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Resident Evil 0 HD Remaster sold approximately 800,000 copies

I never really understood this criticism. Um, yes? Resident Evil has ALWAYS had big, giant versions of creepy things.

Sure, it's not like RE1 which had such classics as giant snake:


Giant spider:


Giant shark:


Giant... plant:


Or who could forget the classic Resident Evil 2 with its giant alligator:


Or Resident Evil 3's epic giant earthworms:


Well, it's at least not something like a weird zombie elephant right?


Okay, okay. So what about Resident Evil 4? That game didn't have any giant-sized versions of normally small things, right?


... Yeah, I really don't understand the complaints about Resident Evil Zero's enemies being "unimaginative". They were exactly the type of enemies I would expect a Resident Evil game to have... though even I wouldn't have thought of mutant singing leech queen guy.

The set piece of running from the giant statue of a squeaky midget Napoleon is way more creative and interesting than any of the things in RE0 and the others you mentioned.

Anyway, the difference is that RE0's bosses and enemies weighed more heavily towards mutant animals. Outbreak was the only title that had more mutated animals than 0.
 
I never really understood this criticism. Um, yes? Resident Evil has ALWAYS had big, giant versions of creepy things.

Sure, it's not like RE1 which had such classics as giant snake:


Giant spider:


Giant shark:


Giant... plant:


Or who could forget the classic Resident Evil 2 with its giant alligator:


Or Resident Evil 3's epic giant earthworms:


Well, it's at least not something like a weird zombie elephant right?


Okay, okay. So what about Resident Evil 4? That game didn't have any giant-sized versions of normally small things, right?


... Yeah, I really don't understand the complaints about Resident Evil Zero's enemies being "unimaginative". They were exactly in line with the type of enemies I would expect a Resident Evil game to have... though even I wouldn't have thought of mutant singing leech queen guy.
i think its mostly the giant scorpion that turns peope off
 
I never really understood this criticism. Um, yes? Resident Evil has ALWAYS had big, giant versions of creepy things.

Sure, it's not like RE1 which had such classics as giant snake:


Giant spider:


Giant shark:


Giant... plant:


Or who could forget the classic Resident Evil 2 with its giant alligator:


Or Resident Evil 3's epic giant earthworms:


Well, it's at least not something like a weird zombie elephant right?


Okay, okay. So what about Resident Evil 4? That game didn't have any giant-sized versions of normally small things, right?


... Yeah, I really don't understand the complaints about Resident Evil Zero's enemies being "unimaginative". They were exactly in line with the type of enemies I would expect a Resident Evil game to have... though even I wouldn't have thought of mutant singing leech queen guy.

For RE1, Snakes, Sharks, and Spiders are all common fears, so at least that made some sense.
 
Hopefully 2 performs well and we get 3 remade.

Kind of funny. Some people assumed there was no market for these games. I'd like to see Tomb Raider remade - but with the original tank controls, not like Anniversary. I'm sure theres an audience like me out there that really wants it.
 
i think its mostly the giant scorpion that turns peope off
For RE1, Snakes, Sharks, and Spiders are all common fears, so at least that made some sense.

Man, I think scorpions are MUCH worse than spiders.
scorpion4.jpg

Scorpions are like the next evolution of spiders. They're like spiders with armor, claws, and poison spears.
 
It's also impressive that it did 800k in less than 4 months. I expect it to have done 1m or more when the next quarterly report releases.

And hopefully Revelations 2 surpasses 2 million. The main series will probably remain casual-party-action-game, but I think classic RE feels are now secured for certain side branches going forward.
 
I'm going to get to the real heart of what I think the problem people have with 0's bosses is, they all come out of left field entirely and play no significant role in adding to the game's overall atmosphere/story. And the actual fights are not very interesting. Let's compare it with just REmake for the time being.

In REmake many of the bosses have some type of buildup or something larger attached to them than a simple fight. Before players can ever fight Yawn they see Richard injured by it, and have a small 'sidequest' attached wherein they have to get serum. Seeing this sort of thing beforehand adds tension when the player is finally able to move into the Yawn room. They know that it's waiting for them even if they haven't seen it yet, they know there's a danger of poison. Most of the bosses in REmake have this, some type of build up, either in the form of files one can read, or some attachment to the story or other characters. The only boss that is really guilty of coming out of nowhere is Black Tiger, the giant spider, and most people criticize that boss heavily. In contrast many of the bosses in Zero are guilty of this, they appear, you fight them, and then they're gone with nary a mention.

