>>KI: Yes, that's right, I was reluctant because I wanted to keep working on the Biohazard. It was probably around the end of 1995. Mikami-san told me he didn't like me acting like a director. He once told me "Ken-chan (his way of referring to me), who is the director? I am. Ken-chan deciding everything, coming to Ken-chan for questions, isn't that odd? I was talking with Ikehara about wanting you moved to Breath 3, won't you?"
Devs speaking up to take all the credit of a popular game is so common, it's amazing there are still people like you to fall for it.
Especially when it comes to Resident Evil which has so many interviews there are things contradicting themselves or blatant lies admitted to be lies later on.
Interviews are not facts. The facts are in the games and their prototype versions. You probably also still believe Kento is in Pokémon gen2 thanks to Iwata.
Or you're being disengenous on purpose because of your Mikami hate-boner, some people seem to believe it makes them smart to call all famous directors "hacks".
>Devs speaking up to take all the credit of a popular game is so common, it's amazing there are still people like you to fall for it.
Iwao's story is actually backed up by the fact that we know him and several other people who worked on RE left to join SquareSoft during or after the original game's development.
There's the other thing of RE1 and REmake being two completely different games in nearly every single way outside of basic map structure (and even then, the level design is completely different half the time). There's also the issue of why would Iwao attempt to "take credit" in a way that could be construed as slander? He paraphrases stuff Mikami said several times, including a later section where he says Iwao should've been the one to accept the TGS award for the game.
Iwao's story works, and fits with the more general idea that Mikami's involvement in the original game was minor and often disregarded, and the two people most involved in constructing the game we know today were Fujiwara (the creator of the Sweet Home game) and Iwao.
4 weeks ago
Anonymous
> There's also the issue of why would Iwao attempt to "take credit" in a way that could be construed as slander?
Because some people in managerial or directorial positions don't just "attempt to take credit" for a reason or another. They just do and genuinely believe the stuff is theirs. Part of that is because they are responsible, so anything a guy under them does becomes theirs by extension (they'll be the ones talking about it in meetings etc), part of that is ego. If during a brainstorming session, an idea for a game mechanic comes from a discussion between two people (that neither would have had on their own), both are going to feel the "game mechanic was theirs", and it doesn't matter if the person who actually spent 100+ hours working on implementing, fleshing out and balancing said mechanic so that it works out in the game is a completely different person who wasn't in the meeting.
As for leaving for working for another company, that's not a proof of anything. Devs going to work for another company was extremely common; and it's not like we know the details of their contracts. For all we know they were only hired for the duration of the game, and if that's the case the dev isn't going to tell you "I only had a 1 year contract and [dev] didn't feel like keeping him afterwards", they're going to say "I left to work for [company #2]"
4 weeks ago
Anonymous
>Because some people in managerial or directorial positions don't just "attempt to take credit" for a reason or another. They just do and genuinely believe the stuff is theirs.
He wasn't in a managerial position. He was the scenario writer. You're actually describing Mikami here, who is credited with the entire RE franchise up to 4 despite having very little involvement in any game outside of REmake and 4. >As for leaving for working for another company, that's not a proof of anything. Devs going to work for another company was extremely common; and it's not like we know the details of their contracts. For all we know they were only hired for the duration of the game, and if that's the case the dev isn't going to tell you "I only had a 1 year contract and [dev] didn't feel like keeping him afterwards", they're going to say "I left to work for [company #2]"
Except he literally stated the reason why. Mikami forced him to Breath of Fire 3 and his involvement in RE1 was completely downplayed at the time, so he and several others left the company. >However, I don't dislike Mikami-san. I believe it was Mikami-san's competence that could see the game through to completion after I left the team. In addition, having already left the company when Biohazard won the scenario award at Tokyo Game Show, Mikami-san met me later at the show and told me "Ken-chan, you should've actually appeared in the award ceremony." Since I did too much of a director's work, Mikami-san made it a reason in the final stretch and removed me from the staff! I was dissatisfied with it, left the company and went to Squaresoft. As other staff knew about it, several later joined me.
I sincerely doubt anyone would want to live in a mansion as drab as the one in the remake. That shit looks haunted even without the zombies, who the fuck would ever build a place so dark, especially in the early-mid 20th century where superstition still reigned among the populance.
