I believe so, PAL regions didn't get the "Directors Cut Dual Shock" version, it was just "Directors Cut"... though I can't recall if it came with dual shock out of the box (due to the PAL release being post-DS)
With regards to the Dual Shock version of Bio1, I seriously have no idea what went through the producer's mind with regards to the BGM replacement. My suspicion is that since the composer was a celebrity, they pretty much wanted to do it for publicity.
I might be an outlier here, but for me the inability of Code Veronica to achieve a strong atmosphere like the 2 and 3 combined with the "john woo" stuff gives it a sort of action game feel, even when it's one of the most punishing games when it comes to resources ... outside of the effectiveness of the knife.
I acknowledge CV's a flawed game but I adore so much about it.
Beyond having what I consider the most personality for a RE girl, due toAlyson Court being the sole voice actor to consistently play her character, I've always been more attached to Claire than the others so her starring in anything is always a plus for me. The lack of a similar continuity for the VA annoys me the most in this series.
So when you add in Rockford Island, the prison setting, the music, the first fully 3D game making it -- at the time -- a fully fresh experience, it all goes towards making it a personal favourite.
Has different music than the western Director's Cut. At the very least, it's different in the main hall when Wesker disappears and plays what sounds like a prototype to one of the REmake tracks. I'm not sure what else changed, but let's see what happens when I get to the farting basement.
I acknowledge CV's a flawed game but I adore so much about it.
Beyond having what I consider the most personality for a RE girl, due toAlyson Court being the sole voice actor to consistently play her character, I've always been more attached to Claire than the others so her starring in anything is always a plus for me. The lack of a similar continuity for the VA annoys me the most in this series.
So when you add in Rockford Island, the prison setting, the music, the first fully 3D game making it -- at the time -- a fully fresh experience, it all goes towards making it a personal favourite.
Court is probably one of the most talented VAs in the series. In fact, the best VA work in the series tends to be for female characters (RE2 Ada - not sure if this changed, Claire, Anette, RE3 Jill ...). Maybe this is just me and it's honestly cheesy, but I also like Chief Irons.
"Nobody's gonna leave my town!."
Code Veronica is fun for me for the same reason that people hate it. It's fairly large, or at least it feels large. Perhaps this is partly due to the fact that you backtrack greater distances, though.
I might be an outlier here, but for me the inability of Code Veronica to achieve a strong atmosphere like the 2 and 3 combined with the "john woo" stuff gives it a sort of action game feel, even when it's one of the most punishing games when it comes to resources ... outside of the effectiveness of the knife.
A huge amount of that actually comes down to the Tyrant fight on the plane honestly. It frequently drains people of a lot of their resources and can actually be unbeatable if you're severely injured (just like the stuff with Steve chasing you). But (at least in the case of the Tyrant fight) it doesn't have to be that way - the fight's mechanics are weird and people often blow all their resources on it without actually needing to.
Something has been bothering me and I've finally satisfied my curiosity. And my suspicion was right. This version of Resident Evil:
Has different music than the western Director's Cut. At the very least, it's different in the main hall when Wesker disappears and plays what sounds like a prototype to one of the REmake tracks. I'm not sure what else changed, but let's see what happens when I get to the farting basement.
You're mistaken. Both the Japanese and Western Director's cuts have the same music as the original releases. The Director's cut with the "farting basement" is the Dual Shock ver. There was a Director's Cut release in the west prior to the version that had the original music.
The only piece of music that was altered in that version of Biohazard director's cut was the original staff roll song 'yume de owarasenai' being changed to the international version's 'still dawn.'
A huge amount of that actually comes down to the Tyrant fight on the plane honestly. It frequently drains people of a lot of their resources and can actually be unbeatable if you're severely injured (just like the stuff with Steve chasing you). But (at least in the case of the Tyrant fight) it doesn't have to be that way - the fight's mechanics are weird and people often blow all their resources on it without actually needing to.
A huge amount of that actually comes down to the Tyrant fight on the plane honestly. It frequently drains people of a lot of their resources and can actually be unbeatable if you're severely injured (just like the stuff with Steve chasing you). But (at least in the case of the Tyrant fight) it doesn't have to be that way - the fight's mechanics are weird and people often blow all their resources on it without actually needing to.
