Yes, because in 2002 the technology was there to implement the devs original vision/intentions. No amount of autistic crying and revisionism changes this.
>Yes, because in 2002 the technology was there to implement the devs original vision/intentions.
That isn't what happened with the 2002 remake. Let's start with staff that actually worked on both games. I will mention work on any ports excluding DS, which was made after the remake. >Hideaki Motozuka
On the original 1996 game, he was a room editor. For the remake, he became a lead engineer. >Shuichiro Chibioshi
Event on 96, Engineer on 2002. >Kazunori Inoue
He worked on the PC port of 96 as an application programmer, and was an engineer on 2002. >Shigeomi Okamura
Received a special thanks in every rerelease of 1996 starting with the PC and Saturn ports. In 2002 he would do 3D objects and puzzle interface. >Makoto Tomozawa
Composition/Arrangement on 1996, Composers/Arrangers on 2002. >Hideaki Utsumi
"Design" (later Sound Design) on 1996, Sound Designers on 2002. >Hiroyuki Kobayashi
Player / Enemy on 1996, Producer on 2002. >Shinji Mikami
Director on 1996, Director on 2002. >Robert Johnson
Special Thanks on the PC port of 1996, Marketing on 2002. >Melinda Mongelluzzo
Special Thanks on the PC port of 1996, Public Relations on 2002. >Tom Shiraiwa
Translation on 1996, Special Thanks on 2002.
That is it, from the entire credit list, including people who didn't even work on the either game directly and being generous enough to count people listed in ports. 11 people.
The original 1996 release had a staff of 94 people. The Saturn port had 139 people, and Windows had 157.
The remake had 209 people.
Disregarding even that, here is four of 1996's key staff, the most significant figures in development. >Shinji Mikami >Tokuro Fujiwara >Kenichi Iwao >Hideki Kamiya
Only one of those names returns for the remake. Mikami isn't the guy who proposed 1996 initially nor did he work on the game it was a successor to, his scenario was scrapped and replaced with Iwao's, and he isn't even the guy that designed the cameras.
This was well executed, though. Despite being and because it was a different product than originally intended tonally and mechanically. It and 0 are also the most beautiful games with pre-rendered backdrops and polygonal actors and have yet to be topped in 20 years. It fricked with your expectations of the original game and evoked a different mood as well as being a solid classic-style entry.
I just don't think it's fair to lump this in with Twin Snakes which was a maple-slop port with 2's mechanics and no level or encounter design considerations for that, worse/less ""problematic"" voice acting, fairly ho-hum visuals for 6th gen, but otherwise pretty slavishly devoted to 1's overall blueprint.
>Yes, because in 2002 the technology was there to implement the devs original vision/intentions.
That isn't what happened with the 2002 remake. Let's start with staff that actually worked on both games. I will mention work on any ports excluding DS, which was made after the remake. >Hideaki Motozuka
On the original 1996 game, he was a room editor. For the remake, he became a lead engineer. >Shuichiro Chibioshi
Event on 96, Engineer on 2002. >Kazunori Inoue
He worked on the PC port of 96 as an application programmer, and was an engineer on 2002. >Shigeomi Okamura
Received a special thanks in every rerelease of 1996 starting with the PC and Saturn ports. In 2002 he would do 3D objects and puzzle interface. >Makoto Tomozawa
Composition/Arrangement on 1996, Composers/Arrangers on 2002. >Hideaki Utsumi
"Design" (later Sound Design) on 1996, Sound Designers on 2002. >Hiroyuki Kobayashi
Player / Enemy on 1996, Producer on 2002. >Shinji Mikami
Director on 1996, Director on 2002. >Robert Johnson
Special Thanks on the PC port of 1996, Marketing on 2002. >Melinda Mongelluzzo
Special Thanks on the PC port of 1996, Public Relations on 2002. >Tom Shiraiwa
Translation on 1996, Special Thanks on 2002.
That is it, from the entire credit list, including people who didn't even work on the either game directly and being generous enough to count people listed in ports. 11 people.
The original 1996 release had a staff of 94 people. The Saturn port had 139 people, and Windows had 157.
The remake had 209 people.
Disregarding even that, here is four of 1996's key staff, the most significant figures in development. >Shinji Mikami >Tokuro Fujiwara >Kenichi Iwao >Hideki Kamiya
Only one of those names returns for the remake. Mikami isn't the guy who proposed 1996 initially nor did he work on the game it was a successor to, his scenario was scrapped and replaced with Iwao's, and he isn't even the guy that designed the cameras.
It should also be noted that Shinji Mikami didn't even feel he directed the original game, as most staff went to Iwao or Fujiwara during development instead of him. He also didn't join the remake's development until it had already started.
Even disregarding all of that, the fact that the remake in reality only has 7 staff from the actual original 1996 PSX release of RE1, out of its 209 staff, and only one of them was significant to RE1's structure and development (and even then was one of the less important figures). Disregarding ALL of that.
