THIS STUPID FUCKING THREAD
THIS STUPID FUCKING GAME
EVERY GOD DAMN DAY
THEN A BUNCH OF HIPSTER gayS ARE GOING TO COME IN AND COMPLAIN ABOUT >MUH CANDLES
KILL
YOUR
SELLLLLLLLVES
Yes. Before the rule change REmake 1 was allowed to be discussed here, and it was much more civilized. I wonder what percentage of the REmake 1 haters are retards from Ganker only here post rule change? I'd bet at least 75%+
The thunderstorm that conveniently stops when you step outside the mansion and starts back up the minute you go back inside is way sillier than the candles. It's like something out of a Scooby Doo cartoon.
>enemies spend more time showing off than they do actually being threatening >long ass animations for everything >Every addition wants the player to spend more time backtracking through the same empty hallways, oil management and zombie burning, the broken knob bullshit, the "upgraded" plant-42 basement, the "you can't run" power thingey in the lab, etc >We want the Silent Hill audiance too
For me, it's the part where you have to backtrack from the cabin all the fucking way back to the beginning of the game through a bunch of empty rooms just so you can push some blocks in a Mortal Kombat arena to kill one of the dumbest bosses in the series. That was the point where it finally clicked that they were just padding the game out with pointless bullshit.
I almost forgot, Wesker can actually "die" in that fight by getting fatalitied into the Pit but just pops back up in the Lab later like nothing happened and it's never even mentioned. Both of these felt like the kind of lazy bullshit other games from that era like CV and 0 were full of. Feels like the designers were burnt out and just didn't really give a shit anymore.
For me it really feels like they were obsessed with making the game longer to meet an arbitrary length/playtime expectation, which is only made harder by the fact that they'd assume most players had already played through the original game not so long before. And so, the bullshit padding began. And the "extra content".
Also a lot of the changes and new things found in the remake are actually stuff they had planned for the original game but dropped. Like the Trevor files, which were taken out because it was deemed unnecessary and diluted the story, but now it's back, with the Lisa addition on top.
>Also a lot of the changes and new things found in the remake are actually stuff they had planned for the original game but dropped
same with r2make with 1.5 stuff
>Like the Trevor files, which were taken out because it was deemed unnecessary and diluted the story, but now it's back, with the Lisa addition on top.
Well its a shame they added it back I feel like it was a poor addition to the remake. It feels out of place. I like the idea of crimson heads though was that planned originally?
No, Crimson Heads and Lisa were things the remake team came up with on their own. They were added very late in development too, just a couple months before release.
Well they had one good idea at least. Although it was a bit annoying having to constantly burn them but still it added another layer to the zombies making them even more threatening.
One of the things that's always bothered me is placing the magnum prior to the guardhouse. In the original it didn't matter much to Jill since she had the grenade launcher, but she was supposed to be the easier mode anyway.
For Chris though this totally kills his whole difficulty curve. The toughest part of the game in the original was coming back to the mansion with only the shotgun and having to fight your way to the West wing with the whole place now full of hunters if you wanted to get the magnum.
A lot of the changes in the remake end up making Chris and Jill's runs feel more homogenized actually. Like how they both half to take that new roundabout path to get the arrowhead so they can grab the sword key.
It cut a quite a few Hunters too. There's 20 in the mansion as Chris in RE1 and besides 1 or 2 they're pretty evenly dispersed through rooms you have to pass through. REmake cuts that down to 14 for starters and removes them from critical areas like the 2F C shaped hallway. 2 of them have specific weird spawn triggers like vidrel and 2 more are on the outdoor dining room balcony that you have 0 reason to ever visit. And like you said, Chris already has the Magnum when they show up so that's 6 dead Hunters in your hand right there with their nerfed HP values.
I think the perfect remake is Zero Mission, but this a solid game although if you come from the original to this it feels like they just made everything 10x longer. Every puzzle has like 4 or 5 steps to it now. So in a way it's like a brand new arranged mode that'll surprise veterans, but I still enjoy the simplicity of the original over this remake, but you can't top the name REmake.