I'm such a stingy fuck in the older Resident Evil's that I had no problems with the Tyrant(so many herbs and ammo). It actually benefited me in that game.
A huge amount of that actually comes down to the Tyrant fight on the plane honestly. It frequently drains people of a lot of their resources and can actually be unbeatable if you're severely injured (just like the stuff with Steve chasing you). But (at least in the case of the Tyrant fight) it doesn't have to be that way - the fight's mechanics are weird and people often blow all their resources on it without actually needing to.
You're mistaken. Both the Japanese and Western Director's cuts have the same music as the original releases. The version with the "farting basement" is the Dual Shock ver. There was a Director's Cut release in the west prior to the DS ver that had the new music.
The only piece of music that was changed in that version of Biohazard director's cut was the original staff roll song 'yume de owarasenai' to the international version's 'still dawn.'
The "Dual Shock" ver. is a prior version and there's a later version that says "Director's Cut." The former includes 1.5 video material and the latter a demo of BH2. I think I also have a copy of the very first version of Biohazard somewhere, which I might test later.
Anyways, I've just tested the PSN copy of the Director's Cut and the above white cover copy titled BH Director's Cut and they have different music when it becomes apparent that Wesker is missing. When I first played this white cover version it surprised me for this reason.
I hope you didn't catch me before my edit, sorry if you did.
Something has been bothering me and I've finally satisfied my curiosity. And my suspicion was right. This version of Resident Evil:
Has different music than the western Director's Cut. At the very least, it's different in the main hall when Wesker disappears and plays what sounds like a prototype to one of the REmake tracks. I'm not sure what else changed, but let's see what happens when I get to the farting basement.
Court is probably one of the most talented VAs in the series. In fact, the best VA work in the series tends to be for female characters (RE2 Ada - not sure if this changed, Claire, Anette, RE3 Jill ...). Maybe this is just me and it's honestly cheesy, but I also like Chief Irons.
"Nobody's gonna leave my town!."
Code Veronica is fun for me for the same reason that people hate it. It's fairly large, or at least it feels large. Perhaps this is partly due to the fact that you backtrack greater distances, though.
as you mention, the scale of CV has always been a big part of the appeal for me too. It *feels* bigger and is longer than the rest (perhaps annoyingly so for some) in a series of generally short games so it gets some points for me there regardless of the mechanics bring kinda not great.
The "Dual Shock" ver. is a prior version to the version that says "Director's Cut." The former includes 1.5 video material and the latter a demo of RE2. I think I also have a copy of the very first version of Biohazard somewhere, which I might test later.
Anyways, I've just tested the PSN copy of the Director's Cut and the above white cover copy titled BH Director's Cut and they have different music when it becomes apparent that Wesker is missing. When I first played this white cover version it surprised me for this reason.
I mixed up the wording there. I meant to say there were 3 versions of Biohazard in both Japan and America. That "white cover" version is the regular Director's Cut and the second release, America got this too. The dual shock version was the third to be released in both regions and has the new (awful) music. What you're hearing in the Director's Cut are the original compositions, with the exception of yume de owarasenai.
I mixed up the wording there. I meant to say there were 3 versions of RE in both Japan and America. That "white cover" version is the regular Director's Cut and the second release, America got this too. The dual shock version was the third to be released in both regions and has the new (awful) music. What you're hearing in the Director's Cut are the original compositions.
I'm a little confused. There are three versions of BH1 in Japan as far as I know.
1. The Bleeding Eye original ver.
2. The "Dualshock" ver. that includes video material of the scrapped 1.5 prototype.
3. The "Director's Cut" ver. which includes a demo of the official release BH2, making it the most recent version of the game.
It can't be the second release, given what it's paired with.
Edit: Oh god, you're right. This is the original version of the track (after testing the copy I have of the original game). Is it possible that they replaced the soundtrack in the "Dual Shock" release with the awful ver., and then changed it back in the Japanese "Director's Cut" white release?
Google tells me that the original director's cut here had the original music too. It wasn't until the dual shock version that the fart music made its debut.
I'm a little confused. There are three versions of BH1 in Japan as far as I know.
1. The Bleeding Eye original ver.
2. The "Dualshock" ver. that includes video material of the scrapped 1.5 prototype.
3. The "Director's Cut" ver. which includes a demo of the official release BH2, making it the most recent version of the game.
It can't be the second release, given what it's paired with.