The remake is not faithful to the "original vision". For a start, its colour tone wrong. We have documented info on RE1's development, the halls were supposed to be bright, and it's not like you can't do dimly lit rooms on PSX, there's several areas with duller colours or dark rooms in the game.
Its character designs are wrong. They've been upgraded to be "realistic", when RE1 was meant to have pop, stylized characters. I imagine part of this was lingering seethe on Mikami's part for how his wacky black side kick was cut from the original.
Now, for actually adding cut content, here's EVERYTHING CUT FROM THE ORIGINAL that the remake adds back in. >Zombies can open doors >The Trevor Files (Missing over half of them) >Defensive Items (only considered, never made it past that originally) >Not having linked item boxes (something scrapped in initial development because it wasn't fun)
...AND THAT'S IT!
Everything else that was added, such as Lisa Trevor, the cave expansions, Lisa's cabin, the new location of the lab, those are all remake inventions. Here's stuff actually cut from the original's concept during development >Custom player ID >Barricade doors from zombies >Exchange items from your inventory if its full and you want to pick something up >Smoke grenades and claymores >A flamethrower in the Guardhouse (Barry having one in some scenes is a relic of that idea) >Dum Dum Rounds >Artillery Luger
(Cont.)
>Shinji Mikami didn't even feel he directed the original game
When he said he didn't get why people like the cinematic camera angles in the first games I lost some respect for him.
games are a group effort and Mikami is just the 'taking credit guy'
best thing you can say about him is that he doesn't actively frick up projects with a large ego, like it happens in western studios
He doesn't think like a zoomer Youtuber that makes 3 hour "essays" on video games. For that, he is Based.
>He doesn't think like a zoomer Youtuber that makes 3 hour "essays" on video games. For that, he is Based.
No, he literally had minimal input on the original game.
Iwao wanted a complex sci-fi horror narrative with the backstory uncovered in documents scattered in the game, while Mikami believed a story would detract from the game aspect and wanted it kept limited with a Megaman-style story.
games are a group effort and Mikami is just the 'taking credit guy'
best thing you can say about him is that he doesn't actively frick up projects with a large ego, like it happens in western studios
Iwao wanted a complex sci-fi horror narrative with the backstory uncovered in documents scattered in the game, while Mikami believed a story would detract from the game aspect and wanted it kept limited with a Megaman-style story.
Fricking hell, Mikami is trash.
/v/'s contrarianism and hyperbole never ceases to amaze me. Mikami was the one that jumpstarted the project, and collaborated with other Capcom creatives to get the job done. Sure, it wasn't 100% his effort, but even if it was 40-50% that is still very substantial and the result was an amazing game that has stood the test of time. And a 4th entry that ended up being his magnum opus.
>Mikami was the one that jumpstarted the project
Fujiwara was the one who pitched it and grabbed Mikami for the director spot. >Sure, it wasn't 100% his effort, but even if it was 40-50%
It really wasn't. A lot of RE1's development has been shrouded in hype noise thanks to Capcom and Mikami/Kamiya just going along with it because they wanted to keep their positions at the company. The way Mikami has been described by Iwao, one of the few people who worked on the original 1996 game and offered an interview, makes it clear why the two other projects Mikami worked on were so different from the other one he directed.
While interviews do provide some insight, they're not fact and need to be backed up by facts if you want to start to make a "truth" out of it. You have zero idea if the person interviewed as his own agenda or is only trying to make himself look good. The irony you don't see here , is that this interview starts by claiming a previous interview was full of shit... why can't this one be too?
Also, the Japanese trend of shitting on ex-employee the moment they leave a company is so fricking obvious. It's like for them leaving a company is a sin, for some Japanese people the company is above everything else.
It's like that old interview of Sakaguchi dismissing Nasir and trying to make everyone believe he taught Nasir everything he knew, which hugely contributed to the average person's opinion on Nasir these days. Of course that's bullshit, and the common point is that Nasir had dared to leave the company.
>Also, the Japanese trend of shitting on ex-employee the moment they leave a company is so fricking obvious.
Anon, Mikami was the one who stayed. Iwao left and went to Square Enix.
It's also very easy to believe him since several other members of Capcom staff followed him.
2 weeks ago
Anonymous
>Iwao left and went to Square Enix.
And worked on Parasite Eve 2 iirc
2 weeks ago
Anonymous
Yep, he was a director on the game.
Here's a few of the people that followed Iwao when he left, just ones I saw working on PE2. >Yasuyuki Matsunami
Background Model and CG Modeling on RE1 and 2- likely credited for the 1.5 build of RE2. He was an "Editor" on PE2. >Yuichi Kanemori
His last Capcom works were as Planner on Mega Man 8 and Consumer Staff on SF Alpha. >Satoru Nishikawa
Background Model on RE1 and 2, Art Director on PE2. >Reiko Kitaichi
Mega Man 8 and X4 as Scroll Design, went to PE2 as Animation Director. >Naoshi Mizuta
Did some Music Composition and Sound Design on SF Alpha, RE2, and Mega Man & Bass. He did a similar role on PE2.
