Capcom The Resident Evil Thread

Give it a go if you like action mixed with some gory elements!

And by the way 4>>> 6> 5.
 
I just feel that 4.. Felt the least like RE to me. By that I mean.. More of a departure. With 6 I felt like they were trying to get back to what i loved about the series.. While keeping stuff there for the new fans that came in from 4 on.

I'm indifferent on 5. I legit had no one to play it with.. So.. It was just meh for me.
 
So I've never really been into the Survival Horror aspect of Resident Evil, mostly because of bad memories as a child when the original games first released.

But I do understand 5 and 6 are supposed to be vastly different. So should I give it a go? For $13.99 at Best Buy, it seems cheap enough.

A lot of it depends on what aspect you're talking about. Personally, I never found the older REs scary that much, outside a few jump scares here and there. Very creepy environment and all, but I always felt there was more emphasis on Survival over Horror. If it's just the gruesome aspect, that part of the series has stayed. If anything, the modern games are much gory than the older games. The main change has been in gameplay and level design. The gameplay from 4 onward is more action-based and there's much less emphasis on backtracking, and 5 onward has a co-op feature.

I just feel that 4.. Felt the least like RE to me. By that I mean.. More of a departure. With 6 I felt like they were trying to get back to what i loved about the series.. While keeping stuff there for the new fans that came in from 4 on.

There's way more of classic RE in 4 than 6. Like...way more. I really have no idea how you can even come to this conclusion. 4 is mostly solo, environments are more akin to classic series, it features back-tracking, the aiming is still stand still without movement...I mean, if anything, 6 pretty much discards what was left of the classic formula outside of the characters.

The only way 6 is closer to older RE is storywise. RE4 is pretty random with its story, but 6 directly continues from a lot of threads from the old games. But that's it really. It's a total departure from the older series. 5 was probably the real departing point, but whatever was left 6 left behind.

so is there any more news on the re2 remake or just the announcement ages ago

We probably won't hear anything about that until well after RE7 releases.
 
The Resident Evil 2 remake was officially announced in August 2015, right? I recall reading at that time development had only just started. So that was 7 months ago. E3 is in June, so then it'll be 9 months ago.

Should be able to show something then right?
 
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I really hope to not be disappointed when we see our first piece of footage.
 
The Resident Evil 2 female was officially announced in August 2015, right? I recall reading at that time development had only just started. So that was 7 months ago. E3 is in June, so then it'll be 9 months ago.

Should be able to show something then right?

I can't recall for sure, but that sounds right. But again, RE7 is going to be out first. We know it's been in development for quite awhile. So I honestly wouldn't expect anything major about it until RE7 has been out for a little while. E3 is probably going to be all about RE7 being unveiled and probably updates for Umbrella Chronicles since it launches in May. It may be talked about, but I would be surprised if there's any trailer or footage shown from it at all until probably next year.
 
I'm expecting not to care about RE7 but I'll check out the footage of course.
 

Industry
Resident Evil 20th anniversary video interview: Koji Oda

Published 3 hours ago. 7 comments.
The director of Resident Evil 0.

Resi-20th-Int-Koji-Oda.jpg




Capcom has released the second in its series of developer interviews celebrating the 20th anniversary of the Resident Evil series.




The new video features Resident Evil 0 director Koji Oda, who talks about the game’s setting, the concept behind its characters, and how Capcom added more to the January-released remaster.




If you missed it, catch the first video with Hiroyuki Kobayashi here.




Get the Koji Oda interview and transcript below.


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Intro
I’m Koji Oda, director of the HD remaster of Resident Evil 0. I also directed the original GameCube version. I was involved in the series before, during the planning of the first Resident Evil game.


The HD Remaster of Resident Evil 0
Resident Evil 0 would be the last game in the series to feature the classic fixed camera angle style. Starting with Resident Evil 4, we changed to a third-person view. That’s very different from the classic style, which used a series of camera angles designed like shots in a movie. The pacing and horror style are different from post-Resident Evil 4 titles, too. You could say 0 is a compilation of the classic Resident Evil features, so you can enjoy those aspects as you lose yourself in the game world.




