This game got greenlit because REmake HD was successful, not doing it in that style wouldn't even make sense.
They would then have to re-do the entire freakin' game which seems a bit superfluous for a remake.
They don't need be pre-rendered to used fixed camera. That was a limitation/style of the time.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.
So much this.Hoping for fixed camera angles, like the RE1 remake.
It's an interesting topic to read...
It's an interesting topic to read...
INTERESTING HOW, HUH?????
Just interesting. Unfortunately I can't throw my hat into the ring on this one.Aww go on Dusk, throw your hat in the ring
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.
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.
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.
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.
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 Just because that style of game hasn't been used much anymore doesn't mean it's outdated and that people won't enjoy it.
Just interesting. Unfortunately I can't throw my hat into the ring on this one.
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:
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.
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.
I want this.
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.
People are gonna spend pages arguing over how one is better than the other and I'm sitting here like:
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:
To me it is yeah. It's a good tps but a bad RE game.
There's nothing about the Fixed Camera angles that provide a "classic horror film" vibe that a dynamic camera can't..
They'd have to design and build two very different games to do so. Both doesn't make any sense.
Did you know that Resident evil 5 has an option that turns the camera into semi fixed views.
This is fine with me.
Great, it'll be based on the Game.com version.Just interesting. Unfortunately I can't throw my hat into the ring on this one.
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 lolDual 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:
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.
I actually didn't, is this available in any version?
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.