough.

So I decided to bang my head against code until the doors started behaving a bit better. Note that this is an early version of the mod, and I'm hoping a future version will simply skip the entire animation (right now it doesn't skip the part where it fades the door in and out).

Once that version is finished I'll make a small separate tool which applies only the door skip, but for now you can try the current door skip mod by downloading Fluffy Manager: www.tzarsectus.com/tools/modmanager.rar

Instructions:
- Start Fluffy Manager
- Choose the "Game" option and change it to Resident Evil 0 HD
- Choose the "Activate Trainer" option (make sure RE0 is already running at this point)
- Enter the "Trainer Functions" menu and click on "Skip Doors"
- Rejoice as the evil doors have now been vanquished!

Note that I haven't tested a full playthrough like this, so I'm not sure if there's any issues. You may have noticed the "No door sounds" option. I added that in case there's a lift somewhere in the game which likes to create a looping sound. That ended up being an annoying issue with an early version of my RE1 HD door skip mod, so I added that just in case

Video of how the current mod looks like: https://www.youtube.com/watch?v=pVbcvWB35pY
 

.Anema

Member
Anyone here dislike doors? I do! Especially when they take 7 seconds each time you open them, and you end up spending more than an hour looking at doors throughout a playthrough.

So I decided to bang my head against code until the doors started behaving a bit better. Note that this is an early version of the mod, and I'm hoping a future version will simply skip the entire animation (right now it doesn't skip the part where it fades the door in and out).

Once that version is finished I'll make a small separate tool which applies only the door skip, but for now you can try the current door skip mod by downloading Fluffy Manager: www.tzarsectus.com/tools/modmanager.rar

Instructions:
- Start Fluffy Manager
- Choose the "Game" option and change it to Resident Evil 0 HD
- Choose the "Activate Trainer" option (make sure RE0 is already running at this point)
- Enter the "Trainer Functions" menu and click on "Skip Doors"
- Rejoice as the evil doors have now been vanquished!

Note that I haven't tested a full playthrough like this, so I'm not sure if there's any issues. You may have noticed the "No door sounds" option. I added that in case there's a lift somewhere in the game which likes to create a looping sound. That ended up being an annoying issue with my RE1 HD door skip mod, so I added that just in case

Video of how the current mod looks like: https://www.youtube.com/watch?v=pVbcvWB35pY

Wow! You're awesome!!! Thanks!!
 

News Bot

Banned
Not doubting you, do you have a source about this? Curious about that.

BIO1's planning documentation.

I'm sorry the why

CAPCOM have always branched out into different mediums, which is partly why anyone who thinks the story is only what the games depict is a fool. Novels, drama albums, manga, etc. It's actually a very good scenario.

She's certainly partial to screaming more than the average RE heroine, in fact I'm playing RE0 right now and she screams a lot at the start of the game- something which seems to go away as the game progresses...

If people single the Hunter scene out it's because it's a total dependent damsel in distress moment- she's not on the verge of falling to her doom or being crushed by a falling ceiling- she's curled up on the floor in fear. It's not a scene I'd ever criticise either because I love it, but it undeniably feels at odds with a character who supposedly went through some whole other RE game less than 24 hours prior, psychological trauma or not. The blame is squarely on RE0 of course.

UC goes a hell of a long way towards smoothing things over, it's true, but it's not an elegant solution.

Her screams aren't exactly out of place... She doesn't scream for the sake of it. Even Billy shits himself if you put him in the same situation.

She's curled up in fear because that's all she can do! How is that a problem? What is she going to do? Go hand-to-hand with something with talons the size of her forearm? There is nothing about it that's at odds with her previous experiences where she had a partner and ammunition to defend herself. She acts like any person would. This is all before kicking B.O.W.'s in the face became a legit tactic. BIO0 is not to blame for anything because there is nothing to blame it for.
 
