View Full Version : So what about Biohazard 3?
geluda
04-14-2011, 11:42 PM
It seems there's a lot known about the production stages of BH1 and BH2, as well as a lot of releases to the public, but what about BH3? I've done a little googling on this and couldn't really find anything. Are there no known alpha or beta builds of this game? What about things like demo hacks? Unused backgrounds? It seems like all the action is on the first two games and not the third, were Capcom doing a better job at keeping things under wraps?
Dracarys
04-14-2011, 11:55 PM
More like Capcom knew what they want to do with it first go pretty much. There is some stuff about it but nothing the amount re1/2 have.
Alzaire
04-14-2011, 11:55 PM
There's really not a lot known. There's a couple demos that are available that have some beta/unused stuff on it. There's also apparently a game show build out there, but I don't think it's surfaced in the wild. It doesn't get a lot of focus because there just isn't enough information about it to get worked up about.
geluda
04-15-2011, 12:05 AM
There's really not a lot known. There's a couple demos that are available that have some beta/unused stuff on it. There's also apparently a game show build out there, but I don't think it's surfaced in the wild. It doesn't get a lot of focus because there just isn't enough information about it to get worked up about.
I see. So what about the demos? What kind of stuff was lurking in there? Anything much? I presume not a lot like as you say, there's not really much out there to get excited about, I certainly haven't seen anything from ym searches.
I did read somewhere that BH3 uses some unused stuff from BH2, is this true?
Robert_Kendo
04-15-2011, 02:05 AM
you find some placeholders of bh 2 on these 2 RE 3 demos..
Ridley W. Hayes
04-15-2011, 12:24 PM
Thing is, as KylieDog said, the dev team had everything pretty much planned from the start and didn't change it too much during the development. There are though some beta things in retail and at least one sampler disc, that I know of. Also, there are some distinctive builds out there: the E3 build, the TGS build (this one is highly unlikely to be in some collector's hands though) and one in between the two from around late July beginning of August in which you can equip any weapons from one slot in the inventory (something similar to how you do it on BH2 beta2) and has the chain puzzle among other things.
As a curious thing, some backgrounds from the PC version are slightly different compared to the other versions of the game. One can say they were revised for that particular release, don't know why though.
Upaluppa
04-15-2011, 12:38 PM
As a curious thing, some backgrounds from the PC version are slightly different compared to the other versions of the game. One can say they were revised for that particular release, don't know why though.Interesting!
I've never bothered to play the PC version, can you give some examples on differences in backgrounds?
@geluda:
Try these links:
Making of Biohazard 3 Last Escape (http://www.biohazard2.com/bh3/)
Game Script Part 1 (http://www.biohazard2.com/bh3/bh3_script_00.htm)
Game Script Part 2 (http://www.biohazard2.com/bh3/bh3_script_01.htm)
Game Script Part 3 (http://www.biohazard2.com/bh3/bh3_script_02.htm)
Characters (http://www.biohazard2.com/bh3/bh3_characters.htm)
And this one:
http://survivhor.biohazardfrance.net/RE3/
And here's the footage from the Japanese video sample:
http://sector.ynet.sk/rimmer/resicollection/Resident_Evil_3_Demo_NTSCJ_%28PSX%29/index.html
Some pre-release gameplay footage:
Video 1 (http://www.dailymotion.com/video/x52gol_resident-evil-3-nemesis-beta-spot-n_videogames)
Video 2 (http://www.dailymotion.com/video/x53hks_resident-evil-3-nemesis-beta-spot-n_videogames)
Developer interviews:
Questions & Answers (http://survivhor.biohazardfrance.net/morbidcreations/re_behind/re3_qanda.htm)
Dreamcast Port - Staff Interview (http://projectumbrella.net/articles/Resident-Evil-3-Dreamcast-Staff-Interview)
Then there are also the Trial Editions to explore:
RXJzlVM32PM
A scene select (from the TGS build, I guess) is still included:
http://img718.imageshack.us/img718/1985/lete0001.png
Alternate warning screen:
http://img864.imageshack.us/img864/8963/warningt0000.png
And a bloody variant of the UBCS logo which looks quite cool:
http://img705.imageshack.us/img705/6198/res2bgj0000.png
Edit:
Apparently not unused. I've never seen that one in my copy of the game tough...
Also Tofu from RE2 is playable using the character modifier code:
http://img135.imageshack.us/img135/9371/snap004v.png
I even managed to create a Biohazard 1.9 savefile on my memorycard:
http://img683.imageshack.us/img683/6509/19data.png
Biohazard 1.9 was the working title for this game before they (Capcom) settled on Last Escape/Nemesis...
Off-Topic (Or maybe not):
Did you guys know that the final US release is the only version of the game in which Dario (that bloke in the Warehouse) says "Just get away from me!" in a very sharp voice when you examine the storage he locks himself in at the beginning of the game?
He does not say that in any other version, not even the final PAL release! (I'm talking about the PSX versions here, those are the only ones I have played)
TheMortician
04-15-2011, 01:14 PM
Interesting!
I've never bothered to play the PC version, can you give some examples on differences in backgrounds?
The backgrounds of PC RE3 are 640x480, they have a better quality then the psx version's
PSX:
http://www.abload.de/img/last_escape_351e73j.jpeg
PC:
http://www.abload.de/img/rofs8_r20c00c749.jpg
The dreamcast and gamecube versions are also using the higher quality BGs of the pc version as far as I can remember
MarkGrass
04-15-2011, 01:46 PM
http://img718.imageshack.us/img718/1985/lete0001.png
What's pretty interesting about this is that it can be unlocked allowing anyone to fully play this version (eg, the code is leftover, in all builds).
A few years ago, an AR-master who goes by the alias of Jay007 unlocked this playable version in the GameCube version of BH/RE 3. I'm pretty sure the same can be done for the PSone and DreamCast versions, as well.
I don't have the AR code, as it was made for PAL versions, but very interesting, to say the least. Try searching BioFlames... it's there in the forums, somewhere.
Ridley W. Hayes
04-15-2011, 01:54 PM
Well, I was referring to different mostly on stuff here and there rather than quality-wise.
http://img690.imageshack.us/img690/7170/re3comparison.png
I don't know if the backgrounds from the PC version comes from a not-final pack of backgrounds or they were improved and some things were added and/or removed from them. But the differences are minimal and very few. You can even see a little difference in the pics you posted. On the PC version, the top part of the driver area has a very low light focus than the psx version.
The DreamCast and GameCube versions doesn't have as much quality as the PC version though. I'm not a bit by bit quality expert anyway, but it's something one can see by comparing them side to side.
@ Upa: I think the U.B.C.S. bloody logo is indeed used on the final game. The TGS picture is only present on the v1.0 version of the disc and some ports (I haven't gotten around to check every port) and was removed from the v1.1 one. And no, I didn't know that he didn't say that in the other versions!
@ Mark: I didn't know you could activate that thing. Though it doesn't surprises me given that the TGS version was previewed like 4-5 days before the actual japanese release, so I don't think they're that different really. Is there a way to check if the code for thing was also erased from the v1.1 disc given that the image was removed?
MarkGrass
04-15-2011, 02:16 PM
@Ridley - I didn't know there was a version 1.1 of the game?
If memory serves me well, the code that Jay007 created didn't load that selection screen, but still, you could select either of the four "trial" scenarios at the normal title screen.
He went on to mention that after selecting one of the four, once in game, the character was given a preset item list. There may have even been a timer, I can't remember...
So... if the GameCube version was ported from the V.1.1, which could make sense given that the scenario select screen doesn't load, it's possible that the code within the executable still exists.
Who knows?! Maybe someone should check it out...
Ridley W. Hayes
04-15-2011, 03:06 PM
Well, there are two versions of the retail game, that I know of, but they're not any different when you're playing. I think they were just reprints that were labeled wrong. The version known as v1.0 doesn't have some of that images and the v1.1 does have them. Oddly enough, every other port at that time for the psx that I've bother to check does have them. So it doesn't sound logical to me that they printed the version without them to then re-print it to add them and port it for every other country.
I'm assuming the people that found out that there were two versions of the game just slapped v1.0 to the first they got while the labeling should've been the other way around. It's kinda confusing to explain. The TGS demo used the 'Select a Scene' image and after you made your selection another image would appear explaining what items were gunpowder, ammo and herbs. The same one that appears on the japanese version if you play it on Heavy Mode -I think-. That images are labeled as TGS-something on the mislabeled v1.1 disc while on the v1.0 they're gone.
Every other port of the game must have been made from the same data that the second printing of the psx disc, 'cause they're gone from the PC version.
Upaluppa
04-15-2011, 03:23 PM
Who knows?! Maybe someone should check it out...I already did! :P
Resident Evil 3 Nemesis US
MAIN MENU MODIFIERS
Logo without Menu
80197508 0000
Menu appears slowly
80197508 0001
Menu appears fast
80197508 0002
Logo with Menu
80197508 0003
Start strange game
80197508 0004
Invisible Menu 1
80197508 0005
Invisible Menu 2
80197508 0006
Invisible Menu 3
80197508 0007
Load Game Menu
80197508 0008
Preview Demo
80197509 0001
Load Game Menu 2
80197509 0002
Can't Select Anything
80197509 0003
New Game = Options & Load Game = Intro Movie
80197509 0004
Options Menu
80197509 0005
Intro Movie
80197509 0006
Gun Shop Menu
80197509 0007
Can't Select Anything 2
80197509 0008
Menu appears normal
80197509 0009
Demo Starts
80197509 000A
Mercenaries Menu
80197509 000B
Blurred Menu
80197630 0004
Normal Menu
80197630 0005
Flickering Menu
80197630 0006
Biohazard 3 Last Escape
MAIN MENU MODIFIERS 1
Logo without Menu
80196A58 0000
Menu appears slowly
80196A58 0001
Menu appears fast
80196A58 0002
Logo with Menu
80196A58 0003
Start strange game
80196A58 0004
Invisible Menu 1
80196A58 0005
Invisible Menu 2
80196A58 0006
Invisible Menu 3
80196A58 0007
Load Game Menu
80196A58 0008
Invisible Menu 4
80196A58 0009
Invisible Menu 5
80196A58 000A
Options Menu
80196A58 000B
Dino Crisis Movie
80196A58 000C
Gun Shop Menu
80196A58 000D
Nothing 1
80196A58 000E
Reload Main Menu
80196A58 000F
Preview Demo
80196A58 0010
Nothing 2
80196A58 0011
MAIN MENU MODIFIERS 2
Preview Demo
80196A59 0001
Load Game Menu 2
80196A59 0002
Can't Select Anything
80196A59 0003
New Game = Options & Load Game = Intro Movie
80196A59 0004
Options Menu
80196A59 0005
Intro Movie
80196A59 0006
Gun Shop Menu
80196A59 0007
Can't Select Anything 2
80196A59 0008
Menu appears normal
80196A59 0009
Demo Starts
80196A59 000A
Mercenaries Menu
80196A59 000B
It should be somewhere among these codes...
I hacked them long ago, so no clue which one it was...
Edit:
And here are the same codes for the US Trial Edition:
Resident Evil 3 Nemesis Trial Edition US
MAIN MENU MODIFIERS 1
Logo without Menu
801968C0 0000
Menu appears slowly
801968C0 0001
Menu appears fast
801968C0 0002
Logo with Menu
801968C0 0003
Start strange game
801968C0 0004
Invisible Menu 1
801968C0 0005
Invisible Menu 2
801968C0 0006
Invisible Menu 3
801968C0 0007
Load Game Menu
801968C0 0008
Invisible Menu 4
801968C0 0009
Invisible Menu 5
801968C0 000A
Options Menu
801968C0 000B
Intro Movie
801968C0 000C
Gun Shop Menu
801968C0 000D
Nothing 1
801968C0 000E
Reload Main Menu
801968C0 000F
Preview Demo
801968C0 0010
Nothing 2
801968C0 0011
MAIN MENU MODIFIERS 2
Preview Demo
801968C1 0001
Load Game Menu 2
801968C1 0002
Can't Select Anything
801968C1 0003
New Game = Options & Load Game = Intro Movie
801968C1 0004
Options Menu
801968C1 0005
Intro Movie
801968C1 0006
Gun Shop Menu
801968C1 0007
Can't Select Anything 2
801968C1 0008
Menu appears normal
801968C1 0009
Demo Starts
801968C1 000A
Mercenaries Menu
801968C1 000B
MAIN MENU MODIFIERS 3
Full Game Mode
801968C2 0000
Trial Edition Game Mode
801968C2 0005
You can use these to access the Load Data menu in the US Trial Edition like I did in that video!
kevstah2004
04-15-2011, 03:39 PM
Once upon a time I believe I owned a early version of BH3, the disc was pirated and I think i've thrown it out thinking it was no different to the retail version >_< as at the time I only had a modchip that played ntsc backups in colour via scart cable so I ended up buying the pal re3, the intro was different as described above. The guy who sold it me owned a pizza shop in patrington and even edited the playstation license screen to say buy more pizzas :lol:
I'm a bit dubious sharing that modified bh3 image I mentioned before in the modding forum as it circumvents the anti-modchip protection.
