Ah it's from CV! I thought it sounded familiar, thanks for the confirm. Interesting so the documentary came from around 2000?
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Some cool 1.5 exclusive screenshots (**As seen on TV!**)
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geluda that was the self destruct sequence theme for code veronica.
I been playing re2 a lot lately and I been studying the cgi scenes knowing that they were supposed to have reused and altered from 1.5 original ones. Honestly they did quite a good job converting them. The only thing that makes me curious is the helicopter scene. Even though the player character is spectating this event pretty close, they put in no contribution to the scene beyond the beginning point. I get the fact that the helicopter is drowning out sound, but they dont even attempt to yell to get the policeman on the floor aware of the zombie behind him or attempt to shoot the zombie to try to save him.
Oh poop I left this page open for a while and forgot to refresh about the CV thingLast edited by NEOMEGA; 05-31-2014, 07:02 PM.
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Originally posted by Enigmatism415 View PostThe only room I'm dying to see is the 2F Lift Corridor, though.
That's every room in the RPD!
After the landmark 3K, I think I'll just kick back and wait patiently for the demo.Last edited by Enigmatism415; 05-31-2014, 07:31 PM.
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We saw this little updates, we want to play a Demo, but we can wait... After all, it's an unfinished game, at least another Video Commentary... We want another The Making of Biohazard 1.5 Part 4 , i'm dying to see a rare puzzle in the game...Last edited by STARSRedfield; 05-31-2014, 07:51 PM.
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It's interesting to see how IGAS's backgrounds kind of enforce what Mikami said about the RPD so long ago, and what eventually ended up happening to it in retail. What I mean by this, of course, is that all of IGAS's backgrounds have a very "non-1.5" vibe to them -- they're not just gray, bare rooms like most of the 1.5 RPD and actually have furniture and ornaments/decorations in them. It doesn't detract from the game, but it does lend credence to the whole "the RPD was too boring" thing, since IGAS are really trying hard to dress the rooms up to distinguish them. They look a lot more ornate and retail-y than the default bare 1.5 rooms.
That elevator hallway looks like it would fit right into retail's RPD, for example.
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Originally posted by Gaia Revane View PostIt's interesting to see how IGAS's backgrounds kind of enforce what Mikami said about the RPD so long ago, and what eventually ended up happening to it in retail. What I mean by this, of course, is that all of IGAS's backgrounds have a very "non-1.5" vibe to them -- they're not just gray, bare rooms like most of the 1.5 RPD and actually have furniture and ornaments/decorations in them. It doesn't detract from the game, but it does lend credence to the whole "the RPD was too boring" thing, since IGAS are really trying hard to dress the rooms up to distinguish them. They look a lot more ornate and retail-y than the default bare 1.5 rooms.
That elevator hallway looks like it would fit right into retail's RPD, for example.
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It is definitely a reconstruction of 1.5, just not the 1.5 we're all used to.
It looks fantastic in my opinion, I'm surprised at how well they've managed to match the wall texture! I'm glad that they're taking inspiration from the early alpha builds more so than the bioflames build. It's evident to me that Capcom made some bad mistakes throughout the 1.5 development, the further into the development they got the further away from the original vision they got and much of what they ended up with they simply weren't happy with. Their resolution to the problem was to go back to the original alpha design in every aspect, from the design of the RPD all the way to the design of the sewers:
I guess the challenge is to address this issue while at the same time keep the game within the boundaries of 1.5, and taking inspiration from the alpha builds in order to decorate the RPD seems to be the right way to do that. If Capcom had the choice this is definitely the way they would want it as their past and future developments pretty much show this is the winning design. IGAS seem to have met a compromise and found a mix of the two to liven up the 1.5 RPD but also keep it in the realms of what the developers wanted from Biohazard 2. Kudos to them I say.Last edited by Guest; 06-01-2014, 09:30 AM.
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Never noticed this before but those windows are so random and unnecessary.PROJECT Umbrella - The BIOHAZARD/RESIDENT EVIL Compendium
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The "RPD was too boring" doesn't have to be in regards to its original artistic concepts rather how it was structured. Maybe the RPD needed more interesting layouts due to lack of imagination in their opinion, but conceptually flawed it was not.sigpic
"Must the State continue to exist once the question of labor and capital shall be practically solved? We reply in the negative. We are anarchists."
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Originally posted by Gaia Revane View PostWhat I mean by this, of course, is that all of IGAS's backgrounds have a very "non-1.5" vibe to them -- they're not just gray, bare rooms like most of the 1.5 RPD and actually have furniture and ornaments/decorations in them. It doesn't detract from the game, but it does lend credence to the whole "the RPD was too boring" thing, since IGAS are really trying hard to dress the rooms up to distinguish them. They look a lot more ornate and retail-y than the default bare 1.5 rooms.Last edited by Gemini; 06-01-2014, 12:27 PM.
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
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