The version with the BH2 demo did come before the version with the 1.5 material. The dual shock version was a final cash-in attempt and the 1.5 info + new music was to entice people to buy yet another version.
The version with the BH2 demo did come before the version with the 1.5 material. The dual shock version was a final cash-in attempt and the 1.5 info + new music was to entice people to buy yet another version.
With regards to the Dual Shock version of Bio1, I seriously have no idea what went through the producer's mind with regards to the BGM replacement. My suspicion is that since the composer was a celebrity, they pretty much wanted to do it for publicity.
I feel like to just change the difficulty is not enough to make players to feel fresh, we anted to change as much as we could. But, one thing, I couldn't change the Music... That was only thing I feel like I still have an unfinished job.
It doesn't really "try" to explain Wesker's virus though... its nature was decided back in CV. It just took a long while to reveal due to BIO4's development troubles.
I meant for the average RE player. If you simply follow games and the first Wesker's Report and ignore any other supplemental materials (usually released only in Japan anyway), the only thing that was said about the virus was that it was given to Wesker by Birkin. Thus many people wondered, if Umbrella/Birkin had a virus that could bring you back to life, give you superhuman strength and speed - i.e. that could create perfect soldiers - why were they still working on far iferior, unstable viruses.
Court is probably one of the most talented VAs in the series. In fact, the best VA work in the series tends to be for female characters (RE2 Ada - not sure if this changed, Claire, Anette, RE3 Jill ...). Maybe this is just me and it's honestly cheesy, but I also like Chief Irons.
Ada's voice actor also changed. In both RE2 and 4 she was played by Sally Cahill, but then, with Umbrella's Chronicles, Capcom changed to non-union actors and (according to IMDB) she was replaced by Megan Hollingshead who sounded a little bit off (as if she was trying too hard to sound similar to Cahill). Right now she is voiced by Courtenay Taylor.
According to IMDB Sally Cahill returned to voice Ada in Darkside Chronicles. Can anyone confirm this?
A huge amount of that actually comes down to the Tyrant fight on the plane honestly. It frequently drains people of a lot of their resources and can actually be unbeatable if you're severely injured (just like the stuff with Steve chasing you). But (at least in the case of the Tyrant fight) it doesn't have to be that way - the fight's mechanics are weird and people often blow all their resources on it without actually needing to.
Best strategy to fight the Tyrant - get anti-B.O.W. rounds when you're still on the island. IIRC it requires a little bit of backtracking, but it's really worth it. With those rounds, the fight is a piece of cake.
Ada's voice actor also changed. In both RE2 and 4 she was played by Sally Cahill, but then, with Umbrella's Chronicles, Capcom changed to non-union actors and (according to IMDB) she was replaced by Megan Hollingshead who sounded a little bit off (as if she was trying too hard to sound similar to Cahill). Right now she is voiced by Courtenay Taylor.
According to IMDB Sally Cahill returned to voice Ada in Darkside Chronicles. Can anyone confirm this?
Voice Directors Just Cause Productions Inc., Liam O'Brien, Stephanie Sheh
Leon S. Kennedy Paul Mercier
Claire Redfield Alyson Court
Marvin Branagh Lex Lang
Robert Kendo Jason Miller
Sherry Birkin Laura Bailey
Alfred Ashford Richard Hayworth
Steve Burnside Samuel Riegel
Alexin Ashford Karen Strassman
Ben Bertolucci Skip Stellrecht
William Birkin T. J. Rotolo
Annette Birkin Deborah Sale Butler Ada Wong Sally Cahill
Albert Wesker DC Douglas
Brian Irons JB Blanc
Chris Redfield Roger Craig Smith
HUNK Keith Silverstein
Jack Krauser James Ward
Hannah Stephanie Sheh
Manuela Amy Correa Bell
Javier Hidalgo Ulisses Cuadra
Others Troy Baker, Kari Wahlgren, Liam O'Brien
I meant for the average RE player. If you simply follow games and the first Wesker's Report and ignore any other supplemental materials (usually released only in Japan anyway), the only thing that was said about the virus was that it was given to Wesker by Birkin. Thus many people wondered, if Umbrella/Birkin had a virus that could bring you back to life, give you superhuman strength and speed - i.e. that could create perfect soldiers - why were they still working on far iferior, unstable viruses.