Upaluppa
04-15-2011, 03:49 PM
Once upon a time I believe I owned a early version of BH3, the disc was pirated and I think i've thrown it out thinking it was no different to the retail version >_< as at the time I only had a modchip that played ntsc backups in colour via scart cable so I ended up buying the pal re3, the intro was different as described above. The guy who sold it me owned a pizza shop in patrington and even edited the playstation license screen to say buy more pizzas :lol:
I'm a bit dubious sharing that modified bh3 image I mentioned before in the modding forum as it circumvents the anti-modchip protection.I have a (so called) "pre-release" build of the US version with a weird hacked PSX boot screen in my collection:
http://img42.imageshack.us/img42/6602/prerelease2.png
Dates of the main executables are identical, I doubt this really is a pre-release with any code differences at all:
http://img854.imageshack.us/img854/6030/prerelease1.png
But I have never heard of a JP pre-release floating around.
If you still have that disc you owe it to share pics of the intro screen with us, at the very least! - _-
Lol, I wish our local pizza guy would sell pre-releases with funny boot screens to me! :lol:
kevstah2004
04-15-2011, 04:03 PM
I've looked about for it before never been able to find it between all my junk, I think it must of been a pre-release version though as it was a while before it came out officially, he also sold me sega sea bass fishing, thrill kill, ace combat 2 and that 5 in 1 Best 3D Actions bootleg.
alexdz
04-15-2011, 04:09 PM
There are those pics of the STARS arriving at the RPD right after the mansion incident, showing that both Barry and Rebecca survived. Also, there's a screenshot of the inventory with a chain as an item.
Anders
04-15-2011, 04:44 PM
I've looked about for it before never been able to find it between all my junk, I think it must of been a pre-release version though as it was a while before it came out officially, he also sold me sega sea bass fishing, thrill kill, ace combat 2 and that 5 in 1 Best 3D Actions bootleg.
I heard there's a Hong Kong Bio 3 pirate which may not be entirely identical to retail. Must have been that one. Shouldn't be impossible to find.
Det. Beauregard
04-15-2011, 06:02 PM
The backgrounds of PC RE3 are 640x480, they have a better quality then the psx version's
PC:
http://www.abload.de/img/rofs8_r20c00c749.jpg
Do you by chance have a download link to where you got these backgrounds? They look great!
geluda
04-15-2011, 06:22 PM
Interesting stuff. It's surprising how little gold there is from BH3. If anyone ever finds those "bootleg" copies of BH3, shoot them my way!
kevstah2004
04-15-2011, 07:40 PM
I heard there's a Hong Kong Bio 3 pirate which may not be entirely identical to retail. Must have been that one. Shouldn't be impossible to find.
Yep 11-12 years ago now, back in the 56k days :nervous: it'll be on some Usenet or DC++ hub outthere no doubt.
MarkGrass
04-15-2011, 10:27 PM
I have a Bio3 bootleg...
Both the final and bootleg "prerelease" versions were ripped using the same app, but they have different filesizes:
Final: 688 MB (722,162,784 bytes)
Bootleg: 688 MB (722,172,192 bytes)
I haven't done a CRC check, but the executables are 1:1, so i'm guessing that the bootleg silver was improperly pressed/burnt.
Robert_Kendo
04-16-2011, 01:04 AM
if i remember right,it exist a hacked version of bh 3,made some month before the original release.I heard the voices at the game are missing..
TheMortician
04-16-2011, 04:25 AM
Well, I was referring to different mostly on stuff here and there rather than quality-wise.
Thanks for the comparison, I never noticed that. Well I guess they obviously wanted to use the 640x480 resolution to include even more details in rooms. It's really interesting that they added a few details here and there.
The dreamcast port is a port of the pc version. You are right that the backgrounds are not in the same high quality as the pc ones but they are used there too. Maybe the look not so good because the used higher compression etc..
I also had a jap bootleg of BH3 back then, but I never had the idea to analyse it. I was to hyped by being able to finally play it. I waited for the us-ntsc version to understand every info the game contained.
@Det. Beauregard
sure I have, here is the link to the RE 3 PC bgs >> http://www.megaupload.com/?d=HRW52W94
Upaluppa
04-16-2011, 08:11 AM
I heard there's a Hong Kong Bio 3 pirate which may not be entirely identical to retail. Must have been that one. Shouldn't be impossible to find.Could it be this one?
http://i40.tinypic.com/zwydjd.jpg
(I blatantly stole this pic from: Lost Levels (http://forums.lostlevels.org/viewtopic.php?p=24534&sid=885fe60e5d74890aa5c18cf2ee6a4c10)! It's not mine.)
here is the link to the RE 3 PC bgs >> http://www.megaupload.com/?d=HRW52W94Hey, thanks a bunch!
I'm going to download and compare them to the PSX backgrounds as well! ^_^
Edit/Off-Topic:
I just noticed that some of the smileys have been updated!
Cool!
Also not related but while searching for info on the Bio3 Hong Kong Pirate I found a disgustingly weird cover for the Russian PC version:
http://img69.imageshack.us/img69/9099/residev3cover.jpg
Does anybody know where this hilarious "Nemesis" depiction came from?
I've never seen this abomination of an artwork before...
Anders
04-16-2011, 11:46 AM
Could it be this one?
Doubt it, but I don't know for sure. For some reason I thought the disc I'm talking about was factory pressed and came from the company which put the "P-logo" on their pirate releases.
Dracarys
04-16-2011, 12:10 PM
Does anybody know where this hilarious "Nemesis" depiction came from?
I've never seen this abomination of an artwork before...
http://magnetica.ru/
Full image of pic.
http://fc05.deviantart.net/fs42/f/2009/101/e/0/Resident_Evil_3__Nemesis_by_maruhana_bachi.jpg
Zombie Fred
04-16-2011, 12:17 PM
Looks like Nemesis really let himself go in that picture :lol:
Upaluppa
04-16-2011, 12:36 PM
Now don't tell me that this piece of "art" was actually approved by Capcom. :uhh:
Nemesis' head is one huge mess up...
Biohazard 1995
04-16-2011, 03:10 PM
Also, there are some distinctive builds out there: the E3 build, the TGS build (this one is highly unlikely to be in some collector's hands though) and one in between the two from around late July beginning of August in which you can equip any weapons from one slot in the inventory (something similar to how you do it on BH2 beta2) and has the chain puzzle among other things.
I find this in old collection of BH3 Info: (The Chain in the menu of The E3 Build and in The TGS Build).
http://fotos.subefotos.com/6917047a420b2329ee68c7e88f040993o.jpg
Delta
04-16-2011, 05:18 PM
http://magnetica.ru/
Full image of pic.
http://fc05.deviantart.net/fs42/f/2009/101/e/0/Resident_Evil_3__Nemesis_by_maruhana_bachi.jpg
Nemesis's head looks like a penis with a mouth.
geluda
04-16-2011, 05:19 PM
Nemesis's head looks like a penis with a mouth.
Lol. I don't know what your penis looks like, but I can't share that analogy with you lol.
TheSelfishGene
04-16-2011, 06:50 PM
I think it's a pretty awesome pic.
I think it was used on the front of one of the Biohazard Hong Kong comics. I could be wrong though, and that may not have been the original source
imacwesker
04-16-2011, 08:20 PM
About RE3, here are the few things I know (and they are in SurvivHor and my Youtube account):
- Mikami wanted to make an add-on called "RE1.9" but his boss thought this will not sell well and went with the name "RE3". Mikami talked with him during 3 whole days but couldn't make him change his mind.
- Nemesis was supposed to be in Code Veronica, as told by the voice over at the beginning of the first RECV teaser (http://www.youtube.com/watch?v=ghNgO1Ye5tE).
- A British fan of SurvivHor send me a videotape in 2005, from a British videogame magazine (don't remember the guy's name nor the magazine's name >_< ) with a few seconds of RE3 for E3 1999 (http://www.youtube.com/watch?v=NjxMxufkGqg). Quality is awful and I don't have anything else, sadly. But look when Jill check the van, as this is different from the retail version.
geluda
04-16-2011, 08:25 PM
About RE3, here are the few things I know (and they are in SurvivHor and my Youtube account):
- Mikami wanted to make an add-on called "RE1.9" but his boss thought this will not sell well and went with the name "RE3". Mikami talked with him during 3 whole days but couldn't make him change his mind.
- Nemesis was supposed to be in Code Veronica, as told by the voice over at the beginning of the first RECV teaser (http://www.youtube.com/watch?v=ghNgO1Ye5tE).
- A British fan of SurvivHor send me a videotape in 2005, from a British videogame magazine (don't remember the guy's name nor the magazine's name >_< ) with a few seconds of RE3 for E3 1999 (http://www.youtube.com/watch?v=NjxMxufkGqg). Quality is awful and I don't have anything else, sadly. But look when Jill check the van, as this is different from the retail version.
It's up*rest of green word I can't make out*
imacwesker
04-16-2011, 09:24 PM
*uptown map* or something like that. In retail game, the van is not accessible and you have to climb some shelves then the emergency stairs to access the map and some herbs, if I remember correctly.
MarkGrass
04-16-2011, 11:48 PM
@imacwesker - Wasn't BH/RE 3 originally supposed to take place on a Cruise Ship? I know there's been discussion about this before, and it perfectly explains one of the ending screens (the one where Jill and Carlos are embraced in hug, overlooking the ocean), as seen below.
http://img21.imageshack.us/img21/403/res5bgu0000.jpg (http://img21.imageshack.us/f/res5bgu0000.jpg/)
Also, here's a better pic of that Nemesis/Jill fatality artwork:
http://img40.imageshack.us/img40/1198/nemesis2vk.jpg (http://img40.imageshack.us/f/nemesis2vk.jpg/)
Darkmoon
04-17-2011, 01:55 AM
OK, bearing in mind that I am quite, quite mad whenever I see that image all I imagine is Nemesis singing a lovesong to Jill, where he accidently pops her head off without noticing. I always figured Nemesis had a crush on Jill anyway, given the stalking and the tentacles.
http://img40.imageshack.us/f/nemesis2vk.jpg/
A Song of Love - By Nemesis
My loooove, I hold you close.
In my hearts I keep you near.
I'm aware many find me grose!
But you I love so dear.
Without you I'm without my S.T.A.R.S
A nightsky without a moon.
Sure, I could throw a car.
But then everyone thinks I'm a loon.
Oh shit, where's you head?
I didn't mean to pull it off!
Well crap, I think you're dead.
That sure as is more than a cough.
Quick think Nemmy old man!
What can you do to bring her back?
Without her head she is so wan!
There is a distinct and deffinte lack.
I'll infect her with a wierd virus!
Then she can grow a head or two!
Then it is off for us to Paris!
And there our love shall reneweeeed.
Upaluppa
04-17-2011, 09:40 AM
A Song of Love - By NemesisHaha, I don't want to know what made you come up with such a song...
Somehow this made me remember that scene in the 2nd movie (RE Apocalypse) where Nemesis showed some emotion towards Alice before being crushed by a helicopter.
I know, true Resident Evil fans should ignore those movies but back in the day when it came out I just had to watch it simply because the Nemesis appeared in it which I thought was awesome. :rollseyes
Nemesis was one of the most interesting enemies Capcom ever created for the series!
They really should have given him a second appearance in another game! (Gun Survivor Code Veronica doesn't count in my opinion)
Edit:
You guys mentioned something about BH3 originally taking place on a ship and Nemesis appearing in Code Veronica...
Could there be any relation to the Gun Survivor game or even Resident Evil Gaiden?
Perhaps some of those trashed concept ideas for BH3 and CV were reused for these games.
Darkmoon
04-17-2011, 11:56 AM
Honestly, I have no idea why I came up with the song. Well, no, I do. Because it occured to me. Because I could. And because it was funny. The same reason I do pretty much everything, really.
And you can be a RE fan and like the movies. I hate them, personally, but I don't like RE4 or RE5 and don't think liking them makes you less of a fan. Indeed, there is probably something to the films inspiring my little ditty, although I feel I should add that I actually hate Apocolypse more than the other three, because it has the largest number of stupid plotholes (biggest plothole goes to Extinction with 'And all the plants died making all the water vanish, bitches, but Apocolypse had more of the,. At least Extinction got it's biggest moment of dumb out the way in the intro) so i try to avoid thinking about it.
But yeah, as I understand it, RE3 was partially left over bits of RE2 and some new stuff, plus Nemesis looted from CODE: Veronica. Never heard the boat one before though, so maybe.