Wait....going through doors is part of the tension :/
You monsters :p

Yeah apart from mistakes on my end where I need to go back into a room I just left I never really minded the door animations. They are an inseperable part of classic RE to me. That being said I wouldn't have minded an option to turn them off in these remasters, especially in the train where you cant walk 10 feet without having to go through another door/staircase
 

Neff

Member
How is that a problem?

It's not a problem at all. But it's hard to suspend disbelief for if you view the series contextually.

Which honestly, I often don't, particularly where RE0 is concerned. I like the game a lot, but I'm not going to pretend that it's a smooth addition to the lore regarding not only Becky but others too.
 

Semajer

Member
Seriously fuck eliminators, just went from fine to orange caution as Billy from getting gangbanged because of the fucking hit stun.

Leech Hunter. Hard. Those two little shits in the room with the SMG ate about three full heals on Billy. I only had handgun ammo left.
 

News Bot

Banned
It's not a problem at all. But it's hard to suspend disbelief for if you view the series contextually.

Which honestly, I often don't, particularly where RE0 is concerned. I like the game a lot, but I'm not going to pretend that it's a smooth addition to the lore regarding not only Becky but others too.

It is a smooth addition though. Being a poor story doesn't mean it doesn't fit perfectly. Viewing things "contextually" doesn't mean viewing things completely the wrong way as far as I know. People are just used to characters who would never so much as bend let alone break.
 
How is she a horror movie scream queen? Most of the cutscenes involving her are optional in a game that already has a loose narrative. There are no personas involved. She acts like a normal person, gradually broken down by the constant flurry of shit that happens around her, and even then she continues to soldier on.

People like to use the scene with the Hunter as an example. Well, if you're stuck in a small room and a Hunter is blocking your only escape and you're out of ammo... how are you going to react? Stare the scaly bastard down? It's easy to complain when you're on the outside looking in and aren't subjected to circumstances.

There's a reason this image was made for UC.



People get beat down. Rebecca had Billy to help her. He left while she resolved to continue on. Then she had Richard and witnessed him get tossed around like particularly bloody confetti by a giant snake but she maintains her composure and saves Chris from Plant 42, breaking down once or twice at everything she's witnessed so far. The series is a succession of brief reprieves. Rebecca's story is a condensed, single character version of that. Do you soldier on or do you let the situation weigh you down? In Rebecca's case it's both, and that's better than one or the other.

That's right. Put everyone straight. Thank you for this post. It saves me making the same case.

Becky has been through way more shit than any of the Alpha team by the time you meet her in RE1. Even if you just focus on the *events* implicitly mentioned in RE1. If you factor in RE0, by the end of RE1, no one else has come close to going through as much as her in such a short period of time. She's the youngest team member. Of course she's showing some emotional signs of having been through some shit. She's *been through some shit*. And survived. And kept fighting even when it got hard.

Like a true hero.
 

Parsnip

Member
Anyone here dislike doors? I do! Especially when they take 7 seconds each time you open them, and you end up spending more than an hour looking at doors throughout a playthrough.

So I decided to bang my head against code until the doors started behaving a bit better. Note that this is an early version of the mod, and I'm hoping a future version will simply skip the entire animation (right now it doesn't skip the part where it fades the door in and out).

Once that version is finished I'll make a small separate tool which applies only the door skip, but for now you can try the current door skip mod by downloading Fluffy Manager: www.tzarsectus.com/tools/modmanager.rar

Instructions:
- Start Fluffy Manager
- Choose the "Game" option and change it to Resident Evil 0 HD
- Choose the "Activate Trainer" option (make sure RE0 is already running at this point)
- Enter the "Trainer Functions" menu and click on "Skip Doors"
- Rejoice as the evil doors have now been vanquished!