Remastering The Game
At the time we thought we’d done everything we could with the game, but when I came to play it myself after it was released, in addition to getting feedback from customers, I did start seeing things I wished I’d done differently. For the remaster, I kept that feeling in mind and wanted to try new things, but the HD remastering alone was a huge task. We took care to remaster the game and preserve its quality while not affecting the balance of the gameplay. Still, I felt that wasn’t enough, so we also added Wesker Mode.




The Characters
The main character needed to be involved not just in this game’s story, but provide a connection to the Mansion Incident as well. This led us quite naturally to Rebecca. The gameplay also required that we add a second main character. Rebecca needed a partner who hadn’t featured before and who had a certain darkness about them, who you felt might turn against you at any moment. Someone who’s not fazed by dangerous and deadly situations. That was the thinking that led to the creation of Billy. In terms of design, with Billy being a prisoner, handcuffs were an obvious choice, but we wanted to add something unique, something he couldn’t remove like the cuffs, and that would look cool. At the time, there wasn’t such a negative perception of tattooed characters, so through the process of trial and error we arrived at his final design.




Writing a Prequel
The most difficult part of writing the story was how to deal with Bravo Team in a prequel. Players who know the story might look foward to seeing it, but we already know they get wiped out later in the story. It wouldn’t have been very interesting to show that. So we delved into the setting before the events of the first game, making it a kind of secret episode in Raccoon City’s history. We were focused on Rebecca’s experiences and growth as a character, so we didn’t keep the whole trilogy in mind much, focusing instead on how 0 connects with 1.




Wesker Mode
The HD remastering itself was the biggest challenge, but once we got a handle on that, we wanted to do more to make the game more than just a remaster. That’s where Wesker Mode came from. At first it was just Wesker in his S.T.A.R.S. leader uniform, but you see that in the story mode and it’s not that exciting. Then again, just having Wesker in a new costume is kind of boring, too. So I asked the already over-worked team to give Wesker some super-powers for this new mode. Of course, the original GameCube version wasn’t designed to support a super-powered Wesker dashing around the place, so I was worried it might cause some game-breaking bugs, but the development team did a great job on it, and internal reviews said it was a lot of fun as a “new game plus” mode. So in the end, I’m really happy with how well it turned out. We had other ideas for new features before we settled on Wesker Mode. We were thinking of characters you see a lot, but don’t get to play as. Playing as an enemy creature was one of the ideas that was mooted.




A Message to Resident Evil Fans
I’m a huge fan of Sweet Home, Resident Evil‘s Famicom predecessor. That was one of my inspirations for the unorthodox ideas we had for Resident Evil. Thankfully, Capcom was open to us designing a game that worked against the player in order to maximize the horror atmosphere. Things like limiting how often you could save or heal yourself, not displaying a precise health gauge, and so on. We hoped that players who could accept these concepts would come along for the ride. The fact that we’re here now 20 years later is so amazing to me, and that’s because the fans were able to understand what we wanted to achieve. We want to keep betraying your expectations in the best way possible, so I hope you’ll continue on this journey with us!



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Industry, Capcom, Clips, Developer Diaries, Horror, Koji Oda, Resident Evil




source: Gematsu


 
For anyone who is replaying through RE6 I highly recommend playing in the chronological order I posted earlier.
 
I don't know if this is common knowledge or not, but here's a list I jacked from NeoGAF that shows the chronological order for RE6's chapters. I never knew this before and did the campaigns one at a time starting with Leon's. I'm going to play it in this order this time around.

Prelude Chapter
Chris Chapter 1
Chris Chapter 2
Jake Chapter 1
Jake Chapter 2
Leon Chapter 1
Leon Chapter 2
Leon Chapter 3
Jake Chapter 3
Chris Chapter 3
Jake Chapter 4
Leon Chapter 4
Chris Chapter 4
Jake Chapter 5
Chris Chapter 5
Leon Chapter 5
Ada Wong Campaign

Ada's chapter 1 is before Leon's first chapter. During Leon's run through the city, there is a TV news report about a missing sub. The Sub Ada was on.
 
Ada's chapter 1 is before Leon's first chapter. During Leon's run through the city, there is a TV news report about a missing sub. The Sub Ada was on.

Ada's campaign is meant to fill in gaps left by the other campaigns. Originally it was only unlocked after finishing the other three, so it's put at the end of the list. Not sure where all the chapters of her's would fit chronologically.
 