The Gamecube/Wii version. The backgrounds and music are all kinds of fucked up in the official release.
Music is easy enough to fix by modding on PC. You can use mods to partially fix the backgrounds, but there's still a bunch of problems that can't be resolved. A lot of animated backgrounds from the original, especially those in outdoor areas, were made totally static in the remaster. It leaves those areas looking very ugly and lifeless.
>A lot of animated backgrounds from the original, especially those in outdoor areas, were made totally static in the remaster. It leaves those areas looking very ugly and lifeless.
Examples?
3 weeks ago
Anonymous
In the graveyard and on the path from the mansion to the courtyard/cabin.
>It's the final version of the original game, which they seemingly weren't happy with given how many times they reworked it.
It only involved one member of the original game's key staff.
Not Fujiwara, who did most of the base concept work and actually proposed the project and gathered staff.
Not Iwao, who fleshed out the concept and created the vast majority of the narrative, characters, and lore elements.
Not Kamiya, who would later dictate the direction the series went in.
Just Mikami, the person who wanted the game to be about cyborgs fighting ghosts and ultimately had next to no involvement with the games beyond an honorary producer role after the first one. He wasn't even supposed to work on the remake until he got drunk at a 2001 New Year's party and said he would.
People need to stop parroting this meme that REmake is in any way what the original devs wanted to make. If it was true to the "original vision", the following would be true >Game would be in first person >Multiple playable characters and AI partners, more side characters can optionally die >Guardhouse would be massively expanded >The Tower and Chapel, among other things, would be restored >the Trevor Files in their entirety would be included (REmake includes only the most pointless ones to add back in oddly enough)
Off the top of my head. Instead, the remake just waters down much of the original and detracts from the original incredibly non-linear and open ended design philosophies originating from Sweet Home.
You're mixing things from different time periods which is what people who talk about "beta stuff" tend to do. The "first person perspective" idea was a concept idea before any real production began, lumping that with the rest is completely wrong.
The original idea was to a make a clone of D because in 1995, D was the hottest shit and this was still the time period when everyone thought FMV games were the future. This never came to be because Capcom had neither the hardware, nor the talent, to make a game like this, webm very much related.
>You're mixing things from different time periods which is what people who talk about "beta stuff" tend to do.
My point is, nothing REmake adds is part of the "original vision", and the concept of chasing an original vision is completely nebulous.
If we wanted to just look at beta concepts, REmake still completely fails at that, and it's just Mikami pinning his own new shit onto it, like Lisa, the moving of where the lab entrance is, the expansions to the caves, the crimson heads, etc., all of these were not in any betas or pre-production materials (and we have a lot of info on RE1, so we'd know if they were). We barely missed a timeline where REmake had melee counters and free aim if you look at its beta content.
>>We want the Silent Hill audiance too
Definitely felt like someone at Capcom wanted to ripoff Silent Hill at the time. There was even that version of 4 that had the fog and switching to a different world full of weird supernatural enemies.
>It's the final version of the original game, which they seemingly weren't happy with given how many times they reworked it.
It only involved one member of the original game's key staff.
Not Fujiwara, who did most of the base concept work and actually proposed the project and gathered staff.
Not Iwao, who fleshed out the concept and created the vast majority of the narrative, characters, and lore elements.
Not Kamiya, who would later dictate the direction the series went in.
Just Mikami, the person who wanted the game to be about cyborgs fighting ghosts and ultimately had next to no involvement with the games beyond an honorary producer role after the first one. He wasn't even supposed to work on the remake until he got drunk at a 2001 New Year's party and said he would.
