>it's literally the OG RE experience,
Not with the respawning enemies or overbloating your game with baby puzzles. People who are making survival horror games now takes more from REmake than RE1 itself and it shows.
>timeless
the camera placements alone make this game outdated. Movement doesn’t flow well sometimes because the camera will switch to the complete opposite position when you go around a corner, or having to shoot blindly at shit because the enemy is too far to be in view.
>Movement doesn’t flow well sometimes because the camera will switch to the complete opposite position
You're playing with the wrong controls. In classic RE, forward on the stick ALWAYS moves you forward. It isn't supposed to play like DMC1.
I thought REmake was harder because of crimsom heads. Also, doesn't Lisa tie into both G and Nemesis while Crimsoms are a midd point between Zombie and Licker?
Seems pretty lore enriching.
>REmake casualized the game and added lore-destroying shit like Lisa and crimson heads.
and then Umbrella Chronicles made it even worse >oh yea during the mansion incident Russian soldiers went around the mansion stealing things
I would be with you if the ACTUAL navigation itself of the mansion was remotely complex or hard to figure out. But its literally "Bring Item A, to Door A".
There's no decision making to solve, because it's not using the non linearity as a way to obscure the right way. Instead, it's allowing it so that, you literally cannot fail whichever direction you go, it's the type of "nonlinearity" you see in Assasin Creed and Far Cry games, the generic Open world games.
Maybe there's something you can bring up to convince me that's less subjective than "It's simply fun to go in 1 more other direction to solve another easy puzzle than simply one direction"
But I'll give an example of something I consider kind of good:
In Tomb Raider 1, there is this level called St.Francis Folly. Tomb Raider exploration is structured a bit weirdly compared to typical videogames, unfortunately this example might only work on you if you meet two conditions: 1. Have played Tomb Raider, 2. Are not a mindless moron
But basically St.Francis Folly is a long twisting tower. Completely and truly 3D in the fullest sense of the word in 1996 (and onward tbh, but thats another debate). Your goal is...to find 4 switches. Remember that this is a 3D structure. Basically the way you'll end up progressing, is by using Lara's movement options to get down the tower safely without dying. Like I said, it's a long tower and she falls to her death easily. There is a unique type of tension, when traversal itself can be dangerous, especially in 3D space, and it makes you appreciate how "real" the structure is.
The switches are scattered about along the tower, You can find them in any order, and enter the doors they open in any order, and collect the items in any order. if I'm being honest, the non linearity here is just as uninteresting as in general, but because of the lack of direction it creates, and how much it forces you to thoroughly explore. It makes the exploration and traversal challenging.
I don't know if my point will be communicated here, because unfortunately challenge and "tension" is a very easily broadly interpretable word.
But if there's anything I want to emphasize, it's "3D" and "Traversal" When these two come together, especially in the unique way that Tomb Raider does, it makes exploration so much more challenging and..."open"? For lack of better word, EVEN IN a relatively linear level, but non linear levels just as another perspective of how you have to think about traversing safely and properly. Especially because levels are inherently layered by fact of being truly 3D.
Whether you like it or not...RE1 is barely 3D. For the most part you're largely stuck on the same 2D plane and can never enter the Z plane. This isn't inherently a bad thing, there are good 2D games with exploration like Hollow Knight, but at the same time their worlds end up being so big, interconnected and requiring you to keep track and so many things, and piece together how you need to progress with your traversal abilities that it IS meaningful exploration.
Don't get me wrong, RE1 and REmake are kind of like this, just a lite version. And they also end up playing more like puzzle boxes than not. And I enjoyed this, even in REmake which is my point. RE1 as a game at its baseline isn't remotely complex or interconnected enough in any regard for exploration to be benefited from non linearity, on top of being a 3D game that doesn't use 3D all that interestingly.
It's not a knock on RE1, it's a knock on non linearity as a concept without concept of how you can actually explore, and how much you have to navigate and keep in mind.
remake is a cheesy haunted house. it's obvious that if it released this gen it wouldn't have nearly the amount of praise it does on this board. it would probably have a generally negative reaction.
RE1 had the better architecture/design(proper 60s vs.
generic victorian mansion), RE1 had the better story pre-retcons, RE1 had the better (color) intro. REmake has better everything else.
>Every criticism of the RE4 remake equally applies to the RE1 remake.
Like what? I see people complaining about shit like yellow paint, censored fanservice, Ada's voice, Leon being less cool, and villains having different personalities.
