Rev2 classic claire was a huge upset, like they didn't even try to make her look like RE2 claire and went by memory.
basic environmental interactivity, physics, etc
The question is more like what would be the point of not doing it prerendered? Like, why are they even doing this remake? Whom is it targeted for?
So wait if they used the old control scheme and fixes camera angles, but the backgrounds aren't pre-rendered...that would be a dealbreaker for some people? Some of y'all are crazy.
I don't think anyone would go that far. REmake demonstrated that real-time environments on current hardware can blend in pretty well with Gamecube-level prerendered backdrops. It would be very easy for the PS4/One to render a game in realtime that would look better than REmake does. I'd be perfectly fine with it.
But prerendered backdrops on modern hardware could look insanely good. It would be like maxing a PC game out with the best settings- 4k, high quality hbao+, ultra textures with16xAF, 8xSSAA, and ultra high poly models, but without any performance hit. Everyone could play the game with visuals beyond the most extreme PC settings. The only downside is that pre-rendered backdrops aren't future-proof, as REmake's HD remaster demonstrated. But, as long as the original assets are retained, like with Zero, the backdrops can easily be enhanced and re-rendered.
The main reason this is a big deal is that prerendered backdrops reflect a lot of care and attention to how each screen looks. You can be sure that Capcom tweaked everything to perfection before rendering each screen. With realtime visuals, things may be left a little bit rougher since Capcom doesn't have to think as much about how to lock in each scene.
Deal breaker? No. It's been way too long since the last classic RE for that to be a deal breaker. But yeah, I'd be less excited about it, that's for sure.So wait if they used the old control scheme and fixes camera angles, but the backgrounds aren't pre-rendered...that would be a dealbreaker for some people? Some of y'all are crazy.
I want the ability to leave bullet holes in walls (for example) and that isn't possible with pre rendered. Even though it's possible in, like, Half-Life 1.
I don't think anyone would go that far. REmake demonstrated that real-time environments on current hardware can blend in pretty well with Gamecube-level prerendered backdrops. It would be very easy for the PS4/One to render a game in realtime that would look better than REmake does. I'd be perfectly fine with it.
But prerendered backdrops on modern hardware could look insanely good. It would be like maxing a PC game out with the best settings- 4k, high quality hbao+, ultra textures with16xAF, 8xSSAA, and ultra high poly models, but without any performance hit. Everyone could play the game with visuals beyond the most extreme PC settings. The only downside is that pre-rendered backdrops aren't future-proof, as REmake's HD remaster demonstrated. But, as long as the original assets are retained, like with Zero, the backdrops can easily be enhanced and re-rendered.
The main reason this is a big deal is that prerendered backdrops reflect a lot of care and attention to how each screen looks. You can be sure that Capcom tweaked everything to perfection before rendering each screen. With realtime visuals, things may be left a little bit rougher since Capcom doesn't have to think as much about how to lock in each scene.
This isn't true. REmake had real time shadows casted over the geometry of the pre-rendered backgrounds, along with real time reflections on wet surfaces and windows. Why wouldn't they be able to allow bullet hole decals or even blood splatter with the same technique?
Wonder how far into development they get before they cancel it....
I fear that this is the version they will use because they have used it three times now. Darkside Chronicles, OP Raccoon City and Rev2. The original costume looked so fucking good in Degeneration.
Even assuming that it's true that they could do these incredible prerendered backgrounds that would blow realtime visuals out of the water, they're also jarringly static compared with what we're used to from more modern games (the potential for the opening scenes in RE2, in particular, with properly moving realtime visuals has me salivating), and the character models still don't sit properly in the environment. They also imposed relatively strong conditions on character interactions with the environment.
And if it's realtime with fixed camera angles there'll still be a level of care and attention put on the backgrounds. One advantage is that with fixed camera angles, they can save resources (e.g. on the backsides of objects) that will still mean it would look better than a game with a movable camera.
I want the ability to leave bullet holes in walls (for example) and that isn't possible with pre rendered. Even though it's possible in, like, Half-Life 1.
Wouldn't using pre-rendered backgrounds make the optimization process much faster, thus reducing development time?I don't think there's any reason for them to go with prerendered honestly.