Anders
04-17-2011, 12:45 PM
- A British fan of SurvivHor send me a videotape in 2005, from a British videogame magazine (don't remember the guy's name nor the magazine's name >_< ) (...)
The tape came with an issue of PlayStation Power. I got it, but Carnivol stole it and he refuses to send it back!
Upaluppa
04-17-2011, 12:48 PM
And you can be a RE fan and like the movies. I hate them, personally, but I don't like RE4 or RE5 and don't think liking them makes you less of a fan.I don't like them either...
For me it's the focus on action that kills both the movies and RE4&5.
I want to be scared by a slow paced, dark and atmospheric experience when I play/watch Resident Evil!
If I want action I'd get myself any of those thousands of other action focused games instead.
I guess you know about Romero's movie script which was turned down by Capcom?
I cried when I heard about that first...
How could they replace the man behind the best zombie films ever made for this action crap they ended up with?
But it's not just because of the action, another point is that Romero's script actually had some relation to the game storyline unlike all of this Alice stuff.
@All:
But to get back to BH3 talk, have you guys seen this yet?
http://img683.imageshack.us/img683/913/snap010u.png
If you use WTW to walk around the area behind the trashcan (right before entering the Warehouse) those Zombie hands which reach through the windows can grab you and drain your health.
The Zombie hands appeared in RE2 as regular "enemies" (can you really call them that?) in the RPD.
In RE3 they are never encountered apart from that one time during the intro cutscene.
Thus you can never see them grab you or even kill you without hacking the game...
kevstah2004
04-17-2011, 01:17 PM
Same as Clinton years footage? http://www.bioflames.com/forum/viewtopic.php?t=2486
Anders
04-17-2011, 01:34 PM
Same as Clinton years footage? http://www.bioflames.com/forum/viewtopic.php?t=2486
2 =/= 3, 2 + 1 = 3?
imacwesker
04-17-2011, 02:39 PM
@imacwesker - Wasn't BH/RE 3 originally supposed to take place on a Cruise Ship? I know there's been discussion about this before, and it perfectly explains one of the ending screens (the one where Jill and Carlos are embraced in hug, overlooking the ocean), as seen below.
http://img21.imageshack.us/img21/403/res5bgu0000.jpg (http://img21.imageshack.us/f/res5bgu0000.jpg/)
@Markgrass - Interesting, I never heard this theory before. Because RECV is located on an island, I thought the ending screen was about Jill/Claire being rescued from the island and evacuating on a boat.
The tape came with an issue of PlayStation Power.
@Anders - Thanks for clarifying this :)
Det. Beauregard
04-18-2011, 02:22 PM
@Det. Beauregard
sure I have, here is the link to the RE 3 PC bgs >> http://www.megaupload.com/?d=HRW52W94
Thanks a bunch!
drunkdog
04-18-2011, 07:22 PM
I remember that there is a beta save room you can access with the walk through walls code on the original release.... You walk through the door with the code on (not pressing X, just walking through it) and the room is drastically different.
Upaluppa
04-19-2011, 09:26 AM
I remember that there is a beta save room you can access with the walk through walls code on the original release.... You walk through the door with the code on (not pressing X, just walking through it) and the room is drastically different.I know which room you are talking about!
It's a save room, complete with typewriter and item box during normal gameplay but there's an alternate, heavily demolished variant of the room which is unused.
Save Room:
http://img715.imageshack.us/img715/1586/save1.jpghttp://img715.imageshack.us/img715/3366/save2g.jpg
Demolished Room:
http://img823.imageshack.us/img823/8799/demo1x.jpghttp://img535.imageshack.us/img535/5225/demo2f.jpg
(Not ripped by me, these are MarkGrass' work!)
Judging by the order these backgrounds appear in the game files I'd say the original room was the demolished variant!
The room was probably replaced with a "safe" version because the developers felt that the game was a little unfair for requiring such a long travel without a saving point in between.
There's also a bunch of Cerberi roaming the streets beyond this room and the Drain Daimos which make their debut shortly after it.
If they were already there before this room was changed this would have been a frustrating place for sure.
drunkdog
04-19-2011, 10:34 AM
I know which room you are talking about!
It's a save room, complete with typewriter and item box during normal gameplay but there's an alternate, heavily demolished variant of the room which is unused.
Save Room:
http://img715.imageshack.us/img715/1586/save1.jpghttp://img715.imageshack.us/img715/3366/save2g.jpg
Demolished Room:
http://img823.imageshack.us/img823/8799/demo1x.jpghttp://img535.imageshack.us/img535/5225/demo2f.jpg
(Not ripped by me, these are MarkGrass' work!)
Judging by the order these backgrounds appear in the game files I'd say the original room was the demolished variant!
The room was probably replaced with a "safe" version because the developers felt that the game was a little unfair for requiring such a long travel without a saving point in between.
There's also a bunch of Cerberi roaming the streets beyond this room and the Drain Daimos which make their debut shortly after it.
If they were already there before this room was changed this would have been a frustrating place for sure.
Yea, that's the one ! kind of a cool little easter egg if you wanna call it that. I always liked that room as a save room..
geluda
04-19-2011, 10:44 AM
That trashed room looks overly familiar, why? Is it in a demo? I might be remembering wrong, but I remember seeing that...
Upaluppa
04-19-2011, 11:11 AM
That trashed room looks overly familiar, why? Is it in a demo? I might be remembering wrong, but I remember seeing that...Hoho, in this case you'd have access to a demo I haven't seen so far which means you've got to send it to me as soon as possible! - _-
I'm just kidding...
But I am 100% sure that this version of the room is not seen during normal gameplay in any playable BH3 build we have access to!
geluda
04-19-2011, 11:16 AM
Are you sure? Do you not return to the room at a later point in the game and it's been trashed? :/
Again, I might be remembering wrong, but it really looks familiar...
The only time I was playing RE3 was on the PSP, although I can't really go too much into that...
Maybe I just saw it on a forum and remember it. :/
Ridley W. Hayes
04-19-2011, 12:03 PM
Ever wondered why you can walk into that room with the Walk Through Walls code if there was a door separating them both -hence they should be two different rooms with separate data-? It's 'cause they were supposed to be one room:
http://img821.imageshack.us/img821/5513/saveroombeta.png
Upaluppa
04-19-2011, 12:09 PM
Ever wondered why you can walk into that room with the Walk Through Walls code if there was a door separating them both -hence they should be two different rooms with separate data-?Not trying to sound like an idiot but could you (or anyone else) tell me where I have to WTW in order to access it?
I heard about this trick a couple of times now but it was never specified where exactly you have to do so in order to access the room...
I'd really like to see this room for myself sometime!
It's 'cause they were supposed to be one roomInteresting, the opened door is part of the background!
So there's a third variant of this background around which I did not know about!
Makes me wonder what the real story behind this room is...
I think it would've made sense (from an aesthetic viewpoint, not by taking gameplay into account) for the room to be destroyed by the cave ins from the worm, just like the car park.
Ridley W. Hayes
04-19-2011, 12:28 PM
I don't really use AR codes, mainly because I don't know how, but I guess that you need to load the code on the save room, then go back to the Parking Lot and just walk through the door, like in this video: http://www.youtube.com/watch?v=blI5GA58Eug.
Nobody knows for sure what the story of this particular room is, unless someone purchase a beta disc with it available or something like that. But I think it was planned to have it all trashed and with the open door, but then they realized that it was a bottle-neck to fight the dogs, making it pretty hard. So they separate it into two rooms, still all trashed.. but then realized, as you also said, that it could be frustrating to have all those enemies between two so separated save rooms. Eventually they change the whole purpose of the room and make it a save room instead.
Upaluppa
04-19-2011, 01:18 PM
I guess that you need to load the code on the save room, then go back to the Parking Lot and just walk through the doorThat's awesome! Thanks a bunch! ^_^
http://img819.imageshack.us/img819/4554/snap022.png
The collision data for the room is messed up tough.
If you turn WTW off while standing inside the unused room you won't be able to move at all...
geluda
04-19-2011, 01:18 PM
I swear I remember coming back to that room and it being trashed. Perhaps I was playing some unfinished version. The only times I played this game were once maybe ten or more years ago when I borrowed it from a friend, which I never finished, and once on the PSP a couple of years ago, which I never finished. It's possible it was the first time I played it which I remember this from, either that or I saw it online somewhere, but I swear I've never really came across anything RE3 related. :/ Oh well, we'll never know.
Does this room have RDT data? Like walls and stuff? What happens if you disable WTW? Also, what happens if you disable WTW and leave through the other exit? Assumingly this new room is part of the carpark and not it's own room as it once was. Leaving through the other door might have weird results.
Upaluppa
04-19-2011, 01:30 PM
Leaving through the other door might have weird results.That was the first thing I've tried once inside!
Unfortunately you can't interact with anything in this room, not even the 2nd door...
But it's a neat little beta leftover nonetheless! I love exploring such things in games!
Edit:
It doesn't have proper collision data, I forgot to mention. I wouldn't say that it does not have collision data at all tough.
Let's just say that you can't move around inside since you are stuck in place as soon as you turn WTW off! :\
geluda
04-19-2011, 01:47 PM
That was the first thing I've tried once inside!
Unfortunately you can't interact with anything in this room, not even the 2nd door...
But it's a neat little beta leftover nonetheless! I love exploring such things in games!
Edit:
It doesn't have proper collision data, I forgot to mention. I wouldn't say that it does not have collision data at all tough.
Let's just say that you can't move around inside since you are stuck in place as soon as you turn WTW off! :\
I guess it's still out of bounds and out of bounds must be considered non walkable.
Upaluppa
04-19-2011, 01:51 PM
I guess it's still out of bounds and out of bounds must be considered non walkable.I'm not sure myself, perhaps I just always had the WTW code on while walking around beyond the boundaries.
Your "stuck in wall" theory sounds quite plausible tough, so I guess I was fooling myself with the WTW code while walking beyond the boundaries...
News Bot
04-19-2011, 03:00 PM
Where is the source for the thing about BH3's scenario originally being on a ship? I've heard it myself and I recall it being an interview or some such but I haven't seen it in what feels like a decade (probably was a decade actually).
Flagship liked to re-use ideas, to great effect.
Darkmoon
04-19-2011, 03:12 PM
I gotta admit, I'm really curious about the ship thing myself. Would love to read anything about it. I imagine it was scrapped pretty damned early on though.
geluda
04-19-2011, 03:13 PM
Where is the source for the thing about BH3's scenario originally being on a ship? I've heard it myself and I recall it being an interview or some such but I haven't seen it in what feels like a decade (probably was a decade actually).
Flagship liked to re-use ideas, to great effect.
Perhaps, over a long storyline process, it turned into Revelations? That stars Jill and is set on a ship. Either that or someone made up some bull shit about it supposed to have been RE3... I would expect anything like that to have got no further than drafting stages to be honest.
Ridley W. Hayes
04-19-2011, 03:23 PM
I read about it too, but in a not too reliable place. I've never seen a source of it either, and every document on the creation of RE3 points to the story being placed in Raccoon City from the beginning. I like to think it probably was someone's assumption based on the ending picture. I keep my mind open to see a source though.
News Bot
04-19-2011, 03:32 PM
Perhaps, over a long storyline process, it turned into Revelations? That stars Jill and is set on a ship. Either that or someone made up some bull shit about it supposed to have been RE3... I would expect anything like that to have got no further than drafting stages to be honest.
You're forgetting GAIDEN and Heroes Never Die. ;D :lol:
geluda
04-19-2011, 04:45 PM
You're forgetting GAIDEN and Heroes Never Die. ;D :lol:
Haha, true, although I've never really considered them to be part of the main lineage.
MarkGrass
04-19-2011, 05:33 PM
I've looked for a source concerning this "ship" scenario and I couldn't find anything, which is why I asked Wesker.
I remember there was a discussion about this, long ago, maybe on BioFlames. For all I know, it could be somebody's assumption, but it never hurts to ask.
Alzaire
04-19-2011, 05:53 PM
I don't recall anything about RE3 originally planned to be on a ship. o.O
kevstah2004
04-19-2011, 09:49 PM
Issue 54 of opsm had a interview with Shinji covering re3, it also had a compo to win some trading cards.
http://www.retrogames.co.uk/gfx/thumbs/019793.jpg
http://www.retrogames.co.uk/gfx/thumbs/019789.jpg
http://www.retrogames.co.uk/gfx/thumbs/019788.jpg
http://www.retrogames.co.uk/gfx/thumbs/019819.jpg
http://www.oldgamemags.com/images/thumb/PSX-UK-55.jpg/300px-PSX-UK-55.jpg
News Bot
04-20-2011, 08:22 AM
Transcript of the interview anywhere?
Upaluppa
04-20-2011, 08:31 AM
Haha, true, although I've never really considered them to be part of the main lineage.