Another thing, you can avoid fighting just about all of the bosses in REmake directly. In the case of Yawn you can simply grab the key item and escape. You can avoid Neptune and then electrocute it later on. You can cut the spider webs in Black Tiger's room and run away from it. You can make V-jolt in order to weaken Plant 42. In Zero, in most cases, you're locked into the boss encounter and your only option is to shoot it until it dies. Classic Resident Evil's strong suit is not in its combat, it's in testing the player's preparedness and their efficiency at planning routes, so these kind of fights in which you have to bash your face against the boss aren't really playing to the strengths of the series (at the time).

Some good additional points I didn't touch upon. That was a good analysis of the mechanics behind the boss fights and why the other games tend to make the encounters more interesting with additional factors beyond just the boss attacking. I like Zero as well despite these problems, even if I think it's in the lower rung of Resident Evil games.
 
Scorpions are like the next evolution of spiders. They're like spiders with armor, claws, and poison spears.

Scorpions are older than spiders.

And hopefully Revelations 2 surpasses 2 million. The main series will probably remain casual-party-action-game, but I think classic RE feels are now secured for certain side branches going forward.

It'll probably have done that by the end of the year. Soon there'll be no mainline RE title that has sold less than 2m.
 
I never really understood this criticism. Um, yes? Resident Evil has ALWAYS had big, giant versions of creepy things.

Sure, it's not like RE1 which had such classics as giant snake:


Giant spider:


Giant shark:


Giant... plant:


Or who could forget the classic Resident Evil 2 with its giant alligator:


Or Resident Evil 3's epic giant earthworms:


Well, it's at least not something like a weird zombie elephant right?


Okay, okay. So what about Resident Evil 4? That game didn't have any giant-sized versions of normally small things, right?


... Yeah, I really don't understand the complaints about Resident Evil Zero's enemies being "unimaginative". They were exactly in line with the type of enemies I would expect a Resident Evil game to have... though even I wouldn't have thought of mutant singing leech queen guy.


Resident Evil Zero's problem I think is less that the enemies are mostly giant animals, and more it just... Doesn't do anything interesting with all of them.

With a few exceptions (like the Leechmen in particular), most of the enemies in Zero just don't do anything interesting. The first three bosses in Zero all have boring monotonous battles (Scorpion walks a few paces, does a long animation, and then lunges. The Centipede literally just runs a track in a loop, it doesn't even go after you unless you're in its way. The bat flies around and may pick you up and calls many bat enemies), and the rest of the enemies are kind of just... There. They don't have very interesting behaviors, and there's nothing to really make them stand-out. There's notably no interesting twist on zombies in RE0, with the exception of the one that comes out of the freezer. REmake/RE2/RE3 have a number of fun twists on the basic zombie enemy through their courses.

To use the examples you named, each of those are giant animals, but have fun tiwsts and limits to how they're used:

-The Giant Snake is built up with the character of Richard, and can poison you, the first enemy who can do as such. It follows you in a creepy attic location, slithers away on defeat, and will suddenly appear and chase from behind you in its second encountered in what looks like a normal hallway before your battle with it.

-The Giant Spider in Remake (I'm talking about the boss one since it's pictured, and there's giant spiders in literally all the classic main RE games) has an arena with smaller spiders on the wall, the game introduces the flamethrower right before this for use, and you can skip the battle/make things more frantic by trying to snip away with the knife (or flamethrower) the webs blocking the door out of there.

-The Giant Shark appears in only one room in REmake/RE1. In REmake, there's smaller sharks who attack you, but there is a giant shark who will come at you with a Jaws-like theme who can eat you in one gulp and lunges from the watery depths, super sized to you, and you can faintly see in the murkey depths as it comes for you. With this, once you've drained the Aqua Ring, you have to go by its giant carcass, and then get trapped in a corner as it comes back alive.

-Plant 42 is built up with a number of rooms and overgrowing weeds before you ever encounter it. You can beat the boss by a puzzle involving mixing chemicals, which gives you options instead of just fighting, but its fight also has unique patterns which leaves you to having to avoid all the acid going everywhere in the match.

-The Giant Alligator slowly closes in on you in an enclosed location where you either have to unload on it, use the explosives to the side craftily, or get eaten. It mainly plays on the tight corridor and limited time aspects.

-The Earthworm has a few moments you encounter it, including one where you have to press switches while it burrows after you, though the battle against it is kind of eh later in the graveyard.

-The giant statue of Salazar is hilarious.

It's my opinion that while people complain about what the enemies in RE0 are for being oversized animals since it's easier to pick out, the ACTUAL reasoning most may not know how to word well is that the encounter design with the enemies in Zero, with a few exceptions, is kind of boring and lacks the same presence seen in other games, variety, or creativity.