Real mansions like a lot closer than the cheesy colors on the original since nobles have no sense of style.
Notice how RE5 was released AFTER the remake, which had this overthetop spooky mansion aesthetic with no subtelty whatsoever. The original RE and even RE4 followed the example of The Shining, in settings that are clean and brightly lit, yet subverts it with the feeling of unease and bloodthirsty monsters lurking around every corner. The remakes of RE and RE4 however, do the opposite. It's no longer The Shining, it's now Texas Chainsaw Massacre 2003.
No one lives in the mansion retard. The lights shouldn't be blasting fullbright like it's the new year.
4 weeks ago
Anonymous
>No one lives in the mansion
The game literally specifies that the mansion is where all the staff that work in the secret labs fucking live, you dumb nagger.
Did you not read the goddamn notes throughout the game?
4 weeks ago
Anonymous
he hasn't played actually the game
4 weeks ago
Anonymous
Both games fail hard in terms of making it seem like people were living there recently. In the original the place is so bare it looks like a house up for sale and in the remake it looks abandoned.
I'm a tendie and hate Snoys and even I know the remake is retarded
The first game actually had relatable atmosphere, environments, tone, color palettes and textures you can sort of relate to and know from your grandparent's house or hotels. The remake is literally just some spooky Disney mansion garbage and for some reason has no colos. It's like it tries to memoryhole the fact that RE was just an Alone in the Dark rip-off (Asians love to rip shit off)
What don't you like about it? My first time with Resident Evil was on my friend's Gamecube, was it hated at the time? He was really into the game because his name was also Chris and he would quote lines to me but I never cared for it.
This looks less like a George Lucas move than people in this thread are acting like it is.
>was it hated at the time?
No, it got pretty universal praise at the time. This is one of those contrarian arguments that /vr/ latched onto years ago and uses for shitposting. Every board has them.
GC had colorful games, you must be confusing it with the Pakistani train station that launched on the original Xbox, every FPS had to be brown. By the 360 it had infected most genres.
The original does have its charm, and the colors are nice. I think one of the marks against it is how empty parts of it feel, versus the GC version mansion which looks more like a real place. Some came out better than others, but a number of the original RE's rooms look more like student work from an "Intro to 3d Modeling" course than immersive places.
Yes, and color aside, REmake looks more like his photo. The original RE has a lot of rooms which look set up and unnatural, like the table in the trophy room, with its perfectly laid tablecloth and single wine bottle, again like a student project. In the Gamecube version, it has a lamp with a tilted shade, an off-center book, disheveled paper, etc. Obviously a some of this is due to better software, designers with more 3D experience, etc, though the end result is still a more natural looking space.
You know what made it work? They didn't try to reinvent the wheel. RE's presentation, fixed camera + pre-rendered environments, was already passe by the time REmake came out. But they ran with it anyway because that was inherent to RE's DNA. Compare REmake to Twin Snakes and you see the difference. Twin Snakes feels like it's a different genre compared to Metal Gear Solid.
Very soulful. Were they all by the same artist? The quality varies a bit between them, not sure if that's due to a different artist or just natural fluctuations between output of the same artist.
That's a good question. I remember Kamiya talking about how the team had just finished mapping out another area when Mikami came back from a trip and told them they'd have to scrap it. I think it was translated as a 4th "mansion", with the main house, the Guardhouse, and the Lab being the other 3.
The whole point of the mansion is that it was a lived-in place that the Umbrella staff would be comfortable being in and working in, which the original does perfectly. Brightly lit interiors with garish decorations and visual stimuli, not an evil-looking mansion so dark and dim that might as well house the fucking Adams family. It also has to hide Umbrella's dark secrets from the cops and you can't do that when the interior is so dark and archaic with candles and shit everywhere that they'd start wondering if it isn't a hideout of some sort (which it is).
This has the added bonus of being a completely normal place being destroyed and silenced by the zombie outbreak. One's home, clean and well-lit, being suddenly turned into a silent house after a sudden bloodbath works wonders for a horror plot, especially when you're the one who's coming in after the fact and trying to figure out what the hell happened and why there's no one around.
