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Place Your Bets: Which perspective will RE2make have?

Jawmuncher

Member
This game got greenlit because REmake HD was successful, not doing it in that style wouldn't even make sense.

My whole thing here is capcom time and time again has done a lot that doesn't make sense.
They're probably the most random company out there. I don't think anyone expected RE7 to be FPS after all.
 

tesqui

Member
Ya'll are going to be pissed when they show it off as First Person. I'd personally be really into it.

They'll probably go fixed though, or at least that sounds like a pretty safe decision.
 
First person....
some men just want to watch the world burn
but seriously its going to be over the shoulder tps, but less action focused than 4-6. I dont care, but the fans will cry foul and it will be a good game regardless and they will buy it regardless
 

Ahasverus

Member
They would then have to re-do the entire freakin' game which seems a bit superfluous for a remake.
EpbLm_s-200x150.gif
 

LUXURY

Member
They need to leave it as it is. I don't want their close up cameras like 4, 5 and 6. And I sure as hell don't want a fucking first person view.
 
It's going to have a 3rd person/behind-the-back camera. I just can't see them using pre-rendered backgrounds in 2018/19.
They don't need be pre-rendered to used fixed camera. That was a limitation/style of the time.


I expect fixed because the backlash if it isn't, but I also expect some TPS mode or option.

I want fixed.
 

Santar

Member
The reason people have been wanting RE2Make for almost 20 years is because they want it remade like the Resident Evil Remake was, not completely changed up to be a RE 4/5 type game.
If it's not classic RE style with fixed camera angels they've completely misjudged what people want. I just can't see that happening.
 

gelf

Member
I hope against hope that its fixed camera angles. I fear and expect it will be 3rd person over the shoulder and that I likely wont care for it much, I prefer even first person to that.
 

Audette

Member
I hope it's interchangeable. I said this before but they should have it be player choice and adjust the mechanics to fit.
-classic RE2 tank style fixed camera, balanced for tank movement with auto aim/no defensive counters from RE4.
- RE4 tank style with more emphasis on aiming and defensive counters.
-first person from FE7, retain the aiming but balanced for higher mobility/no defensive counters.

Absolutely no reason why any graphics engine wouldn't be able to pull this off, and really it gives the team a chance to add even more replay ability to the game. I do understand it would take longer but I think it would be so awesome.

My bet is on at least the two, Classic style and RE4/revelations style, being both included.
 

AAK

Member
Dead Space has an entirely different atmosphere. Having camera angles means the game literally looks like playing a classic horror film and each angle is chosen by the director to show you exactly what they want to deliver a specific mood or effect.

Ummm, so did Dead Space. Almost to the point where Dead Space homages the atmosphere of great horror movies like Event Horizon & Alien better than Resident Evil 2 for zombie flicks. There's nothing about the Fixed Camera angles that provide a "classic horror film" vibe that a dynamic camera can't.

As such, the combat is designed to accommodate this and becomes essentially an abstraction of combat, where you don't need to think much about the actual mechanics and instead the developers will balance around resources and routes instead of providing suitably challenging things to aim at. And all of this is reflected in the level design and enemy types as well.

The old resident evil games played like that because they were limited by the scope of what pre-rendered backgrounds could offer gameplay wise. 3D environments back then looked significantly worse than a pre-rendered image and hence the game had to accommodate that to the best of their ability.

I'm not against adding a few new enemy types, but you couldn't have shambling zombies as the base type in an OTS perspective because it wouldn't be fun to fight, whereas it's perfectly balanced enemy to try to avoid in the classic angle scheme.

Also, those same shambling zombies from RE2 can be made more aggressive without going overboard in changing their character design.

And the "perfectly balanced" scheme the devs came up with for Resident Evil 2 from a shooting game's perspective is significantly less fun than every video game horror offering that came after whether we're talking about RE4, Dead Space, Evil Within, Last of Us, or even Condemned for FPS's. It's a balance established because the combat was as limiting as it was. It's a testament to the skill of the developers at the time to optimize the situation to the best of their ability.