And I say this as someone who actually likes Zero decently. I like the locations in general, think it has pretty decent puzzles (and some of the better ones in the series), and like Rebecca/Billy.
 
I'm going to get to the real heart of what I think the problem people have with 0's bosses is, they all come out of left field entirely and play no significant role in adding to the game's overall atmosphere/story. And the actual fights are not very interesting. Let's compare it with just REmake for the time being.

In REmake many of the bosses have some type of buildup or something larger attached to them than a simple fight. Before players can ever fight Yawn they see Richard injured by it, and have a small 'sidequest' attached wherein they have to get serum. Seeing this sort of thing beforehand adds tension when the player is finally able to move into the Yawn room. They know that it's waiting for them even if they haven't seen it yet, they know there's a danger of poison. Most of the bosses in REmake have this, some type of build up, either in the form of files one can read, or some attachment to the story or other characters. The only boss that is really guilty of coming out of nowhere is Black Tiger, the giant spider, and most people criticize that boss heavily. In contrast many of the bosses in Zero are guilty of this, they appear, you fight them, and then they're gone with nary a mention.

Another thing, you can avoid fighting just about all of the bosses in REmake directly. In the case of Yawn you can simply grab the key item and escape. You can avoid Neptune and then electrocute it later on. You can cut the spider webs in Black Tiger's room and run away from it. You can make V-jolt in order to weaken Plant 42. In Zero, in most cases, you're locked into the boss encounter and your only option is to shoot it until it dies. Classic Resident Evil's strong suit is not in its combat, it's in testing the player's preparedness and their efficiency at planning routes, so these kind of fights in which you have to bash your face against the boss aren't really playing to the strengths of the series (at the time).

Oh, I agree in execution... the complaint was more with design.

It doesn't touch on the others either, like the random gator in the sewers in RE2, or the not-really-intimidating earthworms from RE3. Even RE5 recycles the giant mutant bat idea. Almost none of them had any significant build-up or suspenseful tension prior to their fights.

Scorpions are older than spiders.

They're really just two peas in a pod. Now make them fight.
 
Calling a remaster of a mainlIne game in a flagship franchise not pushing 1 million "good" is probably pushing it.

It's good sales. Keep in mind this is digital only and doesn't include sales of the physical Resident Evil Origins Collection, which bundled REmake and Zero HD (and launched alongside Zero HD). REmake selling one million in its first month broke records as an example, and the port's budget was allocated so that it didn't need to sell as many copies to turn over a profit. Add to that that this remaster of Zero can be ported onto future platforms easily enough, that Zero is one of the roughest received entries in the main series which was originally one of the lowest selling entries in the series anyways back when it first launched, and well-placed budgeting and sales expectations, and there's obvious reason to understand why the sales are good.

I think your problem is you're trying to use a universal scale here, when it doesn't work that way in any sort of business or targeted demographic. Zero's HD port wasn't made to be Capcom's multi-million seller. The title they're probably banking on in regard's to what you described would be their work on REmake 2, which takes a considerable higher budget and is being made to a considerably higher demand.
 
Calling a remaster of a mainlIne game in a flagship franchise not pushing 1 million "good" is probably pushing it.

A remaster of a decade-old game with a mix reception selling digital for 800,000 is EXTREMELY good for what it is. Capcom is hardly disappointed by this; they're quite happy with this result.
 
It's good sales. Keep in mind this is digital only and doesn't include sales of the physical Resident Evil Origins Collection, which bundled REmake and Zero HD (and launched alongside Zero HD). REmake selling one million in its first month broke records as an example, and the port's budget was allocated so that it didn't need to sell as many copies to turn over a profit. Add to that that this remaster of Zero can be ported onto future platforms easily enough, that Zero is one of the roughest received entries in the main series which was originally one of the lowest selling entries in the series anyways back when it first launched, and well-placed budgeting and sales expectations, and there's obvious reason to understand why the sales are good.

I think your problem is you're trying to use a universal scale here, when it doesn't work that way in any sort of business or targeted demographic. Zero's HD port wasn't made to be Capcom's multi-million seller. The title they're probably banking on in regard's to what you described would be their work on REmake 2, which takes a considerable higher budget and is being made to a considerably higher demand.

Speaking of REmake 2, I'm still betting it'll be a budget title of sorts though. I could easily see a decent budget RE2make in the bein of REmake and 0 done on a modest budget and sold for $40.

But who knows, until we see what their plans are for that game, it's all just guesses.
 
I really liked RE 0 so I'm glad to hear this. Even people who hate it should be happy because it might make Capcom think twice about the RE series.

