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Resident Evil: Revelations demo hits May 14

Wow, aiming is much easier on the PS3. I wonder why it feels so stiff on the Wii U version. The default brightness is higher in the Wii U too (or it could be my set up I don't know) the brightness slider fixes that. Still getting it though because its 10 bucks cheaper with Miiverse, HUD and offscreen support.
 
I'm not sure what the heck this is supposed to mean. Revelations is one of the more impressive 3D titles on 3DS.

I was pretty unimpressed with it, even at the maximum depth; certainly, not impressed enough to choose it over the AA gain in 2D mode. I wasn't thrilled with Mercs 3D either in that regard.
 
It's fucking pathetic than a piece of kit that came out only last year is STILL getting bested by 7 year old hardware.

It's not so much the fault of the hardware, it's more that developers have used that 7 years to run rings round PS3/360, but they're still struggling to catch up with Wii U.
 
In the very first area you start in, did you s l o w l y pan the camera around? Right there you should see the judder. Like I said, it's non-existant in the PS3 version.

Yeah, it's as smooth as I could expect it to be. I noticed some odd dips when moving around the rest of the demo, but it wasn't any different from playing the 360 demo.

I think there's something up with the engine with regards to the media that it's saved to; it's too weird otherwise that there would be such differing opinions.
 
i can't tell if its my tv but jill and parker are almost dead silent when they talk and they both sound like they're in an echo chamber or something. the demo was short but okay, I'll be picking this up for wii u.
 
Some motion blur
rerev_demo2013-05-1412-36-39-87_zps93f63f16.png

rerev_demo2013-05-1412-41-46-43_zpsee7bda06.png

I get a better sense of the ship swaying with a big monitor in my face, especially during aiming.
 
Played infernal mode and made it through the first time around.

I did not expect the new enemy dropping down on me, lol/

So this thing is alive...
I walked slowly toward it at first, predicting so badly that it'll fall on me but nothing.
On the way back I even shotguned it to see if it reacts but nothing again.
 
tried pc version 1080 fxaa everything elese maxed out: 60 frames.
I gave a shot at inferno mode, for curiosity and my god, What's the point of putting an army of enemies, in a narrow corridor?
 
Tried the demo just now (360 version)

and is it just me or is the aiming .. off .. ? I can't seem to aim "fine". Only in broader movements, making head shots a bit of a pain.

Other then that, really like how clean the game looks, uprezzed and all. They definitely improved shit rather then simply rendering it at a higher resolution.

also why can i only carry 30 bullets at a time :-/
 
Just finished the demo. Looks and runs great on PS3. Graphics look cleaner than in 6, didn't see any jaggies or artifacts. Framerate is smooth.

Aiming feels weird, not bad, just weird. There's a certain floatiness to it, and the pistol has no recoil. Sometimes I felt my shots didn't hit where the crosshair was, too.

Enemies aren't as bullet-spongy as I expected, I don't like how they take damage inconsistently though. Sometimes they'll fall down after two headshots, sometimes they take five.

The Genesis seemed gimmicky. Having to scan the corner of a room to find some bullets instead of just finding the bullets felt more like padding.

Some of the spirit of the old RE seems to be there. Backtracking! Bad dialogue! Stuff so ridiculous you can't but laugh at! (seriously,
full size Chris dummy
?) I can't wait to play the whole thing.
 
Impressions:

Does not look as good as RE6 or RE5, obviously, i did not expect it to, but because the game is generally darker, you do not notice it as much.

The controls are odd, i played the U version at a friend's house and it seemed to stutter if you ever made sharp turns, sometimes if you ran too quickly into a room the game would halt a few times. Hopefully this is fixed for final U version. Maybe his console was busted but it seems to be the overall consensus

The PS3 version ran with no problems, i even tried to get it to stutter but to no avail.

As far as gameplay, i know people give RE6 a ton of shit, but if you get used to how flexible, fast and mobile you are in RE6, this will feel a bit archaic. Its sorta like RE5, but not really, hard to explain.