REmake 1 is also casualized with a map that tells you when you've found everything in the room. It removes Jill's coomer outfits from the earlier versions. The voice acting is completely dull and forgettable. Barry has none of his original personality and acts like some tryhard gay. Ditto for Wesker because they were trying to make him more like the cool bad guy he later became and not the petty little b***h that cried when Chris laughed at his Tyrant in RE1.
I always found the monster transformations in resident evil to be funny. Yeah let's say wesker or whoever gets transformed into a giant monster, what do you do once you kill the person? You can't do anything normal ever again, your life is over and everyone who sees you is going to shoot you almost immediately
I always found RE boring and have never been able to get into any of the games, and I've tried a good amount of them.
Walking through the same environments over and over and over again where tf do I go homie, now I've ran out of ammo, great now I'm fricked.
'02 version has better puzzles and more detailed environments. Crimson Heads added a much needed scare factor to the zombies. '96 version is extremely simplistic in comparison to '02 which is a more fleshed out game. Though you could argue they stretched out the playtime a little too much and the lighter/gasoline is kinda tedious.
They’re both severely outdated. RE1 honestly needs another remake on the level of RE4
kys zoomer, REmake is a timeless classic
>calls others zoomer when liking REmake is a zoomer opinion
dipshit
>REmake is a zoomer opinion
says you, they weren't even born when the game came out
Gamecube is zoomers first console
Liking video games is a zoomer opinion.
it's shit and anyone who defends it doesn't actually understand RE
>doesn't actually understand RE
it's literally the OG RE experience, are you fricking moronic?
>it's literally the OG RE experience,
Not with the respawning enemies or overbloating your game with baby puzzles. People who are making survival horror games now takes more from REmake than RE1 itself and it shows.
>timeless
the camera placements alone make this game outdated. Movement doesn’t flow well sometimes because the camera will switch to the complete opposite position when you go around a corner, or having to shoot blindly at shit because the enemy is too far to be in view.
skill issue
Adhering to poor design isnt skill
Skiiiiiill issue (but unironically)
>Movement doesn’t flow well sometimes because the camera will switch to the complete opposite position
You're playing with the wrong controls. In classic RE, forward on the stick ALWAYS moves you forward. It isn't supposed to play like DMC1.
I air on RE1 more often than not. Been meaning to try the Containment mod for the spooky season.
moronic poster
>REddit
neither, go back
The original. REmake casualized the game and added lore-destroying shit like Lisa and crimson heads.
I thought REmake was harder because of crimsom heads. Also, doesn't Lisa tie into both G and Nemesis while Crimsoms are a midd point between Zombie and Licker?
Seems pretty lore enriching.
>REmake casualized the game and added lore-destroying shit like Lisa and crimson heads.
and then Umbrella Chronicles made it even worse
>oh yea during the mansion incident Russian soldiers went around the mansion stealing things
Original is better paced and has better atmosphere.
the remake destroys the multiple path to choose beginning and keeps on with it. Always kills my urge to replay it.
forgot pic
I would be with you if the ACTUAL navigation itself of the mansion was remotely complex or hard to figure out. But its literally "Bring Item A, to Door A".
There's no decision making to solve, because it's not using the non linearity as a way to obscure the right way. Instead, it's allowing it so that, you literally cannot fail whichever direction you go, it's the type of "nonlinearity" you see in Assasin Creed and Far Cry games, the generic Open world games.
Maybe there's something you can bring up to convince me that's less subjective than "It's simply fun to go in 1 more other direction to solve another easy puzzle than simply one direction"
But I'll give an example of something I consider kind of good:
In Tomb Raider 1, there is this level called St.Francis Folly. Tomb Raider exploration is structured a bit weirdly compared to typical videogames, unfortunately this example might only work on you if you meet two conditions: 1. Have played Tomb Raider, 2. Are not a mindless moron
But basically St.Francis Folly is a long twisting tower. Completely and truly 3D in the fullest sense of the word in 1996 (and onward tbh, but thats another debate). Your goal is...to find 4 switches. Remember that this is a 3D structure. Basically the way you'll end up progressing, is by using Lara's movement options to get down the tower safely without dying. Like I said, it's a long tower and she falls to her death easily. There is a unique type of tension, when traversal itself can be dangerous, especially in 3D space, and it makes you appreciate how "real" the structure is.
