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Resident Evil 1.5 WIP Spoiler Thread (Post your screenshots, findings, observations)
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I believe it's ten. From old materials it was said Capcom reduced the polygons used for characters to make more zombies appear on screen at the same time.
Originally posted by biohazard_star View PostI believe it was 12 or so in 1.5. Can anyone confirm? I remember there was an interview which confirms the official max enemy count, but I can't find it anywhere.
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WOW! It looks like I´m too late for the party and missed a lot of action. I´m very bussy these days but I gave some time to play the demo, and it was amazing, playing RE1.5, at least a demo, for the first time.
Obviously, there is a lot of bugs and you can´t go far with many unaccesible and disconnected rooms, even using debug menu, but I really enjoyed some moments: the battle with Leon against the Gorillas and its music, the buggy meeting with Irons as a good guy, John saving Elza from the crows. I like also Franchi Spas and H5K MC51, these are amazing weapons. Hand grenades are accesible for Leon, but have no effect and no damage, many weapons and items causes a crash when you equiped.
Anyway, a big thanks to the Team for their work, and hoping for more next time.
EDIT: LOL, I just discovered that pressing the Circle button on debug menu room selection skips to next levels (sewers, factory, lab and train) jojojo, I defeated Birkin and entered the lab via elevator with Elza, John & Sherry. Wou again, I have more things to explore in this demo....Last edited by Lanzagranadas; 02-22-2013, 07:40 PM.
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Just tried confirming what you said. There are 9 zombies in the streets area, but I could only ever get 7 on-screen all at once. Oddly enough, two of the zombies seem to disappear whenever all 9 gets close to appearing all at once. Funny how I've never noticed that happening before.
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He said on the screen. Pardon my ordinary ignorance about the technical mambo-jumbo, but the game probably activates a flag when there are more than 7 zombies on the screen to prevent others (in that location) from coming after the main character.Originally posted by biohazard_star View PostYes, I also remember it that way (7-8), but I just replayed retail a while ago to compare and there were 9 zombies present in the starting streets area in Scenario A. How confusing.
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Yes, I also remember it that way (7-8), but I just replayed retail a while ago to compare and there were 9 zombies present in the starting streets area in Scenario A. In the 40% build though, the highest number of zombies appearing in an area is 7, and that's in the "Site A" room of the Factory. How confusing.
Last edited by biohazard_star; 02-22-2013, 02:35 PM.
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No number was ever confirmed. I checked the interviews we have of. In GameFan, Mikami said the most zombies that could be on the screen at a given time were 7 (for retail). In Tips and Tricks, Mikami said the zombie polygon for 1.5 was lower than that of 2 because he wanted to have as many zombies on screen as possible. No confirmation of an exact number, but this could mean that the plan was to have a place that allowed there to be 8 or more zombies at any time.Originally posted by biohazard_star View PostI believe it was 12 or so in 1.5. Can anyone confirm? I remember there was an interview which confirms the official max enemy count, but I can't find it anywhere.
If anyone happens to remember that interview, though, please post it. I might have missed it.Last edited by Kegluneq; 02-22-2013, 02:33 PM.
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I believe it was 12 or so in 1.5. Can anyone confirm? I remember there was an interview which confirms the official max enemy count, but I can't find it anywhere.Last edited by biohazard_star; 02-22-2013, 02:09 PM.
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Gotta keep in mind the large amount of zombies capable of being on screen compared to retail. Kamiya and Mikami specifically state how they made it so they could have more enemies coming at you until they decided to sacrific that for retail "looks".
And since they went from the grey blood drained zombies to the boring black t-shirt normal skin tone zombies in my opinion it was a waste.
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I was thinking the same thing. If any of the other areas in the game are an indication, some of these missing rooms were made large to make maneuvering around large groups of enemies easier.With such dimensions, I'm guessing some of them would involve puzzles or intense battles with zombies.
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Great analysis. It would be interesting to see what Capcom had planned for these rooms. With such dimensions, I'm guessing some of them would involve puzzles or intense battles with zombies. For example, the medical room could be filled with RPD staff that got bitten and were being treated for their wounds. A member of the medical team saw some people turning into those things, got bitten in the process, escaped and locked down the room to prevent everyone in there from overrunning the police station. Stuff like that.Originally posted by biohazard_star View PostSince there's an accurate scale ruler included with the maps, I tried mapping out the second floor in a 3D program. It's a bit surprising (or not so surprising?) that the main rooms on the second floor are gigantic. The medical room can easily fit a small operating room, a small ward and some staff tables. The radio room is sized more like a command room/dispatch center, which can easily fit a dozen operator work stations, if you arrange them like the desks in the office lobby. It's the complete opposite of c2keo's modestly-sized estimate. The media room is big enough to merge retail's file room, evidence room and library all in one room. Except for the hallways, all the major rooms in the 1.5 RPD are ginormous.
A lot of ideas could be explored in these unknown locations. It's possible that they were not even complete in the final build because Capcom was still thinking about what they were going to do with such large rooms. The 1F and 3F seem to be pretty small in comparison, so most of the action would probably go down on the 2F and B1/B2.
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Hopefully not. They're gonna want to stick with the official room dimensions if they want to make the missing rooms even loosely accurate to the developers' intentions. Most of the other playable RPD rooms we have in the 40% build are just as ginormous anyway (the office rooms and firing range come to mind). Also, as you've noted in the other thread, most of the rooms in the game feel "empty", so I wouldn't be surprised at all if these rooms were meant to be furnished in the same sparsely populated and lackluster way.Last edited by biohazard_star; 02-22-2013, 12:58 PM.
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lol
I wonder how they are going to account for that? They might just change the room sizes in the 2F map in the end.
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