That's not the full extent, since obviously not every new staff would get put on PE2 at a time when Square was making so many games, but it's an interesting event that nobody really talks about.
2 weeks ago
Anonymous
Man that's cool as frick
2 weeks ago
Anonymous
Any truth to the rumor that PE2 was partially based on ideas they had for a Resident Evil sequel at Capcom? I've heard the basic scenario was an FBI agent, who later became Kyle in PE2, investigating weird monster attacks in a small desert town that eventually led back to a secret lab in the mountains.
2 weeks ago
Anonymous
All the info about PE2 in one of Iwao's interviews with Crimson Head.
2 weeks ago
Anonymous
Yes, PE2 is the RE1 sequel Iwao had originally envisioned
[...]
It should also be noted that Shinji Mikami didn't even feel he directed the original game, as most staff went to Iwao or Fujiwara during development instead of him. He also didn't join the remake's development until it had already started.
Even disregarding all of that, the fact that the remake in reality only has 7 staff from the actual original 1996 PSX release of RE1, out of its 209 staff, and only one of them was significant to RE1's structure and development (and even then was one of the less important figures). Disregarding ALL of that.
The remake is not faithful to the "original vision". For a start, its colour tone wrong. We have documented info on RE1's development, the halls were supposed to be bright, and it's not like you can't do dimly lit rooms on PSX, there's several areas with duller colours or dark rooms in the game.
Its character designs are wrong. They've been upgraded to be "realistic", when RE1 was meant to have pop, stylized characters. I imagine part of this was lingering seethe on Mikami's part for how his wacky black side kick was cut from the original.
Now, for actually adding cut content, here's EVERYTHING CUT FROM THE ORIGINAL that the remake adds back in. >Zombies can open doors >The Trevor Files (Missing over half of them) >Defensive Items (only considered, never made it past that originally) >Not having linked item boxes (something scrapped in initial development because it wasn't fun)
...AND THAT'S IT!
Everything else that was added, such as Lisa Trevor, the cave expansions, Lisa's cabin, the new location of the lab, those are all remake inventions. Here's stuff actually cut from the original's concept during development >Custom player ID >Barricade doors from zombies >Exchange items from your inventory if its full and you want to pick something up >Smoke grenades and claymores >A flamethrower in the Guardhouse (Barry having one in some scenes is a relic of that idea) >Dum Dum Rounds >Artillery Luger
(Cont.)
>Bloody text on the walls >Torches (cut item) >A cut oil painting puzzle where you find Kenneth's body >A pickaxe (used to break the floor)
Now, for cut areas, this is the actual big shit. >Chapel (cut room/set of rooms) >Tower (a "Mansion 3" in the design docs, would've been four floors) >Lake and Boathouse >Swamp and shacks >Mansion 4 (ironically, the remake seems to have taken its design from this, as it's an actual unused mansion covered in cobwebs and in disarray) >the Heliport Tower (decently sized environment, unlike the one in the original and remake)
Now for monsters. >Manfly (Swamp area), would have multiple stages (Larva -> Pupa -> Adult) >Giant crab (likely from the lake) >Zombie children >The original larger version of Plant-42 (one of the few things cut due to programming issues, and the remake did not use its design) >the original talking Tyrant, "Dio" >Facehugger monster >Centipede >Cricket >Leeches >"Amalgamation of a snake and rats" >Mutated frog >Stronger Rodent >Giant Worm
Finally, story changes: >Enrico was supposed to survive longer, all members of Bravo were supposed to have more dialogue >the shotgun trap ceiling was supposed to have spikes >a zombie was supposed to walk in when you find the musical score in the piano room >Rebecca was supposed to be attacked in the doll room, which got cut from the game >the mansion basements were supposed to be longer and filled with moss animals >Chris and Rebecca / Jill and Barry were supposed to watch the slideshow together >Rebecca was supposed to use the vents in the labs as Chris was too big, so if she died you wouldn't be able to access them (and the final MO Disk Readers) >Wesker was supposed to ask Chris if he wanted to be infected >Cut ending where, if you run out of time during the lab explosion, you get a scene where your character burns to death
(a "Mansion 3" in the design docs, would've been four floors) >>Lake and Boathouse
and shacks
4 (ironically, the remake seems to have taken its design from this, as it's an actual unused mansion covered in cobwebs and in disarray) >>the Heliport Tower (decently sized environment, unlike the one in the original and remake)
>Tower
It was essentially replaced with the fountain in the game. It would've also had a fountain, and its four floors would've stored military equipment. >Lakes and Boathouse
Not much is known beyond concept art, just picture RE7's environments. >Swamp and Shacks
This is the closest the remake gets to a restored area, though it cuts the swamp and the shack just becomes Lisa's cabin. There would've been a basic swamp quicksand type mechanic as well. >Mansion 4
A decrepit and unused mansion (pic related), which got whittled down as the scenario was written until all that remained of it was just the steel gate that would connect the heliport to the fountain seen in the final game. This would've been how you accessed the heliport, via an underground passage (repurposed into the caves). >Heliport tower
Just a tower with a comms room. Was cut for seeming too futuristic, thus meaning it looked too out of place.