People need to stop parroting this meme that REmake is in any way what the original devs wanted to make. If it was true to the "original vision", the following would be true >Game would be in first person >Multiple playable characters and AI partners, more side characters can optionally die >Guardhouse would be massively expanded >The Tower and Chapel, among other things, would be restored >the Trevor Files in their entirety would be included (REmake includes only the most pointless ones to add back in oddly enough)
Off the top of my head. Instead, the remake just waters down much of the original and detracts from the original incredibly non-linear and open ended design philosophies originating from Sweet Home.
I always thought the Lakeside area from the concept art was really interesting. I think it was connected to the Tower somehow. I imagine it would have been something like the lake in Sweet Home with a shoreline area and little islands you reach by boat. That probably didn't work so well with the direction the game wound up going though.
I don't know if you'd really call it cut since most of it just exists as rough pencil sketches. There's art floating around of the Tower, a swampy looking area, the lake, a cemetery, chapel, and maybe some other places. Quite a few enemies that didn't make it past the pencil sketch stage too. Mostly mutant bugs of different kinds, leeches, a frog and similar stuff. There's a giant crab too. Basically Zero's enemy roster. I've even seen a sketch of a zombie kid and I think there might be an ancient interview where someone mentions those and said they thought it was taking things a little too far.
>little islands you reach by boat >island
That could've made for a neat scenario. Like maybe there was some particularly unusual/dangerous subject which they didn't feel safe keeping in the main lab but didn't want to just destroy before it reached its final mutation, so they instead housed it in a nearby island and assigned one or two techs to observe and care for it. You go there, find a keeper's journal, read about the keeper's growing agitation, dissatisfaction, and fear regarding his post, plus an album of observation notes about and photos of the subject's transformation (with the last one or two photos/pages noticeably missing), etc. Hell, maybe even give it a full anticlimactic ending, where you gain to the creature's holding pen, only to find it empty and with the back wall smashed out.
I think the perfect remake is Zero Mission, but this a solid game although if you come from the original to this it feels like they just made everything 10x longer. Every puzzle has like 4 or 5 steps to it now. So in a way it's like a brand new arranged mode that'll surprise veterans, but I still enjoy the simplicity of the original over this remake, but you can't top the name REmake.
- They had their chance to add some female zombies like the ones of resident evil 2 and resident evil 3...but no, they again only put male zombies(lisa does not count).
- In other versions, your rewards for winning the game used to be to start a new game with a infinite magnum or a infinite machine gun. Here your "reward" is a mediocre handgun.
- After you win the game there is a forced "dangerous zombie" mode(instant death if you damage it). The problem is, as far as i know there is no way to put in "off" that mode.
- If you play as Chris the fat man called Barry died. If you play as Jill the miley cyrus clone called Rebecca never existed. So, they did not solved that problem from the original one.
- They had their chance to add a "mercenaries" mode with a lot of action, but they did not put it.
The reward here was the anti-tank bazooka iirc, yeah I missed that magnum too. >Mercenaries
My sides, they probably thought it wouldn't fit the setting.
The reward here was the anti-tank bazooka iirc, yeah I missed that magnum too. >Mercenaries
My sides, they probably thought it wouldn't fit the setting.
Mikami wanted to do more than just port it again: “I assigned Hiroki Kato to come up with a proposal for remaking the first Resident Evil. I actually wanted Kato to direct the game, but his proposal was far too similar to the original version. Everything would be the same, except for the graphics, which would be redone.” Mikami did not favor such an approach, believing that a good remake was needed to upend players’ expectations and offer surprises to hardcore fans of the original. “That’s when I decided that I had to direct the remake myself,” he says.
The only notable challenge came from Production Studio 4’s lack of experience of developing for GameCube. Mikami had ambitious visual targets for the remake, wanting the game to look as realistic as possible; this led to the team choosing to return to pre-rendered camera angles, after going fully polygonal with Resident Evil CODE: Veronica. However, GameCube had relatively limited memory bandwidth, making the implementation of highly detailed pre-rendered backgrounds difficult.
Fortunately, Nintendo provided Capcom with technical assistance, which helped Mikami overcome such hurdles early on.
