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  • I was thinking about something

    why code veronica why re4 ? of all the games why those 2 ?
    could maby a character from those 2 games have something
    to do with resident evil 6 ?
    kinda to build up even more hype with these releases ?
    Last edited by rehunk88; 09-12-2011, 11:30 AM.

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    • Originally posted by rehunk88 View Post
      I was thinking about something

      why code veronica why re4 ? of all the games why those 2 ?
      My guess would be because Resident Evil 1, 2, and 3 are already available on the network (though not in the true HD). Maybe sales on those didn't get the kind of results Sony/Microsoft/Capcom expected, so they thought they would try something different with the games NOT available on the network.

      Though of all the games, I would have suspected Remake to make an appearance just for the simple fact that they could connect it to Resident Evil 5, and point it out as being Chris and Jill's "beginnings."

      Also these games are the closest in style of play to Resident Evil 5 compared to those earlier in the series (Resident Evil 4 more-so than CODE: Veronica, but still).

      And bite your tongue; CODE: Veronica is the superior game of the series. *vampire hiss*
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      • Probably because both CVX and RE4 are fully 3D, and therefore easier to upscale to HD.

        EDIT:

        Man, watching some of the videos online of RE4 HD, it still never ceases to amaze me the amount of detail crammed into this game, even on the smallest or most insignificant of things. It's really an achievement when you consider many games on the current generation of consoles can't match that level of attention and artistry. Production Studio 4 were truly masters of their craft.
        Last edited by Archelon; 09-12-2011, 12:09 PM.

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        • I've read comments on relyonhorror.com about "Resident Evil: Code Veronica HD". And I just read what Silent Evil guy said: "I just recently played Code Veronica X for the PS2 and there are decapitations but it only occurs if you use the magnum though, and aim properly. That’s what I experienced, anyway."

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          • Originally posted by Joehrex View Post
            That’s what I experienced, anyway."
            Yeah, the kind of experience you have when you are on drugs. The decapitation animation has never been in any version of the game.

            The only way to have it back it so get it from the beta versions. Damn I want to play those. Full of gorre, and Claire had her very sexy RE2 outfit. Not her lame jeans.

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            • Rick Hunter, are you sure they're making a new version of CV HD just for U.S. market?

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              • Originally posted by Gradon View Post
                Lol. I looked into the files of BioHazard 4, there is a folder in there called Wii with the home button graphics. We can tell what verson this was based on.

                Begs the question why Move wasn't coded but oh well.
                That question has a rather simple answer (well maybe not so simple):

                The Move is a different animal than the Wii.

                In short...

                Motion Controls (think waggle, punchin' & swinging): Move > Wiimote

                Fast Cursor on screen with little lag as possible: Wiimote > Move

                As you know, RE4 is more of a shooting game than a waggle-fest game. Thus the extra precision that the Move offers in that department, is practically of no help at all. What RE4 really needs in this case, its a wand with a cursor that works fast on screen. The Wii has the upper hand with that.

                And it really comes down to how Wii works with its own camera - it uses optical triangulation where the wiimote's camera looks simultaneously at the infra-red leds on the TV sensor bar- while on the Move the camera looks at the glowing ball. No optical triangulation to offer a more precise, less laggy curson on screen.

                And that's why you see lots of shooters on the Wii. Including RE4
                Last edited by Pikminister; 09-12-2011, 08:50 PM.
                Stuff to remember: Avoid forums if you're having a bad day.
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                • That doesn't answer the question of why Move support wasn't coded in. Yes, the Wii and Move take different technical approaches, but the Move is capable of perfectly functional pointer controls. Biohazard Alt Edition worked just fine. So did games like Killzone 3 & Time Crisis: Raizing Storm.

                  The answer to why Move support wasn't added in is pretty obvious. Capcom decided that the difference that adding Move support would make to the sales of the game wouldn't be great enough to justify the cost of implementing it.

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                  • Originally posted by consoul View Post
                    Biohazard Alt Edition worked just fine.
                    Like hell it did, was full of major issues, the biggest being that every single time you pressed the aim button it would recalibrate the pointer so wherever you were holding it would be recalibrated to centre screen regardless. Most useless control scheme ever.
                    Beanovsky Durst - "They are not pervs. They are japanese."

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                    • LATE to the party I know but I just got my Japanese copy in the post today.

                      Like the looks of the two games in HD, but with things added, things have also been removed as we know. But has anybody mentioned the Mold?

                      In CV at the start in the first typewriter room if you don't use the lighter to light your way you can see some glow in the dark Mold in all the older versions of the game, it this one I can't see it? Are there any other little touches like this missing?

                      OH! And also with the distance blur it's REALLY difficult to see certain things, had I not know they were there, I never would have seen the two green herbs on the bridge with the Jeep!

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                      • Originally posted by KylieDog View Post
                        Like hell it did, was full of major issues, the biggest being that every single time you pressed the aim button it would recalibrate the pointer so wherever you were holding it would be recalibrated to centre screen regardless. Most useless control scheme ever.
                        Move support was really lacking as it was not "true" Move support. It did not use the orb on the wand to track movement but rather uses the internal gyro to track movement. That's why the game gets so off track. Really bad IMO. I really wanted RE5 to play like RE4 for the Wii.
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                        • I never had a problem, although if you were to ask me which I preferred it would probably be RE4 Wii Edition. The D-pad also served to move the camera around for you, which is a feature you can't do in RE5.

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                          • Originally posted by Zombie_X View Post
                            Move support was really lacking as it was not "true" Move support. It did not use the orb on the wand to track movement but rather uses the internal gyro to track movement. That's why the game gets so off track. Really bad IMO. I really wanted RE5 to play like RE4 for the Wii.
                            Well if you're talking about feedback from moving the wand around, then the gyroscope is the one to use. That's how it should work. It's like the Wii using its accelerometers to do its motion sensing.

                            But to use the pointer or cursor on screen, the Move's camera does seek out the glowing ball.

                            But like I said in my previous post, the Move's wand does not have optical triangulation (as you get with the Wii). And that means you get less precision and more lag.
                            Last edited by Pikminister; 09-14-2011, 11:31 AM.
                            Stuff to remember: Avoid forums if you're having a bad day.
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                            • Originally posted by Zombie_X View Post
                              Move support was really lacking as it was not "true" Move support. It did not use the orb on the wand to track movement but rather uses the internal gyro to track movement. That's why the game gets so off track. Really bad IMO. I really wanted RE5 to play like RE4 for the Wii.
                              It tracks the orb perfectly, do you not understand what calibration is? It means if you are not aiming cente screen every single time you press aim then it thinks wherever you are aiming is centre. It'll track perfectly from there but aim will be forever off and you need guide the aiming cursor rather than aiming the move.
                              Beanovsky Durst - "They are not pervs. They are japanese."

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                              • Originally posted by KylieDog View Post
                                It tracks the orb perfectly, do you not understand what calibration is? It means if you are not aiming cente screen every single time you press aim then it thinks wherever you are aiming is centre. It'll track perfectly from there but aim will be forever off and you need guide the aiming cursor rather than aiming the move.
                                I understand what it is perfectly. And this game does not track the orb at all. I can cover the orb with my hand and it wills till track. I still think the Move support on RE5 sucks bad. It's really easy for the thing to get wonky then you have to recalibrate it. Resistance 3, Killzone 3, MAG, SOCOM 4 all work perfectly but RE5's Move support is very bad.
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