was supposed to survive longer, all members of Bravo were supposed to have more dialogue >>the shotgun trap ceiling was supposed to have spikes >>a zombie was supposed to walk in when you find the musical score in the piano room
was supposed to be attacked in the doll room, which got cut from the game >>the mansion basements were supposed to be longer and filled with moss animals
and Rebecca / Jill and Barry were supposed to watch the slideshow together
was supposed to use the vents in the labs as Chris was too big, so if she died you wouldn't be able to access them (and the final MO Disk Readers)
was supposed to ask Chris if he wanted to be infected >>Cut ending where, if you run out of time during the lab explosion, you get a scene where your character burns to death
>[The pickaxe's] use was moved to the recital room where it would've been used to progress and go underground to reach the grave of George Trevor. The clue for it would've been the fact that the floor makes a distinct sound when walked on and examined.
Frick, I always thought there was something fishy about that room. It was just a little too convenient that the snake broke the floor in exactly the right spot to find the grave.
>Chris and Rebecca / Jill and Barry were supposed to watch the slideshow together
NTA, but I remember listening to unused dialogue in the pc version that seemed to correlate to some of these.
>Tower
It was essentially replaced with the fountain in the game. It would've also had a fountain, and its four floors would've stored military equipment. >Lakes and Boathouse
Not much is known beyond concept art, just picture RE7's environments. >Swamp and Shacks
This is the closest the remake gets to a restored area, though it cuts the swamp and the shack just becomes Lisa's cabin. There would've been a basic swamp quicksand type mechanic as well. >Mansion 4
A decrepit and unused mansion (pic related), which got whittled down as the scenario was written until all that remained of it was just the steel gate that would connect the heliport to the fountain seen in the final game. This would've been how you accessed the heliport, via an underground passage (repurposed into the caves). >Heliport tower
Just a tower with a comms room. Was cut for seeming too futuristic, thus meaning it looked too out of place.
God I hate the RE community. It's not 2000 anymore. Centralize your information and WITHOUT putting HUGE fricking watermakers in the CENTER of art that do NOT belong to you.
in b4 >what did you contribute
I did plenty except on a centralized wiki and without putting my name on shit that doesn't belong to me even when I was the first to document it
But it wasn’t the original vision. The original pitch for the game was a Megaman-esque action game with a black Eddie Murphy inspired cyborg. I’m not joking
there was a significant tech bump between these two generations, so yes. it's not like today where people barely notice a difference between PS4 and PS5.
Resident Evil 1 is a timeless masterpiece so it didn't need a remake but I'm happy with what we got. I treat RE1 and REmake as two separate entries in the classic series
Hey walls of text anon, do you happened to know if the 'REmake engine' was actually made for RE0 or not? Had the development of RE0 on the GC started before the REmake was conceived?
REmake and Zero's GC version were developed at around the same time. Zero went into a state of development hell as well, and released after REmake, so it's likely the engine and assets existed primarily for REmake (this is backed up a bit by how you can find relics of staff playing around with RE4's aiming system ideas and melee combat, go to tcrf for that).
RE0 >Production shifted to the newly announced GameCube, with the concept and story carried over but all of the data recreated.[15] The platform change was confirmed in September 2000.
REmake >Production started at the beginning of 2001 with a team of only four programmers.
They most likely developed the engine with both games in mind
RE0 >Production shifted to the newly announced GameCube, with the concept and story carried over but all of the data recreated.[15] The platform change was confirmed in September 2000.
REmake >Production started at the beginning of 2001 with a team of only four programmers.
They most likely developed the engine with both games in mind
>I'm still pissed we didn't REmake2 then.
Did you know that they wanted to demake the entire trilogy for the GBA? Yes, not solely RE2 but the entire trilogy I've always been fascinated by this and I'm pissed we never got these 'ports'. They would 100% be shit but imagine the entire trilogy recreated 1 to 1 on the GBA
2002 can be remade but the story should make sense for the original 1 2 3 and code Veronica, not the shit show we have now...also Wesker needs to be back as the main villain and his damn accent
Yes. The original was really bogged down by the ps1's limitations and as beloved as it is, is an unintentional clown show. It still is probably the best remake ever
>warm/rusty palette >itsa shid filder
Couldn't just be that evokes a dark atmosphere or anything. The original game just has a "we're rendering what we can on The Minds Eye tier technology" filter.
>i-is that an organically recurring horror archetype because it resonates with humanity AAAAA I'm going insane
The original le kwirky early CG game is still there dude settle down. Just be glad they didn't Netflix up this or any of the other remakes. Frick man, be glad it was the original gameplay GENRE even, you crybaby b***h. Things could be so much worse.
>endless whining
ever get out our you cum-scented basement?