Ah yeah, I know what you mean. Wesker's little scuffle with Alexia was meant to show that the virus he had was still inferior to the others. He was infected with a variant strain of the Progenitor Virus (which technically speaking is a t-Virus by definition). The main focus of Progenitor was the fact that it could create transcendent humans with extraordinary capabilities, but could not adapt to modern humans anymore. The t-Virus was created in an effort to fix this, although it led to failures.
The problem a lot of people have is that they look at the series mythology assuming that it's very straight-and-narrow. In truth, there are many reasons for everything and a lot of divergences. For example, most people believe there is only one t-Virus in the entire series, but there are actually several and you encounter different ones in BIO1/BIO2/CV.
The ostensible goal of the G-Virus was to create a new breed of more powerful B.O.W.s, but the true goal very few people actually know about was to create an evolved human species which Progenitor and the t-Virus had failed to accomplish yet. Spencer approved it because he saw this potential. In one of the scrapped BIO4 scenarios, Spencer was meant to have continued research on G and completed it, and was about to enact this goal upon the entire world similar to Wesker and Uroboros in BIO5. Sherry was taken hostage to force Leon to become a government agent, but in truth the government wanted the virus and the antibody within her body, each for their own purpose (B.O.W. production and a treatment), etc.
To sum up, Wesker's virus was always inferior to the other viruses in the series, even the t-Virus. The purpose of every virus in the series is "strengthening" an organism. Wesker achieved this, but not to the extent of the other viruses. He wouldn't be able to take on a Tyrant in unarmed combat, for example. He was far from as perfect as many assumed, although the games did not do a good job of showing this.
Look at it this way, "Progenitor Humans" are also biologically immortal. However, you were meant to be one such human in the version of BIO4 that became Devil May Cry. You could still be torn apart by a B.O.W.
REmake is the best in the series imo, followed by the first Resident Evil. While 2 was awesome in many, many ways (especially the alternate campaign with the creepy enemy that stalks you), the first game had that isolated, creepy and hopeless atmosphere. The setting and pacing just felt so good... Oh,and the music was amazing!
Yeah, seems like that's the case. I dunno why I never played the B scenarios, either. I've played basically all of the other RE games other than RE6 (even the Gun Survivor series!), so it seems really weird I'd half-ass it with one of the best games.
One thing that has always bugged me about RE is how many people actually escaped Raccoon City. I thought that the either the US government was preventing people from coming or leaving raccoon city with roadblocks and such to try to contain the situation. Like seen in RE Damnation and such. Then how does Leon and Claire come into town? Do any normal civilians make it out like the characters in Outrbreak, If I remember correctly I thought some normal people did. It seems kinda inconsistent. Can anyone clarify?
One thing that has always bugged me about RE is how many people actually escaped Raccoon City. I thought that the either the US government was preventing people from coming or leaving raccoon city with roadblocks and such to try to contain the situation. Like seen in RE Damnation and such. Then how does Leon and Claire come into town? Do any normal civilians make it out like the characters in Outrbreak, If I remember correctly I thought some normal people did. It seems kinda inconsistent. Can anyone clarify?
About 100 people escaped, whether it be before or after the city was blockaded.
Q1. The citizens of Raccoon City couldn't escape from the closing by the U.S. military?
A1. It took some time for the U.S. military to surround Raccoon City, including the decision of the Congress. Raccoon City was blockaded under the President's executive order, but there was a considerable number of civilians who escaped before that time. Many of whom were caught in the security network of the Army and National Guard, and those detained for examination received quarantine treatment depending on the level.
Q10) Did you have an explanation for how Leon & Claire were able to enter Raccoon City despite the military blockade?
Leon and Claire were fortunate (or perhaps unfortunate) in that they were able to slip by the blockade when the military forces quarantining Raccoon City retreated after facing an attack from the zombies.
Raccoon City is located in an isolated area in the mid-west, and is surrounded by stretches of wasteland with nary a building in sight. Since the majority of the citizens had been confirmed dead, the military decided to quickly back off to prevent any unnecessary casualties.
Yeah, seems like that's the case. I dunno why I never played the B scenarios, either. I've played basically all of the other RE games other than RE6 (even the Gun Survivor series!), so it seems really weird I'd half-ass it with one of the best games.