Classic angles also give each room and shot a memorable character which helps with the puzzle like level design to make it so you clearly remember where each room and hallway connect, and make them feel a lot less bland. You can also have much tighter corridors because a third of the screen isn't taken up by your player character.

I don't see the argument how a dynamic camera will extinguish how memorable a certain environment is. There are plenty of other pre-rendered background games with fixed camera angles that aren't very memorable. It's the onus on the developer to make the environments look the way they do and not the camera. It's a compliment to the artists of the time. It's similar to how Naughty Dog of today gets praised for how their artists polish up their environments to look as memorable as they do without having to resort to a fixed camera angle.

REmake is still heralded as the best remake of a game ever, and still sold well and was received well over a decade after the game came out. Just because that style of game hasn't been used much anymore doesn't mean it's outdated and that people won't enjoy it.

REmake was heralded as the best remake for a game released in 2002. And with its re-release on current gen systems it was enjoyed despite the bad shooting mechanics. Nobody will say the shooting in REmake is better than a game like Resident Evil 4. But the exploration aspect and artistry behind the game is what propelled it to the acclaim it receives today. REmake was also developed by the peak of Capcom's collective talent at the time. Almost every game their Production Studio 4 created had universal acclaim until their exit with the closure of Clover.

RE2 remake will almost certainly be using 3D models for their environments rather than pre-rendered from RE1 -> RE0. And with that, they gain the ability to have the camera free form. It would be a pity for Capcom to not leverage all the gameplay advancements possible with 3D environments for the sake of an archaic practice.
 
Ummm, so did Dead Space. Almost to the point where Dead Space homages the atmosphere of great horror movies like Event Horizon & Alien better than Resident Evil 2 for zombie flicks. There's nothing about the Fixed Camera angles that provide a "classic horror film" vibe that a dynamic camera can't.



The old resident evil games played like that because they were limited by the scope of what pre-rendered backgrounds could offer gameplay wise. 3D environments back then looked significantly worse than a pre-rendered image and hence the game had to accommodate that to the best of their ability.



Also, those same shambling zombies from RE2 can be made more aggressive without going overboard in changing their character design.

And the "perfectly balanced" scheme the devs came up with for Resident Evil 2 from a shooting game's perspective is significantly less fun than every video game horror offering that came after whether we're talking about RE4, Dead Space, Evil Within, Last of Us, or even Condemned for FPS's. It's a balance established because the combat was as limiting as it was. It's a testament to the skill of the developers at the time to optimize the situation to the best of their ability.



I don't see the argument how a dynamic camera will extinguish how memorable a certain environment is. There are plenty of other pre-rendered background games with fixed camera angles that aren't very memorable. It's the onus on the developer to make the environments look the way they do and not the camera. It's a compliment to the artists of the time. It's similar to how Naughty Dog of today gets praised for how their artists polish up their environments to look as memorable as they do without having to resort to a fixed camera angle.


REmake was heralded as the best remake for a game released in 2002. And with its re-release on current gen systems it was enjoyed despite the bad shooting mechanics. Nobody will say the shooting in REmake is better than a game like Resident Evil 4. But the exploration aspect and artistry behind the game is what propelled it to the acclaim it receives today. REmake was also developed by the peak of Capcom's collective talent at the time. Almost every game their Production Studio 4 created had universal acclaim until their exit with the closure of Clover.

RE2 remake will almost certainly be using 3D models for their environments rather than pre-rendered from RE1 -> RE0. And with that, they gain the ability to have the camera free form. It would be a pity for Capcom to not leverage all the gameplay advancements possible with 3D environments for the sake of an archaic practice.


Dead Space doesn't have literal movie angles though, which is something that classic RE games do and makes them a clearly different experience and influence everything about their design and atmosphere. You don't like the experience that provides, but obviously most people in here do. You can provide all sorts of modern technological flourishes without fundamentally changing the game design that people want to experience.

I don't think anyone would argue that REmake should have "better" shooting mechanics though. It's like turned based combat is RPG's. Was it born out of technological limitations? Maybe. But it provides a different and totally valid gameplay experience.
 