>i-is that an organically recurring horror archetype because it resonates with humanity AAAAA I'm going insane
The original le kwirky early CG game is still there dude settle down. Just be glad they didn't Netflix up this or any of the other remakes. Frick man, be glad it was the original gameplay GENRE even, you crybaby b***h. Things could be so much worse.
2 weeks ago
Anonymous
>The original le kwirky early CG game is still there dude settle down.
It literally isn't.
RE1, along with 2 and 3, haven't been ported in 18 years.
>i-it was developed on the SNES at one point! >Sure, it was a completely different game and they had to switch hardware to the PSX because Nintendo was slow on getting to the fifth generation, but still!!
just finished remake for the first time. as a die hard fan of the original i was blown away. felt like the first time i played the ps1 version all over again. should be a template for how to remake an old game. 10/10, unironically one of the best games i've played.
not even to mention the sexy outfit mods you can install
Nah, but I'm glad they did it. Its only flaw is making me dismiss the original for decades until I finally played the True Director's Cut mod. It's just a different and worthy experience of its own.
Alone in the Dark then works on troony MMO shit for eternity
He did RE1's scenario, which even boiled down to the most basic terms is completely different from AitD, being about mad science gone wrong, rather than a Lovecraftian angle where the great evil at the end is a fricking tree you light on fire.
If anything, Mikami's original pitch for RE1 sounds more like the kid's version of Alone in the Dark, being far more about the supernatural.
Did OP's mom need to give birth to him?
Yes, because in 2002 the technology was there to implement the devs original vision/intentions. No amount of autistic crying and revisionism changes this.
About as much as MGS needed one.
>Yes, because in 2002 the technology was there to implement the devs original vision/intentions.
That isn't what happened with the 2002 remake. Let's start with staff that actually worked on both games. I will mention work on any ports excluding DS, which was made after the remake.
>Hideaki Motozuka
On the original 1996 game, he was a room editor. For the remake, he became a lead engineer.
>Shuichiro Chibioshi
Event on 96, Engineer on 2002.
>Kazunori Inoue
He worked on the PC port of 96 as an application programmer, and was an engineer on 2002.
>Shigeomi Okamura
Received a special thanks in every rerelease of 1996 starting with the PC and Saturn ports. In 2002 he would do 3D objects and puzzle interface.
>Makoto Tomozawa
Composition/Arrangement on 1996, Composers/Arrangers on 2002.
>Hideaki Utsumi
"Design" (later Sound Design) on 1996, Sound Designers on 2002.
>Hiroyuki Kobayashi
Player / Enemy on 1996, Producer on 2002.
>Shinji Mikami
Director on 1996, Director on 2002.
>Robert Johnson
Special Thanks on the PC port of 1996, Marketing on 2002.
>Melinda Mongelluzzo
Special Thanks on the PC port of 1996, Public Relations on 2002.
>Tom Shiraiwa
Translation on 1996, Special Thanks on 2002.
That is it, from the entire credit list, including people who didn't even work on the either game directly and being generous enough to count people listed in ports. 11 people.
The original 1996 release had a staff of 94 people. The Saturn port had 139 people, and Windows had 157.
The remake had 209 people.
Disregarding even that, here is four of 1996's key staff, the most significant figures in development.
>Shinji Mikami
>Tokuro Fujiwara
>Kenichi Iwao
>Hideki Kamiya
Only one of those names returns for the remake. Mikami isn't the guy who proposed 1996 initially nor did he work on the game it was a successor to, his scenario was scrapped and replaced with Iwao's, and he isn't even the guy that designed the cameras.
This was well executed, though. Despite being and because it was a different product than originally intended tonally and mechanically. It and 0 are also the most beautiful games with pre-rendered backdrops and polygonal actors and have yet to be topped in 20 years. It fricked with your expectations of the original game and evoked a different mood as well as being a solid classic-style entry.
I just don't think it's fair to lump this in with Twin Snakes which was a maple-slop port with 2's mechanics and no level or encounter design considerations for that, worse/less ""problematic"" voice acting, fairly ho-hum visuals for 6th gen, but otherwise pretty slavishly devoted to 1's overall blueprint.
It should also be noted that Shinji Mikami didn't even feel he directed the original game, as most staff went to Iwao or Fujiwara during development instead of him. He also didn't join the remake's development until it had already started.
Even disregarding all of that, the fact that the remake in reality only has 7 staff from the actual original 1996 PSX release of RE1, out of its 209 staff, and only one of them was significant to RE1's structure and development (and even then was one of the less important figures). Disregarding ALL of that.
The remake is not faithful to the "original vision". For a start, its colour tone wrong. We have documented info on RE1's development, the halls were supposed to be bright, and it's not like you can't do dimly lit rooms on PSX, there's several areas with duller colours or dark rooms in the game.
Its character designs are wrong. They've been upgraded to be "realistic", when RE1 was meant to have pop, stylized characters. I imagine part of this was lingering seethe on Mikami's part for how his wacky black side kick was cut from the original.
Now, for actually adding cut content, here's EVERYTHING CUT FROM THE ORIGINAL that the remake adds back in.
