Originally posted by V Venom80
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Some cool 1.5 exclusive screenshots (**As seen on TV!**)
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Thats all fine and great but do u work with the team or on the team? i doubt u do. So how would u know if RPD area is fully playable at this point?Seibu teh geimu?
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Originally posted by B.Zork View Post"this room is nice, but camera is not resident evil. maybe this floor work better on the 3rd. this maybe look like lab elevator and not rpd elevator. oooh. that is cool but maybe i think we really not need that for this project?"
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Originally posted by B.Zork View Postfor the people curious of demo i think is important to make note that demo require stable game engine and all event script system to work stable with puzzle and other included. a game demo is not like book or tv series where first chapter can release before end is filmed and make. game engine more like camera equipment needed to make shooting possible. you can explore full demo area. but some important function not work in engine yet for demo to be possible. no worry. every problem has solution
Originally posted by V Venom80 View PostThats all fine and great but do u work with the team or on the team? i doubt u do. So how would u know if RPD area is fully playable at this point?
No offense but i rather hear from the team themselves to 100% know for sure and what is playable or not if ur not on the team ur just guessing like everyone else.
(29-31 March 2013)
Originally posted by D.Birkin View PostWith the precinct we have good progress. We only need four more rooms to have no more magic jump doors.Originally posted by D.Birkin View PostRPD misses four rooms from 2F then we can start real event populating.Originally posted by Enigmatism415 View Post2F Corridor, Medical Room, Media Room, and Radio Room?Originally posted by D.Birkin View PostYes.
2F Corridor (x7), 2F Elevator Hallway (x1), Medical Room (x7), Media Room (x5), Radio Room (x2)
Not only have we seen the rooms themselves, but we've seen them in action too, with two exceptions (the Radio Room and the 2F Elevator Hallway). However, both of these rooms appear highly developed (though perhaps not finalised), and it's reasonable to assume that both are indeed playable by now (if they weren't already upon their debut).
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Originally posted by biohazard_star View PostHave we been following the same facebook fan page or not? The official map of the RPD is publicly available, the screenshots of the missing areas they have recreated with Leon/Elza walking through them are publicly available. Make a checklist of what's missing, do the math. :-/
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Originally posted by Zombie_X View PostI think he means they want to have the engine 100% working and complete before releasing a demo. They'll also have to fill in the missing events, scripting, and puzzles possibly. So who know how far they are with that stuff. We've seen they have made a lot of progress, so now it's a matter of time. I'm hoping sooner then later but no one knows when it comes to IGAS.
it will be fun to see how the team puts the story together for 1.5 but most of it is just guessing since capcom never completed 1.5
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Originally posted by V Venom80 View Posti agree IGAS takes there time with this project hopefully for a good reason but i dont think 1.5 will be better than RE 2 Retail release mainly because of cutscenes and voice acting.
it will be fun to see how the team puts the story together for 1.5 but most of it is just guessing since capcom never completed 1.5
Nobody would know the difference anyway - I know I wouldn't haha .. don't know the history of 1.5 all that much so its all the same to me"I never thought any of this stuff my brother taught me would work!"
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For the record, I actually like IGAS's custom room backgrounds. The 1.5 RPD can't just be the same gray/blue, empty rooms -- that would be such a boring location to play in, and it lacks personality. I happen to like retail's RPD in general. For the most part it conveys just what you'd expect a municipal building in an old, isolated town to look like. In fact, some of the rooms even retain the character of 1.5's RPD, such as the East and West offices. The only parts of the retail RPD that I feel are "unrealistic" are the obviously ridiculous rooms, namely the library (1.5's shooting range is something you'd actually expect to see in a police station) and the chief's hidden dungeon. These places just wouldn't be in a police station, and that's what I always liked about 1.5's RPD. It was more "realistic" in the sense that it only contained rooms that would reasonably be in a police station.
Of course, with a game like Resident Evil, which is so heavily focused on exploration and puzzles, a completely modern and realistic location just doesn't work. Even 1.5's station has unrealistic elements -- who ever heard of a sliding puzzle with shooting range targets, or inserting something into the chief's diorama to get a secret key? There need to be gameplay mechanics in place to allow the player to explore the location piece by piece, by sealing off certain areas or forcing them to backtrack to newly unlocked rooms. The problem with retail's RPD (in my opinion) is that it didn't try to disguise these elements like 1.5 probably would have. I remember playing RE2 when I was 12 years old and even then I found it weird that I had to move library shelves in a certain order and collect four chess themed keys to unlock the sewers.
1.5 does a much better job of making the gameplay elements "blend in" and seem like they're a normal part of the location. Retail makes you unlock rooms with keys designed after playing card suites (reminiscent of the first game's sword/shield/armor/helmet keys), while 1.5 uses coloured keycards -- something that makes a little more "sense" in a real world location in the middle of a city. So long as IGAS sticks by this philosophy, I'm happy
Off topic a little: is it just me, or does the pacing feel a little more logical in 1.5 than it does in retail? I've been playing through the MZD build, moving through rooms in the order that you'd visit them in game, and the progression from RPD > Sewers > Factory > Lab seems much more natural in 1.5. 1.5's RPD is quite small, but it seems like the locations are similar to the first game in that you'd spend a comparable chunk of time in each one. The sewers and factory are actually decent sized locations in their own right with their own puzzles and exploration to experience, while in retail they're just areas you briefly pass through on your way to the lab. Once you leave the RPD in retail, it feels like you're just sprinting to the end of the game, whereas when you climb out of 1.5's sewers into the factory yard (for example), it looks and feels like you've arrived in a whole new area that you now have to explore.