The closest thing we have to a real life Spencer Mansion is the Winchester Mystery House. For those that don't know the history: >built by the widow of the owner of the Winchester Rifle Company >she believed that the ghosts of everyone killed by Winchester rifles haunted her >she built a gigantic mansion and constantly changed the plans during construction. This resulted in a labyrinth like construction >supposedly a medium told her to build the mansion for the ghosts and to never stop construction >construction lasted 38 years until her death >In order to confuse the ghosts in the home, she had pathways to nowhere, doors that opened to a straight second story drop >the infamous 1906 San Francisco earthquake partially destroyed the house including its 7 story tower
Pictures of the interior are pretty brightly lit, but you have to take into account that the house has been a tourist attraction for 100 years and has had significant changes (not to mention it was in disrepair after Sarah Winchester died).
Literally everything about the backstory of the Winchester Mystery House has been discovered to be a hoax over the years. Sarah Winchester was a shut-in and an architecture enthusiast with more money than she knew what to do with, and used her home as a canvas for practicing her hobby. She designed ridiculous things because she was bored and had them built largely to keep local craftsmen employeed during slow seasons, something they were more than happy to do. Stories about her being a crazy old woman who was into spiritualism and afraid of ghosts were spread after she started to express interest in local politics and development. Winchester Investments LLC, the company that owns the house these days, perpetuate those stories as a way to keep tourist dollars coming in. Most "haunted" houses like that across the US are the same way, ordinary or eccentric old homes bought up by investments companies or house flippers with stories invented wholesale or highly embellished to sell tickets.
i dont know why looking washed out is a criticism of a fucked up horror mansion in a game about zombies. of all the genres to critique on their vibrancy i dont think survival horror really needs it. i feel like having the environment be "hauntingly beautiful" fucks entirely with the idea and feeling that youre probably gonna die in the next hallway
OP did you make a bet with somebody about the nature or amount of trolling or argumentation or console warring that would result from this? If so, please resolve it according to its terms and then report to us in a separate thread.
>RE1 vs REmake is textbook "would have done this if we had the technology" and RE1 shitards will forever be coping about this fact.
No it isn't, because what they would've done if they "had the technology" is well documented.
RE1, if they had the resources of a GameCube or PS2 would be like this >First person perspective >Partner mechanics (maybe even co-op) >far more expansive map including a large tower and a chapel, as well as a far larger guardhouse area
The game would be unrecognizable is they "had the technology".
Anyways, REmake is provably not at all what they would've done because nobody significantly involved in the original outside of Mikami was around for the remake, and Mikami didn't contribute much to RE1, having many of his ideas shot down.
RE7 is interesting because the swamp shack where you first meet Marguerite looks like something straight out of the old RE1 concept art. Just guessing based on the sketches, but it almost looks like they had the idea of a whole lakeside area with boats and islands like Sweet Home.
>RE1 vs REmake is textbook "would have done this if we had the technology" and RE1 shitards will forever be coping about this fact.
No it isn't, because what they would've done if they "had the technology" is well documented.
RE1, if they had the resources of a GameCube or PS2 would be like this >First person perspective >Partner mechanics (maybe even co-op) >far more expansive map including a large tower and a chapel, as well as a far larger guardhouse area
The game would be unrecognizable is they "had the technology".
Anyways, REmake is provably not at all what they would've done because nobody significantly involved in the original outside of Mikami was around for the remake, and Mikami didn't contribute much to RE1, having many of his ideas shot down.
>far more expansive map including a large tower and a chapel, as well as a far larger guardhouse area
I'm not sure if you can call it scrapped if they never got past the pencil sketch stage, but they had a bigger map plotted out at some point. I think the Lab was in/under the Tower in the early concepts and the Heliport was a completely separate building out in the woods that kind of looked like a big metal fire lookout with the landing pad on top.
It's not areas, it's designs. When they said they had 4 mansions it don't mean that they had four different sets of locations, they just couldn't decide on how the layout of the mansion was. Probably more to do with game progression rather than cut-off content.
>RE1 vs REmake is textbook "would have done this if we had the technology"
But the technology allowed REmake artstyle perfectly. It's not like the PS1 was incapable of making dark, somber backgrounds. Nothing to do with technology.
Have you ever seen any screenshots of those atrociously tacky Final Fantasy 7 HD mods where they replace the chibi field models with battle models?
You can't just increase the resolution and level of detail without adjusting the color palette. The original colors work well for the blocky PSX models but if you maintained them in the remake as is they would likely clash. (Unless you had a very, very good art director.)
