The project is still on track! Progress has been very good!
Clarify this please.
The RE2 scrapped beta that was leaked is playable right? It's just buggy, and very incomplete. This project aims to make it a full playable game right? So it's like 75% beta plus 25% fan content?
Unfortunately, they do not own a copy of the final build (80% completion), but we do have a large amount of resources from it (video, pictures, and text). In my conservative estimate, I would concur with your percentages. However, the 'fan content' is not completely arbitrary; it is based on actual designs and plans from Capcom.
>because they're ruining a perfectly good prototype.
I don't understand your issue. This is code, 1 and 0s. It can easily be copied. They're making their modifications do not alter the original copy, this isn't a painting ffs. Stop being such a bitch.
Fanfiction bievers have been "ruining" the build for years, funnily enough nobody said a word about it. Some people are blind, inconsistent, butthurt, or a combination of the previous.
Again, how's an unfinished, buggy piece of shit like that being "ruined"?
>tells people "they" have a patreon page, inciting them to donate
>ASPLODES IN ANGER when people wants to do so
>screams about "them" wanting shekels
your tactics aren't working too well, anon.
Yeah I noticed, but I meant, making the full game from start to finish, or the main differences are only on the police station part?
As I see there is only the first part of the game ready.
I'm a little amazed at the hating on this RE1.5 remake project here.
I'm never seen heated RE debates around here or much proof that there are "hardcore RE fans" around here. What I mean is, I feel like this kind of hatred could only be come from people who've played classic RE through, including speedruns, knife runs, etc But I've never seen proof that there are many fans like that around here.
On the question of legitimaty of working on such a project... Well, I have this concept regarding games sequels I like to call "official fanfictions".
That's how I call sequels of games from a same publishers but none of the most importants devs of the first game were involved in the 2nd. I love RE2, but it is an "official fanfiction" to me because Mikami was barely involved. Even Silent Hill 2 is an official fanfiction, because Toyama left after 1, that is why Konami came up with the whole "Team Silent" advertising concept to try and make their sequels legit.
My point being, if those guys are pro devs, and they claim they are (although we can't know that for sure because they will remain anonymous), they are just as well appropriate to come up with a new RE as any, with on top of that the advantage of doing it out of love and not because it's their job, while basing themselves on all the info and data they can dig up to end up as faithful as possible to what "RE1.5" should have been.
Does it suck simply because it's not "official"?
Does that mean only the "official" is good? Capcom ruined their own Resident Evil, starting with Code Veronica onwards. Starting CV onwards, the only masterpiece of the series was REmake, you know, when Mikami came back being involved for real.
Just wait and play.
I suspect it's coming from the "other" team that was releasing patches for the build released some time ago.
They got butthurt since there's no way they can bypass the limitations of that build, with their know how.
It's all fine when they are vandalizing the build, but it's not OK when other people are really trying to give to this game a proper gameplay.
Their methodology is based on modifying some values inside the CD files, and see what the outcome is, trial and error, a lengthy process. If there's no function to do something, they are not able to do nothing about it, their only hope is to find another build, or port it on another RE game.
That's why you'll never see from them a save system, the maps working correctly, item box, puzzles, etc.
They wanted the vanilla build because they know better, when they got it, they produced nothing out of it, because they don't know how to remove some of the protections.
That's when the butthurt reached maximum levels.
So many namefag shills I've never seen before, got to update my filters.
Anyway, first time reading about this in a while, it's a dumb project to mod a never finished game to whatever you think Capcom had in mind for...an unfinished game.
Spergs gonna sperg I guess. 3.5 and the RE 1 prototype are more interesting anyway.
Nah, RE1 have only an early alpha with the co-op and 3.5 is just 3-4 rooms, nothing to see more than what's shown on the vides available.
Yeah, there's another "team" that's "modifying" the vanilla build to include DXP's shitty backgrounds. I wish they'd have at least recruited a skilled artist like c2keo or SonicBlue to do it instead.