>Zombies can open doors
>The Trevor Files (Missing over half of them)
>Defensive Items (only considered, never made it past that originally)
>Not having linked item boxes (something scrapped in initial development because it wasn't fun)
...AND THAT'S IT!
Everything else that was added, such as Lisa Trevor, the cave expansions, Lisa's cabin, the new location of the lab, those are all remake inventions. Here's stuff actually cut from the original's concept during development
>Custom player ID
>Barricade doors from zombies
>Exchange items from your inventory if its full and you want to pick something up
>Smoke grenades and claymores
>A flamethrower in the Guardhouse (Barry having one in some scenes is a relic of that idea)
>Dum Dum Rounds
>Artillery Luger
(Cont.)
>Shinji Mikami didn't even feel he directed the original game
When he said he didn't get why people like the cinematic camera angles in the first games I lost some respect for him.
He doesn't think like a zoomer Youtuber that makes 3 hour "essays" on video games. For that, he is Based.
games are a group effort and Mikami is just the 'taking credit guy'
best thing you can say about him is that he doesn't actively frick up projects with a large ego, like it happens in western studios
>He doesn't think like a zoomer Youtuber that makes 3 hour "essays" on video games. For that, he is Based.
No, he literally had minimal input on the original game.
Iwao wanted a complex sci-fi horror narrative with the backstory uncovered in documents scattered in the game, while Mikami believed a story would detract from the game aspect and wanted it kept limited with a Megaman-style story.
Fricking hell, Mikami is trash.
>Mikami believed a story would detract from the game aspect and wanted it kept limited with a Megaman-style story.
Based. Frick storytrannies
Mega Man has a meaningful story (yes I am just talking about the classics) and if you haven't noticed it by now then you must be a moron
/v/'s contrarianism and hyperbole never ceases to amaze me. Mikami was the one that jumpstarted the project, and collaborated with other Capcom creatives to get the job done. Sure, it wasn't 100% his effort, but even if it was 40-50% that is still very substantial and the result was an amazing game that has stood the test of time. And a 4th entry that ended up being his magnum opus.
>Mikami was the one that jumpstarted the project
Fujiwara was the one who pitched it and grabbed Mikami for the director spot.
>Sure, it wasn't 100% his effort, but even if it was 40-50%
It really wasn't. A lot of RE1's development has been shrouded in hype noise thanks to Capcom and Mikami/Kamiya just going along with it because they wanted to keep their positions at the company. The way Mikami has been described by Iwao, one of the few people who worked on the original 1996 game and offered an interview, makes it clear why the two other projects Mikami worked on were so different from the other one he directed.
While interviews do provide some insight, they're not fact and need to be backed up by facts if you want to start to make a "truth" out of it. You have zero idea if the person interviewed as his own agenda or is only trying to make himself look good. The irony you don't see here , is that this interview starts by claiming a previous interview was full of shit... why can't this one be too?
Also, the Japanese trend of shitting on ex-employee the moment they leave a company is so fricking obvious. It's like for them leaving a company is a sin, for some Japanese people the company is above everything else.
It's like that old interview of Sakaguchi dismissing Nasir and trying to make everyone believe he taught Nasir everything he knew, which hugely contributed to the average person's opinion on Nasir these days. Of course that's bullshit, and the common point is that Nasir had dared to leave the company.
>It's like for them leaving a company is a sin
Yeah, you can get goomba stomped like Gunpei Yokoi lmao
>Also, the Japanese trend of shitting on ex-employee the moment they leave a company is so fricking obvious.
Anon, Mikami was the one who stayed. Iwao left and went to Square Enix.
It's also very easy to believe him since several other members of Capcom staff followed him.
>Iwao left and went to Square Enix.
And worked on Parasite Eve 2 iirc
Yep, he was a director on the game.
Here's a few of the people that followed Iwao when he left, just ones I saw working on PE2.
>Yasuyuki Matsunami
Background Model and CG Modeling on RE1 and 2- likely credited for the 1.5 build of RE2. He was an "Editor" on PE2.
>Yuichi Kanemori
His last Capcom works were as Planner on Mega Man 8 and Consumer Staff on SF Alpha.
>Satoru Nishikawa
Background Model on RE1 and 2, Art Director on PE2.
>Reiko Kitaichi
Mega Man 8 and X4 as Scroll Design, went to PE2 as Animation Director.
>Naoshi Mizuta
Did some Music Composition and Sound Design on SF Alpha, RE2, and Mega Man & Bass. He did a similar role on PE2.
That's not the full extent, since obviously not every new staff would get put on PE2 at a time when Square was making so many games, but it's an interesting event that nobody really talks about.
Man that's cool as frick
Any truth to the rumor that PE2 was partially based on ideas they had for a Resident Evil sequel at Capcom? I've heard the basic scenario was an FBI agent, who later became Kyle in PE2, investigating weird monster attacks in a small desert town that eventually led back to a secret lab in the mountains.