While Lisa’s shock value will be apparent to any player, including veterans of the original, Mikami also sought to give her a high level of thematic significance. “I wanted players to read the files outlining Lisa’s tragic story so that they feel a great deal of sympathy for her. That is why I made it optional for players to actually engage in direct combat with Lisa during the final encounter with her,” Mikami explains. During the boss fight, players can perform a specific action to end the encounter, rather than directly attacking her with weapons (and wasting bullets). “I actually prefer if players do not kill Lisa,” Mikami elaborates. “I want players to
feel bad for her and to feel a sense of guilt for attacking an innocent victim like her.”
The reward here was the anti-tank bazooka iirc, yeah I missed that magnum too. >Mercenaries
My sides, they probably thought it wouldn't fit the setting.
I'd like to mention that RE1 did have a Mercs like mode already- it was the Battle Game in the Saturn version, and it worked really well. Modern fan mods also show RE1 leans itself well to a 4th Survivor equivalent, and not including something like that was a bit lazy considering how content heavy prior games had been (first game since RE1 on the Saturn to not have a Battle Game or an equivalent, and this is ignoring that RE2 had 4th Survivor, Tofu Survivor, and three levels of its Battle Game with four playable characters).
If REmake was a perfect remake it would have had the following >Every mode from prior releases of RE1 (Battle Game and Advanced Mode) >All costumes and unlockables from prior releases (infinite SMG/Minimi, infinite Magnum, Saturn, Original, and Advanced costumes) >A true ending route (biggest issue longtime fans had with RE1, as Barry and Rebecca were confirmed survivors) >restoring concepts they couldn't execute on the PSX (notably the larger Guardhouse or even one of the cut areas- instead we get an expansion to the caves that sucks ass)
And so on.
no, the addition of the graveyard was not fitting aesthetically. You dont build a graveyard right outside of the backdoor of your mansion. Shouldve been elsewhere.
Pretty much. Back when the only version around was on Gamecube or Wii you never heard anyone say it was a replacement for the original. The consensus was always that they were both worth playing regardless of which one you preferred. It was only after the HD port that this new narrative popped up.
Up to that point, hell yeah.
Yes
>mind breaks Ganker
>Nooooooooooo don't point out criticisms.
They were oil lamps made to look like candles
THIS STUPID FUCKING THREAD
THIS STUPID FUCKING GAME
EVERY GOD DAMN DAY
THEN A BUNCH OF HIPSTER gayS ARE GOING TO COME IN AND COMPLAIN ABOUT
>MUH CANDLES
KILL
YOUR
SELLLLLLLLVES
Yeup, ignore retards
Remember back when we could have decent threads about RE1.
No
Yes. Before the rule change REmake 1 was allowed to be discussed here, and it was much more civilized. I wonder what percentage of the REmake 1 haters are retards from Ganker only here post rule change? I'd bet at least 75%+
Not perfect but one of the only good ones
The only other one that comes to my mind would be Metroid Zero Mission
No, it was just nintendo fans exaggerating the quality of their games...AGAIN.
rent free
The thunderstorm that conveniently stops when you step outside the mansion and starts back up the minute you go back inside is way sillier than the candles. It's like something out of a Scooby Doo cartoon.
New England weather is very unpredictable
Diablo 2 Resurrected exists
>enemies spend more time showing off than they do actually being threatening
>long ass animations for everything
>Every addition wants the player to spend more time backtracking through the same empty hallways, oil management and zombie burning, the broken knob bullshit, the "upgraded" plant-42 basement, the "you can't run" power thingey in the lab, etc
>We want the Silent Hill audiance too
For me, it's the part where you have to backtrack from the cabin all the fucking way back to the beginning of the game through a bunch of empty rooms just so you can push some blocks in a Mortal Kombat arena to kill one of the dumbest bosses in the series. That was the point where it finally clicked that they were just padding the game out with pointless bullshit.