PlayStation 4, PC
Umbrella Corps delayed to June 21

Published 5 mins ago. 0 comments.
New trailer highlights character customization.

Umbrella-Corps-Delayed-June-21.jpg


Capcom has delayed its Resident Evil-inspired multiplayer shooter Umbrella Corps from its planned May release to June 21. It will be available as a download title for PlayStation 4 and PC when it launches.
A new trailer released this evening introd


uces the game’s multitude of character customization features. Players can customize their outfit, emblem, patches, decals, and weapon presets. Watch the video below.




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PC, PlayStation 4, Capcom, Clips, Delays, Release Dates, Shooter, TPS, Trailers, Umbrella Corps




source: Gematsu
 
Did anyone ever have any trouble killing Dr Marcus in Zero? He has killed me about 6 times even though I have unloaded a lot of ammo into him.
 
Dr. Marcus? Remind me who that is, I'm not sure what boss you're referring to.
 
Its the guy with the white coat and long hair and the final boss of the game.
 
Dr. Marcus? Remind me who that is, I'm not sure what boss you're referring to.

The young guy who sings opera at points and seems to control the leaches.

Its the guy with the white coat and long hair and the final boss of the game.

Actually I think he is 2nd to last. But I am having trouble putting him down as my partner keeps getting caught by him.
 
Never mind, completed Zero tonight, thought Dr Marcus was much harder to get past than the queen though.
 
OG RE1 is simply a game I can't play anymore. Glad the REmake is up.
 
If you can go back to play RE2 and 3, I don't know how you can't go back to RE1. It's roughly the same to play. Unless you can't go back to either of those two as well, in which case fair enough.
 

PlayStation 4, PC
Umbrella Corps adds Antarctic Base map, Mutated Zombie enemies

Published 18 hours ago. 14 comments.

Latest trailer and screenshots released.

Umbrella-Corps_04-19-16.jpg


Capcom has introduced a new “Antarctic Base” map from Resident Evil Code: Veronica and “Mutated Zombie” creature type set to appear in its upcoming Resident Evil-inspired multiplayer shooter Umbrella Corps.
Get the details below.
“Antarctic Base” Map
The Antarctic Base, set within the Umbrella research facility, was never repaired after the deadly T-virus incident witnessed in Resident Evil Code: Veronica. The base remains in its heavily destroyed state, featuring a vertically expansive play area covering three floors that allow players to endure a thrilling fast-paced round of hide and seek gameplay. Perhaps the most tactical map in the game, players can utilize cover points, interwoven ventilation ducts, and ladders to unleash deadly surprise attacks on their foes.
“Mutated Zombies” Creature Type
Also being added into the shooting mayhem are the special “Mutated Zombies” that can be found in the single player Experiment Mode’s Antarctic Base map and in the Multi-Mission Mode’s SP DNA Hunter ruleset. Featuring advanced states of mutation, there are many viruses spreading across the infected zones in Umbrella Corps and it’s unclear whether the T-virus or C-virus is responsible for these blood thirsty enemies. Harder to defeat than normal zombies, not only are they unaffected by the Zombie Jammer, but they are also able to render the Zombie Jammer temporarily ineffective against other creatures near the player.
Umbrella Corps will launch digitally for PlayStation 4 and PC on June 21.


Watch a new trailer below.
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View a new set of screenshots at the gallery.


visit gallery »






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PC, PlayStation 4, Capcom, Clips, Screenshots, Shooter, TPS, Trailers, Umbrella Corps


source: Gematsu
 
For $20, I would have definitely given it a chance, but $30 I don't know...maybe.
 
Two articles different places



Industry
Resident Evil 20th anniversary video interview: Masachika Kawata

Published 12 hours ago. 29 comments.
Third video in 20th anniversary interview series released.

Resi-20th-Masachika-Kawata.jpg


Capcom has released the third in its series of developer interviews celebrating the 20th anniversary of the Resident Evil series.


The new video features Masachika Kawata, who has worked on titles like Resident Evil 4 and Resident Evil 5, as well as the Resident Evil Revelations series and Umbrella Chronicles.