Note that I haven't tested a full playthrough like this, so I'm not sure if there's any issues. You may have noticed the "No door sounds" option. I added that in case there's a lift somewhere in the game which likes to create a looping sound. That ended up being an annoying issue with an early version of my RE1 HD door skip mod, so I added that just in case

Video of how the current mod looks like: https://www.youtube.com/watch?v=pVbcvWB35pY

I was waiting for this, glad that you did this again.
 

Markitron

Is currently staging a hunger strike outside Gearbox HQ while trying to hate them to death
Just finished it for the for the first time since my original playthrough in 2002. Time, remastered graphics and the awfulness of RE6 haven't changed my opinion. It's a decent game, but still easily the weakest of the classic RE's.

The story is total bollox, the environments and enemy encounters are boring, worst bosses in the entire series, it's not scary, there's no atmosphere and the inventory system is rage-inducing. From the
underground lab
onwards I spent at least 40% of my time backtracking. By the time it gives you a decent shortcut to work with, I had already had to go back for various items. I don't mind the character swapping mechanic, but they never do anything interesting with it, it's like they had no imagination.

I don't regret buying it, as I'll never say no to classic RE, but it cemented my hazy decade-old opinion. Now back to the REmake 2 waiting game.
 
CAPCOM have always branched out into different mediums, which is partly why anyone who thinks the story is only what the games depict is a fool. Novels, drama albums, manga, etc. It's actually a very good scenario.

Sure there's all that but...my head probably doesn't know how to process "Resident Evil" and "stage play" can be together in the same sentence. But I guess there was totally that Phoenix Wright and Spiderman on Ice, so sure why not.

1485119569639060109.jpg


Wait. This already looks more compelling than Zero's story. I'm in.
 

Neff

Member
It is a smooth addition though. Being a poor story doesn't mean it doesn't fit perfectly.

Being a poor or a good story is irrelevant here (but for the record 0's is poor), a good story can have logic leaps and a bad one can be tight as a drum. There's justification for Becky being viewed as inconsistent, if BIO1 had the benefit of foresight it would no doubt have characterised her differently, as there's a ton of things she should be doing and saying post-0, but obviously isn't due to Capcom having not invented time travel. Basically, they needed a game from a supporting player because they wanted to sell one, turning her into a can-do badass on par with the best of S.T.A.R.S., but that supporting player is still playing that plucky underdog role in the game that introduced her and forever will be, no matter how many Umbrella Chronicles' attempt to bridge the gap. My honest opinon is that they didn't really care too much about the inevitable inconsistency, they just assumed people would go along with it. And most do, including myself.

But it's still dumb.

From the
underground lab
onwards I spent at least 40% of my time backtracking. By the time it gives you a decent shortcut to work with, I had already had to go back for various items.

Once you familiarise yourself with the environment and pick out a couple of sweet dumping spots (and you only really need two after the train), you can drastically cut down on backtracking, as the game funnels you through equidistant hotspots frequently, moreso than any other classic RE. It's a nightmare if you're not familiar with it, though.
 

Markitron

Is currently staging a hunger strike outside Gearbox HQ while trying to hate them to death
Boring environments and no atmosphere? Breh.

RE0_Review_0006_1452532990.jpg


while this eerie ass music plays? That's some atmosphere right there.

Maybe it's because I have played it before and I knew what was coming, either way it just wasn't doing anything for me. There are some interesting bits in the training facility, but nothing comes close to REmake. It goes way downhill afterwards as well.
 
Maybe it's because I have played it before and I knew what was coming, either way it just wasn't doing anything for me. There are some interesting bits in the training facility, but nothing comes close to REmake. It goes way downhill afterwards as well.

Yeah, I'm early still. Plenty of game left for me to grow to hate it. Still, I appreciate the aesthetics they got going on, even if it is basically the mansion from REmake "More Gothic Edition"
 

Markitron

Is currently staging a hunger strike outside Gearbox HQ while trying to hate them to death
Yeah, I'm early still. Plenty of game left for me to grow to hate it. Still, I appreciate the aesthetics they got going on, even if it is basically the mansion from REmake "More Gothic Edition"

Not trying to sour you on it or anything, I remember when I got to the training facility for the first time, I was excited that I was gonna get to explore another RE environment like the mansion. Outside of one or two rooms it doesn't really have an aesthetic of it's own, the rooms and corridors are all pretty bland and tend to run together, and there's no backstory really. It doesn't feel like anything happened there despite the game trying to tell you it did. It's sterile next to the Spencer Mansion.