The reverse is also true; the lack of detail in the environments of the original that the technology necessitated would have likely made everything difficult to parse if they used the color palette of the remake.
They're two different games made in two different eras and each is a good fit for the technology of the time.
What you're implying is akin to calling Super Castlevania IV a soulless hackjob because Simon's whole body isn't dyed bright orange like the NES game.
You guys are losers. You don't understand Resident Evil because you don't understand your history. It's not a survival horror game, it's a dungeon crawler. You walk slowly around a structure finding keys, solving puzzles and awkwardly fighting the occasional monster. Shotgun? Forget it, it's the Magical Sword of Demonslaying. Those level 1 rats are no match for you now, but the Hunters are now your main challenge. The question is not whether or not REmake has less soul than the original, but rather whether or not it's a better dungeon crawler by modern standards. I propose it is, and fuck you if you disagree.
>games become darker after a period where bright, vivid colors were popular >woooah cool, this is way better >games become more vivid and colorful after a period where dark, muted colors were popular >woooah cool, this is way better
REmake looks so much better it's not even fair. Even the atmosphere and tone are infinitely superior
>mikami's face when capcom lost the assets and source code
He's not that pretty, come on
>He's not that pretty, come on
>>KI: Yes, that's right, I was reluctant because I wanted to keep working on the Biohazard. It was probably around the end of 1995. Mikami-san told me he didn't like me acting like a director. He once told me "Ken-chan (his way of referring to me), who is the director? I am. Ken-chan deciding everything, coming to Ken-chan for questions, isn't that odd? I was talking with Ikehara about wanting you moved to Breath 3, won't you?"
Devs speaking up to take all the credit of a popular game is so common, it's amazing there are still people like you to fall for it.
Especially when it comes to Resident Evil which has so many interviews there are things contradicting themselves or blatant lies admitted to be lies later on.
Interviews are not facts. The facts are in the games and their prototype versions. You probably also still believe Kento is in Pokémon gen2 thanks to Iwata.
Or you're being disengenous on purpose because of your Mikami hate-boner, some people seem to believe it makes them smart to call all famous directors "hacks".
>Devs speaking up to take all the credit of a popular game is so common, it's amazing there are still people like you to fall for it.
Iwao's story is actually backed up by the fact that we know him and several other people who worked on RE left to join SquareSoft during or after the original game's development.
There's the other thing of RE1 and REmake being two completely different games in nearly every single way outside of basic map structure (and even then, the level design is completely different half the time). There's also the issue of why would Iwao attempt to "take credit" in a way that could be construed as slander? He paraphrases stuff Mikami said several times, including a later section where he says Iwao should've been the one to accept the TGS award for the game.
Iwao's story works, and fits with the more general idea that Mikami's involvement in the original game was minor and often disregarded, and the two people most involved in constructing the game we know today were Fujiwara (the creator of the Sweet Home game) and Iwao.
> There's also the issue of why would Iwao attempt to "take credit" in a way that could be construed as slander?
Because some people in managerial or directorial positions don't just "attempt to take credit" for a reason or another. They just do and genuinely believe the stuff is theirs. Part of that is because they are responsible, so anything a guy under them does becomes theirs by extension (they'll be the ones talking about it in meetings etc), part of that is ego. If during a brainstorming session, an idea for a game mechanic comes from a discussion between two people (that neither would have had on their own), both are going to feel the "game mechanic was theirs", and it doesn't matter if the person who actually spent 100+ hours working on implementing, fleshing out and balancing said mechanic so that it works out in the game is a completely different person who wasn't in the meeting.
As for leaving for working for another company, that's not a proof of anything. Devs going to work for another company was extremely common; and it's not like we know the details of their contracts. For all we know they were only hired for the duration of the game, and if that's the case the dev isn't going to tell you "I only had a 1 year contract and [dev] didn't feel like keeping him afterwards", they're going to say "I left to work for [company #2]"
>Because some people in managerial or directorial positions don't just "attempt to take credit" for a reason or another. They just do and genuinely believe the stuff is theirs.
He wasn't in a managerial position. He was the scenario writer. You're actually describing Mikami here, who is credited with the entire RE franchise up to 4 despite having very little involvement in any game outside of REmake and 4.