The first thing you realize when launching CV is how clean and empty it looks. RE2 and 3 had tons of details everywhere, everything looked like a war had been through. CV went to full 3D, and as a result everything looks empty and way too clean, there is barely any detail anywhere.
Besides, there was no reason to move to full 3D because they didn't take good advantage of that. The 3D cameras are nothing special, the potential of what can be done with 3D moving cameras isn't even scratched in CV, they're not used in a way that could bring tension to the situation. Just compare to Dino Crisis 1, which with 3D cameras, not only had more details (despite being from the previous generation...) but the cameras were used at their potential to add tension to the situations, for example one of the first corridors when a Raptor jumps through the window and the camera moves in front of you running letting you view the Raptor running to you behind. Another example would be the cameras with the T-Rex on the "balcony". CV has nothing like that.
Then you realize how stiff the controls and animations are for the playable characters. The controls are a huge step backwards after 3 which had improved upon them. Claire's animation are stiffer than that of zombies, and she's supposed to be the alive one.
In terms of gameplay, there are two main issues. The first one being the puzzle, there is barely any real one. 2nd one being you can fuck yourself over in several instances with no choice but to restart the game from the beginning.
For instance when you switch to the 2nd protag, and then switch back to the other for the bossfight in the hall of the RE1 mansion reproduction. Any player logic would be give most of your stuff to the other character when you switch, it's survival horror after all so you need all the chances you can get. If you do that, actually play the survival in the way that sounds smart, after 1 hour of gameplay, you'll be switched back to the other character directly onto the bossfight, with only at your disposal what that character had in his inventory before you switched to the other. There is nothing in the room to pick up either. Not enough ammo in your inventory? Well fuck you, you need to restart the game over.
Then there is everything story related, starting with annoying characters with faggot voices.
Then you have Wesker's revival lol stupid fanservice... Wesker and his "i'm so cool" Matrix moves that feel SO out of place in a RE game.... But the worst is the story itself, this is the first game which started the new trend of RE stories. Before CV, stories were mostly about "getting out of here" alive. In CV, and in every RE game after, it's about stopping bad guys from taking over the world. Not only it's super unoriginal, but it's unfitting for a RE game, it's not survival, or even horror, oriented. Start of the end of story in the franchise.
Speaking of horror, I forgot to mention that while the game has a huge soundtracks, a LOT of places don't even have music. Between that and the cleanliness and emptyness of the graphics, there is barely any atmosphere at all.
Then you have all the small things showing the game was badly designed. For instance, the wheel used to bring up the sub. Every item you can pick up in the game shines; except the wheel. PLUS it is hard to pick up, unless you stand in the precise spot you won't be able to; so with those 2 factors taken into account it's easy to think you can't interact with the thing and end up stuck because of it.
Claire and Steve are literally trying to get the fuck off that island for the entire game! Once they finally do, they are forced to fly to Antarctica against their will! They spend the rest of the game trying to escape from that dreaded place too! Chris's section of the game is just a rescue mission, not a mission to stop Umbrella. How is any of that not survival-horror? RE4 was the first non-SH RE game (okay actually Gaiden was).
In RE1,2,3 the main goal is to get the fuck out; and they stumble on main villains along the way. In RE1 they just blow the place up on the way out because why not, but the main goal isn't exactly to stop Umbrella.
In CV you have to stop the insane bitch and her queer brother from goddamn world domination... and Wesker from his plans too.
Anyway I didn't say CV wasn't survival horror, it definitely is, just a bad one. I'm saying that the survival goal is mainly overshadowed by the other goal.
Gaiden is totally survival horror too btw, in spite of a couple of mechanics which may seem anti-survival horror like enemies dropping items and the fight system in its core. Though both these points don't overshadow survival, because the item drops are pre-determined (always the same enemies dropping the same things) and because you're going to spend most of your time dodging enemies, triggering them to move them from the path so you can run past them.
Gaiden could have been really good if it wasn't for a few major fuck ups, mainly the terrible bossfight system and (key)items mysteriously appearing after certain events in rooms where there was nothing in it before.