I mean, unless you're one of those people who love where the series has gone with RE5 and 6.
 
I don't know where all the hate for RE0 comes from. I thought it was a solid Resident Evil title. Was it as good as RE1? No, but it was still very good and did the Co-Op partner right unlike RE5 & 6.
 
Calling a remaster of a mainlIne game in a flagship franchise not pushing 1 million "good" is probably pushing it.

Everything is relative. Capcom is happy with the sales. RE0 sold less than half back in the day. 800k is very good for a remaster, especially for a game that didn't review well originally.

Speaking of REmake 2, I'm still betting it'll be a budget title of sorts though. I could easily see a decent budget RE2make in the bein of REmake and 0 done on a modest budget and sold for $40.

But who knows, until we see what their plans are for that game, it's all just guesses.

I would be surprised if RE2make wasn't a full-priced release.
 
Speaking of REmake 2, I'm still betting it'll be a budget title of sorts though. I could easily see a decent budget RE2make in the bein of REmake and 0 done on a modest budget and sold for $40.

But who knows, until we see what their plans are for that game, it's all just guesses.

I'm not as concerned with the consumer price point as I am with Capcom's sales targets. High numbers suggest modern gameplay, while modest targets imply a niche title with (hopefully) REmake-style gameplay and presentation.

EDIT:

translation: "I haven't given this much thought, and I really don't understand the subject, but here's my assessment!"
 
Speaking of REmake 2, I'm still betting it'll be a budget title of sorts though. I could easily see a decent budget RE2make in the bein of REmake and 0 done on a modest budget and sold for $40.

But who knows, until we see what their plans are for that game, it's all just guesses.

I think it will be too, of note the old-school survival-horror game wasn't something one needed a mega-budget to make in the past anyways, which is why there were so many clones back in the day even by small studios. Of course, to the caliber and quality of REmake is a bit more expensive that the run-of-the-mill survival-horror clone back in the day, but to make such a game certainly hasn't gotten more expensive or harder to do. I imagine the game may have about the same budget, or probably even less of whatever budget they used to develop the Revelations games.

While this project will probably be more expensive than remastering Resident Evil REmake and Zero into HD, or the PS4/Xbox One ports of RE4/RE5/RE6, it probably will still be budgeted accordingly, and to be honest it doesn't need a huge budget to be done, that'd just be managing the money badly.
 
Impressive result for a very decent slice of Resident Evil. It has some great locations, an interesting emphasis on environment/character puzzles, and the partner system in general works much better than it gets credit for. It's actually a very bold game for the franchise design-wise, and it's really only let down by the uninteresting enemies and a bland prequel story nobody asked for which actually sabotages the lore more than it enhances it.

Personally I think it's a much better game than RE3, but not quite as good as RECV.

I imagine the game may have about the same budget, or probably even less of whatever budget they used to develop the Revelations games.

It's likely it would cost more to make something of the REmake's visual calibre today than both the Revelations titles put together.

I think it'll be a slightly bigger budgeted title myself, if nowhere close to the league of RE4, 5 or 6, based purely on the range of sales it'll be able to achieve with RE2make, which I'd say will be in the Devil May Cry range.
 
Uh RE6 has great partner AI.

I don't mean AI, I mean the way it's setup. RE5 & 6 always forces a partner with you and I hated that. There are many points in RE0 where you don't have a partner and sometimes you get split up and have to solve puzzles between Rebecca and Billy.
 
I bought it, started it, and then I remembered why I didn't finish the original version.

It just sucks bad after the train.

On to the topic, 800k is a good number for a remake. I have high expectations for RE2 remake.
 
Well, not EVERY game can have the African zombie savages in grass skirts chucking spears at us, right?
Resident-Evil-5-Wetlands-Majini.jpg
Did you not know? The game was set in Africa. What are they supposed to wear, shirts?

For RE1, Snakes, Sharks, and Spiders are all common fears, so at least that made some sense.
I too am afraid of plants. Unlike those wimpy giant centipedes. Booooring. A giant frog is also super terrifying.
 
Impressive result for a very decent slice of Resident Evil. It has some great locations, an interesting emphasis on environment/character puzzles, and the partner system in general works much better than it gets credit for. It's actually a very bold game for the franchise design-wise, and it's really only let down by the uninteresting enemies and a bland prequel story nobody asked for which actually sabotages the lore more than it enhances it.

Personally I think it's a much better game than RE3, but not quite as good as RECV.



It's likely it would cost more to make something of the REmake's visual calibre today than both the Revelations titles put together.

I think it'll be a slightly bigger budgeted title myself, if nowhere close to the league of RE4, 5 or 6, based purely on the range of sales it'll be able to achieve with RE2make, which I'd say will be in the Devil May Cry range.