All the info about PE2 in one of Iwao's interviews with Crimson Head.
Yes, PE2 is the RE1 sequel Iwao had originally envisioned
>Bloody text on the walls
>Torches (cut item)
>A cut oil painting puzzle where you find Kenneth's body
>A pickaxe (used to break the floor)
Now, for cut areas, this is the actual big shit.
>Chapel (cut room/set of rooms)
>Tower (a "Mansion 3" in the design docs, would've been four floors)
>Lake and Boathouse
>Swamp and shacks
>Mansion 4 (ironically, the remake seems to have taken its design from this, as it's an actual unused mansion covered in cobwebs and in disarray)
>the Heliport Tower (decently sized environment, unlike the one in the original and remake)
Now for monsters.
>Manfly (Swamp area), would have multiple stages (Larva -> Pupa -> Adult)
>Giant crab (likely from the lake)
>Zombie children
>The original larger version of Plant-42 (one of the few things cut due to programming issues, and the remake did not use its design)
>the original talking Tyrant, "Dio"
>Facehugger monster
>Centipede
>Cricket
>Leeches
>"Amalgamation of a snake and rats"
>Mutated frog
>Stronger Rodent
>Giant Worm
Finally, story changes:
>Enrico was supposed to survive longer, all members of Bravo were supposed to have more dialogue
>the shotgun trap ceiling was supposed to have spikes
>a zombie was supposed to walk in when you find the musical score in the piano room
>Rebecca was supposed to be attacked in the doll room, which got cut from the game
>the mansion basements were supposed to be longer and filled with moss animals
>Chris and Rebecca / Jill and Barry were supposed to watch the slideshow together
>Rebecca was supposed to use the vents in the labs as Chris was too big, so if she died you wouldn't be able to access them (and the final MO Disk Readers)
>Wesker was supposed to ask Chris if he wanted to be infected
>Cut ending where, if you run out of time during the lab explosion, you get a scene where your character burns to death
(a "Mansion 3" in the design docs, would've been four floors)
>>Lake and Boathouse
and shacks
4 (ironically, the remake seems to have taken its design from this, as it's an actual unused mansion covered in cobwebs and in disarray)
>>the Heliport Tower (decently sized environment, unlike the one in the original and remake)
More on these?
>Tower
It was essentially replaced with the fountain in the game. It would've also had a fountain, and its four floors would've stored military equipment.
>Lakes and Boathouse
Not much is known beyond concept art, just picture RE7's environments.
>Swamp and Shacks
This is the closest the remake gets to a restored area, though it cuts the swamp and the shack just becomes Lisa's cabin. There would've been a basic swamp quicksand type mechanic as well.
>Mansion 4
A decrepit and unused mansion (pic related), which got whittled down as the scenario was written until all that remained of it was just the steel gate that would connect the heliport to the fountain seen in the final game. This would've been how you accessed the heliport, via an underground passage (repurposed into the caves).
>Heliport tower
Just a tower with a comms room. Was cut for seeming too futuristic, thus meaning it looked too out of place.
was supposed to survive longer, all members of Bravo were supposed to have more dialogue
>>the shotgun trap ceiling was supposed to have spikes
>>a zombie was supposed to walk in when you find the musical score in the piano room
was supposed to be attacked in the doll room, which got cut from the game
>>the mansion basements were supposed to be longer and filled with moss animals
and Rebecca / Jill and Barry were supposed to watch the slideshow together
was supposed to use the vents in the labs as Chris was too big, so if she died you wouldn't be able to access them (and the final MO Disk Readers)
was supposed to ask Chris if he wanted to be infected
>>Cut ending where, if you run out of time during the lab explosion, you get a scene where your character burns to death
Source on these?
https://www.projectumbrella.net/the-development-of-bio-hazard.html
>[The pickaxe's] use was moved to the recital room where it would've been used to progress and go underground to reach the grave of George Trevor. The clue for it would've been the fact that the floor makes a distinct sound when walked on and examined.
Frick, I always thought there was something fishy about that room. It was just a little too convenient that the snake broke the floor in exactly the right spot to find the grave.
>Chris and Rebecca / Jill and Barry were supposed to watch the slideshow together
NTA, but I remember listening to unused dialogue in the pc version that seemed to correlate to some of these.
>watermarks
God I hate the RE community. It's not 2000 anymore. Centralize your information and WITHOUT putting HUGE fricking watermakers in the CENTER of art that do NOT belong to you.
in b4 >what did you contribute
I did plenty except on a centralized wiki and without putting my name on shit that doesn't belong to me even when I was the first to document it
But it wasn’t the original vision. The original pitch for the game was a Megaman-esque action game with a black Eddie Murphy inspired cyborg. I’m not joking
>The original pitch for the game was a Megaman-esque action game with a black Eddie Murphy inspired cyborg. I’m not joking
wait what the frick
probably not but I'm glad they did (and I still like the OG too)
there was a significant tech bump between these two generations, so yes. it's not like today where people barely notice a difference between PS4 and PS5.