I almost forgot, Wesker can actually "die" in that fight by getting fatalitied into the Pit but just pops back up in the Lab later like nothing happened and it's never even mentioned. Both of these felt like the kind of lazy bullshit other games from that era like CV and 0 were full of. Feels like the designers were burnt out and just didn't really give a shit anymore.
For me it really feels like they were obsessed with making the game longer to meet an arbitrary length/playtime expectation, which is only made harder by the fact that they'd assume most players had already played through the original game not so long before. And so, the bullshit padding began. And the "extra content".
Also a lot of the changes and new things found in the remake are actually stuff they had planned for the original game but dropped. Like the Trevor files, which were taken out because it was deemed unnecessary and diluted the story, but now it's back, with the Lisa addition on top.
>Also a lot of the changes and new things found in the remake are actually stuff they had planned for the original game but dropped
same with r2make with 1.5 stuff
>same with r2make with 1.5 stuff
examples?
>Like the Trevor files, which were taken out because it was deemed unnecessary and diluted the story, but now it's back, with the Lisa addition on top.
Well its a shame they added it back I feel like it was a poor addition to the remake. It feels out of place. I like the idea of crimson heads though was that planned originally?
No, Crimson Heads and Lisa were things the remake team came up with on their own. They were added very late in development too, just a couple months before release.
Well they had one good idea at least. Although it was a bit annoying having to constantly burn them but still it added another layer to the zombies making them even more threatening.
One of the things that's always bothered me is placing the magnum prior to the guardhouse. In the original it didn't matter much to Jill since she had the grenade launcher, but she was supposed to be the easier mode anyway.
For Chris though this totally kills his whole difficulty curve. The toughest part of the game in the original was coming back to the mansion with only the shotgun and having to fight your way to the West wing with the whole place now full of hunters if you wanted to get the magnum.
A lot of the changes in the remake end up making Chris and Jill's runs feel more homogenized actually. Like how they both half to take that new roundabout path to get the arrowhead so they can grab the sword key.
It cut a quite a few Hunters too. There's 20 in the mansion as Chris in RE1 and besides 1 or 2 they're pretty evenly dispersed through rooms you have to pass through. REmake cuts that down to 14 for starters and removes them from critical areas like the 2F C shaped hallway. 2 of them have specific weird spawn triggers like vidrel and 2 more are on the outdoor dining room balcony that you have 0 reason to ever visit. And like you said, Chris already has the Magnum when they show up so that's 6 dead Hunters in your hand right there with their nerfed HP values.
Hey, I made that webm a while ago. Didn't think anyone would save it. Here's the other one I made
Which is better, GC/Wii or HD Remaster?
The Gamecube/Wii version. The backgrounds and music are all kinds of fucked up in the official release.
Music is easy enough to fix by modding on PC. You can use mods to partially fix the backgrounds, but there's still a bunch of problems that can't be resolved. A lot of animated backgrounds from the original, especially those in outdoor areas, were made totally static in the remaster. It leaves those areas looking very ugly and lifeless.
>A lot of animated backgrounds from the original, especially those in outdoor areas, were made totally static in the remaster. It leaves those areas looking very ugly and lifeless.
Examples?
In the graveyard and on the path from the mansion to the courtyard/cabin.
Good points
You're mixing things from different time periods which is what people who talk about "beta stuff" tend to do. The "first person perspective" idea was a concept idea before any real production began, lumping that with the rest is completely wrong.
The original idea was to a make a clone of D because in 1995, D was the hottest shit and this was still the time period when everyone thought FMV games were the future. This never came to be because Capcom had neither the hardware, nor the talent, to make a game like this, webm very much related.
>You're mixing things from different time periods which is what people who talk about "beta stuff" tend to do.
My point is, nothing REmake adds is part of the "original vision", and the concept of chasing an original vision is completely nebulous.