It's probably an unfair comparison, as it's not as significant to the events of the game than the mansion is to RE1. Now that I think about it, it's more like the Police Station in RE2 (maybe). They certainly invite the comparison to the mansion though.

The training facility isn't the problem though, there are 3 more main locations afterwards and they are all pretty poor. If it weren't for the fancy graphics you would swear they copy/pasted them from other RE games. Locations like the woods, Aqua-ring and caves gave REmake a real sense of variety. It also did the more standard RE stuff very well (basement, labs etc). IMO the
church
is the only interesting location after the training facility, and that's essentially 1 room where the stupidest boss battle of the entire series takes place (and that's saying a lot when the series includes a boss battle where you punch a boulder).
 
My biggest problem with Zero is how weirdly connected and nonsensical all the environments come together.

Raccoon Forest > Train > (conveniently crashes exactly at) Training Facility > Observatory (why is this here exactly) > Church > Church basement lab > RE2 Factory (how the hell did we teleport here exactly) > Marcus's lab (this was in the RE2 labs the whole time behind the cable car, cmon...) > Raccoon Forest again > Mansion

Also why does Enrico care so about meeting up at the mansion anyway
he just came out of the Umbrella labs you would think him being there he would have better things to do and change the plan of action. If they where gonna have him meet up with Rebecca to have their little scene why would they do it there, it just creates a bunch of logic holes.
 
Just finished it for the for the first time since my original playthrough in 2002. Time, remastered graphics and the awfulness of RE6 haven't changed my opinion. It's a decent game, but still easily the weakest of the classic RE's.

The story is total bollox, the environments and enemy encounters are boring, worst bosses in the entire series, it's not scary, there's no atmosphere and the inventory system is rage-inducing. From the
underground lab
onwards I spent at least 40% of my time backtracking. By the time it gives you a decent shortcut to work with, I had already had to go back for various items. I don't mind the character swapping mechanic, but they never do anything interesting with it, it's like they had no imagination.

I don't regret buying it, as I'll never say no to classic RE, but it cemented my hazy decade-old opinion. Now back to the REmake 2 waiting game.

I think the atmosphere is fantastic. The mansion theme is very creepy and the environments are spooky. Of course it's not as good as REmake but it's still a fantastic survival horror game.
I also don't get the complaints about backtracking. Backtracking is essential in any survival horror game and I love it (and miss it in current gen games) because it gives you a sense of place and forces you to go back to areas you don't.....like :D
 
Not trying to sour you on it or anything, I remember when I got to the training facility for the first time, I was excited that I was gonna get to explore another RE environment like the mansion. Outside of one or two rooms it doesn't really have an aesthetic of it's own, the rooms and corridors are all pretty bland and tend to run together, and there's no backstory really. It doesn't feel like anything happened there despite the game trying to tell you it did. It's sterile next to the Spencer Mansion.

It's probably an unfair comparison, as it's not as significant to the events of the game than the mansion is to RE1. Now that I think about it, it's more like the Police Station in RE2 (maybe). They certainly invite the comparison to the mansion though.

I was almost with you the whole way. Zero environments doesn't have that feel of people having been there and gone through shit, but the Police Station most definitely does have that feel of having been a real place where it affected the many lives of it in a meaningful way.
 

Markitron

Is currently staging a hunger strike outside Gearbox HQ while trying to hate them to death
I was almost with you the whole way. Zero environments doesn't have that feel of people having been there and gone through shit, but the Police Station most definitely does have that feel of having been a real place where it affected the many lives of it in a meaningful way.