Visual caliber, yes. But mechanically and scope wise, it's smaller. Revelations 2 prison alone is about half the size of RPD Police Station, as a random example. And REmake 2 doesn't need to concern itself with Revelations 2 stealth mechanics, partner AI, two different gameplay mechanic and skill set stuff, etc. So I think it'll end up being similarly funded, which is fine. The budget just will be put into different places. Though that's just some thoughts, I could be completely off the mark. I do think it won't be a huge budget affair for them, though.

It will be bigger budgeted than the Remasters for REmake and Zero HD obviously, and keep in mind a number of those rooms were recreated for the HD versions in both cases, as well as all the character/enemy models.

Of course, all I write is with the assumption than the REmake of 2 will be like the REmake of RE1, which I hope and believe is true, but we shall see.
 
I don't know where all the hate for RE0 comes from. I thought it was a solid Resident Evil title. Was it as good as RE1? No, but it was still very good and did the Co-Op partner right unlike RE5 & 6.

I really liked RE0 BUT:

Item Management was horrible
The Story was even more stupid then usual (at least it was better than in RE4)
I barely hate anything more than forced Co-Op
People were fed up with the series
 
I hope RE2 remake stays true to the original. Leave the action oriented gameplay to the newer games.

Playing Until Dawn recently I was constantly thinking how cool a RE game would be with those graphics and the old gameplay.
 
Visual caliber, yes. But mechanically and scope wise, it's smaller. Revelations 2 prison alone is about half the size of RPD Police Station, as a random example.

Well, if they're going to redesign as much of the game as they did with REmake, it's going to require a ton of work, since the classic RE titles are much more complex structurally speaking than the Revelations games. and according to Kobayashi, straight up visual asset creation is the most time-consuming, expensive, and challenging element of RE these days, again assuming they want to make a game as good-looking as REmake (and hopefully they do both).
 
CAPCOM PLEASE GIVE US A FAITHFUL RE2MAKE!

REmake HD and frigging RE0 HD (arguably the worst game in the classic series) sold extremely well. There's clearly some sort of market for fixed camera angle survival horror.
 
This is great news that RE0 sold well!

It's heart warming to see old school RE love in these days. Hopefully REmake 2 will keep the soul of the OG game like REmake did.
 
Hey man I still like 0 and it's better than CVX imo.

Agree on those two being the worst in the original series but no way is Zero better than CV. CV is a bland, boring game, Zero is just a poor RE.

Good to see these sales though. It's a really good sign for the revival of the old school gameplay, not too far from outselling the original release. Please don't fuck up RE2make.
 
I'm honestly shocked that it sold that well. A 15 year old game that wasn't too well received initially sells 800,000? RE brand name is crazy.

Props to Capcom for not having unrealistic expectations as well.

I wasn't very widely available, and it's a very nice version of the game even if it's not a great RE game.

No, it was seen as a disappointment at the time for reasons that shouldn't exist anymore. People were expecting a Bravo team story, we've known for 14 years it isn't, at the time it was the 3rd game in a row with a mansion, and the 4th RE game to have one out of 6 RE games, people were bored of mansions.

The mansion is the least of it's problems. The forced AI co-op and item system is pretty tedious, the bosses are almost all pretty bland giant animal/bugs, there's little story and what story is there is weak.
 
Man, I think scorpions are MUCH worse than spiders.


Scorpions are like the next evolution of spiders. They're like spiders with armor, claws, and poison spears.

Yeah, but I'd guess that more people are afraid of spiders vs scorpions. They're a lot more common.

Like anything in Resident Evil makes sense

I mean, I have no idea what the reasoning is for having them in the game itself is. I only have passing interest in the Resident Evil series. But they are common fears people have, so I can see why they are in there.
 
It was all those costumes for Rebecca that did it.

Seriously though, I didn't realise it was considered the worst RE title until I came to GAF
(always thought that was CV - that Tyrant on a plane fight...)
. I enjoyed my time with it, even if there was a mansion/lab rehash within it.

I was surprised myself, I knew people hated the inventory system and all, but I thought it was more like mid-tier for most people with Code Veronica being the lower. But then again, I think RE3 is complete shit, so obviously I'm not in the majority since people like that game for some reason.
 
The difference between 0 and other games in terms of giant enemy design is that the other titles based their selections on commonly feared creatures or modified their designs to be more grotesque and imposing.

In 0 they were considering a giant chicken. Scorpions and centipedes simply aren't scary. CV's Gulp Worm isn't very good either. The giant designs simply got lazy and uninspired.
 
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