If we wanted to just look at beta concepts, REmake still completely fails at that, and it's just Mikami pinning his own new shit onto it, like Lisa, the moving of where the lab entrance is, the expansions to the caves, the crimson heads, etc., all of these were not in any betas or pre-production materials (and we have a lot of info on RE1, so we'd know if they were). We barely missed a timeline where REmake had melee counters and free aim if you look at its beta content.
>>We want the Silent Hill audiance too
Definitely felt like someone at Capcom wanted to ripoff Silent Hill at the time. There was even that version of 4 that had the fog and switching to a different world full of weird supernatural enemies.
yes, it quite literally has more soul than the original.
It's the final version of the original game, which they seemingly weren't happy with given how many times they reworked it.
>It's the final version of the original game, which they seemingly weren't happy with given how many times they reworked it.
It only involved one member of the original game's key staff.
Not Fujiwara, who did most of the base concept work and actually proposed the project and gathered staff.
Not Iwao, who fleshed out the concept and created the vast majority of the narrative, characters, and lore elements.
Not Kamiya, who would later dictate the direction the series went in.
Just Mikami, the person who wanted the game to be about cyborgs fighting ghosts and ultimately had next to no involvement with the games beyond an honorary producer role after the first one. He wasn't even supposed to work on the remake until he got drunk at a 2001 New Year's party and said he would.
People need to stop parroting this meme that REmake is in any way what the original devs wanted to make. If it was true to the "original vision", the following would be true
>Game would be in first person
>Multiple playable characters and AI partners, more side characters can optionally die
>Guardhouse would be massively expanded
>The Tower and Chapel, among other things, would be restored
>the Trevor Files in their entirety would be included (REmake includes only the most pointless ones to add back in oddly enough)
Off the top of my head. Instead, the remake just waters down much of the original and detracts from the original incredibly non-linear and open ended design philosophies originating from Sweet Home.
>he got drunk at a 2001 New Year's party and said he would
Source?
It came to him in a dream.
I always thought the Lakeside area from the concept art was really interesting. I think it was connected to the Tower somehow. I imagine it would have been something like the lake in Sweet Home with a shoreline area and little islands you reach by boat. That probably didn't work so well with the direction the game wound up going though.
What was cut from RE1?
I don't know if you'd really call it cut since most of it just exists as rough pencil sketches. There's art floating around of the Tower, a swampy looking area, the lake, a cemetery, chapel, and maybe some other places. Quite a few enemies that didn't make it past the pencil sketch stage too. Mostly mutant bugs of different kinds, leeches, a frog and similar stuff. There's a giant crab too. Basically Zero's enemy roster. I've even seen a sketch of a zombie kid and I think there might be an ancient interview where someone mentions those and said they thought it was taking things a little too far.
Here's the zombie kid next to an early Chimera design.
>little islands you reach by boat
>island
That could've made for a neat scenario. Like maybe there was some particularly unusual/dangerous subject which they didn't feel safe keeping in the main lab but didn't want to just destroy before it reached its final mutation, so they instead housed it in a nearby island and assigned one or two techs to observe and care for it. You go there, find a keeper's journal, read about the keeper's growing agitation, dissatisfaction, and fear regarding his post, plus an album of observation notes about and photos of the subject's transformation (with the last one or two photos/pages noticeably missing), etc. Hell, maybe even give it a full anticlimactic ending, where you gain to the creature's holding pen, only to find it empty and with the back wall smashed out.
nah it was a shitty remake no one bought
Anyone who disagrees is fucking retarded.
your mom is retarded indeed
It's worse than the Saturn version.
I think the perfect remake is Zero Mission, but this a solid game although if you come from the original to this it feels like they just made everything 10x longer. Every puzzle has like 4 or 5 steps to it now. So in a way it's like a brand new arranged mode that'll surprise veterans, but I still enjoy the simplicity of the original over this remake, but you can't top the name REmake.
>I think the perfect remake is Zero Mission
not with that horrible stealth level
>Was it really the perfect remake?
Actually a horrible a remake:
- They had their chance to add some female zombies like the ones of resident evil 2 and resident evil 3...but no, they again only put male zombies(lisa does not count).