Hold up, I wasn't saying that the Police Station was sterile/boring at all. The only comparison I meant to make was that it takes up roughly the same portion of RE2 that the training facility takes up in RE0. Maybe it doesn't, but 0 and 2 don't have as centralised a location as the mansion.

The police station is iconic. The training facility is not.

I think the atmosphere is fantastic. The mansion theme is very creepy and the environments are spooky. Of course it's not as good as REmake but it's still a fantastic survival horror game.
I also don't get the complaints about backtracking. Backtracking is essential in any survival horror game and I love it (and miss it in current gen games) because it gives you a sense of place and forces you to go back to areas you don't.....like :D


I don't mind bactracking either, I agree with you, it's essential in RE. There's nothing better than finally getting to see what was behind that door that's been teasing you since the game began.

What I can't stand is having to run back through 5-10 rooms just to get a poxy weapon/quest item that you couldn't carry because of the inventory space limitation. This happens in all RE games but it's so bloody frequent in zero. I just felt like I was constantly taking 2 steps forward and 1 step back. They know they are forcing you too, as it respawns enemies several times along these routes throughout the game.
 

News Bot

Banned
Being a poor or a good story is irrelevant here (but for the record 0's is poor), a good story can have logic leaps and a bad one can be tight as a drum. There's justification for Becky being viewed as inconsistent, if BIO1 had the benefit of foresight it would no doubt have characterised her differently, as there's a ton of things she should be doing and saying post-0, but obviously isn't due to Capcom having not invented time travel. Basically, they needed a game from a supporting player because they wanted to sell one, turning her into a can-do badass on par with the best of S.T.A.R.S., but that supporting player is still playing that plucky underdog role in the game that introduced her and forever will be, no matter how many Umbrella Chronicles' attempt to bridge the gap. My honest opinon is that they didn't really care too much about the inevitable inconsistency, they just assumed people would go along with it. And most do, including myself.

But it's still dumb.

I know it's irrelevant, but it's the only real reason anyone complains about Rebecca.

It's not dumb in the slightest. There is no inconsistency. She was never a "can-do badass" or on par with... anyone, in S.T.A.R.S. She survives primarily because she's never truly alone for more than a few hours. You're literally defying logic to make it seem like a problem in the first place with weird contrivances. There is no justification for people thinking she's inconsistent, it's factually incorrect. She's completely consistent. She's just written like an actual person rather than a demi-god.

My biggest problem with Zero is how weirdly connected and nonsensical all the environments come together.

Raccoon Forest > Train > (conveniently crashes exactly at) Training Facility > Observatory (why is this here exactly) > Church > Church basement lab > RE2 Factory (how the hell did we teleport here exactly) > Marcus's lab (this was in the RE2 labs the whole time behind the cable car, cmon...) > Raccoon Forest again > Mansion

Also why does Enrico care so about meeting up at the mansion anyway
he just came out of the Umbrella labs you would think him being there he would have better things to do and change the plan of action. If they where gonna have him meet up with Rebecca to have their little scene why would they do it there, it just creates a bunch of logic holes.

The BIO2 laboratory is an easter egg. You can ignore it with no consequence. But if you wanted to be logical about it, quite simply there's no way of knowing how far that cable car goes and the entire section was likely sealed off by Umbrella in the two months between 0 and 2. It'd be nice if they addressed it once and for all in the BIO2 remake.
 
The BIO2 laboratory is an easter egg. You can ignore it with no consequence. But if you wanted to be logical about it, quite simply there's no way of knowing how far that cable car goes and the entire section was likely sealed off by Umbrella in the two months between 0 and 2. It'd be nice if they addressed it once and for all in the BIO2 remake.

