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Place Your Bets: Which perspective will RE2make have?

HStallion

Now what's the next step in your master plan?
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 fixed camera angle RE is a whole different beast than one with an over the shoulder camera. The entire game is built around the fixed camera angles or it isnt and thus one version would be far superior than the other. I'd rather not have two games crammed up to one with neither being as good as it could have been.
 

mas8705

Member
Honestly, it would be nice if there can be a mix of the two. Otherwise if we are talking about a "remake" for RE2, I don't see why it can't be the over the shoulder style. Mind you that I get why people would want the fixed perspective, but then that would be more like a "remastering" if that were the case wouldn't it?

Not to say that would be a bad thing either since it would be great to see RE2 get the same lovely treatment as RE1 did on the gamecube (and what has been constantly re-released almost as much as RE4).

I'll admit that I did vote for over the shoulder, but I can see the fixed perspective getting votes too.
 

fhqwhgads

Member
Like others have said, it should be fixed camera and generally faithful to the original but Capcom will find a way to mess everything up in a bid to make it some AAA game that they expect to sell 5 million copies and be surprised when it gets a lukewarm reception.
 

AAK

Member
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.

You can still have best of both worlds. A dynamic camera can still obscure what lies beyond making you apprehensive. We can use PT as an example:

tumblr_naw2nhGH431szol4wo1_500.gif


The way the corridor is designed and framed despite having complete control of the camera still provides the very paranoia and fear of the unknown you were speaking of in your post.

Games have the special ability make horror things appear in your peripheral vision such as this moment:

BALCONY_GHOST.0.gif


which is another horror tactic attempted by movies. Just because Dead Space over-used one trope doesn't mean Capcom can't be creative.

You will eventually have moments with fixed camera angles where you have an enemy between to views during combat which always ends up in a mess and there won't be any solution unless they go with a dynamic camera approach.

https://www.youtube.com/watch?v=vSVZYDtMIdM

"Published on Nov 4, 2012

This game got so much better by allowing the player to play this part of the Lost In Nightmares DLC with fixed camera angles like how Resident Evil should be."


I also recommend this off camera resident evil 4 video https://www.youtube.com/watch?v=OVZrMD2drks
I love gauntlet top view of the giant chasing leon, nice camera view http://i.imgur.com/dfOdQT7.pnghttp://[IMG][/QUOTE]

You framed a pretty picture, but you simultaneously destroyed the "game" aspect.
 

Scotia

Banned
Mind you that I get why people would want the fixed perspective, but then that would be more like a "remastering" if that were the case wouldn't it?

No.

Look at PS1 gameplay of Resident Evil then look at Gameube/PS4 gameplay of REmake and try to call it a remaster. If done with a fixed camera angle (as it should be), then REmake 2 would be done like REmake so it wouldn't be a remaster, it'd be a remake.
 
Honestly, it would be nice if there can be a mix of the two. Otherwise if we are talking about a "remake" for RE2, I don't see why it can't be the over the shoulder style. Mind you that I get why people would want the fixed perspective, but then that would be more like a "remastering" if that were the case wouldn't it?

Not to say that would be a bad thing either since it would be great to see RE2 get the same lovely treatment as RE1 did on the gamecube (and what has been constantly re-released almost as much as RE4).

I'll admit that I did vote for over the shoulder, but I can see the fixed perspective getting votes too.

If remaking RE2 in the same style as REmake is considered a remaster, REmake is a remaster, and is the basis that RE2make should be based on considering REmake's remaster's success was the primary reason that RE2make even got the go ahead.
 
I'm guessing third person over the shoulder, with REvelations 2 controls.

Plus, I'd rather gun for over the shoulder, and then either be pleasantly surprised by fixed angles, or get what I was expecting anyway

First person has no chance, but if there is an unlockable first person mode, that'd be neat
 

ZeroCDR

Member
Honestly, it would be nice if there can be a mix of the two. Otherwise if we are talking about a "remake" for RE2, I don't see why it can't be the over the shoulder style. Mind you that I get why people would want the fixed perspective, but then that would be more like a "remastering" if that were the case wouldn't it?

Reminds me of Metal Gear Solid: The Twin Snakes. You throw in a whole new way to see and kill your enemies, you need to design the game around it, if you don't it'll be busted.

They surely could adjust the game design, but then is that at the cost of the existing excellent design in the classic style? It likely won't make everybody happy doing both.
 

MoonFrog

Member
I really don't know.

My first instinct is fixed, classic camera.

But then I'm like "maybe they'll see that as an impediment to a modern audience, so perhaps third person, over the shoulder."

But then I'm like "they're experimenting with first person atm, so, if they're already going to change the camera, why not that?"

And I end up torn between all three, although my gut tells me it'll be classic or over-the-shoulder for some reason.

I hope it's classic, personally.
 

Zeta Oni

Member
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.

Speaking honestly?

Sales.