Resident Evil Gaiden was just a quick cash-in after the GBC port of RE1 was canceled.
"Gaiden" actually means side story in Japanese.
Edit:
Gaiden implied that Barry escaped with a shape shifting B.O.W. instead of the real Leon.
How could that ever be part of the canon?
Imagine playing Resident Evil 4 as "Leon" only to find out that you were controlling some monster all the time at the end.
Makes no sense, I know. But I somehow think that it would have been a cool idea!
News Bot
04-20-2011, 09:18 AM
Now I am wondering if Leon's fate in Gaiden was in any way connected to his mysterious infection in the "Fog Version" of RE4...
Nope. For one thing, Leon is infected with the Progenitor virus in that version (and the version after it). He only becomes infected during the game, not from the beginning.
The confusion caused by GAIDEN is mostly as a result of Hiroki Kato getting in over his head. Sugimura and FLAGSHIP disregarded it completely.
Oh, and there is no "main lineage" with the games, at least not in the sense that most people state. The only exceptions to this are the mobile games and other such games like GAIDEN, Mercenaries VS., Outbreak Survive etc. GUN SURVIVOR is just as important as LAST ESCAPE and REVELATIONS is just as important as biohazard 4. And so on. The games aren't ranked by how important they are, because they're all equal as they were all written as part of the BIO-world and were meant to be part of a whole.
kevstah2004
04-20-2011, 09:43 AM
http://img-fotki.yandex.ru/get/5805/al32gabby.6/0_5acfa_efd2177a_M.jpg
http://img-fotki.yandex.ru/get/5303/al32gabby.6/0_5acf6_f7956373_M.jpg
News Bot
04-20-2011, 09:47 AM
http://img-fotki.yandex.ru/get/5805/al32gabby.6/0_5acfa_efd2177a_M.jpg
http://img-fotki.yandex.ru/get/5303/al32gabby.6/0_5acf6_f7956373_M.jpg
You know, magazine cover photos are a little bit useless.
kevstah2004
04-20-2011, 10:04 AM
Not if you know where to buy / find the other pages.
News Bot
04-20-2011, 10:11 AM
Not if you know where to buy / find the other pages.
Then why not just provide that info? Or do you not know either?
Prime Blue
04-20-2011, 10:30 AM
The confusion caused by GAIDEN is mostly as a result of Hiroki Kato getting in over his head. Sugimura and FLAGSHIP disregarded it completely.
We do know from the EGM interview that they had monthly meetings to prevent continuity problems and that Flagship had to approve stories first, so we are led to believe that some things were deliberately planned as being ignored later.
kevstah2004
04-20-2011, 01:01 PM
Then why not just provide that info? Or do you not know either?
Where not allowed to link to such places anymore
http://the-horror.com/forums/showthread.php?t=8300
I have all the UK mags though, among others with tidbits my scanner is crap though :(
Ridley W. Hayes
04-20-2011, 02:56 PM
I seriously doubt that transcribing part of an interview or specify what pages of the magazine has it could go against the rules. If you have the magazine or the pages in question could you verify for us if the "ship scenario" is actually true?
Prime Blue
04-20-2011, 03:10 PM
If it's an interesting interview, I'll second an upload (of all interviews you've got, for that matter): Still building something here (http://www.the-horror.com/forums/showthread.php?t=7891).
Alzaire
04-20-2011, 05:08 PM
Actually, magazine/artbook scans are something we apparently overlooked in regards to rules. We've linked to article scans and such before, and I think most of us don't see a big problem with it (esp. with old magazines). I think individual articles or specific pages and such will be fine. Just no linking to like full entire magazine/artbook scans. I'm bringing it up in the mod/admin area to see if we can get some clarification on it.
News Bot
04-20-2011, 05:30 PM
Never understood that rule. Let's not post pages of a magazine that isn't for sale and is out of print by, oh, about a decade? Really?
Alzaire
04-20-2011, 05:37 PM
Well yeah old magazines and such are fine. The full issue scans and such restriction would only be for within a pretty recent time period.
kevstah2004
04-20-2011, 05:39 PM
I seriously doubt that transcribing part of an interview or specify what pages of the magazine has it could go against the rules. If you have the magazine or the pages in question could you verify for us if the "ship scenario" is actually true?
Pages 42-47, he doesn't mention anything about it, only that he wanted to show zombies killing humans on the streets but decided against it due to not wanting kids to see such graphic content that and wanting to reflect more atmosphere through sound.
Like I said before if you want earlier info on BH3 you'll probably need to find issues of the Play magazine instead, i'll look through my other mags though to see if I can find anything different.
Ridley W. Hayes
04-20-2011, 05:54 PM
That's interesting. That should be the reason why most of the survivors Jill encounters through the game are killed off sight before she even get the chance to help. Like the girl near the Warehouse, the UBCS soldier in front of the Parking Lot and even Murphy -though I don't remember if you get to see him being killed in the cutscene with Carlos-.
kevstah2004
04-20-2011, 06:46 PM
Yep you hear the screams and imagine the rest as he put it.
One thing i've never managed to do is overtake Brad into the Bar whilst he dodges the zombies despite numerous tries.
geluda
04-20-2011, 07:16 PM
Yep you hear the screams and imagine the rest as he put it.
One thing i've never managed to do is overtake Brad into the Bar whilst he dodges the zombies despite numerous tries.
Chances are he'll just dissapear like most instances of AI controlled characters... Perhaps someone can make a hack so we can see the humans die! :)
Ridley W. Hayes
04-20-2011, 08:25 PM
I doubt there's an actual animation related to the sound. Most likely it's just a sound that plays when the character triggers some kind of flag in the scenario.
kevstah2004
04-21-2011, 12:54 AM
It may be possible to see them via a co-ordinate warper, but then how would you trigger the flag as your no longer triggering them by stepping into the co-ordinate area. Had a look at my other mags nothing more on bh3 but opsm 49 page 84 has a debug build pic of Dino Crisis :)
Prime Blue
04-21-2011, 04:47 AM
Could you please upload the interviews of the magazines you have, kevstah2004 (those that aren't available (http://primeblue.pr.funpic.de/other/interviews.html) yet)? Don't really care about pictures in the articles, as long as the text is readable. Burning to know more about the development of the games!
kevstah2004
04-21-2011, 05:20 AM
I'll see what I can do, name of interview is president evil, the DC one is called raptorvating.
Odd someone mentioned the leaked pre-release of re3, person here claims it has a debug menu also http://www.danbirlew.com/resident-evil-3-flow-chart/
Prime Blue
04-21-2011, 06:06 AM
I'll see what I can do
Thanks in advance!
SonicBlue
04-21-2011, 08:05 AM
It may be possible to see them via a co-ordinate warper, but then how would you trigger the flag as your no longer triggering them by stepping into the co-ordinate area. Had a look at my other mags nothing more on bh3 but opsm 49 page 84 has a debug build pic of Dino Crisis :)
http://img576.imageshack.us/img576/8043/dinocrisis02.jpg (http://img576.imageshack.us/i/dinocrisis02.jpg/)
This is from Italian OPSM 38 page 44, October 1999 :)
Ridley W. Hayes
04-21-2011, 09:46 AM
Odd someone mentioned the leaked pre-release of re3, person here claims it has a debug menu also http://www.danbirlew.com/resident-evil-3-flow-chart/
Dunno if call it "leaked" since it was only given to certain people in the press. The build also appear to let you choose any weapon from the inventory with some code being displayed while you change them and Jill's chat with Dario at the beginning is the beta one as seen on some trailers. About the chart, thank god he made it first haha, I was doing it too but never finished it.
drunkdog
04-21-2011, 10:18 AM
Very interesting.... It's just weird how we've never seen any pictures of video footage of this debug build.....
Upaluppa
04-21-2011, 10:58 AM
Odd someone mentioned the leaked pre-release of re3, person here claims it has a debug menu also http://www.danbirlew.com/resident-evil-3-flow-chart/This Pre-Release with a debug menu he is talking about can't have been leaked.
It would have spread around the net like BH2 Beta 2 if it were leaked, so why is there zero information about this debug build available?
(Apart from the game guide authors page)
Neither the Hong Kong Pirate (which I still haven't located yet) or MarkGrass' US Pre-Release I posted about earlier seem to have a debug menu...
imacwesker
04-21-2011, 11:22 AM
Dan Birlew has been a very active member of the Resident Evil community back in the days, when he used the nickname "President Evil".
It is his website about Silent Hill (or the texts in his website, to be more precise) that pushed me to start digging into games and betas. His Plot Analysis of Silent Hill is quite famous.
He was very friendly and helping until he started working on guides (for Brady Games) and then he more or less stopped answering any emails referring to betas - which I understand, from a professional point of view.
So yeah, he didn't leak anything. No artworks, no scripts, no betas, no nothing.
Biohazard 1995
04-21-2011, 09:09 PM
Here is another picture from BH3 Demo TGS-1999, with 1 Zombie inside the vam and a debug code.
http://fotos.subefotos.com/b9f3132f41c87bb1fe166543e4160441o.jpg
Edit:
TGS_Version VS E3_Version.-
Debug Item: IGN Version.-
Upaluppa
04-22-2011, 07:51 AM
@Biohazard 1995:
Thanks for the pictures! I haven't seen any footage of the build with the item menu debug before.
Where did you find it?
drunkdog
04-22-2011, 09:38 AM
Great pictures, iv never seen that debug stuff in BH3, i'v also never seen any zombie glitches like that either.
kevstah2004
04-22-2011, 11:16 AM
Still typing up the other pages.
Official UK PlayStation Magazine: January 2000 Issue 54
Interview
Words: Mark Donald
Pictures: Martin Burton
[Page 042]
PRESIDENT EVIL
THIS IS SHINJI MIKAMI. SERIAL GAME
DESIGNER AND MASTERMIND BEHIND
THE RESIDENT EVIL ZOMBIE KILLER
CHILLERS. PSM DISTURBS HIS GRAVE FACE
AND LIVES TO TELL THE TALE...
As the nights lengthen and the
days shorten 'til the arrival
of Resident Evil 3 on our
mist-opportunity shores, PSM
decided to tackle the phenomenon at
source. Shinji Mikami's zombie-gorged
splatter pageants have placed him at
the forefront of horror on the
PlayStation, leaving us with little
choice but to confront him. Visting
a secure facility in the heart
of Osaka, Japan's sprawling
second city, PSM
attempted to unmask
the Wes Craven of the
videogame world.
The undisputed
cardinal of fear
detected little threat
from his PSM analyst.
His implacable eyes and icy
charm immediately asserted
control. If he were a straight-to-
video baddie he'd have to be
killed at least six times
before he finally stayed
down. A shudder earthed
itself via PSM's wobbling
backbone. It was time
to probe the dark
imagination of Japan's
most successful
re-animater...
CAPCOM
Resident Evil. The steel-ribbed
institution that holds Mikami - Son
and all his mental powers
-----------------------------------
[Page 043]
10/11/99 09.31.43
Subject: Shinji Makami
Response: "T-Rex vs Nemesis,
you say?"
Camera: 3
Let us begin with the most
important question - if the Nemesis
creature fought the T-Rex from Dino
Crisis to the death, who would win?
Definitely T-Rex. He is much stronger
and larger. The only way the Nemesis
could kill T-Rex is to run round and
round T-Rex and make it dizzy. T-Rex
has a very small brain. But his is
very large. He is also very tall - over
ten metres high. If the Nemesis can
make T-Rx fall over, he'll smash his
huge head and the Nemesis would score
a KO.
The Nemesis creature is the most
anticipated feature in
Resident Evil 3. Who or
what inspired it?
I wanted to introduce a new kind of
fear into the game, a persistent feeling
of paranoia.
The Nemesis brings that on in
spades. When it disappears after the
first confrontation, you live in
constant dread of the next attack.
The idea is to make you feel like you're
being stalked. Imagine you're coming
back to your home. Suddendly you sense ¬>
(Head) case study
Name: Shinji Mikami
Occupation: Capcom producer and director
Age: 33
Height: 5'6"
Eye Colour: Brown
Previous history
Aladdin (SNES) 1993
Goof Troop (SNES) 1994
Resident Evil (PlayStation) 1996
Resident Evil: Director's Cut (PlayStation) 1997
Resident Evil 2 (PlayStation) 1998
Dino Crisis (PlayStation) 1999
Resident Evil 3: Nemesis (PlayStation) 1999
Hobbies listed: Watching movies and collecting watches.
Biohazard 1995
04-22-2011, 02:23 PM
@Biohazard 1995:
Thanks for the pictures! I haven't seen any footage of the build with the item menu debug before.
Where did you find it?
The picture with the Item menu debug is from an old I-G-N review of BH3 (TGS-1999_Demo).