I could almost buy the cable car traveling a great distance but that would mean that Billy would have fallen and made the huge trek to where Rebecca finds him in his semi groggy state. I can buy that Umbrella covered up or destroyed Marcus's section of the lab though. That's plausible enough. I get the RE2 stuff is an Easter egg or a cool "remake area" but it's still dumb.
 

Markitron

Is currently staging a hunger strike outside Gearbox HQ while trying to hate them to death
The BIO2 laboratory is an easter egg. You can ignore it with no consequence. But if you wanted to be logical about it, quite simply there's no way of knowing how far that cable car goes and the entire section was likely sealed off by Umbrella in the two months between 0 and 2. It'd be nice if they addressed it once and for all in the BIO2 remake.
Yea it's a bit weird all right. They clearly show the Training Facility blowing up, yet they are implying the treatment facility will explode too. If this is connected to the area from RE2 then why wasn't that destroyed too. Still I fucking loved seeing that area again, was well worth a bit of inconsistency.
 

Markitron

Is currently staging a hunger strike outside Gearbox HQ while trying to hate them to death
I will say the game looks damn good though. A few Steam screenshots I took yesterday.

I was expecting it to look great and was still surprised at how pretty it was. Can only imagine what classic RE developed for PS4/PC would look like. Of course if that's what REmake 2 is like then we won't have to wonder for too much longer, personally I think it's gonna be 3rd person.

I've been playing RE1... and just WOW.

THIS is the kind of games I love. Atmosphere is through the roof, incredible soundtrack, GOD DAMN GREAT PUZZLES, fantastic visuals, solid jump scares, some cool combat, and ace controls for this kind of genre.

REmake is the greatest survival horror game of all time, unfortunately it's all downhill after that game. When you are done with REmake and Zero, be sure to check out 2, 3 and CV.
 
So I got the Origins Collection, and this is my first RE pre RE4. RE4-6 done, and Rev 1 and 2.

I've been playing RE1... and just WOW.

THIS is the kind of games I love. Atmosphere is through the roof, incredible soundtrack, GOD DAMN GREAT PUZZLES, fantastic visuals, solid jump scares, some cool combat, and ace controls for this kind of genre.

The result? This game is inching its way into top 10 status of all time played. I completely get why people hate modern RE's if this is what they came up with. Complete night and day. WOW.

Can't wait to get to 0 here after I get through 1.
 

Neff

Member
So I got the Origins Collection, and this is my first RE pre RE4. RE4-6 done, and Rev 1 and 2.

I've been playing RE1... and just WOW.

THIS is the kind of games I love. Atmosphere is through the roof, incredible soundtrack, GOD DAMN GREAT PUZZLES, fantastic visuals, solid jump scares, some cool combat, and ace controls for this kind of genre.

The result? This game is inching its way into top 10 status of all time played. I completely get why people hate modern RE's if this is what they came up with. Complete night and day. WOW.

Can't wait to get to 0 here after I get through 1.

Don't stop at 0, play them all, go crazy.

It's the greatest gaming series there is.
 

News Bot

Banned
I could almost buy the cable car traveling a great distance but that would mean that Billy would have fallen and made the huge trek to where Rebecca finds him in his semi groggy state. I can buy that Umbrella covered up or destroyed Marcus's section of the lab though. That's plausible enough. I get the RE2 stuff is an Easter egg or a cool "remake area" but it's still dumb.

The truth of it is that it's one of the problems created by the console shift. Its inclusion was actually suggested by Sugimura, the writer, who admitted to forgetting most of the story when development was restarted and he was brought back in to look over and make corrections.

Originally, Marcus' lab connected directly to the treatment plant.
 

Dusk Golem

A 21st Century Rockefeller
The truth of it is that it's one of the problems created by the console shift. Its inclusion was actually suggested by Sugimura, the writer, who admitted to forgetting most of the story when development was restarted and he was brought back in to look over and make corrections.

Originally, Marcus' lab connected directly to the treatment plant.

I will say, I knew the geography was wrong in Zero, but replaying it last night I forgot how laughibly wrong it was, it amuses me.

