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Resident Evil 3.5

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  • #91
    The fog effect we can find in the game alan wake.

    Resident evil 3.5


    Alan Wake.


    a guy is writing the story of resident evil 3.5, if you want to read.

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    • #92
      Please correct me if I'm wrong, but as I understand it, the Leon mutated-arm concept existed in both the Castle build and the Hallucination builds, right?
      My YouTube Channel - www.youtube.com/user/RetroRain2
      ROM Hacking Forum - acmlm.kafuka.org

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      • #93
        Originally posted by RetroRain View Post
        Please correct me if I'm wrong, but as I understand it, the Leon mutated-arm concept existed in both the Castle build and the Hallucination builds, right?
        Hallucination wasn't a build, it was just a game-play experiment, taking themes from the Castle version. During my interview with Kawamura-san I asked him about the relationship between the two ~

        CHE : I am interested by the relationship between your Castle version, and the Hallucination game-play. Had the Castle build been completely cancelled before you then began to develop the proceeding Hallucination version?

        YK : "... In terms of the order in which things progressed, the Castle scenario came first – it was the most established - then the Hallucination element came second.
        However, when the Hallucination was introduced into the narrative, the concept of the Castle, where Leon kept fighting while an illness was destroying him, was passed on. So although the Castle was replaced with the Hallucination, it remained in the game as an expression of Leon’s illness.
        Also the mechanic where Leon could view a hallucinatory or spirit world and fight against its residents when the fog filled in the room, was considered then too. We had so many trials and errors in the development."

        The full transcript of our interview is here, at the end of my article ~ http://www.crimson-head.com/biohazard35.htm
        Last edited by GEORGE TREVOR; 11-11-2013, 05:08 PM.

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        • #94
          Originally posted by GEORGE TREVOR View Post
          Hallucination wasn't a build, it was just a game-play experiment, taking themes from the Castle version. During my interview with Kawamura-san I asked him about the relationship between the two
          George, I don't think that RetroRain is trying to learn if the mutated-arc concept storyline (the reason and purpose of it) was passed on from Castle to Hallucination (and do correct me if I'm mistaken). What I think he is trying to learn is if this concept had an overarching role in gameplay, as if it was drawn on the draft in the very early ages of Resident Evil 4 development.

          You'll have to forgive my fan-waking here, because I can see, from a conceptual point-of-view, both from a storyline and gameplay design why this question matters. None of what I'm about to say next might have been intended in previous games, but it's an idea that the developing team might have explored when toying with what to do for Resident Evil 4 and possibly drawn the same conclusion as I did after analyzing both aspects of previous games.

          Starting with gameplay, the knife was absolutely worthless in Resident Evil 0, 1 and 2, with very little redeeming factors beyond saving ammunition against zombies after they were dropped on the floor. With Resident Evil 3 and the 180º degree feature introduced, it became an actual gameplay design option, and the developers seemed to think so due to the implementation of Nicolai character in Mercenaries with a Ranking system that obliged the player to master its use; although you could try to make the same argument for 4th Survivor, the nature of the game (reaching point B from point A), Tofu's vitality (further beyond that of normal characters) and enemy placement (making it possible to evade them provided you have learned their attacks and patterns) could confuse things because here you can make an argument that the purpose might not have been to master the knife (a specific weapon - think of a brick) but rather the game engine (as a whole - think of a building). The usefulness of knife is amplified in Code: Veronica - Claire and Chris can take down zombies without much effort, unlike in RE1 or RE2. Although one could say this was done for ammo conservation purposes - again - the Battle Mode of Wesker is designed about much of its mastery. Which brings Resident Evil 4. Perhaps thinking that using the knife as the only melee option was becoming stale, they drew some ideas and came up with the mutant-arm concept to revitalize the melee combat. Furthermore, its entirely possible that with Resident Evil 4's intended gameplay, the knife would lack the necessary options to make it useful and an alternative.

          Moving to the storyline, RE0, RE1 and RE2 feature characters that come across zombies for the first time. They have zero experience with what they're dealing with it. Mikami or Kamiya once said that they wanted a fresh cast for RE2 because the experience was new - bringing out old characters would take out the tension and fear having previously fought the same enemies. If you extrapolate this for RE3 and RECV, the enhanced melee combat makes sense, since these characters have dealt with this threat before and the added experience should allow them to find strategies to defeat them in melee combat with viable options as they know the behaviors of the monsters (or should quickly adapt to them). A good point to reference this is how Carlos and Jill handle their knife - with Carlos being more slow and clumsy and Jill being fast and swift. Also, in retrospective, it seems logical that Nicolai - possibly being the most skilled and experienced in the paramilitary unit and having fought the BOWs before in other missions - would be the likely candidate for the most difficult Mercenaries scenario. Same can be said about RECV, although the gameplay mechanism to explore this idea was drastically changed with the knife hitting as much as 3 times (tactical strikes) whenever Claire or Chris use it. With Resident Evil 4, without a lot more options left to dwell on melee combat, they probably figured that something new was needed, and mutant-arm concept could probably be what they saw as the evolution to the melee combat of the series. Another possible reason might be the crucial need to come up with something that can actually kill the new all-powerful BOW introduced in the game, whatever was intended to be. Think of RE1 and the Tyrant. Think of RE2 and William Birkin. Think of RE3 and Nemesis. Think of RECV and Veronica. All these monsters got progressively more difficult to be defeated, needed more and more power to be employed to be destroyed. It reaches the borderline point where you got to ask if material weapons that humans have constructed can actually defeat something that should, eventually, surpass all the foes fought before. And in that sense, the mutant-arm concept (much like the P-human in BioHazard 4 Devil May Cry vers.), might have been what they were going for. Ironically, it's exactly Devil May Cry, the final version, that ended up doing all things (both storyline and gameplay) that I addressed.