Is the same Japanese version with the Chain Item.-
Here is another Mini-Interview with Shinji Mikami regarding RE3: Nemesis
from Magazine (Edge): August 1999 Issue 74:
Interview with Shinji Mikami regarding RE3: Nemesis
Written by the Edge staff and published on Edge 74 - August. All rights reserved.
The interview (title - Keeping the nightmare alive) here is partial.
Resident Evil 3: Nemesis
Format: Playstation
Publisher: Capcom
Developer: In-House
Release: Winter (Japan)
Origin: Japan
Sequel or clone?
In such a pressurized situation, the temptation to make the same game over and over again must be overpowering. After all, nothing stagnation like success. But despite the fact that it uses the same game engine as the previous titles, Nemesis has the potential to be something more than a run-of-the-mill sequel.
Much of this is due to the plot development: the two Resident Evils released already make up a gripping narrative. After all there are now four main characters, including one set of lost siblings. And if the plot of the latest episode takes a slightly lateral turn in terms of personal character choice, players are as interested in the shadowy Umbrella organization as in who's doing the uncovering. The scenario writers may not have planned it this way, but they have nevertheless ended up with a rich steam of emotional history to utilize in the future.
One of the more intriguing problems forced upon the team when the project began in August [98] was that, whether they wanted to use them or not, the characters from Bio-Hazard 2 weren't available to them.
"When we started to think about the characters, Claire was already appearing in Code Veronica," reveals Mikami-san. "The only suitable character remaining was Jill."
(Incidentally, it will be fascinating to see how many Japanese Bio-Hazard fans buy a Dreamcast console specifically to find out what happens to Claire as she travels to Europe in search or her brother Chris Redfield, who along with Jill Valentine, was the star of the opening episode).
Because of these practical restrictions, Nemesis's timeline is somewhat complex. The game starts prior to the zombie outbreak that kicks off Res Evil 2, but then Jill is knocked out as Leon and Claire are introduced into the action. She then regains consciousness at the point that Resident Evil 2 concludes. Still with it?
A hardcore title
Rather than taking place in and under the police station, Nemesis's action is played out on the streets of Raccoon City. "The purpose of the previous Bio-Hazard was to escape from a building," Mikami-san explains. "By using the city area, different types of environments can be introduced."
Less claustrophobic locations shouldn't result in a dilution of the game's characteristic tension, though. "Bio-Hazard 2 was for the mass market," Mikami-san says, when asked about the genesis of the title. "Bio-Hazard 3 is dedicated to hardcore gamers, people who really like action games."
Zombies remain the main source of cannon fodder, and if their AI hasn't improved it's because they're not designed to be smart. They have gained the ability to climb stairs, but their major change is their quality, not quality.
"Bio-Hazard 2 was for the mass market, Bio-Hazard 3 is dedicated to hardcore gamers, people who like action games" Shinji Mikami, producer
"Up to nine zombies will appear at the same time," Mikami-san enthuses, expressing visible glee at the thought. "People will fear the feel of the zombies attacking." This more action-orientated style of play has thus resulted in a new control feature. "We implemented a 180-degree turn feature, so players can turn instantly," he adds.
There is also a new enemy to contend with - inspired from the liquid-metal T-1000 from 'Terminator 2'. Similar to the indestructible bogeyman that stalked Claire in Resident Evil 2, it will pursue Jill throughout the game. But unlike that cumbersome hulk, it will travel at high speaks, making for a more formidable foe.
"This character will follow you in certain stages and disappear. You will wonder where he has gone and then he will reappear suddenly." Mikami-san reveals, highlighting what is sure to be another classic set-piece.
Mikami-san's love of cinema is probably only matched by Metal Gear Solid's Hideo Kojima. Both his positioning of the camera and the way he controls the overall pacing is directly influenced by film. Cut-scenes are therefore particularly important. And while George A Romero's zombie flicks act as a foundation, there are other more subtle precursors. Mikami-san singles out the last scene of 'Jaws' as an example.
"When the shark has the oxygen tank in his mouth and the main characters shoots to make it explode, it's a very exciting scene," he says. "Many elements from such films have been included in Bio Hazard." He isn't just referring to the obvious giant alligator scene of Resident Evil 2, either. Even details such as seemingly minor as the way the zombie's heads explode can be traced back to inspiration from specific cinematic moments.
Upaluppa
04-22-2011, 03:14 PM
What a joy to read! I'm glad you posted this! ^_^
This interview was really interesting!
Did Mikami really refer to Mr. X as a "bogeyman"?
Reminds me of Silent Hill, lol...
I guess I'll think of funny childhood songs whenever I see Mr. X in RE2 from now on! :P
Remember kids, the bogeyman will get you...
Say, does anybody know if there are more pictures, or even videos of this build available?
Would be great to see more of it!
The only videos I know of which show the TGS build in motion are these two:
Video 1 (http://www.dailymotion.com/video/x52gol_resident-evil-3-nemesis-beta-spot-n_videogames)
Video 2 (http://www.dailymotion.com/video/x53hks_resident-evil-3-nemesis-beta-spot-n_videogames)
And they are of very low quality...
Edit:
I should have checked IGN's RE3 gallery before posting, I guess:
RE3 Images @ IGN.com (http://psx.ign.com/dor/objects/11482/resident-evil-3-nemesis/images/re330.html?page=mediaFull)
But if anybody knows of other footage not found on IGN sharing it would be appreciated!
Prime Blue
04-22-2011, 05:26 PM
Sooo great, kevstah2004 and Biohazard 1995! Please keep 'em coming, these are a really good read.
SonicBlue
04-22-2011, 07:29 PM
Don't know if you guys already have this, btw:
Biohazard 3 Promo Disc [SLPM_80485] (http://www.mediafire.com/?dap446q5kl59aaa)
Hope this is completely new stuff :)
Jill Stuff (http://www.mediafire.com/?b8u5647qegdp1l2)
Upaluppa
04-23-2011, 03:26 AM
Don't know if you guys already have this, btwThat's nice of you, thanks for sharing!
I did know about that promo disc although I never had a chance to "play" it myself.
This thing is a bit weird tough, why are there two .bin files in the folder?
I thought it was a single disc. :uhh:
Edit:
(Track 1).bin works fine in my emulator but (Track 2).bin gives me a header error and freezes on a messed up boot screen:
http://img12.imageshack.us/img12/1946/unknown2304201110284600.th.jpg (http://img12.imageshack.us/i/unknown2304201110284600.jpg/)
I'll admit, I'm confused. I've never seen a cd image with "two tracks" like this one before...
There's plenty of BH3 beta goodness hidden on this disc tough!
It's really interesting to have a dig through it with .tim and .bss viewers!
Also thanks for taking your time to convert the Jill costume textures into proper .bmp files for us!
My .tim viewer always crashed on one of the costume files for some reason, so I could never convert all of them myself...
Robert_Kendo
04-23-2011, 05:05 AM
some re 3 beta leftovers can be found here:
http://resident-evil-beta.de/re3beta.html
Upaluppa
04-23-2011, 05:23 AM
some re 3 beta leftovers can be found here:
http://resident-evil-beta.de/re3beta.htmlThe different intro scenes are quite interesting!
I think the intro would have told a lot more about what happened after RE1 if Capcom had left it that way in the final game!
It even shows the S.T.A.R.S. members becoming angry on Brian Irons for not believing their story about the Mansion Incident!
Wasn't that also the reason why Jill left S.T.A.R.S. in the first place?
The "living city/dead city" comparison is also a nice feat! A shame that it was not kept for the final game!
And why did Capcom bother changing the hair styles of the characters in the epilogue files?
Makes no sense to me...
The removal of the batteries for the TV remote is also interesting to note!
You never put the remote into your inventory in the final game anyways.
Makes me wonder why this puzzle was removed...
Same goes for the mysterious chain...
Edit:
Just one small thing, Robert_Kendo!
The last picture on your info page, this one:
http://resident-evil-beta.de/bilder/re3bg1.jpg
...is not really beta. The ladder is just missing form the background because it is a 3d object in the game.
Perhaps it was planned to have the ladder move up/down as a part of some puzzle that was removed?
Or it might have something to do with the fact that the crates behind the Kendo Gunshop van were not there in older versions of the game...
Ridley W. Hayes
04-23-2011, 01:50 PM
There's a large misconception of what RE3 build is which one. The pictures Biohazard_1995 posted, for example, are not from the TGS build. As I said before, I'm only aware of three beta builds (there could be more, I don't know): The E3 one, the one IGN got hold of and the TGS one. Each have some different features:
E3: Has a different picture for Jill in the inventory. Began in the Warehouse. There were no extra outfits. The Reloading Tool had a limited amount of uses and you had to pick it up on the Warehouse, instead of having it on your inventory from the start. Most of the cutscenes have different angles or were completely different, like the one of the barricade after burning the rope on the door. It had those beta images at the intro. There are some slight differences on the backgrounds. The Chain puzzle was still on the disc. Brad didn't kill the zombie of green shirt behind the bar, you needed to kill all three, etc, etc.
The IGN one: It had the Jump Room feature. You could equip any weapon from the inventory with a set combination of buttons. It still had some beta custcenes. It still had the beta images at the intro, but they were more polished. Jill's pic on the inventory was like to one in retail. The Chain puzzle was still in the game. The game started with the explosion like retail instead of on the Warehouse. It's the last build with beta items, they were removed after its revision, etc, etc.
The TGS one: It's practically the same as retail. It was displayed at the TGS like 4 or 5 days before the actual japanese release. It's the one with less beta stuff, but the more called to have it. You could select from 4 different scenarios once you started a game.
Whether they are in hands of some collector or not, I don't know. The common procedure at that time was to return any disc they were given to review to the publisher.
And about the Chain puzzle: The first part of the Fire Hose was located on the emergency stairs' red box thingy, but whenever you tried to get the item the stair would go up making impossible to go down again. The puzzle consisted on replacing the Fire Hose with the Chain due to their similar weight, so the stair went down again and you could continue the game. On retail, two green herbs were placed on the upper level, so the player wouldn't ask why go up and find nothing. It was removed for all the backtracking you need to do if it were there.
@ Biohazard_1995: That interview is great! Can you scan the pages where the thing is? I'd love to see them.
@ kevstah2004: I'm eager to read the full interview =).
kevstah2004
04-23-2011, 04:30 PM
[Page 044]
10/11/99 11.47.18
Subject: Shinji Mikami
Response: "She was scary***"
Camera: 1
10/11/99 11.47.59
Subject: Shinji Mikami
Response: "***not a pretty sight."
Camera: 4
All the fun of the lair
In June 2000 Capcom intend to bring Mikami-san's
vision to startling unlife in a Resi theme park
known as "Biohazard 4D Horror". The main attraction
will be a virtual zombie attack which subjects vistors
to a terror-charged GCI sequence, while hydraulic chairs
churn their stomachs and vents blow cold air down their necks.
Lovely.
The first Biohazard theme park was based in Osaka. Many vistors
were zombie-fondled during it's successful six month run.
-> movement in the shadows. Everything seems normal but you feel
threatened - like you have a stalker. It's that flutter of fear
I want you to experience.
Is it soemthing you've experienced?
A couple of years ago there was a lot of publicity about stalkers
in Japan. There were a lot of TV programmes on the subject which
were a good source of ideas.
You didn't conduct any real-life research?
The director of the Resident Evil 2 team had his very own stalker,
but I haven't been stalked personally. She was scary.
She? It could have been worse, then?
She wasn't a pretty sight.
How do you make a videogame promt the kind of fear that a stalker
would cause in real life?
By keeping the player on his toes all the time.
I want the player to be unsure as to what will happen next.
It's not necessarily about horror, it's also about suprise and suspense.
Are there techniques you can use to create that suspense?
One way is to use the camera angle to change the players's perception.
A first-person view makes the action more personal. But you can create
tension by suddenly changing the focus - switching to a third-person view
to show events that will affect the player's character. Then you switch
back the first-person view, and the player is immediately tense because
he has got respond urgently. That's what I'm working on for the future.
Sound seems to play an important part in cranking up the pressure in
Resident Evil 3.
Yes. In the first couple of scenes a certain piece of music is deliberately
played whenever the Nemesis is about to appear. Basically it's a warning. If
you hear the music then you know the Nemesis is going to attack and you must
prepare for it. But later on in the game, we purposely play that music, only
this time the Nemesis doesn't appear, or he appears a little bit later.
The player's all worked up for the attack, but it doesn't happen. It's like
Pavlov's experiment [see case Note 2 on page 46] or the music in Jaws.
I'm trying to mess with your mind.
What other trickery do you use?
I've tried to enhance the atmosphere with the sound of people screaming.
I wanted to show zombies killing humans on the streets, but I decided
against that because there's a lot of discussion
kevstah2004
04-26-2011, 04:01 AM
Issue 41 and 42 also contain RE3, I have none of these.
http://i55.tinypic.com/16bk7ki.jpg
Found Play mag dated Feb 97 has re2 again I don't have this one.
http://gamesworldbodmin.co.uk/images/DSC01097.JPG?rand=470478500
Prime Blue
04-26-2011, 06:14 AM
Great interview, kevstah2004! So good to know more about the development of RE3.