Still demo is great, day 1
 
One thing I did notice that I think most people may have missed: they did fix a rather egregious typo on one of the interactive objects that you come across. There's a body that you can look at in the area with the elevators that had one of the most boldy awful misuses of "it's/its" that I've seen in any game. It's unknown if they fixed any of the other ones (Capcpom worked overtime on the 3DS version), but fingers crossed!
 
my pc screen shoot
there is no more options for graphics sitting
my pc has i7 3630QM (2.4 GHz) and geforce 660m GTX with 2 GB , and 8 GB ram DDR3
so,i thought no not run the game on the highest AA
then,i turn on 60 FPS and FXAAQ3

i can't see any deference
and , in both mode ( variable FPS ) i had notice some frame drop when opining any door
even when i set the sittings in lowest
 
my pc screen shoot
there is no more options for graphics sitting
my pc has i7 3630QM (2.4 GHz) and geforce 660m GTX with 2 GB , and 8 GB ram DDR3
so,i thought no not run the game on the highest AA

then,i turn on 60 FPS and FXAAQ3


i can't see any deference
and , in both mode ( variable FPS ) i had notice some frame drop when opining any door
even when i set the sittings in lowest

The last screenshots are video btw, not ingame
 
my pc screen shoot
there is no more options for graphics sitting
my pc has i7 3630QM (2.4 GHz) and geforce 660m GTX with 2 GB , and 8 GB ram DDR3
so,i thought no not run the game on the highest AA

then,i turn on 60 FPS and FXAAQ3


i can't see any deference
and , in both mode ( variable FPS ) i had notice some frame drop when opining any door
even when i set the sittings in lowest

Weird; that was an issue with the 3DS version, and it didn't creep up in either the Wii U or 360 demos.

I'm starting to think that MT Framework Mobile is just really weird compared to the full engine.
 
i had notice some frame drop when opining any door
even when i set the sittings in lowest
Occurs for me too.

PC version seems to miss a few resolutions aswell, beyond 1920x1200.
And 16:10 resolutions gives me black bars on 16:10 monitor.

Good demo non the less. Would be nice with a fov slider as they did in Resident Evil 6.
 
Just played the demo on PS3 and while the IQ is a bit worse than the WiiU version, the controls/aiming feels totally fine to me here - strange.

Will dl the 360 version now.
 
Did the reticule bob up an down in the 3DS one when your on the boat? I just noticed, it's kinda weird because the charachter isn't moving just the curser.
 
The Genesis seemed gimmicky. Having to scan the corner of a room to find some bullets instead of just finding the bullets felt more like padding.

Some of the spirit of the old RE seems to be there. Backtracking! Bad dialogue! Stuff so ridiculous you can't but laugh at! (seriously,
full size Chris dummy
?) I can't wait to play the whole thing.
Scanning for bullets is very...
Especially when she's been picking up bullets since day one.

I agree that it's got some old RE spirit in there. I like it. I think I'll like it even more on PC instead of on PS3.

I hit an enemy with a headshot that I know shouldn't have hit, so something is slightly off there. Speaking of shooting, I know these aren't zombies but on infernal mode they get a bit bullet sponge-y. Enemies shouldn't be taking shotgun blasts to the face and legs without flinching.

Question: is there some degree of automation in the dodge mechanic? I got a bit strafey strafey stabby stabby with an enemy and Jill dodged on two occasions. That's holding R1, if it matters.
 
Scanning for bullets is very...

Especially when she's been picking up bullets since day one.

I agree that it's got some old RE spirit in there. I like it. I think I'll like it even more on PC instead of on PS3.

I hit an enemy with a headshot that I know shouldn't have hit, so something is slightly off there. Speaking of shooting, I know these aren't zombies but on infernal mode they get a bit bullet sponge-y. Enemies shouldn't be taking shotgun blasts to the face and legs without flinching.

Question: is there some degree of automation in the dodge mechanic? I got a bit strafey strafey stabby stabby with an enemy and Jill dodged on two occasions. That's holding R1, if it matters.

The dodge mechanic is weird; you basically figure out the direction of what the attack calls for and you dodge, aiming or walking around as normal.
 
Movement feels very weird...

And holy shit at Infernal difficulty. Going into the side door right at the start is a gangbang of enemies, lol.
 
Well that was disappointing... aiming on the analog feels awful. Very prominent deadzone/acceleration issues and no options to adjust them. It's the core of the game and it feels like shit.