>As for leaving for working for another company, that's not a proof of anything. Devs going to work for another company was extremely common; and it's not like we know the details of their contracts. For all we know they were only hired for the duration of the game, and if that's the case the dev isn't going to tell you "I only had a 1 year contract and [dev] didn't feel like keeping him afterwards", they're going to say "I left to work for [company #2]"
Except he literally stated the reason why. Mikami forced him to Breath of Fire 3 and his involvement in RE1 was completely downplayed at the time, so he and several others left the company.
>However, I don't dislike Mikami-san. I believe it was Mikami-san's competence that could see the game through to completion after I left the team. In addition, having already left the company when Biohazard won the scenario award at Tokyo Game Show, Mikami-san met me later at the show and told me "Ken-chan, you should've actually appeared in the award ceremony." Since I did too much of a director's work, Mikami-san made it a reason in the final stretch and removed me from the staff! I was dissatisfied with it, left the company and went to Squaresoft. As other staff knew about it, several later joined me.
>yf when you paid actual money for an AI upscaled gamecube title
Those ports were from ten years ago. This wasn't AI upscaling, it was good old fashioned Photoshop sharpness filter and contrast slider.
The remake is old enough to drink.
All those assets were redone from scratch.
They really nailed it on the first go
Goddamn REmake still looks amazing.
Both look decent. I look forward to trying them both.
I sincerely doubt anyone would want to live in a mansion as drab as the one in the remake. That shit looks haunted even without the zombies, who the fuck would ever build a place so dark, especially in the early-mid 20th century where superstition still reigned among the populance.
Real mansions like a lot closer than the cheesy colors on the original since nobles have no sense of style.
Oswell Spencer wanted to live there. His taste in interior design is pretty consistent throughout the series.
Almost like he was a cartoonishly evil, well traveled Earl born in the mid-1920's with old fashioned, theatrical taste or something.
>posts RE5 and thinks he makes a point
/subhuman remake zoomer thread
The point is REmake was consistent with the direction they had already long decided to take Spencer in.
Notice how RE5 was released AFTER the remake, which had this overthetop spooky mansion aesthetic with no subtelty whatsoever. The original RE and even RE4 followed the example of The Shining, in settings that are clean and brightly lit, yet subverts it with the feeling of unease and bloodthirsty monsters lurking around every corner. The remakes of RE and RE4 however, do the opposite. It's no longer The Shining, it's now Texas Chainsaw Massacre 2003.
I should have refreshed the thread before posting, okay I can see why people don't like the lighting changes.
The original RE mansion was straight out of some clown world.
>dumb zoomer thinks real life mansions look like haunted houses
No one lives in the mansion retard. The lights shouldn't be blasting fullbright like it's the new year.
>No one lives in the mansion
The game literally specifies that the mansion is where all the staff that work in the secret labs fucking live, you dumb nagger.
Did you not read the goddamn notes throughout the game?
he hasn't played actually the game
Both games fail hard in terms of making it seem like people were living there recently. In the original the place is so bare it looks like a house up for sale and in the remake it looks abandoned.
Except the Mansion in RE1 is literally haunted, by zombies...
Oswell that ends well i guess..
I'm a tendie and hate Snoys and even I know the remake is retarded
The first game actually had relatable atmosphere, environments, tone, color palettes and textures you can sort of relate to and know from your grandparent's house or hotels. The remake is literally just some spooky Disney mansion garbage and for some reason has no colos. It's like it tries to memoryhole the fact that RE was just an Alone in the Dark rip-off (Asians love to rip shit off)
Prefering right = low IQ
shows exactly why REmake sucks. thanks
What don't you like about it? My first time with Resident Evil was on my friend's Gamecube, was it hated at the time? He was really into the game because his name was also Chris and he would quote lines to me but I never cared for it.
This looks less like a George Lucas move than people in this thread are acting like it is.
>was it hated at the time?
No, it got pretty universal praise at the time. This is one of those contrarian arguments that /vr/ latched onto years ago and uses for shitposting. Every board has them.
Now we just need that retard to rant about the candles.
Why were gamecube games so afraid of color? its all brown and bloom
>Why were gamecube games so afraid of color? its all brown and bloom
Shinji Mikami
GC had colorful games, you must be confusing it with the Pakistani train station that launched on the original Xbox, every FPS had to be brown. By the 360 it had infected most genres.