And to the stuff above it, Resident Evil 2 has plenty of spots that would be considered far more open than a hallway. Yeah most of the game takes place in the Police Station, but there's no reason the streets of Raccoon City, the entrance to RCPD, the sewers, or the labs would have to have a playable space similar to a hallway.

Not to mention I have a hard time believing this project is just a 1:1 remake of Resident Evil 2. This might be controversial, but I'm one of those who believe 2 is the worst of the original 3 and would be better served not staying as faithful as possible.

A fixed camera angle RE is a whole different beast than one with an over the shoulder camera. The entire game is built around the fixed camera angles or it isnt and thus one version would be far superior than the other. I'd rather not have two games crammed up to one with neither being as good as it could have been.

That's all based on where in development they made the decision. If the remake was built with this style in mind from the beginning, then I don't see why that would be a concern.

Regardless, even if it is OTS, fixed, or whatever, ill be playing anyway.
 
Speaking honestly?

Sales.

I should have been a little more specific. I mean I don't see OTS as working better for Resident Evil 2 gameplay wise. I know that RE4/5/6 have all sold incredibly well, I'm not blind to that. And I do have a spot in my heart for all of them (5 is one of my favorite co-op games of all time, if not distinctly my favorite co-op game), but the low amount of enemies in RE2, the level of backtracking (the only OTS RE to have any similar amount of backtracking is Revelations. I never really beat that game, but it felt like it had a much larger environment to compensate) all tell me that fixed will beat out OTS.

That, and I will flat out admit I am just plain stubborn in my belief that fixed camera is what would work best for RE2, because that's specifically what I want out of it. I'll likely be playing it regardless anyways, but fixed is a day one purchase, whereas OTS will probably make me wait on it until it's super cheap.
 

HStallion

Now what's the next step in your master plan?
That's all based on where in development they made the decision. If the remake was built with this style in mind from the beginning, then I don't see why that would be a concern.

Regardless, even if it is OTS, fixed, or whatever, ill be playing anyway.

They're fundamentally different styles of game. You can't do both without hobbling one another to make the styles work together. The original games were based around the idea you had limited controls, extreme camera angles, little ammo and so on. The latter games aside from 7 were not.

This isn't the best of both worlds scenario but gimping two different styles to make them both "work" in the same game.
 

kc44135

Member
I've said it before and I'll say it again: REmake 2 needs to have fixed camera angles. They are so important to everything in RE2, from the presentation and environmental storytelling, to the atmosphere, to the level and enemy designs, and even the core gameplay itself. There's no way you could remake RE2 with a different perspective, it just isn't possible. You could make an entirely different game with "RE2" slapped on the box, FF7 style, but it wouldn't be RE2.

Moreover, there hasn't been a classic style RE in over a decade, and the whole reason REmake 2 got greenlit is because of REmake's HD's success. The reason for it's success is because there is real demand for a fixed camera RE, and crucially, it shows there are still many RE fans who believe the classic style is still fun, rather than archaic and outdated, as some here have argued. Classic RE is unique, fun, and frightening, and it is most certainly not obsolete. It deserves a comeback.
 

Mister Wolf

Gold Member
First Person with VR support. Cant let that new game engine go to waste. I'm looking forward to seeing the actors they choose to play Leon, Claire, and Ada.
 

kc44135

Member
They're fundamentally different styles of game. You can't do both without hobbling one another to make the styles work together. The original games were based around the idea you had limited controls, extreme camera angles, little ammo and so on. The latter games aside from 7 were not.

This isn't the best of both worlds scenario but gimping two different styles to make them both "work" in the same game.

Completely agreed. Trying to offer a choice between two different styles of gameplay would not end well. People keep bringing up Lost in Ninghtmares, but have any of you actually tried to play it with fixed camera angles? It's completely broken, with a combat system that was not built around that perspective. If you had two perspectives in RE2, one would be great and the other would be jank city. The only way to make that work would be to design two separate games, which I sincerely doubt Capcom is willing to do.
 

Kneefoil

Member
I don't see how it could be anything other than fixed camera because the whole reason the project exists is because of the success of REmake HD. If they wanted to remake RE2 with different camera and controls, they could've done so regardless of how well REmake HD did, since they would then be different types of games.
 

Neiteio

Member
If they abandon the fixed camera angles, this will be the most tone-deaf response to fan demand, like, ever

Everyone who was asking for this remake was asking for it to be done like the RE1 remake

One would think Capcom knows this, especially after remastering RE1 and RE0 for current gen
 

Bergerac

Member
It determines the entire design philosophy of the game. Basically, will it be a remake of Resident Evil 2? Or total reimagining that's just has superficial similarities?

All the perspective does is simplify combat and give a visual identity.

The perspective does not determine item balancing. RE is a slow numbers game, most importantly. That is the catharsis of the game. It's the exact number of found items that can make life somewhat difficult for a new player and a cathartic power play for an experienced player.

That is what they need to get right before anything else.

