It was the same, though a bit easier due to the controller. Also looked quite good, better than the psp and like the usual high standards of the console silent hills.
Also, the camera change was due to the closing of climax usa, who were the original developers. It switched to the main climax studios in Europe.
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Originally posted by Jimmy_Jazz View PostI can't find any footage of that version of SH:O, do you have a link?
The finished game, in case you didn't play it, mostly stuck to the mixture of fixed and pre-railed moving cameras akin to the original PS title in the end. While Origins was not a great sequel, the camera choice wasn't an issue in so much that they stuck with the standard of the series at the time rather than going with a different choice. Combat was slightly clunkier on the PSP... no idea how it changed for the PS2 version.
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I can't find any footage of that version of SH:O, do you have a link?
As for the dual third person / fix angles, I'm with Rombie on this. Time is precious enough when you're trying to make one good game. UC123, did you ever play Cold Fear?
I would love to see a big SH try out fixed & tracking cameras. There's a sense of intimacy and realistic pace that you lose in third and first person games. Technically, you could even go one step further than just pre-rendering the backgrounds as images, and pre-render them as G-Buffers, along with light bounce & shadow info, have alot of the small objects rendered and react in real time and then light & anti-alias the whole thing together dynamically.
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^ Clunky would be my guess. Speaking of clunky, that weird close-but-closer concept also reminds me also like what the early version of Silent Hill Origins was like... thankfully they changed that back to a mixed 3rd person moving/fixed camera system. It's a good example of why certain 'horror' style doesn't suit the over the shoulder idea depending on the style you want to show.
Originally posted by Ultimacloud123 View PostInterchangeable control schemes and options for over the shoulder or fixed would be a massive selling point for upcoming RE games. I honestly think someone could make a mod for Rev2 that could have fixed angles while still including over the shoulder aiming. That I could deal with.
It's like the hidden angle mode in Lost in Nightmares. While most people liked the easter egg... I think everyone knows why it stops when the characters leave the first mansion area - those controls with those angles wouldn't have worked for the pace RE5's controls, gunplay, and enemies were at. The one enemy that can appear in the harder difficulty modes will attest to that.Last edited by Rombie; 03-12-2015, 05:14 PM.
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The various RE4 prototypes experimented with various camera movement, and at least one of them let you fire from behind the character whilst aiming. I'd like to know what their camera rules were. One version looks like you can move the torch with the C Stick.Last edited by Jimmy_Jazz; 03-12-2015, 02:33 PM.
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Interchangeable control schemes and options for over the shoulder or fixed would be a massive selling point for upcoming RE games. I honestly think someone could make a mod for Rev2 that could have fixed angles while still including over the shoulder aiming. That I could deal with.
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Originally posted by Jimmy_Jazz View PostWhat was in the survey Rombie? By the time I heard about it, it had closed :'-(
Originally posted by Lanzagranadas View PostI guess every RE onwards will be closer to RE6 in terms of gameplay. Modern gamers would barely tolerate things such as tank controls, not being able to walk while aiming, lack of sprint, etc.
As Jimmy kinda pointed out - the controls themselves alone I think are kinda moot though IMHO, it's more about combination with the camera style that dictates the specific controls. So obviously if they place the camera behind the character then they're never going to go back to tank controls anyway. And I've said it before, unless someone somehow reinvents the wheel that camera position is not going to change, much like it hasn't since RE4 - give or take some feature additions. So that alone is there for the long hall, the rest is more depending on the pacing and atmosphere.
There are some things in Rev2 which bring a 'survival horror' feel in that control/camera style just fine... proving it can be done if planned well.... but there is still action in that game around those parts and so it's certainly not 'old school'. But I still think it's going to be the closest to survival horror there will be in the franchise anytime soon unless Capcom decides to go 'full retro' and make something akin to Remake with angles and tank controls for an upcoming title.Last edited by Rombie; 03-12-2015, 01:41 PM.
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Firstly, I can't stand "arse" being spelt "ass". An arse has a hole, but a donkey has many orifices.
Secondly, one can still be an arse without halting the flow of discussion.
I'm relatively new to this forum and it's been great to engage with a group of people as passionate about the series as I am (and many of them more passionate). But as passionate as you are, you don't engage with us. You interrupt discussions with facts, and then complain that that's all you do here. That's a real shame because you've got alot to contribute.
I'm going to start a proper RE7 thread as I don't want to get bogged down in character assassination. Join in if you want. And you know I won't block you. I like your facts.
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You won't be hearing my thoughts any time soon because not only am I not interested in discussing them with you, but you're purposefully being an ass. That's not how discussion works.
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See, even trying the straight up honesty doesn't work.
How many acronyms, secret organizations, Wesker children, virus variants & Ada clones does this series need to be buried in before you'd admit you've had enough?
The series' stopped being about the horror of the unknown with relatable characters and became a soap opera years ago. I'm honestly surprised RE6 sold so much, not because of the varying gameplay quality, but because how bogged down in irrelevant lore the world is. I'd love to know how much of that was lost on players.
Many of us would happily take a scythe to some of the world in order to create something leaner and punchy, although I'd be more more devastating than most.
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Asking you questions and to join in previously haven't worked, so I'm happy to try goading and annoying you.
You've got a uniquely comprehensive insight into the RE universe world and it's frustrating to see that you only use it to tell people they're wrong then complain that that's all you do.
I'm serious about hearing your thoughts and ideas because you're going to be thinking of things that noone else has considered. If all you're capable of is pointing out facts then let's call a truce and block each other now.
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Are you seriously trying to condescend someone into sharing thoughts and opinions? Wow. I thought I'd seen it all.
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Then go ahead, take a gamble, the next post is all yours to share some thoughts on the current problems with the series and how you would solve them:Last edited by Jimmy_Jazz; 03-12-2015, 09:10 AM.
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The condescending "opinions and ideas are not your forte" nonsense can fuck off.
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Outbreak's ending has canyons, holes, ruins & an observation point. To expand upon & tweak that wouldn't be any more severe than ways in which the series' sequels have expanded upon its predecessors.
Liking or not liking that is one thing, dismissing the fact that there is any potential is wrong & short sighted based on a personal preference. NB, you're a fact person, opinions and ideas are not your forte.
Again and again I've said that this is a series with an identity crisis. As someone with such a deep knowledge of the world and the people behind it, you've made no effort to explore your own thoughts, feelings & ideas about the future of the series on here. Give it a shot, you never know, you might like it!
Of course, you can question the worth of sharing ideas about the future of a series on a forum whose developers will probably never read the said forum, but it's fun to have ideas and discuss things with other fans without the need for it to have an impact on development of the project.
Do you really think the aborted BIO5 in a desert was solely set in a flat, open desert with no man-made or environment features at all?
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