Was it really the perfect remake?

Was it really the perfect remake?

  1. 3 weeks ago
    Anonymous

    Up to that point, hell yeah.

  2. 3 weeks ago
    Anonymous

    Yes

  3. 3 weeks ago
    Anonymous

    >mind breaks Ganker

    • 3 weeks ago
      Anonymous

      >Nooooooooooo don't point out criticisms.

      • 3 weeks ago
        Anonymous

        They were oil lamps made to look like candles

  4. 3 weeks ago
    Anonymous

    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

  5. 3 weeks ago
    Anonymous

    Yeup, ignore retards

  6. 3 weeks ago
    Anonymous

    Remember back when we could have decent threads about RE1.

    • 3 weeks ago
      Anonymous

      No

    • 3 weeks ago
      Anonymous

      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%+

  7. 3 weeks ago
    Anonymous

    Not perfect but one of the only good ones
    The only other one that comes to my mind would be Metroid Zero Mission

  8. 3 weeks ago
    Anonymous

    No, it was just nintendo fans exaggerating the quality of their games...AGAIN.

    • 3 weeks ago
      Anonymous

      rent free

  9. 3 weeks ago
    Anonymous

    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.

    • 3 weeks ago
      Anonymous

      New England weather is very unpredictable

  10. 3 weeks ago
    Anonymous

    Diablo 2 Resurrected exists

  11. 3 weeks ago
    Anonymous

    >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

    • 3 weeks ago
      Anonymous

      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.

      • 3 weeks ago
        Anonymous

        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.

        • 3 weeks ago
          Anonymous

          >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

          • 3 weeks ago
            Anonymous

            >same with r2make with 1.5 stuff

            examples?

        • 2 weeks ago
          Anonymous

          >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?

          • 2 weeks ago
            Anonymous

            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.

            • 2 weeks ago
              Anonymous

              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.

    • 3 weeks ago
      Anonymous

      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.

      • 3 weeks ago
        Anonymous

        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.

        • 3 weeks ago
          Anonymous

          Hey, I made that webm a while ago. Didn't think anyone would save it. Here's the other one I made

        • 3 weeks ago
          Anonymous

          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.

          Which is better, GC/Wii or HD Remaster?

          • 3 weeks ago
            Anonymous

            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.

            • 3 weeks ago
              Anonymous

              >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.

      • 3 weeks ago
        Anonymous

        Good points

        >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.

        • 3 weeks ago
          Anonymous

          >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.

    • 3 weeks ago
      Anonymous

      >>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.

  12. 3 weeks ago
    Anonymous

    yes, it quite literally has more soul than the original.

  13. 3 weeks ago
    Anonymous

    It's the final version of the original game, which they seemingly weren't happy with given how many times they reworked it.

    • 3 weeks ago
      Anonymous

      >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.

      • 3 weeks ago
        Anonymous

        >he got drunk at a 2001 New Year's party and said he would
        Source?

        • 3 weeks ago
          Anonymous

          It came to him in a dream.

      • 3 weeks ago
        Anonymous

        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.

        • 3 weeks ago
          Anonymous

          What was cut from RE1?

          • 3 weeks ago
            Anonymous

            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.

            • 3 weeks ago
              Anonymous

              Here's the zombie kid next to an early Chimera design.

        • 3 weeks ago
          Anonymous

          >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.

  14. 3 weeks ago
    Anonymous

    nah it was a shitty remake no one bought

  15. 3 weeks ago
    Anonymous

    Anyone who disagrees is fucking retarded.

    • 3 weeks ago
      Anonymous

      your mom is retarded indeed

    • 2 weeks ago
      Anonymous

      It's worse than the Saturn version.

  16. 3 weeks ago
    Anonymous

    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.

    • 3 weeks ago
      Anonymous

      >I think the perfect remake is Zero Mission

      not with that horrible stealth level

  17. 3 weeks ago
    Anonymous

    >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.

    • 3 weeks ago
      Anonymous

      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.

    • 3 weeks ago
      Anonymous

      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.”

    • 3 weeks ago
      Anonymous

      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.

      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.

  18. 3 weeks ago
    Anonymous

    It's the only good remake ever. It makes the original look like a joke.

  19. 3 weeks ago
    Anonymous

    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.

    • 2 weeks ago
      Anonymous

      Would have been cooler to put it on the forest path instead of that tiny one out there.

  20. 3 weeks ago
    Anonymous

    No its a great game but its become absurdly overrated in the last years since the remaster release.

    • 2 weeks ago
      Anonymous

      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.

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