Leo2236 is another RE modding community person that does an amazing job at creating renders in the style of the classics. Check out some of his renders in the link below.
What you might also find it cool is this post from DrainDeimos of Capcom-Unity in a thread titled "What makes Resident Evil so special?"
I remember when I played Resident Evil as a kid and around the school yard all the kids would talk about Resident Evil and make up spooky stories of what was in the next locked room. I really think this is the kind of thing Resident Evil shot for back in 1996. It's essentially a 3D point & click horror adventure game that creates unique game mechanics in a way that dares the player to explore the environment whilst making it dangerous or uncertain. Sometimes you'd have a journal with stuff written down about a locked door like the prisoner's journal in Code Veronica that mentions spooky things happening behind the door next to the guillotine stand. This DARES the player to enter that place rather than simply inviting them in. It's kind of childish but it is what it is. Sometimes I consider Resident Evil a children's game because adults don't see what a kid sees in it. Adults see it as a game where you pick up puzzle items to unlock doors with bad voice acting and a B-movie story.
Keep up the good work. I'm liking what I'm seeing with this project.
What you might also find it cool is this post from DrainDeimos of Capcom-Unity in a thread titled "What makes Resident Evil so special?"
What made RE special?
RE popularized exploration games that attempted to psyche the player out of exploring. This is different than a game like GTA or Zelda or Metroid. In those games you are invited to explore.
RE dared you to explore. This is a type of game that kids play in real life. Anthropologists call it Legend Tripping and TVtropes calls it Scare Dare. RE popularized it in digital form on consoles.
How did RE do that? By creating locations that were worth exploring, loading them up with atmosphere and by using mechanics and systems that made the player resistant to taking risks and cautious of their choices.
This is what made RE special. The rest is just icing.
RE popularized exploration games that attempted to psyche the player out of exploring. This is different than a game like GTA or Zelda or Metroid. In those games you are invited to explore.
RE dared you to explore. This is a type of game that kids play in real life. Anthropologists call it Legend Tripping and TVtropes calls it Scare Dare. RE popularized it in digital form on consoles.
How did RE do that? By creating locations that were worth exploring, loading them up with atmosphere and by using mechanics and systems that made the player resistant to taking risks and cautious of their choices.
This is what made RE special. The rest is just icing.
Keep up the good work. I'm liking what I'm seeing with this project.
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