RE7 has the exact same numbers game, with a first person perspective. So, how important is the perspective really?

Which is a byproduct of the perspective. RE2 can be speedrun, yes, but the initial run through you don't know where you're going, and that is a direct result of the perspective and has a direct influence on the pacing of the game.

It has nothing to do with the perspective, and everything to with progress being paused due to items, inventory and available resources. It is not a byproduct of the 'primary' of perspective at all.
 

Neiteio

Member
Fixed camera angles are not simply for "visual identity," although that's still an incredibly important thing, arguably part of the game's soul.

Fixed camera angles also limit your line of sight so that crossing from one area to the next is itself an act of bravery. Even walking down a hallway can be incredibly tense when the hallway has multiple camera changes.

You lose this with first-person or third-person where you can simply stare the hallway and see what's there.

People want a remake that's still RE2 at heart. Fixed camera angles are integral to this.
 

HStallion

Now what's the next step in your master plan?
All the perspective does is simplify combat and give a visual identity.

The perspective does not determine item balancing. RE is a slow numbers game, most importantly. That is the catharsis of the game. It's the exact of found items that can make life somewhat difficult for a new player and a cathartic power play for an experienced player.

That is what they need to get right before anything else.

RE7 has the exact same numbers game, with a first person perspective. So, how important is the perspective really?



It has nothing to do with the perspective, and everything to with progress being paused due to items, inventory and available resources.

The perspective effects the entire combat system for one as it removes the ability to fine tune shots that you can easily do with a first person or third person view.
 

Piers

Member
If they abandon the fixed camera angles, this will be the most tone-deaf response to fan demand, like, ever

Everyone who was asking for this remake was asking for it to be done like the RE1 remake

One would think Capcom knows this, especially after remastering RE1 and RE0 for current gen

Being aware is one thing but caring is another. This is the same company that spouted Leon's campaign in RE6 was "returning to horror roots".
I'd love static camera angles as much as the next GAF poster, but Capcom are likely going to be more worried about what the mass market thinks of that control scheme.
They'll probably have more clueless bitches to sit down and play old Resident Evil games, they'll look confused, and Execs will see that as a red flag.
 

AAK

Member
The perspective effects the entire combat system for one as it removes the ability to fine tune shots that you can easily do with a first person or third person view.

Fine tune? Before RE4 Resident Evil did Auto Aim. It's post RE4 where you got to fine tune and aim your shots.
 

HStallion

Now what's the next step in your master plan?
Fine tune? Before RE4 Resident Evil did Auto Aim. It's post RE4 where you got to fine tune and aim your shots.

Yeah that's exactly what I said. You can't aim in a very specific manner for many of the earlier games where as that was probably one of the biggest elements of the more action oriented RE games. In some of the fixed camera games the most you could do is aim in an enemies direction and tilt your gun up or down.
 
Fine tune? Before RE4 Resident Evil did Auto Aim. It's post RE4 where you got to fine tune and aim your shots.

Which is exactly what he's saying. You cannot fine tune your shots to get that headshot to do more damage (unless you wanted to risk aiming upwards and letting the enemy get too close for comfort).

It has nothing to do with the perspective, and everything to with progress being paused due to items, inventory and available resources.

Perspective definitely plays a role in the pacing. It's just that there are also other factors at play. You can't go sprinting everywhere your first times through Resident Evil 2 because the perspective limits what you can see. If you do, you'll end up sprinting right into enemies, with the potential consequence of dying and losing all your progress since your last savepoint.

Perspective is a huge part of the identity, but it's also much more than that, which is why so many diehards (like myself) see it as truly essential to capturing the spirit of RE2.
 
Fixed cameras on 3D environments that switch to over-the-shoulder when aiming, because aiming in the classics sucked.

Make it real, Capcpom.
 

HStallion

Now what's the next step in your master plan?
Fixed cameras on 3D environments that switch to over-the-shoulder when aiming, because aiming in the classics sucked.

Make it real. Capcpom.

That's exactly the point of the older style games. You aren't supposed to be a crack shot dead eye one man army.
 
Aiming in the classic games doesn't really suck as much as it's deliberatly based on luck. Simply hitting the enemy is the easiest thing in the world, but how much damage you actually do and if you score a critical hit all depends on the allmighty RNG. One zombie could take 3 hits to kill and on your very next playthrough that very same zombie could take over 10 bullets from the same gun. Combat in the old games isn't really meant as a test of skill (Unless you're doing something crazy like a knife only run.) but much rather is it just another part of the game's inventory and ressource management. And as such it was always a bit random to trip you up. Precise aiming is unnessecary for that kind of game.
 

HStallion

Now what's the next step in your master plan?
You're supposed to be a member of an elite anti-terrorism force that can't aim for shit?

I'm talking about you the player, not the character in the game. Hunk is part of Umbrellas special forces unit trained to face monsters and zombies and spends most of his time running around and past enemies.
 
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