True, but a lot more changed alongside that. The characters in retail 2 shoot much slower, and Leon especially, is ridiculously slow with the upgraded shotgun and magnum. With the amount of zombies on-screen at times in 1.5, it seems the extra fire power was needed. And I don't really understand the redundant point, as you could just bench one gun type in the item box, if you wanted, and it wouldn't take up any extra space. The one time use weapons (tazer/smg) in retail 2 seemed like a bigger waste, IMO.
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Maybe redundant isn't the best way to put it. I guess what I'm trying to say is, the amount of weapons you get to pick up was all over the place. With how short RE games are, you'd basically be picking up a new gun and benching an old one every hour or so. I guess it fits with 1.5's action theme (like Dino Crisis 2), but it doesn't with retail's survival horror theme. As for the one-time use weapons in RE2, it's not like 1.5 didn't also have them (MC51, Mac-10, Flamethrower).Last edited by biohazard_star; 08-24-2012, 11:07 AM.Seibu teh geimu?
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There are no SMG clips in 1.5. Both machine guns are one-time use deals. The flamethrower in 1.5 was also a late-game weapon (before Birkin warehouse fight), so I doubt you get to pick up more than one refill for it. Lastly, ammo for the one-time use weapons (SMG/Flamethrower/Sparkshot) in retail do exist, they just never got implemented.Seibu teh geimu?
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My hazy old memory mught be wrong but i an fairly certain Ammo for the SMG is. I am sure I remember that If you pick up the SMG in the B game then when you unlock the space with second SMG it has ammo instead of the second gun. of course I probably haven't played that like that for a decade so I could be wrong.
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Originally posted by Rombie View PostMy hazy old memory mught be wrong but i an fairly certain Ammo for the SMG is. I am sure I remember that If you pick up the SMG in the B game then when you unlock the space with second SMG it has ammo instead of the second gun. of course I probably haven't played that like that for a decade so I could be wrong.
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This turned in the nice thread - i saw all the stuff here(i extracted all backgrounds from many isos) but i never tried to compare so many of them.
I don't understand some moments:
ok you can see the date of .bss file which contains few parts of same map
But is it possible to find out the date of each different part of map? Which program do devs used to assemble .bs from "parts"?
Also i don't understand another thing - devs says that they lost 1.5 source code and all files and that only collectors may have the game, after that we can extract such stuff from different versions of re2 and...even in re3(!) versions after they should be lost for sure and somehow they made re2/re3 for GC(using the lost code i guess) - does it means that they still have lots of nonfinal(probably not 1.5) files?
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I am not sure what you are asking about the source code? AFAIK, the earliest version of 1.5 was using the RE1 engine. When the development on RE2 as we know it began, it seems that they started using either an entirely new engine, or a heavily modified 1.5 engine, which in turn, was a modified RE1 engine. The assets, separate from the source code, such as backgrounds, 3D models and textures, may have and probably were, imported between all game engines. As RE2 was being developed, it seems old assets, such as the backgrounds, were deleted or overridden, as they were no longer required, or were taking up too much space on the disc.Last edited by doriantoki; 08-27-2012, 05:56 PM.
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Originally posted by doriantoki View PostI am not sure what you are asking about the source code? AFAIK, the earliest version of 1.5 was using the RE1 engine. When the development on RE2 as we know it began, it seems that they started using either an entirely new engine, or a heavily modified 1.5 engine, which in turn, was a modified RE1 engine. The assets, separate from the source code, such as backgrounds, 3D models and textures, may have and probably were, imported between all game engines. As RE2 was being developed, it seems old assets, such as the backgrounds, were deleted or overridden, as they were no longer required, or were taking up too much space on the disc.Last edited by Guest; 08-27-2012, 07:24 PM.
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CAPCOM used the very same RE-style engine for the entire 32 bit era, tweaking bits and adding stuff as they created each and every new game. Code Veronica was likely to be using a branch of the RE2 engine, which also Dino Crisis did, same for RE0 N64, and the Onimusha prototype. Pretty much all of Mikami's 32 bit projects used the same base.
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
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The main similarity is the flag system, the way the game handles scenarios, cutscenes, game progress, object interaction and the likes is virtually identical. You can look at bahaviour in one flag system and make accurate predictions in another, that's how similar they are.Last edited by Guest; 08-27-2012, 07:55 PM.
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Originally posted by doriantoki View PostThey had magazine clips and fuel canisters, as we saw. In retail, they were more or less entirely one use. I don't count the SMG, as yes you can get two, but getting the second one requires jumping through many hoops, and you get it so late that it isn't really worth it.
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As RE2 was being developed, it seems old assets, such as the backgrounds, were deleted or overridden, as they were no longer required, or were taking up too much space on the disc.
From one side you say they were deleted from other side you extract them from bh3 iso.
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