Scotia

Banned
Ummm, so did Dead Space. Almost to the point where Dead Space homages the atmosphere of great horror movies like Event Horizon & Alien better than Resident Evil 2 for zombie flicks. There's nothing about the Fixed Camera angles that provide a "classic horror film" vibe that a dynamic camera can't.



The old resident evil games played like that because they were limited by the scope of what pre-rendered backgrounds could offer gameplay wise. 3D environments back then looked significantly worse than a pre-rendered image and hence the game had to accommodate that to the best of their ability.



Also, those same shambling zombies from RE2 can be made more aggressive without going overboard in changing their character design.

And the "perfectly balanced" scheme the devs came up with for Resident Evil 2 from a shooting game's perspective is significantly less fun than every video game horror offering that came after whether we're talking about RE4, Dead Space, Evil Within, Last of Us, or even Condemned for FPS's. It's a balance established because the combat was as limiting as it was. It's a testament to the skill of the developers at the time to optimize the situation to the best of their ability.



I don't see the argument how a dynamic camera will extinguish how memorable a certain environment is. There are plenty of other pre-rendered background games with fixed camera angles that aren't very memorable. It's the onus on the developer to make the environments look the way they do and not the camera. It's a compliment to the artists of the time. It's similar to how Naughty Dog of today gets praised for how their artists polish up their environments to look as memorable as they do without having to resort to a fixed camera angle.



REmake was heralded as the best remake for a game released in 2002. And with its re-release on current gen systems it was enjoyed despite the bad shooting mechanics. Nobody will say the shooting in REmake is better than a game like Resident Evil 4. But the exploration aspect and artistry behind the game is what propelled it to the acclaim it receives today. REmake was also developed by the peak of Capcom's collective talent at the time. Almost every game their Production Studio 4 created had universal acclaim until their exit with the closure of Clover.

RE2 remake will almost certainly be using 3D models for their environments rather than pre-rendered from RE1 -> RE0. And with that, they gain the ability to have the camera free form. It would be a pity for Capcom to not leverage all the gameplay advancements possible with 3D environments for the sake of an archaic practice.

You're saying these things as if they're fact when it's purely just your opinion. It's fine if you don't like REmake's gameplay, but I don't consider the gameplay of REmake to be archaic and neither do lots of people, as the poll in the OP currently proves.
 

MrS

Banned
Classic fixed or no buy. Do not fuck with RE2's winning formula. The foundations are already in place for you to deliver a 10/10 remake. It's a slam dunk if you just stay true to the game.
 

Jawmuncher

Member
Classic fixed or no buy. Do not fuck with RE2's winning formula. The foundations are already in place for you to deliver a 10/10 remake. It's a slam dunk if you just stay true to the game.

I'd argue one thing.
They need to have the twinkles back like the Japanese Original has.
Having to just mash A on stuff in RE2 in the hopes of finding stuff sometimes is lame.
 

HStallion

Now what's the next step in your master plan?
If not fixed camera angles then I have no real care for this remake. I want RE2 remade, not RE4 with a RE2 skin.

People are gonna spend pages arguing over how one is better than the other and I'm sitting here like:

ancient_aliens_both_by_theporkchopexpress-da316kc.jpg

They'd have to design and build two very different games to do so. Both doesn't make any sense.
 

liquidtmd

Banned
I'd argue one thing.
They need to have the twinkles back like the Japanese Original has.
Having to just mash A on stuff in RE2 in the hopes of finding stuff sometimes is lame.

Did other versions not have twinkles?

Maybe the years taking their toll but I'm sure the EU version had twinkles
 
Dual modes that switch between 3rd person and fixed-camera perspectives based on the characters location, like how the early version of Resident Evil 4 was done.

Like this:

Did you know that Resident evil 5 has an option that turns the camera into semi fixed views.

This is fine with me.
 

LUXURY

Member
To me it is yeah. It's a good tps but a bad RE game.

I don't think it's hot trash, but it's what started the new direction Resident Evil is on now. It was good like you said, but still not exactly what I picture when I hear the words Resident Evil. I'm replaying it now actually, and I enjoy it... but it's not at the top of my list when it comes to Resident Evil.
 