I'd still rather play Gaiden than CV.
Oh no, RE4 is great, I love it. I just don't really put it into the same category. When I was saying the only masterpiece starting CV onwards was REmake, I meant classic style RE games.
RE4' story though? It's everything wrong about RE story that CV started.
Yeah, I like Code Veronica, but it was the point of Wesker being behind everything and fucked up the over arching plot. Never had a problem with the wonder twins though. They seemed about on par with all the other weird villains.
>Oh no, RE4 is great, I love it. I just don't really put it into the same category.
I'm glad we agree.
My brother always said RE4 was like the Army Of Darkness of the series, it's a radical departure in tone, story and style, but it's great on it's own.
>When I was saying the only masterpiece starting CV onwards was REmake, I meant classic style RE games.
I'll be honest, I haven't really played CV, I only ever saw my big bro play it when I was young.
>RE4' story though? It's everything wrong about RE story that CV started.
It's somewhat dumber, but let's be honest, Resident Evil always had kind of a silly and convoluted plot.
The early games had interesting mysteries and intrigue, but let us not pretend there wasn't a bunch of dumb shit too.
I can suspend my disbelief, but every now and then, there's the odd part where I had to just stop because I had a laughing fit, I can take Resident Evil seriously, but only to a point.
>I like Code Veronica. But it's batshit crazy.
I get that impression from a lot of people, and there certainly was some super retarded shit.
>but it was the point of Wesker being behind everything and fucked up the over arching plot
I don't dislike the idea of Wesker being the big bad, but 5 did it so terribly and to top it off they killed him there too. I hate 5, it feels like it tries to be 4 but it fucks up so hard.
No, I don't get triggered by differing opinions. I don't care what they like or dislike. Did you know that THERE ARE PEOPLE WHO DON'T EVEN LIKE RESIDENT EVIL GAMES? Yeah, it's absolutely wild. But I don't care. I like them and that's all that matters. And same goes for whatever people deem the best and worst of the series. I don't give a shit about that either. Let people have their opinions. I have mine.
I'm really trying, but I can't think of anything dumb in RE1/2/3's story, there is nothing CV/RE4 tier dumb I can think of.
Well.... There is the bit where Ada at least 20 stories high and then she somehow survived to throw you a grenade launcher. There is that, but it's nowhere on the level of CV.
RE1/2/3 had super un-original stories, the kind of which you've heard already a tons in books and movies, but each were well put together. The stories had a certain charm and were rather humble.
CV story is complete change of tone starting with the intro video, like suddenly RE tries to be a multimillion dollars budget action blockbuster.
>Well.... There is the bit where Ada at least 20 stories high and then she somehow survived to throw you a grenade launcher.
I'm going to assume the retconned explanation is that she had a grappling hook.
Wesker presenting Tyrant as the ultimate weapon is as dumb and movie villan cliche as in any of the new entries.
RE was always dumb, at least in RE4 they knew how dumb the plot was so they went overboard just for laughs.
If there's one thing I miss the most from the first game it's the hokey and goofy live action segments.
Like, the characters all look great in the live action intro, but the acting is so weird, and lots of the spoken lines in the game are just fucked, either with strange monotone (probably because the VA wasn't given much if any context for most lines), or it sounds really weird, like something an English speaking person wouldn't say (probably from a poorly translated script and then input/meddling from someone with even worse English skills).
In REmake, they rewrote the Jill Sandwich line to make more sense, but now I kind of miss it.
Speaking of which, I love that pic related will be an unlockable costume in RE0 HD
>but I can't think of anything dumb in RE1/2/3's story
Well I guess not so much the story, but more the environments.
I know this is a common joke, but can you imagine working at the Spencer Mansion or other Umbrella compounds? The esoteric puzzles and bizarre keys, the surreal death traps (no doubts greivous OSHA violations), all the hidden stuff.