- In other versions, your rewards for winning the game used to be to start a new game with a infinite magnum or a infinite machine gun. Here your "reward" is a mediocre handgun.
- After you win the game there is a forced "dangerous zombie" mode(instant death if you damage it). The problem is, as far as i know there is no way to put in "off" that mode.
- If you play as Chris the fat man called Barry died. If you play as Jill the miley cyrus clone called Rebecca never existed. So, they did not solved that problem from the original one.
- They had their chance to add a "mercenaries" mode with a lot of action, but they did not put it.
So in short, it was a very bad remake.
Yes, or pretty close to one at the very least.
The reward here was the anti-tank bazooka iirc, yeah I missed that magnum too.
>Mercenaries
My sides, they probably thought it wouldn't fit the setting.
Mikami wanted to do more than just port it again: “I assigned Hiroki Kato to come up with a proposal for remaking the first Resident Evil. I actually wanted Kato to direct the game, but his proposal was far too similar to the original version. Everything would be the same, except for the graphics, which would be redone.” Mikami did not favor such an approach, believing that a good remake was needed to upend players’ expectations and offer surprises to hardcore fans of the original. “That’s when I decided that I had to direct the remake myself,” he says.
The only notable challenge came from Production Studio 4’s lack of experience of developing for GameCube. Mikami had ambitious visual targets for the remake, wanting the game to look as realistic as possible; this led to the team choosing to return to pre-rendered camera angles, after going fully polygonal with Resident Evil CODE: Veronica. However, GameCube had relatively limited memory bandwidth, making the implementation of highly detailed pre-rendered backgrounds difficult.
Fortunately, Nintendo provided Capcom with technical assistance, which helped Mikami overcome such hurdles early on.
While Lisa’s shock value will be apparent to any player, including veterans of the original, Mikami also sought to give her a high level of thematic significance. “I wanted players to read the files outlining Lisa’s tragic story so that they feel a great deal of sympathy for her. That is why I made it optional for players to actually engage in direct combat with Lisa during the final encounter with her,” Mikami explains. During the boss fight, players can perform a specific action to end the encounter, rather than directly attacking her with weapons (and wasting bullets). “I actually prefer if players do not kill Lisa,” Mikami elaborates. “I want players to
feel bad for her and to feel a sense of guilt for attacking an innocent victim like her.”
I'd like to mention that RE1 did have a Mercs like mode already- it was the Battle Game in the Saturn version, and it worked really well. Modern fan mods also show RE1 leans itself well to a 4th Survivor equivalent, and not including something like that was a bit lazy considering how content heavy prior games had been (first game since RE1 on the Saturn to not have a Battle Game or an equivalent, and this is ignoring that RE2 had 4th Survivor, Tofu Survivor, and three levels of its Battle Game with four playable characters).
If REmake was a perfect remake it would have had the following
>Every mode from prior releases of RE1 (Battle Game and Advanced Mode)
>All costumes and unlockables from prior releases (infinite SMG/Minimi, infinite Magnum, Saturn, Original, and Advanced costumes)
>A true ending route (biggest issue longtime fans had with RE1, as Barry and Rebecca were confirmed survivors)
>restoring concepts they couldn't execute on the PSX (notably the larger Guardhouse or even one of the cut areas- instead we get an expansion to the caves that sucks ass)
And so on.
It's the only good remake ever. It makes the original look like a joke.
no, the addition of the graveyard was not fitting aesthetically. You dont build a graveyard right outside of the backdoor of your mansion. Shouldve been elsewhere.
Would have been cooler to put it on the forest path instead of that tiny one out there.
No its a great game but its become absurdly overrated in the last years since the remaster release.
Pretty much. Back when the only version around was on Gamecube or Wii you never heard anyone say it was a replacement for the original. The consensus was always that they were both worth playing regardless of which one you preferred. It was only after the HD port that this new narrative popped up.