The Training Facility of Resident Evil Zero supposedly is sitting on top of the
Factory and Lab from RE2
which is supposedly sitting on-top of the treatment plant. Even though you take a trolly from the
church lab
, there's an elevator that leads to different floors that just leads to all of these areas like they were on-top of each other.
First floor is where the train crashes that leads to the Training Facility above it, the 2nd floor leads to the Marsh Yard, the 3rd floor is William Birkin's lab, the fourth floor is the treatment plant.
 

Markitron

Is currently staging a hunger strike outside Gearbox HQ while trying to hate them to death
It would have to be a remake. I'm not about to break out RE2 for PS1 lol.

I'll wait for RE2 Remake, and the eventual 3, nemesis, etc etc.

They work well on Vita, and CV was released on PS3.
 

News Bot

Banned
I will say, I knew the geography was wrong in Zero, but replaying it last night I forgot how laughibly wrong it was, it amuses me.

The Training Facility of Resident Evil Zero supposedly is sitting on top of the
Factory and Lab from RE2
which is supposedly sitting on-top of the treatment plant. Even though you take a trolly from the
church lab
, there's an elevator that leads to different floors that just leads to all of these areas like they were on-top of each other.

That elevator is a separate issue. It's a gameplay device to ensure the player doesn't have to backtrack ridiculous amounts to pick up items they dropped in the training facility. They're not literally on top of each other.
 

Dusk Golem

A 21st Century Rockefeller
That elevator is a separate issue. It's a gameplay device to ensure the player doesn't have to backtrack ridiculous amounts to pick up items they dropped in the training facility. They're not literally on top of each other.

Trust me, I know, gameplay before sense, but it gets amusing since the map tries to describe how these areas link together, and they obviously need to allow the player a way back to the Training Facility, but on-top of the other geographical issues RE0 has (the Alpha Team helicopter landing next to the RE1 mansion, yet they go on a train that goes straight to another mansion that is supposedly maybe only a few miles away from visible distance from RE1's mansion going by Zero's ending, somehow the
church lab
is connected by an underground trolley to
RE2's Factory & Lab
, which is supposedly on-top of the treatment plant, but that same elevator will take you also back to the training facility), it just makes the whole scenario fairly amusing. An odd non-related comparison, it for some reason reminds me of something like Silent Hill, both in the sense that there will be scenarios like the Prison in SH2 where you keep going impossible lower and lower, and when you finally get out of the Otherworld you find out you've only gone down like, a single story in the real world. Or maybe more of a apt comparison, how the different Silent Hill maps fit together; most make sense but there's a few geographical mistakes, or at the very least oddities, in that series as well.

I know for the elevator it's connecting them more-so for gameplay to make more interesting scenarios and connect where it makes sense in gameplay, but it's amusing to think of how ridiculous this all makes in a geographical sense to everything else. Like, the RE0 mansion is probably not next to the RE1 mansion, at least that close, but it's to make the ending symbolic. Though amusingly Enrico tells you to come to the nearby mansion when in
William's Laboratory
. That part always amuses me for some reason.
 

Jawmuncher

Member
Trust me, I know, gameplay before sense, but it gets amusing since the map tries to describe how these areas link together, and they obviously need to allow the player a way back to the Training Facility, but on-top of the other geographical issues RE0 has (the helicoptor landing next to the mansion, yet they go on a train that goes straight to another mansion that is supposedly maybe only a few miles away from visible distance from RE1's mansion going by Zero's ending, somehow the
church lab
is connected by an underground trolley to
RE2's Factory & Lab
, which is supposedly on-top of the treatment plant, but that same elevator will take you also back to the training facility), it just makes the whole scenario fairly amusing. An odd non-related comparison, it for some reason reminds me of something like Silent Hill, both in the sense that there will be scenarios like the Prison in SH2 where you keep going impossible lower and lower, and when you finally get out of the Otherworld you find out you've only gone down like, a single story in the real world. Or maybe more of a apt comparision, how the different Silent Hill maps fit together; most make sense but there's a few geographical mistakes, or at the very least oddities, in that series as well.