The fuck? Halo is one of the most colorful games I’ve ever played.
I know right...
Gears of Sunshine.
i genuinely don't like REmake as much as the original, and part of it is how drab the mansion looks.
The original does have its charm, and the colors are nice. I think one of the marks against it is how empty parts of it feel, versus the GC version mansion which looks more like a real place. Some came out better than others, but a number of the original RE's rooms look more like student work from an "Intro to 3d Modeling" course than immersive places.
>looks more like a real place
He just posted a picture of a real place.
Yes, and color aside, REmake looks more like his photo. The original RE has a lot of rooms which look set up and unnatural, like the table in the trophy room, with its perfectly laid tablecloth and single wine bottle, again like a student project. In the Gamecube version, it has a lamp with a tilted shade, an off-center book, disheveled paper, etc. Obviously a some of this is due to better software, designers with more 3D experience, etc, though the end result is still a more natural looking space.
>rooms which look set up and unnatural
Did you completely miss the purpose of the mansion?
Styrofoam head.
You know what made it work? They didn't try to reinvent the wheel. RE's presentation, fixed camera + pre-rendered environments, was already passe by the time REmake came out. But they ran with it anyway because that was inherent to RE's DNA. Compare REmake to Twin Snakes and you see the difference. Twin Snakes feels like it's a different genre compared to Metal Gear Solid.
Original is so much better, not a fair contest
I like the colored pencil concept sketches. I would have loved a stylized remake with environments and characters that look like the old artwork.
Very soulful. Were they all by the same artist? The quality varies a bit between them, not sure if that's due to a different artist or just natural fluctuations between output of the same artist.
How many rooms were scrapped in RE1's development?
That's a good question. I remember Kamiya talking about how the team had just finished mapping out another area when Mikami came back from a trip and told them they'd have to scrap it. I think it was translated as a 4th "mansion", with the main house, the Guardhouse, and the Lab being the other 3.
Extremely low quality thread. Template post like that should be banned on the spot.
I love REmake but I do like how surreal the original looks.
>soul vs soulless
Both are great
The whole point of the mansion is that it was a lived-in place that the Umbrella staff would be comfortable being in and working in, which the original does perfectly. Brightly lit interiors with garish decorations and visual stimuli, not an evil-looking mansion so dark and dim that might as well house the fucking Adams family. It also has to hide Umbrella's dark secrets from the cops and you can't do that when the interior is so dark and archaic with candles and shit everywhere that they'd start wondering if it isn't a hideout of some sort (which it is).
This has the added bonus of being a completely normal place being destroyed and silenced by the zombie outbreak. One's home, clean and well-lit, being suddenly turned into a silent house after a sudden bloodbath works wonders for a horror plot, especially when you're the one who's coming in after the fact and trying to figure out what the hell happened and why there's no one around.
>Soul vs. Souless
The closest thing we have to a real life Spencer Mansion is the Winchester Mystery House. For those that don't know the history:
>built by the widow of the owner of the Winchester Rifle Company
>she believed that the ghosts of everyone killed by Winchester rifles haunted her
>she built a gigantic mansion and constantly changed the plans during construction. This resulted in a labyrinth like construction
>supposedly a medium told her to build the mansion for the ghosts and to never stop construction
>construction lasted 38 years until her death
>In order to confuse the ghosts in the home, she had pathways to nowhere, doors that opened to a straight second story drop
>the infamous 1906 San Francisco earthquake partially destroyed the house including its 7 story tower
Pictures of the interior are pretty brightly lit, but you have to take into account that the house has been a tourist attraction for 100 years and has had significant changes (not to mention it was in disrepair after Sarah Winchester died).
Literally everything about the backstory of the Winchester Mystery House has been discovered to be a hoax over the years. Sarah Winchester was a shut-in and an architecture enthusiast with more money than she knew what to do with, and used her home as a canvas for practicing her hobby. She designed ridiculous things because she was bored and had them built largely to keep local craftsmen employeed during slow seasons, something they were more than happy to do. Stories about her being a crazy old woman who was into spiritualism and afraid of ghosts were spread after she started to express interest in local politics and development. Winchester Investments LLC, the company that owns the house these days, perpetuate those stories as a way to keep tourist dollars coming in. Most "haunted" houses like that across the US are the same way, ordinary or eccentric old homes bought up by investments companies or house flippers with stories invented wholesale or highly embellished to sell tickets.
very interesting, thanks, anon
To be fair it still sounds like she was a nutcase.