I voted fixed. To me, it's the only thing that makes sense, for a couple reasons already stated in this thread. There's been just as many over the should canon story Resident Evil games than there have been fixed camera (4, 5, 6, Revelations, Revelations 2 vs 1, 2, 3, 0, CVX), and the First person of RE7. There's no reason to make RE2make over the shoulder when half of the games all exhibit a style that caters to traditional TPS standards.
 

Anung

Un Rama
There's nothing about the Fixed Camera angles that provide a "classic horror film" vibe that a dynamic camera can't..

This is demonstrably false. A lack of control is horror is by it's very nature. Classic Resident Evil's camera angle's aren't just due to the nature of hardware limitations but also carefully placed to limit the players view to instil paranoia, fear of the unknown and the unseen, to draw the players eye a certain way and to subvert it. Giving the player any control limits that in any number of ways and gives them less options to creatively scare you. The fact those angles can also evoke a lot of classic horror framing and use it to commicate ideas the same way is another plus that's lost with a dynamic camera.

There's a reason Dead Space had to place an over reliance on Monster Closets.
 

Zeta Oni

Member
They'd have to design and build two very different games to do so. Both doesn't make any sense.

I don't really see how considering any footage of Resident Evil 3.5 looks like they had a pretty good grasp on how to do it years ago.

I'm not buying that an entire game needs to be redesigned to compensate for a shifting camera angle when we have games that go through entire genre switches seamlessly these days.

Did you know that Resident evil 5 has an option that turns the camera into semi fixed views.

This is fine with me.

I actually didn't, is this available in any version?
 
Hoping for an over-the-shoulder view. I think an RE-Revelations style remake would be the best option for the RE2, but maybe without the need to scan everything.
 

Mengetsu

Member
Dual modes that switch between 3rd person and fixed-camera perspectives based on the characters location, like how the early version of Resident Evil 4 was done.

Like this:
You know I want fixed cameras too but, if they did this I feel like it's a balanced blend of both styles I could live with. Damn now I want this and I know we won't get it lol
 
I don't really see how considering any footage of Resident Evil 3.5 looks like they had a pretty good grasp on how to do it years ago.

I'm not buying that an entire game needs to be redesigned to compensate for a shifting camera angle when we have games that go through entire genre switches seamlessly these days.

A lot of the environments in the final RE4 were very wide open. The cramped areas that were a signature of the old style was all but removed from the game. There's a reason the RE4 with OTS we got did not have as many cramped areas. OTS does not work well with cramped, and most of RE2's areas would definitely qualify as cramped. Now if the RE4 we got was closer to 3.5, then it'd be a different story, and I'd be more okay with the idea.

So far, there has not been one really qualifying piece of evidence that OTS would beat out Fixed.
 

ZeroCDR

Member
If we've learned anything from Capcom themselves, is that you just can't measure up to the brilliant level design of RE4. They never reach all the highs, and RE2 isn't even designed with that style in mind, so how do you think it's going to turn out if they go that route?

May as well stick to the classic style, as RE2 is arguably the pinnacle in that era as well.
 

CookTrain

Member
I look at what the PS1 could do with pre-rendered backgrounds...

I look at what the Gamecube could do with pre-rendered backgrounds...

I am curious what current gen can do with pre-rendered backgrounds...
 
The ball for this remake started rolling shortly after REmake was released on current gen consoles. That remaster has been very successful, and has even outsold the original release of the game (as has RE0's remaster). So, I really don't see how they could come to a conclusion that fans who were enthusiastic about the possibility of a RE2 remake would want it to be different from those releases. For fans of the fixed RE style, this is really our only avenue to get it. Capcom almost certainly won't make a new entry with fixed angles. So, I don't see why they'd move away from that style for this specific game.
 
Fixed is fine but I kinda wish it was more like Code Veronica.
Not just pictures you walk around in but actual 3d (2.5d like) environments.

This is what I would prefer. With this, the environment can be more interactive, making gameplay more intense. Imagine if all of the stuff stuck on the desks and shelves wasn't actually glued there.
 
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