I don't think so, but I'm glad it happened.
nah
need? no. but it was still a great game. both games are great.
I prefer the janky quality of the original 3. It just adds more for my imagination.
No but it needs one right now. So we can heal as gamers.
It’s okay, Nintendo paid for it
No game ever needs a remake
Resident Evil 1 is a timeless masterpiece so it didn't need a remake but I'm happy with what we got. I treat RE1 and REmake as two separate entries in the classic series
Hey walls of text anon, do you happened to know if the 'REmake engine' was actually made for RE0 or not? Had the development of RE0 on the GC started before the REmake was conceived?
REmake and Zero's GC version were developed at around the same time. Zero went into a state of development hell as well, and released after REmake, so it's likely the engine and assets existed primarily for REmake (this is backed up a bit by how you can find relics of staff playing around with RE4's aiming system ideas and melee combat, go to tcrf for that).
RE0
>Production shifted to the newly announced GameCube, with the concept and story carried over but all of the data recreated.[15] The platform change was confirmed in September 2000.
REmake
>Production started at the beginning of 2001 with a team of only four programmers.
They most likely developed the engine with both games in mind
Does RE4 run on the REmake engine?
Maybe not but if it was gonna get one that was the time to do it and I'm still pissed we didn't REmake2 then.
>I'm still pissed we didn't REmake2 then.
Did you know that they wanted to demake the entire trilogy for the GBA? Yes, not solely RE2 but the entire trilogy I've always been fascinated by this and I'm pissed we never got these 'ports'. They would 100% be shit but imagine the entire trilogy recreated 1 to 1 on the GBA
This is what happens when you "port" a game to GBA.
Sometimes things should be done because you want, not because you need to.
because capcom recieved millions of dollars from nintendo.
/thread.
2002 can be remade but the story should make sense for the original 1 2 3 and code Veronica, not the shit show we have now...also Wesker needs to be back as the main villain and his damn accent
no it was 2 erly
Yes. The original was really bogged down by the ps1's limitations and as beloved as it is, is an unintentional clown show. It still is probably the best remake ever
>It still is probably the best remake ever
it's considered to be quite bad by non-casuals though.
I like both, pretentious anon
REmake is harder than the original
Only to noob player who gain later in good luck.
What does REmake do worse than the original?
it has 2.1 colors at best;
some games have a piss filter, this one has a shit filter.
>warm/rusty palette
>itsa shid filder
Couldn't just be that evokes a dark atmosphere or anything. The original game just has a "we're rendering what we can on The Minds Eye tier technology" filter.
it's the laziest way to make something feel creepy
they're both pretty good games sourpuss
never said they weren't sournus
>endless whining
ever get out our you cum-scented basement?
>i-is that an organically recurring horror archetype because it resonates with humanity AAAAA I'm going insane
The original le kwirky early CG game is still there dude settle down. Just be glad they didn't Netflix up this or any of the other remakes. Frick man, be glad it was the original gameplay GENRE even, you crybaby b***h. Things could be so much worse.
>The original le kwirky early CG game is still there dude settle down.
It literally isn't.
RE1, along with 2 and 3, haven't been ported in 18 years.
yes
but why was it exclusive to gamecube?
Well, anon?
https://nichegamer.com/resident-evil-1-originally-developed-snes/
>i-it was developed on the SNES at one point!
>Sure, it was a completely different game and they had to switch hardware to the PSX because Nintendo was slow on getting to the fifth generation, but still!!
Yup, it would have been a game changer. But Nintendo decided to screw Sony over. So the Nintendo Playstation ended up being a PS1 instead.
That explains why RE1 didn't use every single button.
I would say one argument for the remake is that re1 was a 1996 ps1 game, there was a massive difference in polish by the time 98 came around.
just finished remake for the first time. as a die hard fan of the original i was blown away. felt like the first time i played the ps1 version all over again. should be a template for how to remake an old game. 10/10, unironically one of the best games i've played.
not even to mention the sexy outfit mods you can install
What were the inspiration for the crests?
The sun, moon, and stars
Nah, but I'm glad they did it. Its only flaw is making me dismiss the original for decades until I finally played the True Director's Cut mod. It's just a different and worthy experience of its own.
It looks fricking awesome and plays well so the answer was yes simply because it was good.
Yes, Playstation games looks like shit.
>Did Resident Evil need a remake in 2002?
It needed a remake in 1996
Kenichi Iwao
>plagiarizes Alone in the Dark then works on troony MMO shit for eternity
Shinji Mikami
>revolutionizes third person shooters with one of the most influential games of all time
>creates the greatest 3D action game
Yep I know which one is the hack
Alone in the Dark then works on troony MMO shit for eternity
He did RE1's scenario, which even boiled down to the most basic terms is completely different from AitD, being about mad science gone wrong, rather than a Lovecraftian angle where the great evil at the end is a fricking tree you light on fire.
If anything, Mikami's original pitch for RE1 sounds more like the kid's version of Alone in the Dark, being far more about the supernatural.