Aside from the aforementioned lack of interactivity, every bit of iteration on the scenery means hours of rendering time for every camera shot. Using real-time geometry and lighting (or even baked lighting) would speed up the work flow, and you don't have to wait to see the changed you made.
Well...not sure if it's hours with a renderfarm in this day and age, but it's still gonna be pretty time-consuming.
There's no way they can take this out of the game without a bomb exploding at Capcom headquarters.
Man, dont take that so seriouswhat in the fuck are you talking about?
what in the fuck are you talking about?
Man, dont take that so serious
what in the fuck are you talking about?
I can't help thinking that it'd be less jarring for Mr X to bust through real time walls.
I also think real time would be nice, just for them to have a workable 3D version of all these environment to reuse in other games - imagine a RPD stage in RE7 Mercenaries.
But realistically both approaches have their pros and cons. The idea of hyper-detailed backgrounds which look superior to what we currently have on existing hardware is very appealing. I'm pretty excited to see what approach they take.
what in the fuck are you talking about?
I don't even like the old Resident Evil games, but even I find all this dismissal of the "limited, static pre-rendered backgrounds" ridiculous.
Did you know that if you take several of these "static backgrounds" and show them in quick succession, you can get what's known as a "moving picture", or "movie", for short. It sounds crazy, but it's true! Now I know what you must be thinking: "Even if this is possible, it must be way off!", but game developers are already experimenting with ways to bring it home to your living room sooner than you'd think. Here's some footage of an upcoming game that makes use of this amazing new technology:
https://youtu.be/fhfN7zilovw
Wow, I can't wait!
The prerendered backgrounds in Resident Evil hold up today. I remember being absolutely stunned when playing it on the Gamecube, and thought it was the best graphics at the time for consoles. I had no idea it was not real time. You cannot say the same about many games using real time techniques.
Let the developers do what looks better and if it's prerendered, let it.
I was pretty pissed off Alyson Court wasn't asked to return for RE:R2. But to exclude her from the Remake would.. piss me off even more.
She has to voice Claire in the Remake.
They had an excuse to exclude her from Revelations 2 - they wanted Claire to sound more mature. This time, they have no excuses; and since Alyson Court voiced Claire in every single RE game with that character (even in Operation Raccoon City) it seems she's on good terms with Capcom and I think there's a pretty high chance that she will voice Claire once again.
After playing Until Dawn I'd love it if they made the environments in 3D and the camera more dynamic like it is in that game.
We're already way ahead of RE5 though, with engines like UE4 featuring amazing lighting, global illumination etc.
https://www.youtube.com/watch?v=ImuyHcpO2Hg
Also that mansion clearly didn't have much work done on it, as it was just a DLC.
Things like this just convince me that an RE2 in an RE4-syle perspective would just need to be totally redesigned. The second half of the video where it moves around in first person makes the mansion look a lot smaller than it feels when playing RE1. The decreased sense of scale hurts the atmosphere in my opinion. A remake or new game that wanted to maintain the same atmosphere but with a 3D camera in my opinion would have to have redesigned, larger environments.
Why? Just because it looks smaller? Throw away the notion that you have to be able to run real fast, get lots of ammo, and shoot zombies in the kneecap and suplex them. Then take a look at Resident Evil Revelations and the RE5 mansion DLC. Over the shoulder doesn't have to move fast, and feature overpowering techniques. If ammo is scarce, and zombies don't drop like flies and are tough to avoid, the game is still creepy and difficult, and a lot of the scares still work.
The new optional control scheme in REmake HD hurts the design of the game just as much as over the shoulder. It obliterates all enemy design by letting you change directions and run instantly, rather than requiring a slower tank turn or even quick turn. At least over the shoulder didn't ruin that, and until RE6 didn't even let you sidestep effectively.
Take away sidestep and force players to use quick turn, scarce ammo, powerful enemies, and redesign some of the scares for the change in perspective, and I think it could be a damn fine game. Throw in Revelations 1's difficult dodge mechanic as well (dodge, not counter).
Work in progress... stay tuned!
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