Ridley W. Hayes
04-26-2011, 07:09 AM
PlayStation Power Issue #43 has a few words from Mikami. But it has a lot of beta pictures. It was scanned by someone from bioflames. Here are the scans:
http://img132.imageshack.us/img132/3497/playstationpower043sep1.jpg
http://img714.imageshack.us/img714/3497/playstationpower043sep1.jpg
http://img863.imageshack.us/img863/3497/playstationpower043sep1.jpg
http://img251.imageshack.us/img251/3497/playstationpower043sep1.jpg
http://img689.imageshack.us/img689/3497/playstationpower043sep1.jpg
http://img198.imageshack.us/img198/3497/playstationpower043sep1.jpg
http://img543.imageshack.us/img543/3497/playstationpower043sep1.jpg
http://img31.imageshack.us/img31/3497/playstationpower043sep1.jpg
geluda
04-26-2011, 08:46 AM
That's nice of you, thanks for sharing!
I did know about that promo disc although I never had a chance to "play" it myself.
This thing is a bit weird tough, why are there two .bin files in the folder?
I thought it was a single disc. :uhh:
Edit:
(Track 1).bin works fine in my emulator but (Track 2).bin gives me a header error and freezes on a messed up boot screen:
http://img12.imageshack.us/img12/1946/unknown2304201110284600.th.jpg (http://img12.imageshack.us/i/unknown2304201110284600.jpg/)
I'll admit, I'm confused. I've never seen a cd image with "two tracks" like this one before...
There's plenty of BH3 beta goodness hidden on this disc tough!
It's really interesting to have a dig through it with .tim and .bss viewers!
Also thanks for taking your time to convert the Jill costume textures into proper .bmp files for us!
My .tim viewer always crashed on one of the costume files for some reason, so I could never convert all of them myself...
How did you view that boot screen? Track 2 can't be burned to CD-R. :/ Well, it can be burned with the cue file, but you can't burn the actual image it's self, unlike track 1.
Does this disc work for anyone? I can't get it work on an emulator, it seems like it doesn't want to accept any controls.
Dark Biohazard
04-26-2011, 09:33 AM
PlayStation Power Issue #43 has a few words from Mikami. But it has a lot of beta pictures. It was scanned by someone from bioflames. Here are the scans:
http://img132.imageshack.us/img132/3497/playstationpower043sep1.jpg
http://img714.imageshack.us/img714/3497/playstationpower043sep1.jpg
http://img863.imageshack.us/img863/3497/playstationpower043sep1.jpg
http://img251.imageshack.us/img251/3497/playstationpower043sep1.jpg
http://img689.imageshack.us/img689/3497/playstationpower043sep1.jpg
http://img198.imageshack.us/img198/3497/playstationpower043sep1.jpg
http://img543.imageshack.us/img543/3497/playstationpower043sep1.jpg
http://img31.imageshack.us/img31/3497/playstationpower043sep1.jpg
Nice, thanks you!
Borman
04-26-2011, 09:48 AM
Whether they are in hands of some collector or not, I don't know. The common procedure at that time was to return any disc they were given to review to the publisher.
Technically, yes, for some companies. In reality, especially with disk games, a lot of people didn't. Most of the beta disks out there come from magazines and such. Lots were thrown out, but some people kept the disks.
Upaluppa
04-26-2011, 09:52 AM
Does this disc work for anyone?It works fine in both my PC emulator and also on the PSP.
Just ignore Track 2.bin!
You could even delete it and still get the disc to play!
I've converted Track 1.bin into a PSP Eboot and got it to work on my PSP as well!
It only contains the intro movie tough.
Strangely none of the ingame scenes shown on this site are present:
http://sector.ynet.sk/rimmer/resicollection/Resident_Evil_3_Demo_NTSCJ_%28PSX%29/index.html
I guess that's just a mistake on that site. Perhaps the video is not showing the footage it's supposed to show...
drunkdog
04-26-2011, 09:55 AM
What's track 2 even for? it also didn't work for me but track 1 works great! thanks for the upload.
Upaluppa
04-26-2011, 10:01 AM
Now I am only missing the German Resident Evil 1 Promo Disc (http://img213.imageshack.us/img213/8579/beztytuuob0vh0.jpg) and my RE demo collection would be complete...
The disc ID is SLED-00355.
It's a rolling demo marketed as featuring "uncensored" footage.
Does anybody know if it contains any beta/hidden/stuff of interest other than the uncensored video footage?
I apologize if this is off-topic. The Biohazard 3 Promo just reminded me that a similar disc existed for Resident Evil 1 as well...
Ridley W. Hayes
04-26-2011, 10:30 AM
Technically, yes, for some companies. In reality, especially with disk games, a lot of people didn't. Most of the beta disks out there come from magazines and such. Lots were thrown out, but some people kept the disks.
Yes. And thank god they didn't send them back :lol:. Most of the people I have talked to say they returned it. They could be lying though, but well...
kevstah2004
04-26-2011, 10:47 AM
[Page 045]
10/11/99 14.01.34
Subject: Shinji Mikami
Response: "Your imagination fills the gaps."
Camera: 2
in Japan about the effects of videogame violence on kids.
So I reworked the idea, unnerving players by surrounding them
with the sounds of nearby horror. You don't see anything, but your
imagination fills in the gaps.
How difficult is it to keep inventing new ruses to scare people
with? The impact of horror soon wears off.
In Resident Evil 3, I wanted to create tension through contrasting
effects. For example, on the city streets you are haunted by the
constant screaming. But then, when you go inside a building, I wanted
everything to go quite. It would have been very eerie, but sadly it
wasn't possible to fit the idea in this time around.
Will that idea appear in sequel?
It's time for a change. I want to get away from Resident Evil and
create something completly new. Fear has been the number one element
in all the Resident Evil games up till now. But it will take a back
seat in my new game, which will be very different.
What kind of game will it be?
It definitely won't be be a horror game. Before Resident Evil, I worked
on Disney games, so I've lurched from happy to scary. Now I want to go
back and create a game filled with warmth.
Resident Evil is very dark and there is only fear. I will create a
totally new type of game where there's love, happeiness and laughter.
The closest comparison would be Dragon Quest RPGs [See Case Note 3 on page 47].
My game will be a fantasy game full of imagination and depth. It'll be more
rounded than Resident Evil and you'll be able to adventure, learn new things ->
Case note 1
Subject: Mikami-san on fear
Ref: Heebie-jeebie central
You like to scare other people. What scares Mikami-san?
My Girlfriend.
Is she the inspiraion for the Nemesis creature?
I can't say. She's even scarier than the Nemesis.
We can't wait to face her in the next Resident Evil game.
Pawn of the dead. Biohazard dolls infect the stalls of Akihabra - Tokyo's
electronic city.
------------------------
[Page 046]
10/11/99 15.49.00
Subject: Shinji Mikami
Response: "Fear was at the top of my list..."
Camera: 4
10/11/99 15.51.26
Subject: Shinji Mikami
Response: "...and what scares people?"
Camera: 2
case note 2
Subject: Pavlov's experiment
Ref: Your dinner's in the dog
Ivan Petrovich was a Russian scientist who liked to subject dogs to
psychological experiments in his lab. He accidently discovered that if a
bell was rung every time a hungry dog was fed, it would eventually associate
food with the sound of a bell and start to activate on cue. Ultimately the
pooch would salivate when the bell rang, even if Ivan had scoffed all the bone
marrow bone and jelly earlier. Similary, we ecome Mikami-san's joke when the
Nemesis music plays and we involunatrily brace for impact whether the super-ghoul
shows or not.
-> and come to appricate characters' feelings. It will make you very emotional.
What's your starting point when you dsign a new game?
I prioritise the game's atmosphere and the effect I want it to have on people.
For Resident Evil, fear was at the top of my list. From fear I had to work
out what scares people. Obviously there are the graphical prompts and the
lighting effects, but you have to know what will draw players into the game.
What will make players look at a perticular graphic. What will make them
think "I must play this game now!"
Once I have decided what kind of emotions I want to stimulate, then I design
every other element in the game to help create that effect.
The original Resident Evil was based on just three rooms - the hall, the
cafeteria and the bar. From there I just expanded the rest of the world, adding
the details that would create the right atmosphere in each place.
Graphics, plot and characters are still subordinate to the message I want to
convey to the player. I started with fear and trickled that into the characters
and storyline. My original vision was some heros blasting away zombies.
Once I'd established the right image and atmosphere I designed the rest of the
game to fit.
What do you enjoy most about designing an entirely new world?
As a kid I watched televsion and movies, read books and, of course, played games.
I realised that a game is the best way to convey a message to someone because
it's two-way. A game is interactive which means it's not complete when i've
finished designing it. It's only made whole once the player engages with it and
completes the effect. Other media are one-way only, but with games I can play
catch-ball with the player.
Does that mean you make the games you'd want to play?
Yes, but I know all their secrets already so they never suprise me.
[See Case Note 3 on page 47]
Are you excited by the PlayStation2?
The hardware has great potential but it will be very hard to make games that take
advantage of it's power, because it demands a much wider range of skills than the
PlayStation. Sony provided libaries [off-the-peg programming routines] with the
PlayStation which immediatley freed the developers to take the next step. But
there are no libaries with the PlayStation2. Sony are saying "It's all yours,
make any games you want" but it will take a long time.
Are you working on the PS2 now?
I'm working on the new Resident Evil game for the PlayStation2. But I can't
geluda
04-26-2011, 11:00 AM
It works fine in both my PC emulator and also on the PSP.
Just ignore Track 2.bin!
You could even delete it and still get the disc to play!
I've converted Track 1.bin into a PSP Eboot and got it to work on my PSP as well!
It only contains the intro movie tough.
Strangely none of the ingame scenes shown on this site are present:
http://sector.ynet.sk/rimmer/resicollection/Resident_Evil_3_Demo_NTSCJ_%28PSX%29/index.html
I guess that's just a mistake on that site. Perhaps the video is not showing the footage it's supposed to show...
I can get it to load in ePSXe but I don't think any of the buttons work as you can't select "SAMLE" in the menu, you just have to wait untill it times out and plays the intro. I read on assemblergames a post of Kendo's in which he stated the image is actually broken. Can you check it for corrupt sectors?
Upaluppa
04-26-2011, 12:04 PM
I can get it to load in ePSXe but I don't think any of the buttons work as you can't select "SAMLE" in the menu, you just have to wait untill it times out and plays the intro. I read on assemblergames a post of Kendo's in which he stated the image is actually broken. Can you check it for corrupt sectors?I have just tested it with CDMage:
http://img94.imageshack.us/img94/8711/errorfree.jpg
Seems to be just fine. :)
I only checked Track 1.bin tough. I still have no clue what Track 2 is actually used for...
Also I did not use epsxe, I used psxrel on the PC and got it to work without any problems with that emu.
Not being able to select anything in the main menu with the "SAMPLE" button is normal. It's actually a video being played, the main menu with the "SAMPLE" text is part of the video and thus it won't respond to any controller input.
There isn't any "playable" (as in controllable by the player) content on this promo disc.
Interestingly the "SAMPLE" tag is still included in the texture files for the main menu of the Trial Edition!
This makes it likely that the footage on the promo disc was recorded from an actually existing build, probably specifically created for this video disc.
Just wait for a few seconds on the main menu and the rest of the video will start playing by itself!
geluda
04-26-2011, 12:27 PM
I have just tested it with CDMage:
http://img94.imageshack.us/img94/8711/errorfree.jpg
Seems to be just fine. :)
I only checked Track 1.bin tough. I still have no clue what Track 2 is actually used for...
Also I did not use epsxe, I used psxrel on the PC and got it to work without any problems with that emu.
Not being able to select anything in the main menu with the "SAMPLE" button is normal. It's actually a video being played, the main menu with the "SAMPLE" text is part of the video and thus it won't respond to any controller input.
There isn't any "playable" (as in controllable by the player) content on this promo disc.
Interestingly the "SAMPLE" tag is still included in the texture files for the main menu of the Trial Edition!
This makes it likely that the footage on the promo disc was recorded from an actually existing build, probably specifically created for this video disc.
Just wait for a few seconds on the main menu and the rest of the video will start playing by itself!
I see, thanks. This disc actually has anti mod chip protection lol, pure militance on Capcom's behalf there lol...
Upaluppa
04-26-2011, 01:30 PM
I see, thanks. This disc actually has anti mod chip protection lol, pure militance on Capcom's behalf there lol...Right, I forgot about that.
I had a lot of trouble getting my (original and bought by me, I swear) disc of the censored German Resident Evil 3 to work on the PSP.
