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I must admit I don't remember much from when I originally played it so I've watched a playthrough on YT to refresh my mind.
Well, two things stand out. Firstly (and obviously) the setting (a mansion) is a big nod the original Resident Evil. But without an unfolding plot, multiple enemy types and the mystery of the missing Bravo Team to populate its corridors, it's actually quite bland in comparision and unmemorable location.And the corridors are alittle two narrow for 2 main characters, a giant baddy chasing you and a third person camera.
And next, it does feel like Capcom made an effort to return to the series' horror roots with this, but this became seriously misleading now that we've seen how 6 turned out.
And one thing I do remember, the first person door transitions are jarring. They could and should have hand the camera blend in / out of first person smoothly and not snap.
"Stories of imagination tend to upset those without one."
It worked well blending some horror vibe and slow-paced gameplay with nice action at the end. The nod to Arklay mansion, with the traps and puzzles was very enjoyable. I also liked the fact that you lose your gear and must fight the last half with no ammo and then Wesker with only a weak handgun.
Playing it on Pro was a blast, had to escape from almost every Guardian of Insanity since there was barely ammo to kill one or two of them, thus strengthening the survival feeling. And the achievements were worth replaying.
It was definitely a great adition. For the short chapter that it is, it blends many elements in a good way.
I enjoyed it, it was great fun with friends as well. I enjoyed the setting, but if only it could have been longer, even if it is a DLC, it could easily be a little bit extended. I would have preferred more variety with the enemies, maybe having zombies in the mansion, and the over areas having the Guardians and more.
Overall I did enjoy it, I remember how much of a nightmare I had trying to get it to work with my Xbox (My Xbox was pretty much broken at the time), and when it finally worked randomly, it was great.
It was fun until I realised that there was nothing to it except one empty hallway and then a boss fight which is more of a puzzle than anything. It was made by people that didn't understand their own series. I guess I liked reading files again? I dont know.
I loved the Easter Egg where you can give the level (at least the mansion's first section) 3rd Person Fixed Cameras like the good Ol' days.
For those who do not know yet - examine the double doors in the main hall 3 times in a row..
Some of the angles even resemble RE1!
Makes the game 10 times scarier - and only makes me think Capcom should make it a comeback.. seeing in trailers for Revelations, and in parts of RE6 made me sad it hasn't returned fully.
"I never thought any of this stuff my brother taught me would work!"
Personally, I see the static camera angles as a relic of a time when technology couldn't properly replicate terror without purposely obstructing the views of the player. To go back to them, to me, would seem off putting.
There are many ways of inducing different fear, terror, panic etc. It wasn't a technical limitation, the game was originally going to be first person, but a conscious choice to restrict the player's view and build up a fear of the unknown.
Personally, I see the static camera angles as a relic of a time when technology couldn't properly replicate terror without purposely obstructing the views of the player. To go back to them, to me, would seem off putting.
Agreed. Though I like the way that Silent Hill Downpour included some fixed camera angles to create cinematic shots but was mostly a behind-the-back third person camera.
Over-the-shoulder camera spoils the fear feeling, you fear more what you can't see, and if you can see everything in a wide range instantly, then nothing would surprise you and there is no fear (except an enemy suddenly coming out from nowhere).
Some developers are just so naive in that they think "We put a huge horrible dark monster and people will fear" and that's very far from real.
I think the HD graphics also don't do any good to horror games, some creatures were more frightening when they were a low-poly mass with weird movements than now that they have a body full of astonishing details.
The over the shoulder cam creates a few interesting opportunities for fear...but I don't see them being used really. I liked in Revelations when you first get a quick look at the Ooze through the shelves at the beginning, but 3rd person over the shoulder camera hasn't quite been experimented on enough in the horror scene.
You also have to consider that, despite how meh it was, 6 still sold millions and 4, 5, and even revelations have had seemingly better sales rates than the old resident evils. While a good bit of us wouldn't mind going back to static angles or so, the general gaming populace would abandon resident evil faster than the titanic. In the end, what capcom wants overall is sales, and regressing to the old style would just hurt them.
6 sold millions because of the brand name, not the quality of the game. Also did you see how much more advertised 6 was than Revelations or 5 were?
Even so they still didn't quite make the 7 million units they were aiming for on the games launch, and this was despite all the advertising and actiony crap they pumped into the game.
The fact that the game wasn't well received by most people is the only reason they haven't crapped out another game, slight chance they may listen to what the fans want, but I doubt it.
The only game I have played that this worked with, and still kept the horror elements was Project Zero 4 and Project Zero 2 Remake on the Wii..
Yes, it works on Project Zero Wii series, that's probably due to the very different enemy nature and behavior. Ghosts can suddenly appear in front or behind you and then dissapear to attack from a different angle, even a OTS camera doesn't allow you to spot enemies at the distance way before they could even come to attack you. The small rooms and narrow corridors from PZ and classic REs also help, compared to the big arenas featured in 4, 5 and 6.
You also have to consider that, despite how meh it was, 6 still sold millions and 4, 5, and even revelations have had seemingly better sales rates than the old resident evils. While a good bit of us wouldn't mind going back to static angles or so, the general gaming populace would abandon resident evil faster than the titanic. In the end, what capcom wants overall is sales, and regressing to the old style would just hurt them.
That's easy to solve, they could add both options: OTS cam and fixed angle cam, and please everyone, even add a different enemy placement for each mode, I'm sure many would like to try both modes and that would enhance replay value. They already did something similar with RECV Battle Game.
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