Also, "shooter" control scheme was poorly implemented. Seems tacked on and not well realized. "Classic" controls are much better and sync very well with the game's animation (unlike the shooter scheme) but it takes away strafe and move+aim altogether, which seems too much to give back for some smoother animation.
 
I've played the demo on my Wii U and Steam now. The Wii U version is fine. If I somehow ended up with it, I'd be perfectly happy playing through it on the Wii U. The graphics look fine, frame rate seems pretty solid around 30fps, and the gamepad perks are nice.

That said, I think the Steam version is superior. I played in 1080p on my TV with a 360 controller with the graphics maxed out, including AA. The graphics are noticeably better than the Wii U version. The frame rate was solid and smooth. And the controls felt a little tighter than on the Wii U, though aiming still feels off.

The Wii U gamepad perks would be nice to have, but I'd take the Steam version.
 
Well that was disappointing... aiming on the analog feels awful. Very prominent deadzone/acceleration issues and no options to adjust them. It's the core of the game and it feels like shit.

Gamepad on PC also felt off. The controls are way much tighter on the 3DS.
 
Just put together a comparison video between the Xbox 360 and Wii U versions, with some 3DS footage thrown in for good measure:

http://www.youtube.com/watch?feature=player_embedded&v=OaeK3aEqoXU

That's the stuttering that everyone's been talking about with the Wii U version? Yeah, that's definitely not happening for me at all. That is really, really, really bad, though; I'd call it unplayable, really, but that's just me.

Also, that 3DS footage makes me really, really, really happy that they did new models for the enemies, because they look so bad in the original.
 
i tried the demo again on very low sittings
the movements is very weird,
its like jill is vibrating or something , when i rise the sitting bit higher, the problem gone
even in very low sittings i had that frame drop when opining the doors , or sometimes shooting
 
Played the demo on my pc.

its nice with smooth 60fps and the graphics are fine for me.

But the aim is really really wierd.

feels off in some way.
 
Movement feels very weird...

And holy shit at Infernal difficulty. Going into the side door right at the start is a gangbang of enemies, lol.

It's an animation issue (with "shooter" controls)... everything is rigid, there's little to no blending... just poorly implemented all the way around.

She turns her entire body just to look left or right, instead of having some play in the waist/torso, it's just too rigid and makes the game feel really weird.

Usually in a TPS game with FPS controls, you allow the torso/head a little play to rotate left or right with the camera, and at a certain point/threshold the rest of the body will follow. They just spin her in place here, and it feels quite cheap and underdeveloped.
 
The judder is not present in the pc version, it runs at a locked 60fps maxed out. Huge difference. I'm really starting to wonder why Capcom is running into that problem with the wii u version. That console should not have any problems running this game at 30 fps locked, the game mainly consists of tight corridors so it's not like console can't handle it. No console should even break a sweat with this game, period. Are the ps360 ports judder free?
 
the dead zone and eight way aiming is such a bizarre change. aiming was properly analogue in the 3DS version. I fired it up to check just earlier today.
 
Anyone played more than one version and gave comparison impressions?

I'm mainly curious about PS3 vs Wii U vs PC

PC and WiiU version. Outside of control differences (not a fan of the mouse aiming here) and the higher framerate I got on my Laptop, the WiiU version is great.

Unlike others I didn't have a single instance of stuttering or any kind of that stuff. Don't know why it doesn't affect me, but in all 7 demo runs so far I've not encountered any of it. (weird)

Aiming is stiff, and it seems like they simply slapped the acceleration and deadzone of a 360 controller on the WiiU and called it a day. Hopefully this gets fixed until release and they add some features like gyro aiming.
 
The judder is not present in the pc version, it runs at a locked 60fps maxed out. Huge difference. I'm really starting to wonder why Capcom is running into that problem with the wii u version. That console should not have any problems running this game at 30 fps locked, the game mainly consists of tight corridors so it's not like console can't handle it. No console should even break a sweat with this game, period. Are the ps360 ports judder free?

360 version had some minor frame drops here and there, but that was my experience with the Wii U demo, as well.

Something is definitely up with this engine on the Wii U for there to be such extreme differences. I'm thinking it's something to do with where the game is being saved to, media-wise, but I'm not speaking from a point of authority on that subject.
 
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