This promo disc (as well as the US Trial Edition) worked fine on the PSP tough.
I wonder why...
Dino Crisis 1 (and 2 too, I guess) also seem to use Capcom's mod chip protection.
I never got any backup images of my Dino Crisis disc to work on either emulator or PSP.
They always freeze on the "Strong Violence Warning" screen.
I can't help but think that the mod chip protection is better for PAL (or even German only, lol!?) games compared to the NTSC releases which never gave me any trouble.
But let's not turn this into a copyright protection circumvention discussion, so I won't go into details.
Just use the psxrel emulator for the promo disc and it'll work! :)
geluda
04-26-2011, 01:34 PM
It works, it plays, I just thought I had to press buttons lol. :(
Upaluppa
04-26-2011, 01:36 PM
It works, it plays, I just thought I had to press buttons lol. :(Oh, never mind then...
I thought it had the same violence screen freeze on epsxe as the German RE3 disc.
kevstah2004
04-28-2011, 10:23 PM
http://www.retromags.com/forums/uploads/1275794977/gallery_7080_16_51187.jpg
http://www.retromags.com/forums/files/file/2100-hyper-%26gt%3B%26gt%3B-1998-05/
http://www.retromags.com/forums/uploads/1253837623/gallery_9_53225.jpg
kevstah2004
05-01-2011, 06:16 PM
GamePro Issue 119 June 1999 - Issue 122 September 1999
Have DC1 and RE3
http://www.retromags.com/forums/files/category/10-gamepro/page__sort_by__ASC__sort_key__file_name__num__10__ st__110
Dark Biohazard
05-02-2011, 09:03 PM
Hi, I unlock some beta camera angles!
Video:
http://www.youtube.com/watch?v=8fPHw7htAMY
I decided to make this available for 3 versions of RE3 for PC, Spanish, English and Japanese.
Download:
http://www.mediafire.com/download.php?ufkvaal3a664bgl
Hope you enjoy!
kevstah2004
05-05-2011, 03:41 PM
Play Issue 50 : Special Edition
http://the-horror.com/forums/attachment.php?attachmentid=4087&stc=1&d=1304628092
Play Issue 53
http://the-horror.com/forums/attachment.php?attachmentid=4088&stc=1&d=1304628092
Dracarys
05-05-2011, 06:48 PM
Resident Evil Gaiden was just a quick cash-in after the GBC port of RE1 was canceled.
"Gaiden" actually means side story in Japanese.
Edit:
Gaiden implied that Barry escaped with a shape shifting B.O.W. instead of the real Leon.
How could that ever be part of the canon?
Imagine playing Resident Evil 4 as "Leon" only to find out that you were controlling some monster all the time at the end.
Makes no sense, I know. But I somehow think that it would have been a cool idea!
He was meant to be infected at the end, not replaced with the shapeshifter. I read this idea a lot and I always presume it is a case of theory and chinese whispers. I remember reading in a RE4 interview many years ago the infection Leon had in RE4 was a result of Gaiden. This is before RE4 was changed.
Edit: I know what I read, since I cannot see but can guess a reply to this.
News Bot
05-06-2011, 02:01 AM
He was meant to be infected at the end, not replaced with the shapeshifter. I read this idea a lot and I always presume it is a case of theory and chinese whispers. I remember reading in a RE4 interview many years ago the infection Leon had in RE4 was a result of Gaiden. This is before RE4 was changed.
No, he was replaced. Pay attention to the story of Gaiden. If it bleeds green blood, it is the B.O.W. It isn't a virus. Also, there was no BH4 interview stating that his infection in the early versions of the game were as a result of Gaiden. He is infected with the Progenitor virus in those versions. The virus is never mentioned once in Gaiden.
Theory and Chinese whispers indeed.
Scream
05-10-2011, 07:06 AM
Good old PLAY, I used to have a subscription.. They also published one of my letters about how crap the N64 was, OK its not that bad but I think I was going through the console wars stage..
Vixtro
05-10-2011, 11:08 AM
Read through the thread, allot of interesting stuff so thanks to those for taking the time to post up the infos.
Now I have a question, not really beta or anything, but I remember seeing a RE3 thread a few years ago on either this forum or Bioflames about real world items in the RE3 backgrounds, showing said background image blown up and then a photo/scan of the real world item found in that background. For example, one I can explicitly remember was a Playboy magazine cover.
Anyone have any of those pictures?... I dunno why I didn't save them, RE3 being my fave in the series an all.
Prime Blue
09-03-2011, 03:23 PM
@imacwesker - Wasn't BH/RE 3 originally supposed to take place on a Cruise Ship? I know there's been discussion about this before, and it perfectly explains one of the ending screens (the one where Jill and Carlos are embraced in hug, overlooking the ocean), as seen below.
Quite a bump, here, but I've read in this Game Informer Online review of Devil May Cry (http://web.archive.org/web/20080209182230/http://www.gameinformer.com/Games/Review/200110/R03.0805.1448.29918.htm?CS_pid=280142) that Resident Evil 4 was "a sequel that would have taken place on a large boat". I have no idea where he got that from or if this is credible at all. Possibly not.
It's not the first time I heard that. I remember an old interview with Kobayashi in a French mag where he said that before DMC RE4 was supposed to take place on a ship and that the game was very dark. I have no way to prove it, though.
News Bot
09-04-2011, 10:08 AM
Quite a bump, here, but I've read in this Game Informer Online review of Devil May Cry (http://web.archive.org/web/20080209182230/http://www.gameinformer.com/Games/Review/200110/R03.0805.1448.29918.htm?CS_pid=280142) that Resident Evil 4 was "a sequel that would have taken place on a large boat". I have no idea where he got that from or if this is credible at all. Possibly not.
So that's where that fucking BH4=boat thing came from. I've been looking for that reference for so long after first hearing about it, but pity it seems to be made-up.
...Now where's the one about BH3 originally meant to be on a boat? Haha.
REmaster
09-04-2011, 05:47 PM
Interesting. On another note I remember something about part of 3.5 taking place on a Umbrella plane/flying ship of some kind? Pretty good HQ, flying in the sky lol.
http://re.gamefan.ru/re3.5/6.jpg
geluda
09-04-2011, 06:17 PM
Yeah that's the pic that sprung to my mind too.
News Bot
09-04-2011, 07:11 PM
Interesting. On another note I remember something about part of 3.5 taking place on a Umbrella plane/flying ship of some kind? Pretty good HQ, flying in the sky lol.
http://re.gamefan.ru/re3.5/6.jpg
An airship if I recall correctly. It wasn't the HQ. The castle was apparently the Umbrella HQ.
kevstah2004
09-05-2011, 05:11 AM
It's based on Sonic, the levels that appear in the sky throughout the series, a recreation of WW2 aka Led Zepplin.
http://www.youtube.com/watch?v=w9TGj2jrJk8
PlayStation Power Issue #43 has a few words from Mikami. But it has a lot of beta pictures. It was scanned by someone from bioflames. Here are the scans:
http://img132.imageshack.us/img132/3497/playstationpower043sep1.jpg
http://img714.imageshack.us/img714/3497/playstationpower043sep1.jpg
http://img863.imageshack.us/img863/3497/playstationpower043sep1.jpg
http://img251.imageshack.us/img251/3497/playstationpower043sep1.jpg
http://img689.imageshack.us/img689/3497/playstationpower043sep1.jpg
http://img198.imageshack.us/img198/3497/playstationpower043sep1.jpg
http://img543.imageshack.us/img543/3497/playstationpower043sep1.jpg
http://img31.imageshack.us/img31/3497/playstationpower043sep1.jpg
Hello everyone, I apologize for bumping an old thread - but I was wondering if anyone has a copy of these scans?
Ridley W. Hayes
08-13-2012, 08:36 PM
Hello everyone, I apologize for bumping an old thread - but I was wondering if anyone has a copy of these scans?
Here (http://projectumbrella.net/forum/Magazine-Scans-Database).
Thanks! Actually, I downloaded that pack before asking here, but it seemed I didn't unpack it all.. I don't want to just bump this thread with a request, so here's some Biohazard 3 stuff:
As Ridley W. Hayes pointed out earlier in the thread (http://www.the-horror.com/forums/showthread.php?8284-So-what-about-Biohazard-3&p=182406&viewfull=1#post182406), there are numerous differences between the PS1 and the PC versions of the game. Not all changes to the PC version are in the Dreamcast port for some reason, but it has it's own unique data.
http://i.imgur.com/peT91s.jpg
The extra window frame seen leaning against the wall is only seen in that shot, in all other angles in both versions it is not there. Not counting the adjusted lighting in nearly all of the enhanced rooms, there are more than 35 differences in the backgrounds between the two.
A few more differences below:
http://i.imgur.com/4A0Xk.jpg
Here you can see the flower pots on the right of the scene are different in the PS1 version.
http://i.imgur.com/qXbFl.jpg
http://i.imgur.com/z8CgL.jpg
The flower pots can be seen in early video and promotional screenshots for the game, it would seem that one background in the PS1 version is from an earlier set.
http://i.imgur.com/9x0et.jpg
Early planning data for this area dated January 27 1999.
http://i.imgur.com/5MmGs.jpg
Not to be left out, the PC version has it's own earlier background from Uptown. This time an overhead view of the open van that could be seen in the E3 1999 build. A shot of the open door can be seen in the PS1 version, but not this one.
http://i.imgur.com/ATXCr.jpg
http://i.imgur.com/7twHt.jpg
In another shot, the fencing behind a control panel changes between the two.
http://i.imgur.com/9UsKH.jpg
One noticeable addition to the enhanced backgrounds are the many extra corpses sprinkled throughout the game. The one above was just slightly repositioned.
http://i.imgur.com/GEif5.jpg
http://i.imgur.com/0gL90.jpg
http://i.imgur.com/0nZkI.jpg
The last image there is of particular interest. In the PS1 version it's absent, however, layout data that predates the release of the PS1 version shows the corpse present in the room:
http://i.imgur.com/C1qz1.jpg
Room data from June 14 1999 showing the corpse in place, two months before the final PS1 backgrounds.
http://i.imgur.com/dnE7A.jpg
As seen earlier in this thread, even unused rooms were changed a bit.
http://i.imgur.com/JKrID.jpg
The wrecked room can be seen at the top of this layout map, dated August 1 1999, two weeks before the final PS1 backgrounds.
http://i.imgur.com/z8sKf.jpg
The layout map for the clean version, dated June 29 1999, over a month before the wrecked version.
http://i.imgur.com/GwUsd.jpg
http://i.imgur.com/rrhNP.jpg
Some differences in the wall textures and more.
http://i.imgur.com/TVMb6.jpg
http://i.imgur.com/wdNf8.jpg
Here's a link (http://imgur.com/a/odS5m) to some more differences in Stage 5 to not flood this page even more..
Ah as an added bonus, one of the scans in that pack reminded me of something I had forgot about:
http://i.imgur.com/ePFzBs.png (http://imgur.com/ePFzB) http://i.imgur.com/00YTTs.jpg (http://imgur.com/00YTT)
The clothing store bit is interesting. In the PC/DC version, you can't come inside. There is no special key, no unlockable outfits : all 8 outfits are available right from the start, in a special selection screen.
So, they turned the lights off, put an iron curtain on the door, and added a corpse leaning against it, to completely shut off this area, as if you were never supposed to come inside.
News Bot
08-15-2012, 07:08 AM
The clothing store bit is interesting. In the PC/DC version, you can't come inside. There is no special key, no unlockable outfits : all 8 outfits are available right from the start, in a special selection screen.
So, they turned the lights off, put an iron curtain on the door, and added a corpse leaning against it, to completely shut off this area, as if you were never supposed to come inside.
...I never noticed this before. Neat!
Interestingly, here's the next view:
http://i.imgur.com/tfTcH.jpg
Hah. Failed again, Capcom. Reminds me of RE2, in the 2nd floor RPD lobby, if you know what I mean.
EDIT : Ok, now that's weird. I just checked my BH3 Source Next version, to see for myself.
Daylight : the store is just like in the PS1 shots provided here. (You still can't come inside though, since you can't get the key no matter what, at least without cheating.)
Night-time : the store is closed, iron curtain on, corpse against the door, BUT the lights are on, on both views.
Now, that means someone actually closed the shop, but let the lights on, and someone (or the same person) died and leaned against the door, by the time you come back to this street. And that also means that this "light" inconsistency has actually been fixed in the Source Next version, I guess.
And there's more : in night-time, the stairs leading up to the two herbs are up, you can't go back up ! I never noticed that before. But that's probably just me forgetting things.