I know for the elevator it's connecting them more-so for gameplay to make more interesting scenarios and connect where it makes sense in gameplay, but it's amusing to think of how ridiculous this all makes in a geographical sense to everything else.

They could have made it a team cargo thing. Even Dino crisis had a sideways elevator thing.
 

Neff

Member
It would have to be a remake. I'm not about to break out RE2 for PS1 lol.

That would be a shame, a classic's a classic.

I honestly don't know if the rest of the old RE titles are important enough to warrant remakes like RE2 is. For a lot of people, RE2 is THE RE title. I personally prefer the first game, but it's hard to argue with RE2's quality and iconic stature.
 

Dusk Golem

A 21st Century Rockefeller
That would be a shame, a classic's a classic.

I honestly don't know if the rest of the old RE titles are important enough to warrant remakes like RE2 is. For a lot of people, RE2 is THE RE title. I personally prefer the first game, but it's hard to argue with RE2's quality and iconic stature.

I partially believe Capcom's doing these REmaster's also for preserving the older RE games. They've been moving every RE game to MT Framework because MT Frameworks is pretty optimization and transferable to new platforms. The only main RE game that needs an MT Framework version after RE2 will be RE3, and I believe they'll do it if RE2 REmake is successful not only for sales (and I believe if RE2 Remake does well, RE3 remake may do well too, even if not as well), but also for preservation and so they'll have every main RE game in MT Framework then.

So they can endlessly redistribute these games for future platforms.

They could have made it a team cargo thing. Even Dino crisis had a sideways elevator thing.

That was also my thought, they could of had some bullshit explanation, like a fast elevator tube or something, or Dino Crisis' sideways elevator. But just a normal up and down elevator that leads to all of these points is almost... magical.
 
I partially believe Capcom's doing these REmaster's also for preserving the older RE games. They've been moving every RE game to MT Framework because MT Frameworks is pretty optimization and transferable to new platforms. The only main RE game that needs an MT Framework version after RE2 will be RE3, and I believe they'll do it if RE2 REmake is successful not only for sales (and I believe if RE2 Remake does well, RE3 remake may do well too, even if not as well), but also for preservation and so they'll have every main RE game in MT Framework then.



That was also my thought, they could of had some bullshit explanation, like a fast elevator tube or something, or Dino Crisis' sideways elevator. But just a normal up and down elevator that leads to all of these points is almost... magical.

Reminds me of Dark Souls 2, with the magical elevators bringing you up somewhere else entirely.
 
Boring environments and no atmosphere? Breh.

RE0_Review_0006_1452532990.jpg


while this eerie ass music plays? That's some atmosphere right there.

I kinda agree with him. And REmake has my favorite environment art ever. The art direction was stunning. Every room oozed with a sick aura and thick ambiance. RE Zero's backgrounds, while absolutely gorgeous, don't exude the same uneasiness and the terrifying simpleness of the rooms in REmake.

In Zero, there's a room where they stock art pieces or maybe it's a lecture room or maybe it's a living room. I dunno. Then there's that one office with a desk and a computer or something. There's a lot of interesting details but it's overcharged with too many elements sometimes.

Nothing was really memorable about the game. The pacing, the presentation, the boss fights, the design. Everything was just so uninventive. I bought it and I'm really enjoying going through it (and makes me dream a little about REmake 2), but Zero is just a very generic entry in the series. Felt like it was helmed by people who didn't understand what made RE so special.

Also the story
doesn't need young Marcus. Having you read the files, guess why Wesker and Birkin are terrified of the Leech Man's presence and trying to figure out the mystery yourself is enough elements to support the story. That character is not needed and doesn't help the already generic way the story is told and played out.
 
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