The switches are scattered about along the tower, You can find them in any order, and enter the doors they open in any order, and collect the items in any order. if I'm being honest, the non linearity here is just as uninteresting as in general, but because of the lack of direction it creates, and how much it forces you to thoroughly explore. It makes the exploration and traversal challenging.
I don't know if my point will be communicated here, because unfortunately challenge and "tension" is a very easily broadly interpretable word.
But if there's anything I want to emphasize, it's "3D" and "Traversal" When these two come together, especially in the unique way that Tomb Raider does, it makes exploration so much more challenging and..."open"? For lack of better word, EVEN IN a relatively linear level, but non linear levels just as another perspective of how you have to think about traversing safely and properly. Especially because levels are inherently layered by fact of being truly 3D.
Whether you like it or not...RE1 is barely 3D. For the most part you're largely stuck on the same 2D plane and can never enter the Z plane. This isn't inherently a bad thing, there are good 2D games with exploration like Hollow Knight, but at the same time their worlds end up being so big, interconnected and requiring you to keep track and so many things, and piece together how you need to progress with your traversal abilities that it IS meaningful exploration.
Don't get me wrong, RE1 and REmake are kind of like this, just a lite version. And they also end up playing more like puzzle boxes than not. And I enjoyed this, even in REmake which is my point. RE1 as a game at its baseline isn't remotely complex or interconnected enough in any regard for exploration to be benefited from non linearity, on top of being a 3D game that doesn't use 3D all that interestingly.
It's not a knock on RE1, it's a knock on non linearity as a concept without concept of how you can actually explore, and how much you have to navigate and keep in mind.
>they also end up playing more like puzzle boxes than not
Agreed.
original because i am contrarian
remake is a cheesy haunted house. it's obvious that if it released this gen it wouldn't have nearly the amount of praise it does on this board. it would probably have a generally negative reaction.
PS1 DC has the better gameplay and overall layout
REmake feels like tryhard graphicswhoring that really ruined the original's flow
REmake when ? i cant play that shoulderaim-less old shit, is there no mod or a fan-remake on unreal of it?
Virgins pick left
Sex havers pick right.
The choice is yours to make.
Original because REmake is too scary
yes
Both have aged pretty poorly, wait for the re-remake.
RE1 had the better architecture/design(proper 60s vs.
generic victorian mansion), RE1 had the better story pre-retcons, RE1 had the better (color) intro. REmake has better everything else.
Every criticism of the RE4 remake equally applies to the RE1 remake.
>Every criticism of the RE4 remake equally applies to the RE1 remake.
Like what? I see people complaining about shit like yellow paint, censored fanservice, Ada's voice, Leon being less cool, and villains having different personalities.
REmake 1 is also casualized with a map that tells you when you've found everything in the room. It removes Jill's coomer outfits from the earlier versions. The voice acting is completely dull and forgettable. Barry has none of his original personality and acts like some tryhard gay. Ditto for Wesker because they were trying to make him more like the cool bad guy he later became and not the petty little b***h that cried when Chris laughed at his Tyrant in RE1.
I always found the monster transformations in resident evil to be funny. Yeah let's say wesker or whoever gets transformed into a giant monster, what do you do once you kill the person? You can't do anything normal ever again, your life is over and everyone who sees you is going to shoot you almost immediately
some of them could control it. Saddler, Krauser
Remake but PC version with door animation skip mod.
>soul skip mod
Yes, slop skip mod.
Slop skip mod removes PC fats
PC runs GC better than GC 🙂
Running higher then it was designed for is soulless
Original has more soul. None of them have aged badly, people's brains did. Play both but the original first if you're used to playing retro games
I always found RE boring and have never been able to get into any of the games, and I've tried a good amount of them.
Walking through the same environments over and over and over again where tf do I go homie, now I've ran out of ammo, great now I'm fricked.
Did the Keeper's Diary really need a cringey "mature" rewrite?
>writing "goddamn" in a personal diary
Do people actually do this?
REmake.
t. played the original in release.
both are severely sleep inducing, Id rather play 4 instead
>enters survival horror thread
>"nah I like action games"
Thanks for sharing anon.
REmake is better and the only people who claim otherwise are mentally ill contrarians who spend way too much time on Ganker
'02 version has better puzzles and more detailed environments. Crimson Heads added a much needed scare factor to the zombies. '96 version is extremely simplistic in comparison to '02 which is a more fleshed out game. Though you could argue they stretched out the playtime a little too much and the lighter/gasoline is kinda tedious.