I always found it funny in retail when you get to the marshalling yard and you pick up the "Dead Factory Map" on the wall. Why is that map even necessary? The factory in retail is literally a linear progression through four rooms. It's like they originally intended there to be more of it (enough to warrant hiding a map of it somewhere) but ended up stripping most of it out. In my opinion, that really hurt the pacing.Last edited by Gaia Revane; 06-03-2014, 05:17 AM.
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Originally posted by Gaia Revane View PostFor the record, I actually like IGAS's custom room backgrounds. The 1.5 RPD can't just be the same gray/blue, empty rooms -- that would be such a boring location to play in, and it lacks personality. I happen to like retail's RPD in general. For the most part it conveys just what you'd expect a municipal building in an old, isolated town to look like. In fact, some of the rooms even retain the character of 1.5's RPD, such as the East and West offices. The only parts of the retail RPD that I feel are "unrealistic" are the obviously ridiculous rooms, namely the library (1.5's shooting range is something you'd actually expect to see in a police station) and the chief's hidden dungeon. These places just wouldn't be in a police station, and that's what I always liked about 1.5's RPD. It was more "realistic" in the sense that it only contained rooms that would reasonably be in a police station.
Of course, with a game like Resident Evil, which is so heavily focused on exploration and puzzles, a completely modern and realistic location just doesn't work. Even 1.5's station has unrealistic elements -- who ever heard of a sliding puzzle with shooting range targets, or inserting something into the chief's diorama to get a secret key? There need to be gameplay mechanics in place to allow the player to explore the location piece by piece, by sealing off certain areas or forcing them to backtrack to newly unlocked rooms. The problem with retail's RPD (in my opinion) is that it didn't try to disguise these elements like 1.5 probably would have. I remember playing RE2 when I was 12 years old and even then I found it weird that I had to move library shelves in a certain order and collect four chess themed keys to unlock the sewers.
1.5 does a much better job of making the gameplay elements "blend in" and seem like they're a normal part of the location. Retail makes you unlock rooms with keys designed after playing card suites (reminiscent of the first game's sword/shield/armor/helmet keys), while 1.5 uses coloured keycards -- something that makes a little more "sense" in a real world location in the middle of a city. So long as IGAS sticks by this philosophy, I'm happy
Off topic a little: is it just me, or does the pacing feel a little more logical in 1.5 than it does in retail? I've been playing through the MZD build, moving through rooms in the order that you'd visit them in game, and the progression from RPD > Sewers > Factory > Lab seems much more natural in 1.5. 1.5's RPD is quite small, but it seems like the locations are similar to the first game in that you'd spend a comparable chunk of time in each one. The sewers and factory are actually decent sized locations in their own right with their own puzzles and exploration to experience, while in retail they're just areas you briefly pass through on your way to the lab. Once you leave the RPD in retail, it feels like you're just sprinting to the end of the game, whereas when you climb out of 1.5's sewers into the factory yard (for example), it looks and feels like you've arrived in a whole new area that you now have to explore.
I always found it funny in retail when you get to the marshalling yard and you pick up the "Dead Factory Map" on the wall. Why is that map even necessary? The factory in retail is literally a linear progression through four rooms. It's like they originally intended there to be more of it (enough to warrant hiding a map of it somewhere) but ended up stripping most of it out. In my opinion, that really hurt the pacing.
Capcom probably didnt wanna delay the game any longer so they just left it alone and released it that way but it looks like 1.5 factory will be a much bigger area to explore.
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Originally posted by V Venom80 View PostYeah i believe the Factory in retail was meant to be much bigger i just dont see the point of having that map for 3 or 4 rooms then off to the lab.
Capcom probably didnt wanna delay the game any longer so they just left it alone and released it that way but it looks like 1.5 factory will be a much bigger area to explore.
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Originally posted by V Venom80 View PostJust because they have a full map of the RPD and with rooms that all connect doesn't mean its fully playable yet...they might have to still add enemies, puzzles, key items etc.Last edited by Enigmatism415; 06-03-2014, 08:10 AM.
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Just because they have a full map of the RPD and with rooms that all connect doesn't mean its fully playable yet...they might have to still add enemies, puzzles, key items etc.Seibu teh geimu?
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Originally posted by V Venom80 View Posti wasen't talking about B.Zork pay attention before u talk.
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Originally posted by Gaia Revane View PostI always found it funny in retail when you get to the marshalling yard and you pick up the "Dead Factory Map" on the wall. Why is that map even necessary? The factory in retail is literally a linear progression through four rooms. It's like they originally intended there to be more of it (enough to warrant hiding a map of it somewhere) but ended up stripping most of it out. In my opinion, that really hurt the pacing.
Originally posted by geludaWhile the number of areas to explore in retail was smaller, the areas them selves were actually a lot bigger than in 1.5. Including the street sections at the start the RPD is roughly twice the size that it used to be,
1.5 pacing is better, especially the fact that the sewers has a man hole exit that leads outside like how a sewer cap would. It does feel like that particular sewer man hole exit just so happens to be near a factory. When I first played retail I thought this so called "factory" was just apart of a traditional sewage system access exit.
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