Whoever made that collage deliberately changed the brightness or desaturated the REmake screenshots to make them appear less colourful than they are
wow, so colorful... not
compare the light emitted from the fireplace here for instance
The GC remake is more colourful than most people realize, it's the remaster that downed out all the colours. And most people just played the remaster.
i dont know why looking washed out is a criticism of a fucked up horror mansion in a game about zombies. of all the genres to critique on their vibrancy i dont think survival horror really needs it. i feel like having the environment be "hauntingly beautiful" fucks entirely with the idea and feeling that youre probably gonna die in the next hallway
Let me guess, you grew up during the brown & bloom era
Two simple rules:
>Never believe people's content on /vr/ without checking up on it
>Never fall for the memed remasters
>Presented without comment.
OP did you make a bet with somebody about the nature or amount of trolling or argumentation or console warring that would result from this? If so, please resolve it according to its terms and then report to us in a separate thread.
Auster troon thread
RE1 vs REmake is textbook "would have done this if we had the technology" and RE1 shitards will forever be coping about this fact.
>RE1 vs REmake is textbook "would have done this if we had the technology" and RE1 shitards will forever be coping about this fact.
No it isn't, because what they would've done if they "had the technology" is well documented.
RE1, if they had the resources of a GameCube or PS2 would be like this
>First person perspective
>Partner mechanics (maybe even co-op)
>far more expansive map including a large tower and a chapel, as well as a far larger guardhouse area
The game would be unrecognizable is they "had the technology".
Anyways, REmake is provably not at all what they would've done because nobody significantly involved in the original outside of Mikami was around for the remake, and Mikami didn't contribute much to RE1, having many of his ideas shot down.
RE7 is interesting because the swamp shack where you first meet Marguerite looks like something straight out of the old RE1 concept art. Just guessing based on the sketches, but it almost looks like they had the idea of a whole lakeside area with boats and islands like Sweet Home.
>far more expansive map including a large tower and a chapel, as well as a far larger guardhouse area
How many areas were scrapped from RE1?
I'm not sure if you can call it scrapped if they never got past the pencil sketch stage, but they had a bigger map plotted out at some point. I think the Lab was in/under the Tower in the early concepts and the Heliport was a completely separate building out in the woods that kind of looked like a big metal fire lookout with the landing pad on top.
It's not areas, it's designs. When they said they had 4 mansions it don't mean that they had four different sets of locations, they just couldn't decide on how the layout of the mansion was. Probably more to do with game progression rather than cut-off content.
>RE1 vs REmake is textbook "would have done this if we had the technology"
But the technology allowed REmake artstyle perfectly. It's not like the PS1 was incapable of making dark, somber backgrounds. Nothing to do with technology.
Have you ever seen any screenshots of those atrociously tacky Final Fantasy 7 HD mods where they replace the chibi field models with battle models?
You can't just increase the resolution and level of detail without adjusting the color palette. The original colors work well for the blocky PSX models but if you maintained them in the remake as is they would likely clash. (Unless you had a very, very good art director.)
The reverse is also true; the lack of detail in the environments of the original that the technology necessitated would have likely made everything difficult to parse if they used the color palette of the remake.
They're two different games made in two different eras and each is a good fit for the technology of the time.
What you're implying is akin to calling Super Castlevania IV a soulless hackjob because Simon's whole body isn't dyed bright orange like the NES game.
Right looks like shit, a stupid cluttered spookyhouse from disney world.
We know it's you auster
You guys are losers. You don't understand Resident Evil because you don't understand your history. It's not a survival horror game, it's a dungeon crawler. You walk slowly around a structure finding keys, solving puzzles and awkwardly fighting the occasional monster. Shotgun? Forget it, it's the Magical Sword of Demonslaying. Those level 1 rats are no match for you now, but the Hunters are now your main challenge. The question is not whether or not REmake has less soul than the original, but rather whether or not it's a better dungeon crawler by modern standards. I propose it is, and fuck you if you disagree.
>games become darker after a period where bright, vivid colors were popular
>woooah cool, this is way better
>games become more vivid and colorful after a period where dark, muted colors were popular
>woooah cool, this is way better
grey filter to the max on the right