You unlock scenario B by playing scenario A of the other character. So if you haven't touched Claire's disc, you wouldn't be able to play either her scenario B, or Leon's scenario B (since it's unlocked after you finish ClaireA).
Why I've always preferred the original over Resi 2. The fact that it all happens in the mansion added so much to the atmosphere for me. That and finding secret basements or rooms always gave you that bit of excitement of a new area to explore.
Resi 2 was great, but you lost that claustrophobia feeling that the original delivered so well.
Why I've always preferred the original over Resi 2. The fact that it all happens in the mansion added so much to the atmosphere for me. That and finding secret basements or rooms always gave you that bit of excitement of a new area to explore.
Resi 2 was great, but you lost that claustrophobia feeling that the original delivered so well.
I played both RE1 and RE2 on Windows 95 with keyboard controls on a dark room. Atmosphere was amazing.
RE1 is one of the games that leave a much more intense experience than RE2.
It also matters that there were live-action actors in the first game, while RE2 was full CGI and as a result horror direction was less effective, since adult CGI was still in its infancy. Also at that time there were a lot of good horror FMV games on PC (Harvester, Realms of the Haunting, Phantasmagoria, Gabriel Knight 2 etc), hence I felt closer to RE1.
But from a certain point, RE attempted turning into Metal Gear Solid regarding the storyline. When I read RE5' plot, it turned so dense and detailed that I felt the game lost its original purpose.
I played both RE1 and RE2 on Windows 95 with keyboard controls on a dark room. Atmosphere was amazing.
RE1 is one of the games that leave a much more intense experience than RE2.
It also matters that there were live-action actors in the first game, while RE2 was full CGI and as a result horror direction was less effective, since adult CGI was still in its infancy. Also at that time there were a lot of good horror FMV games on PC (Harvester, Realms of the Haunting, Phantasmagoria, Gabriel Knight 2 etc), hence I felt closer to RE1.
But from a certain point, RE attempted turning into Metal Gear Solid regarding the storyline. When I read RE5' plot, it turned so dense and detailed that I felt the game lost its original purpose.
I agree with you guys too, the original RE1 will always be my favorite in the series. Whatever improvements and upgrades are in the sequels, nothing can match my experience with the first.
A big part of the reason is that I literally bought RE1 just to find out just what in the hell it was. I had read a big preview article in EGM or GamePro, and I was completely confused and mystified as to what kind of game it was. I'd never seen anything like it and couldn't parse what was going on in the screen shots. I thought maybe it was some kind of point & click game or something. I didn't buy it because I thought "This looks totally rad!" I bought it because I wanted a new game but didn't know what, and nothing else at the shop looked interesting that day. I bought it mainly out of curiosity, and after an hour of playing it I felt like I won the lottery. I was totally obsessed with it for months, hardly played anything else until Mario 64 came out later that year. Good times.
I played both RE1 and RE2 on Windows 95 with keyboard controls on a dark room. Atmosphere was amazing.
RE1 is one of the games that leave a much more intense experience than RE2. It also matters that there were live-action actors in the first game, while RE2 was full CGI and as a result horror direction was less effective, since adult CGI was still in its infancy. Also at that time there were a lot of good horror FMV games on PC (Harvester, Realms of the Haunting, Phantasmagoria, Gabriel Knight 2 etc), hence I felt closer to RE1.
But from a certain point, RE attempted turning into Metal Gear Solid regarding the storyline. When I read RE5' plot, it turned so dense and detailed that I felt the game lost its original purpose.
I liked the live action FMVs as well. Chris, Wesker, Barry's "canon" appearance will always be in my mind that of the actors that portrayed them in RE1. (And Jill's will always be something similar to her looks in RE3 or REmake).
Going from RE1 to 2 in the same week, it's amazing how much depth is added by having different animations and speeds that correspond with player damage states. Being able to score zombie knockdowns more frequently also makes the game feel a lot quicker than RE1, IMO. In RE2, I tend to shoot zombies only enough to knock them down so that I can run past, compared to RE1 where I'd often have to kill them outright to get past since the rooms/corridors were too tight that I'd risk a bite from a downed zombie as I was running over/past them. That's another point, touching on level design -- RE2's environments (I only just got to the police station, however) seem much more open than RE1, but there's also more zombies in these spaces.
I am starting to feel why people thought this was a huge jump and I'm not even an hour in yet.