Also, the corpse on the stairs in front of the clothing store is not there in day-time, and you can't just walk over it, so he's an added obstacle in your way. Funny. I love how things get uglier and nastier in night-time, like for example with the girl screaming and running to the warehouse, only to be slain by a zombie in the back alley.
biohazard_star
08-15-2012, 09:34 AM
Since they already gave us the option to pick a costume at the main menu (PC version), it would've been nice if they just left the boutique open so you can change to any costume whenever. The main menu costume select doesn't even give you a preview picture or name for the costume you're selecting, just a number. :(
http://i.imgur.com/8tneXs.jpg (http://imgur.com/8tneX)
Hmm.. both of mine are identical.. can you post a screenshot of yours?
Almost forgot this one, this is the only room that has different camera angles:
http://i.imgur.com/F8Aqv.jpg
http://i.imgur.com/Rck88.jpg
http://i.imgur.com/LIKMd.jpg
http://i.imgur.com/hjGvu.jpg
Layout map of the above room, dated June 15 1999.
And a bit more map data:
http://i.imgur.com/k2jSv.jpg
http://i.imgur.com/75lWU.jpg
The cable leading to the puddle is not present in the map, dated May 17 1999.
http://i.imgur.com/K8P25.jpg
http://i.imgur.com/ScK01.jpg
One less loose wall tile on the floor, map dated July 1 1999.
http://i.imgur.com/1aR1R.jpg
http://i.imgur.com/n2rGN.jpg
Floor and debris are different here, map dated July 15 1999.
Misc:
http://i.imgur.com/3dk2a.jpg
April 29 1999.
http://i.imgur.com/hFhDA.jpg
http://i.imgur.com/Xp8Eo.jpg
Layout map dated April 1 1999.
Since they already gave us the option to pick a costume at the main menu (PC version), it would've been nice if they just left the boutique open so you can change to any costume whenever. The main menu costume select doesn't even give you a preview picture or name for the costume you're selecting, just a number. :(
Indeed, however the DC version does show preview pictures of the costumes in its own costume select screen, very different from the PC version.
Ys1 : You want me to provide a screenshot of the night-time street with the clothing store's lights on ? Sure, I'll try to do that tonight.
Aleff
08-15-2012, 10:30 AM
Where those top-view prerenders were found anyway?
geluda
08-15-2012, 10:36 AM
Where those top-view prerenders were found anyway?
That's what I'm curious to know as well.
The Dreamcast version. Here are the .TIMs plus converted .BMPs:
http://www.mediafire.com/download.php?9iw6gscqcjz94qw
yurieu
08-15-2012, 10:40 AM
let me guess... i think is from pc version. some of my pc games has top view renders... i may be wrong, but im curious as well.
http://www.gamekult.com/forum/attachment.php?attachmentid=628702&d=1345046274
http://www.gamekult.com/forum/attachment.php?attachmentid=628703&d=1345046303
biohazard_star
08-16-2012, 10:27 AM
I was browsing through the PC background rips when I noticed that they're using an older version of the hallway outside the dark room for the PC version (PS1 version makes use of those from RE2 final):
6985
Auto-door sans card reader, same background as the one being used in Bio 2 Trial Edition
And while this remains basically the same between both versions, there's also this little peculiarity in the newly added render for the scene where Nemmy crashes through the window:
6986
The door to the evidence room is the regular door from final but with the card reader present beside it (you can just barely make out the yellow stripe).
Enigmatism415
08-16-2012, 01:03 PM
Sorry if this has been posted here before, but I found this great YouTube video showcasing a few beta angles:
http://www.youtube.com/watch?v=8fPHw7htAMY
0:23 alternate background A (day)
0:51 alternate background B (day)
2:55 a girl screams
2:58 she is seen running away
3:05 alternate background A (night)
If there are more, let me know.
@Enigmatism415, check out this post from the last page: http://www.the-horror.com/forums/showthread.php?8284-So-what-about-Biohazard-3&p=184733&viewfull=1#post184733
This one is unused too, I think (PS1/PC):
http://i.imgur.com/UdQnNs.jpg (http://imgur.com/UdQnN) http://i.imgur.com/sS6nis.jpg (http://imgur.com/sS6ni)
PS1:
http://i.imgur.com/5bzNc.jpg
Reappearing car antenna (PC):
http://i.imgur.com/Izukxs.jpg (http://imgur.com/Izukx) http://i.imgur.com/jDE0Ss.jpg (http://imgur.com/jDE0S)
Seen in an earlier version (some layering issues too?):
http://i.imgur.com/7u0yhs.jpg (http://imgur.com/7u0yh) http://i.imgur.com/eY4YUs.jpg (http://imgur.com/eY4YU)
Reflections differ slightly in the final (PC):
http://i.imgur.com/FmGtys.jpg (http://imgur.com/FmGty)
Misc:
http://i.imgur.com/bZBFH.jpg
http://i.imgur.com/17cQH.jpg
More PS1/PC:
http://i.imgur.com/0ZK8c.jpg
http://i.imgur.com/rlvFz.jpg
PS1/Dreamcast:
http://i.imgur.com/uft1Q.jpg
http://i.imgur.com/MfUko.jpg
Another map difference:
http://i.imgur.com/nWYrA.jpg
http://i.imgur.com/pgZHl.jpg
http://i.imgur.com/btSTX.jpg
Old but good:
http://i.imgur.com/lnjN8.jpg
I recently scanned the Resident Evil 3 article from Next Generation, August 1999 if anyone is interested:
http://i.imgur.com/8Meyv.png http://i.imgur.com/baDHy.png
http://i.imgur.com/OdtOB.png
The scans can be found here. (http://imgur.com/a/P9zfU)
Also, a comparison of this version and an unused camera angle from the final game (bottom right):
http://i.imgur.com/D5HQY.png
http://i.imgur.com/S2NBR.png
imacwesker
08-29-2012, 10:49 AM
2:55 a girl screams
2:58 she is seen running away
It's been a very long time since i have played RE3 but I don't understand what's "beta" about these 2 notes... The girl can be heard and seen in the retail version too.
Enigmatism415
08-29-2012, 01:20 PM
It's been a very long time since i have played RE3 but I don't understand what's "beta" about these 2 notes... The girl can be heard and seen in the retail version too.
Can she be? It has been a very long time for me too, but RE3 is the first RE game I have ever played so it had a huge impression on me, and as such I thought I had memorized every detail of the game, but I suppose realistically I couldn't have. You are saying that this random NPC survivor IS in the actual game? I really have to check up on that (maybe there is a YouTube play-through video that shows this?)
btw, nice 666th post Wesker
imacwesker
08-29-2012, 01:34 PM
Can she be? You are saying that this random NPC survivor IS in the actual game?
Yes she is in the game and she isn't random at all. One of the things I like about RE3 is that, like in RE1, various events happen depending of your path and actions. If you open door A and pick item A, you'll get scene A. If you open door A and pick object B, you'll get scene B. This is a slight simplification of how the game works, but it is still accurate.
Now, it is way too long since I played the game so I may be wrong, but I think that you can have the scene with the girl if you try to check back on the guy, who locked himself at the beginning of the game. After earring her and seeing a glimpse of her (as in the Youtube video), you will find her corpse in front of the door leading to the warehouse (?). Back in the day, there was an urban legend that you could save her if you did whatever, but that's just not true. There are no AR codes to "save her" either. She is just fated to die. Sad, but true.
btw, nice 666th post Wesker
Ah ah, thanks!
Enigmatism415
08-29-2012, 03:57 PM
Now, it is way too long since I played the game so I may be wrong, but I think that you can have the scene with the girl if you try to check back on the guy, who locked himself at the beginning of the game. After earring her and seeing a glimpse of her (as in the Youtube video), you will find her corpse in front of the door leading to the warehouse (?). Back in the day, there was an urban legend that you could save her if you did whatever, but that's just not true. There are no AR codes to "save her" either. She is just fated to die. Sad, but true.
You're absolutely right... relevant scenes begin at 0:30 and 1:02
http://www.youtube.com/watch?v=v7m1Gk2aEok
I don't recall venturing back to Dario too often when I would play RE3, because it was a huge waste of ammo for such little reward. However, the one or two times I did make the long pointless journey, I must have taken the short cut. Taking this shortcut forgoes the entire scene with this girl, as if it never happened, which is shown in another video I found.
On a separate note, I feel that there exists just enough RE3 beta information to construct an alternate version of the game. "Resident Evil 3: Director's Cut" if you will.
In this version, most of the beta camera angles would be re-implemented, either replacing the retail camera angles or augmenting the selection of angles available. Like Resident Evil: Director's Cut, it would essentially be the same game as the retail version, with some things shuffled around to make it interesting.
Easy Mode:
- The Giga-OIL object replaces the Oil and Additive, and can be used by itself to fuel the train. This would allow the player to skip the Sales Office altogether.
Hard Mode:
- The Chain is found in the warehouse safe and is used to replace the (incomplete) Hose, preventing the emergency stairs from retracting.
- The Hose Adapter is found where the (complete) Hose is in the retail version (the Wrench must still be used to pry it loose from its fixture).
- The parking garage save room is replaced with the trashed version of the room, and thus there is neither a box nor typewriter to be found.
- The battery-less remote control is located on the desk where the normal remote control is on the retail version, and can be taken as an object.
- The ZEED batteries are located where they were in the beta build (does anyone know where this is?)
Some other possibilities:
- The three coins would be reinstated (I think they replace the blue and green gems for the clock?)
- The unused BOTU(没) keys (on the keyring) may open that chain-link gate leading to the hose (this gate is already wide open in the retail version)
- Fighting the final form of Nemesis without the help of the giant laser cannon
- Perhaps the spade key from RE2 could be used for something in the RPD for the hell of it? (I know that the key is only a placeholder and was never meant to be used in RE3)
Darkness
08-30-2012, 11:51 AM
sheesh, i just did a playthrough with regina costume, and all i can say is: dat ass.
But I doubt the cruise ship thing holds any weight, its always been about jill's escape from RC.
News Bot
08-30-2012, 12:00 PM
sheesh, i just did a playthrough with regina costume, and all i can say is: dat ass.
But I doubt the cruise ship thing holds any weight, its always been about jill's escape from RC.
Sort of not quite.
Director Hideki Kamiya's team was already working on the next title in the series, BIOHAZARD 3. The game was loosely set on a luxury cruise liner and had a general plot where HUNK was attempting to bring back a sample of the G-Virus. I was assigned to a newly formed team that was working on a spin off title called "BIOHAZARD Gaiden" ("gaiden" is Japanese for side-story or spin-off).
What we know as BH3 was originally "BIOHAZARD GAIDEN", a non-canon side-story. At this time, there was a completely different BH3 on a cruise ship.
On a separate note, I feel that there exists just enough RE3 beta information to construct an alternate version of the game. "Resident Evil 3: Director's Cut" if you will.
This is actually a great idea.
Enigmatism415
08-30-2012, 04:11 PM
^^^ I have a copy of RE3 PC on my XP partition, but I need to learn MartinBiohazard's secrets.
Biohazard 1995
08-30-2012, 05:35 PM
BioHazard 3 Beta "Chaser"
http://fotos.subefotos.com/91f66157833515c48b386404353ffd1co.jpg
I_Am_Nemesis
08-30-2012, 07:45 PM
Off-Topic (Or maybe not):
Did you guys know that the final US release is the only version of the game in which Dario (that bloke in the Warehouse) says "Just get away from me!" in a very sharp voice when you examine the storage he locks himself in at the beginning of the game?
He does not say that in any other version, not even the final PAL release! (I'm talking about the PSX versions here, those are the only ones I have played)
I remember in the UK version he says it in a really deep voice, which consequently lead me and my friends to believe that he was infact nemesis and that between then aqnd when you reach the police station he has mutated. Silly looking back at it now.
Enigmatism415
08-30-2012, 10:36 PM
Do you think the girl in the video posted above is Dario's daughter?
Personally, I like to think this is the case. After all, Dario said himself that he would rather "starve to death in here than get eaten by one of these undead monsters". So why did he come out ? Because he heard a familiar voice screaming in the back alley where the girl died. He came out and was then killed too.
Dario tells Jill he "just lost [his] daughter out there" : maybe he literaly "lost" her, as in "lost sight of her" during his escape to the warehouse, and then thought for sure that she was dead.
But I have no proof, this may as well be a coincidence. Maybe the japanese dialogue clearly establishes that Dario sees his daughter getting killed ?
Enigmatism415
09-01-2012, 11:49 AM
Personally, I like to think this is the case. After all, Dario said himself that he would rather "starve to death in here than get eaten by one of these undead monsters". So why did he come out ? Because he heard a familiar voice screaming in the back alley where the girl died. He came out and was then killed too.
Dario tells Jill he "just lost [his] daughter out there" : maybe he literaly "lost" her, as in "lost sight of her" during his escape to the warehouse, and then thought for sure that she was dead.
But I have no proof, this may as well be a coincidence. Maybe the japanese dialogue clearly establishes that Dario sees his daughter getting killed ?
It's a solid theory, anyway.
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