If you missed it, catch the previous Resident Evil 20th anniversary video interviews here: Koji Oda, Hiroyuki Kobayashi.


Get the Masachika Kawata interview and transcript below.
Intro
I’m Masachika Kawata, and I’m a producer on the Resident Evil series. I’ve worked on main series titles Resident Evil 4 and Resident Evil 5, as well as spin-off titles, the Resident Evil Revelations series and Umbrella Chronicles.


The Essence of Resident Evil
The original Resident Evil games captured a feeling of fear and horror. I think those were the aspects those games put the most importance on. Starting from Resident Evil 4, however, the games started to put more emphasis on entertainment and the gameplay experience itself. Resident Evil 1 to Resident Evil 3 and Resident Evil 4 to Resident Evil 6 are very different, but we’ve always tried to keep the concept of horror as a consistent core of the series.


On Reaching the 20th Anniversary

It’s already been 20 years, and the fans have supported the series for all this time. The entertainment and other aspects of the games have developed as we try to meet fans’ needs while opening the series up to a wide audience.


The Challenge of Evolving the Series


We challenge ourselves with each title in different ways. In Resident Evil Revelations 2, we used the cliffhanger storytelling style to tell an episodic story. But I still think the biggest evolution was Resident Evil 4. It turned the way we developed the first three games completely on its head. In terms of game systems and approach, you can see the amazing work and passion of the team who made it.




Different Games, Different Themes

Take Umbrella Chronicles for Wii. It didn’t push the horror aspect so much as exploring overcoming the fear by teaming up with another player. Resident Evil 5 also explored this two-player approach, but by simplifying the game system in Chronicles, I think players can enjoy the content more easily. You also have Resident Evil Revelations, originally developed for handheld. At first it wasn’t seen as a very difficult project, but we pushed our limits with the graphics and game system, and so our approach was very much in spirit of the original games. It was also a chance to refresh the game engine, so it was a very worthwhile project.




A Message to Resident Evil Fans



We want people to keep making Resident Evil a series that people love. I’ll keep working hard with the team to bring you fans something you can enjoy. Thank you for the continued support!



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Industry, Capcom, Clips, Developer Diaries, Horror, Resident Evil


Also with


Umbrella Corps Hands-On: Many Ways To Die . May 4, 2016 . 3:00pm

Zombies make for unique challenges in team-based Resident Evil multiplayer shooter Umbrella Corps.

8 comments Read >

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Death came in different forms while playing through the demo of Umbrella Corps at PAX East. While it might not kill you, a single hit from an opponent would mean a whole lot more trouble in the zombie, ganados, and kijuju-infested maps.


Players would start a match equipped with a Zombie Jammer, which keeps the undead uninterested in the player. Should that jammer get shot – as a fairly large target on the player’s back, it likely will – the zombies will begin to attack that player. The demo map, which played in a Resident Evil 5 setting, zombie dogs and crows would also come for the wounded player. As such, getting hit at all in Umbrella Corps is cause for concern.


This increased danger from taking any damage can promote taking extreme care during a match. Players are encouraged to crouch down, take cover, or crawl along the maps, staying out of sight in order to avoid their jammer getting hit. Even so, aggressive play is equally possible against the slow undead, rushing the enemy and taking them down before the zombies can converge.


Matches could handle up to six players, allowing any combination of 3v3, 3v2, 2v2, or whatever the players wished to play. Playing on maps from Resident Evil 4, Resident Evil: Code Veronica, and other locations from the series, players could then engage in up to eight match types. These would involve collecting collars from downed players, killing zombies, or just wiping out the other team when all players only have one life.

Players could also choose from several different loadouts at the beginning of the match, giving them access to various machine guns, hand guns, and high-damage melee weapons (like an axe).


A map in the match will help players find out where their enemies are attacking at, showing activity as red lines that steadily shoot up as gunfire is exchanged. Downed players could also point out where opponents were as they would be able to see a whole map of the area.

The game does feature a single player mode as well as a training mode for players who want to get the hang of the game before diving in against live opponents.


Umbrella Corps is set to release on June 21 for $29.99 (US) on PC and PS4.

Read more stories about Videos & PC & PlayStation 4 & Umbrella Corps on Siliconera.
source: Gematsu &Siliconera
 

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