Well the original Director's Cut and the Dual shock Director's Cut are pretty much identical other than the BGM and the Dual Shock compatibility.
If you ask me just the additional Dual Shock Compatibility sold at a budget price for the Dual Shock version would have been preferred by players. What we have now is that the original Director's Cut ends up being the definitive version of the original PSone game.
What makes it hilarious is that the PSN version is the one with the shitty music lol.
Going from RE1 to 2 in the same week, it's amazing how much depth is added by having different animations and speeds that correspond with player damage states. Being able to score zombie knockdowns more frequently also makes the game feel a lot quicker than RE1, IMO. In RE2, I tend to shoot zombies only enough to knock them down so that I can run past, compared to RE1 where I'd often have to kill them outright to get past since the rooms/corridors were too tight that I'd risk a bite from a downed zombie as I was running over/past them. That's another point, touching on level design -- RE2's environments (I only just got to the police station, however) seem much more open than RE1, but there's also more zombies in these spaces.
I am starting to feel why people thought this was a huge jump and I'm not even an hour in yet.
Yup. (Although you're honestly *reasonably* safe shooting nearly everything until it's dead as long as you don't waste the wrong ammo - i.e. Claire's bow gun should be used solely for knocking down zombies and is just about useless for anything else). Dogs are probably the toughest enemies to sneak past in RE2, apart from lickers in narrow hallways (since inducing a licker's knockdown state basically requires doing nearly enough damage to do them anyway, IIRC). Skating past dogs, though, using the ice-skating glitch/technique, is endlessly hilarious.
Claire ended up with shorter end of the stick when it comes to weapons in RE2 anyway. While Leon gets an upgradeable shotgun and magnum, Claire gets a shitty bowgun (that's good for zombie crowd control and nothing else) and grenade launcher with its three different round types (meaning very often you have to carry all of them with you).
Yes, if I remember correctly, you press the run button and tap forward. That way your character doesn't do the whole run animation and simply slides without making any step sounds.
A huge amount of that actually comes down to the Tyrant fight on the plane honestly. It frequently drains people of a lot of their resources and can actually be unbeatable if you're severely injured (just like the stuff with Steve chasing you). But (at least in the case of the Tyrant fight) it doesn't have to be that way - the fight's mechanics are weird and people often blow all their resources on it without actually needing to.
Is there actually any hint in game about what the BOW rounds actually do? I know I usually read all files the first time through a RE game, and I don't remember having a clue until reading about them online. As is the case with a few things in CV, there is a best way through a situation, but you probably won't figure that out until at least your 2nd playthrough. There's no clue that unless you loop round him you absolutely NEED 2 or 3 full heals for Steve, and there's no clue first time about who you should leave your weapons for when you switch between Claire and Chris towards the end of the game.
Don't get me wrong, I was hooked on CV HD for a while, even having the exact route written out on my old phone (now lost, I think) and for a while I was quite good at the zombie dodging technique when you run past almost touching them (that blew my mind when I first watched a speed run), but it really is a game best enjoyed when you've practised. I think the same applies to Zero. You kind of need to know what you're doing, otherwise you spend most of your time in the menu and blindly switching between characters. Once you cut out the unnecessary menu stuff, you can spend more time enjoying the game itself. I don't think I ever did play the leech minigame to completion for that infinite magnum, though.
I liked Re3 more than 2. Nemesis made the game more thrilling, 180 degree turn, gunpowders (create-your-own-ammo), UBCS mercenaries, Jill > Claire.
Though it felt more action oriented than horror when compared to RE2, which I think is its only downfall (or a positive for those who love the new REs).
Claire ended up with shorter end of the stick when it comes to weapons in RE2 anyway. While Leon gets an upgradeable shotgun and magnum, Claire gets a shitty bowgun (that's good for zombie crowd control and nothing else) and grenade launcher with its three different round types (meaning very often you have to carry all of them with you).
I initially thought this too but Claire weaponry is balanced with Leon's because of the grenade launcher. The two best aspects of it are
1) you can carry massive amount of ammo per slot. Like 96 explosive rounds only taking up one inventory slot.
2) With the three different ammo types nearly every enemy in the game is weak to one of the three rounds
This is much more apparent in the Extreme Battle minigame where inventory is tight and ammo scarce.