>"It's a new day, time to get to work, I'll be going to the library to pick up one crest, and then go past that one room with crushing walls (better get Rob and Jack to help me push the statue, hope they're not busy), where I'll crawl down that hole in the floor to get the other crest. Then I'll either have to go back through the tunnel under the grave, or ask Rob to go get me a rope."
>"It's the end of my shift, time to go put the crests back! Well shit, looks like I'm gonna have to handle the crusher room by myself, because Jack walked in just as Rob was swapping those keys in the 'Death Corridor' and got injured by those whirling blades/spikes, and had to rush him to hospital in town."
The pay must be crazy good.
I just beat REmake today, it's my second RE after 4, I didn't think I would like the game at all, but I got really into it, figuring things out, handling things such as burning dead zombies to make sure they don't rise as Crimson Heads.
The biggest barrier to me I thought would be the controls, but the PS3 version allows you to use the left stick for moving and turning, rather than being restricted to tank controls only (though you can still use those with the DPad). I think it steers much better without the tank controls, I heard people say they are an absolute necessity to make the game playable, but I disagree, only sometimes would the perspective fuck with you, you get used to it and only really one or two rooms remain annoying to navigate.
Also, the inventory and storage box management is actually kind of nice, to a degree it adds to the game.
I've always wanted to play the old gamea but the control schemes always put me off, I think the REmake was very approachable while still challenging me, again, I didn't think I would actually have fun, but I had a great time.
How do you guys think REmake stacks up compared the original PS1 releases of the first Resident Evil? What does it do better, what does it do worse?
I'm aware that REmake is missing a bunch of things from the various ports and special editions of the original, like there is no unlockable machineguns or cheerleading uniform for Rebecca.
Yeah that's classic movie cliché, dumb ? not so much imo. CV takes itself super seriously with its stupid overthetop story and that comes off dumb to me.
Come on, you could say that about just any video game. That's like complaining about the very chore of what video games are, that's like Mario's story is dumb because when Mario dies he comes back to life except back a hundreds feet.
You need to realize that camera centric controls (the non tank, the ones with the stick), are a cheat. The game was designed with the tank controls in mind and enemies, their attack and movement, were built around that. You're not supposed to run in any direction you want at any given time and being able to do so makes the game a LOT easier.
That HD re-release of REmake is pretty great honestly, I've loved the PC version, but I've only used it with tank controls and the original 4/3 graphics.
>like there is no unlockable machineguns or cheerleading uniform for Rebecca.
The machinegun is only in the PC version of the ORIGINAL game. There are two machineguns but both play the same, they just look different. Basically they're like a really fast Beretta; they fire the same shots and each shot does the same dmg as a Beretta, but it just fires them super fast. it's not that good really but it's a nice change of pace from the unlockable rocket launcher.
Cheerleader Rebecca costume? That's... pretty sure that's only in the upcoming HD re-release of RE0. Not in RE1, original or REmake.
I like the original and the REmake just as much honestly, but for different reasons.
Yeah, play the original first.
Jill has less HP than Chris though, people tend to forget that, so she dies a lot more easily. However, everything else about her is easier indeed.
Considering the 2 more item slots, it's a good compromise, you can carry more healing items.
Also let's not forget about the Director's Cut, (avoid like the plague the DualShock version) that adds some new things.
Yeah, you have 2 more item slots, more healing items to pick up, more ammo, Barry helping you out in some cases (he kills a couple of enemies in a room and with his help you can skip an entire boss if you do it right), plus she has the lockpick so it's less keys to find and carry around and it makes it easier to find stuff.
It's a lot easier BUT she can die more easily.
>And you didn't noticed that RE4 had tank controls too?
Yeah but the camera follows you in 4, when you turn, that makes a monumental difference to how you orient your character in a 3D space.
In REmake the perspective is fixed (because the environments are 99% prerendered), and I feel that tank controls from a fixed perspective are just very clumsy, stiff and unpleasant. The alternate control scheme REmake provides just feels way better to me.
Aiming is also way better in 4 (though you get used to the point and pray shooting in REmake, it's also not quite the same fast action game as 4).