          Of course there's a lot of fan-wanking in here, and although you can draw some logic from it, it's probably coincidence. Even if you were the ask the developers of these ideas today, they might not remember all the thought-process into drafting and crafting them in the first place, or the reason would (most likely) be a lot more simple. Still, it's interesting food for thought, given that things aren't always random. For example, your interview confirmed my suspicious. Resident Evil 4 retail ran with the idea of introducing a new pathogenic agent - the parasite - which had been thought of during Castle - the bacteria.

          BioHazard YouTube Channel
          BioHazard 2 Prototype Database Project

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          • #95
            Originally posted by Kegluneq View Post
            Something I've been meaning to ask you News Bot.

            Were there any plans to bring back the zombies in the Fog/Castle vers.? They were originally supposed to show in the Devil May Cry vers. as the puppets, even though the game didn't seem to have traces of the T-virus. Even if the Fog/Castle vers. did not dealt with the T-virus, it would still be possible to bring them back under a different mantra.

            Also, have you spoken to the development team about the "Zombie" vers.? Was this merely a conceptual experiment (like Hookman vers.), but with the lack of gameplay, or was there some work actually done on that?
            Castle was "orthodox BIO", so there was most likely Zombies in there.

            The Zombie version is an unknown as it could have been nothing more than a tech demo, like Hallucination (although Hallucination recycled Castle). For all we know it could've just been a return to "orthodox BIO" with more recycling of Castle.

            The majority of creatures in "Stylish" (Devil May Cry) were created with the G-Virus. As the virus was incomplete in BIO2, Spencer aimed to perfect it. Much of the enemies you would see in the game were the results of those experiments. Spencer, Dante and Vergil were infected with the Progenitor Virus, and during the final boss battle, Spencer injected himself with G (presumably completed at that point).

            Technically speaking, Wesker, Spencer, Dante and Vergil were infected with Progenitor but also the t-virus, as they weren't injected with the pure Progenitor Virus since it was for the most part worthless on modern humans. The virus they were injected with was a variant strain of Progenitor that Wesker's Report later stated was improved by Birkin, making it a t-virus (since "t-virus" is the name for any variant strain of Progenitor).

            The scenario of BIO0 was to deal with the above process of improving Progenitor for use on modern humans, although indirectly. Hence the adaptation experiments conducted by Marcus. Just like with BIO5, Spencer pursued t-virus research ostensibly for use in biological weapons, but also the production of a superhuman strain of the virus he would take for his own ambition.
            Last edited by News Bot; 11-13-2013, 06:25 AM.
            PROJECT Umbrella - The BIOHAZARD/RESIDENT EVIL Compendium

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            • #96
              Resident Evil 3.5

              Prologue:The Fall of Leon S. Kennedy
              Spoiler:


              Chapter 1-1: Contamination.
              Spoiler:


              This story shows a boy, it is recreating the story of resident evil 3.5, how does it look?

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              • #97
                Rely On Horror fan-fiction, ugh.
                PROJECT Umbrella - The BIOHAZARD/RESIDENT EVIL Compendium

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                • #98
                  Originally posted by News Bot View Post
                  Rely On Horror fan-fiction, ugh.
                  Anything ROH= Ugh.
                  Visit the Resident Evil 1.5 wiki and contribute to (Hopefully), a central zone for all 1.5 info.

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                  • #99
                    An abandoned concept that appears almost vampire-like in appearance. It could be concept art for the Plagas but it is vastly different and the style of the things coming out of his mouth seems like the Fog Virus things, which could be related to some of Umbrella’s test with the Progenitor Virus? That is speculation.


                    I read somewhere that should be in version 3.5 of the tyrants created production with a new strain of the progenitor virus.

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                    • Originally posted by blackpower View Post
                      An abandoned concept that appears almost vampire-like in appearance. It could be concept art for the Plagas but it is vastly different and the style of the things coming out of his mouth seems like the Fog Virus things, which could be related to some of Umbrella’s test with the Progenitor Virus? That is speculation.

                      I read somewhere that should be in version 3.5 of the tyrants created production with a new strain of the progenitor virus.
                      Nope.
                      PROJECT Umbrella - The BIOHAZARD/RESIDENT EVIL Compendium

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                      • Notizie Bot : Some of the concepts of Alan wake the fog effect on enemies, were taken from resident evil 3.5? Is there somewhere the hookman version of resident evil 3.5?

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                        • Alan Wake has nothing in common with or inspired by any version of BIO4. Similarities are just that, similarities. Fog isn't exactly an abstract concept. You might as well say BIO4 ripped-off Silent Hill, even though the presentation and purpose of the fog in each game was entirely different.
                          Last edited by News Bot; 11-14-2013, 08:49 AM.
                          PROJECT Umbrella - The BIOHAZARD/RESIDENT EVIL Compendium

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                          • Would be great the hookman beta playable version to understand the gameplay type used.

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                            • Originally posted by blackpower View Post
                              Would be great the hookman beta playable version to understand the gameplay type used.
                              one can only dream.

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                              • It is possible to recreate the rooms for resident evil 3.5?

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