>You're not supposed to run in any direction you want at any given time and being able to do so makes the game a LOT easier.
You're gonna hate me for saying this but that kinda sounds like artificial difficulty to me. Well I guess only in retrospect, because it was the only control scheme they knew at the time, but basing difficulty around how the controls are bad doesn't seem like a great way to challenge the player.
>pretty sure that's only in the upcoming HD re-release of RE0.
I was pretty sure I saw it in one of the older games, it even replaced her knife with a pompom or something.
I pretty much didn't die at all on my first playthrough as Jill, only at Lisa Trevor the first few times because I hadn't figured out you were supposed to push the chained blocks.
Given that he's stronger maybe, but that would have made Chris easier and Jill harder. I think the way they went about it was fine.
>>You're gonna hate me for saying this but that kinda sounds like artificial difficulty to me. Well I guess only in retrospect, because it was the only control scheme they knew at the time, but basing difficulty around how the controls are bad doesn't seem like a great way to challenge the player.
I suspect it has something to do with the controls being digital, so that, while the camera was changing direction, you'll be disoriented or simply, the character started going in a totally different direction, with tank controls the button represents the direction the character will take.
The simplified difficulty setting with the newer scheme, it's because those dumbasses didn't implemented a correct turn around animation, if you quickly turn the stick, the character will change direction instantly, this is because they are lazy to implement a proper movement, and it sucks.
>You're gonna hate me for saying this but that kinda sounds like artificial difficulty to me. Well I guess only in retrospect, because it was the only control scheme they knew at the time, but basing difficulty around how the controls are bad doesn't seem like a great way to challenge the player.
Honestly I find that to be a ridiculous claim. Every action game ever has its difficulty based on its control scheme. Because Super Mario Bros 1's physics have more momentum or because there is no flying powerup doesn't make it "artificial difficulty".
>, if you quickly turn the stick, the character will change direction instantly, this is because they are lazy to implement a proper movement, and it sucks.
Yeah, plus it looks terrible. Like they're "teleporting" to another direction or something, what the hell.
I've been following this project since 2012. Maybe I can help share some information.
>Mysterious new screenshots of RE1.5 begin to surface on an Italian facebook page
>The RE fanbase starts to speculate
>Eventually a European modder group known as "Team IGAS" is revealed
>Team IGAS has a copy of the 40% RE1.5 build and intends to "finish" the game into a fully playable release
>Team IGAS has access to insider/unreleased RE1.5 information (scripts, scenario drafts, concept art, etc..) and sophisticated RE/PSX development tools
>Teaser trailers and development videos are released over the next few months
>Someone leaks a WIP copy of the Team IGAS 40% RE1.5 build
>They are not happy about this, but quickly do an official release of the unaltered 40% build
>Public updates begin to slow down
>It's announced that development has been switched over to a custom RE engine clone developed by Gemini
>The prototype RE1.5 engine was a total bitch to work with, so using their own engine will make things a lot easier
>Gemini's RE engine is functionally identical to the official Capcom one
>It's an actual PSX engine that runs on real hardware, not some PC indie game shit
They have the 40% build and a lot of development docs, but they don't actually have their hands on the 80% disc. The only "fanfiction" stuff will be the things that were NEVER designed/started by Capcom. A lot of the things they've "created" themselves (certain rooms, certain puzzles) are based on the actual Capcom design documents. It's not really "fanfiction," they're just finishing things that were never implemented. A few things will need to be 100% made up (I believe its mostly just a few puzzles according to IGAS) but it's not a big deal.
>Making of: Translations
>Making of: Menu upgrades
>Making of: Bug fixes
Gemini's the guy who's remaking RE:Survivor into a classic RE, right? so it's the same engine?
I'm not too sure what to think about that project btw. I mean, I really LOVE Survivor, but to turn it into a classic style RE would mean changing a lot of things... The game original is very linear with plenty of small places and alternate paths. Classic RE is about one huge place and backtracking among it. Plus the game doesn't have any puzzle.