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Thread: Some cool 1.5 exclusive screenshots (**Welcome to the Battle Coliseum!!**)

  1. #18441
    #43 Agitator Majini biohazard_star's Avatar
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    To me, the "cleaner" looking environments is what really sets it apart from retail. The developers were never really happy with those environments though; had they decided to salvage 1.5, a lot of the current rooms would've definitely been reworked to match retail's level of quality. Rooms like the shutter hallway and factory lobby would have never survived the transition unscathed. The artists would have added in a bunch of furniture and made them feel more lived-in. I think the lab rooms that got carried over to retail speaks a lot about what would've happened to the RPD, had they decided not to scrap it:

    Spoiler:


    IGAS' redesigned sewer is also another good example of 'what could've been'.
    Seibu teh geimu?
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  2. #18442
    #06 Crow
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    Concerning the more 'clean' aspect to them, agreed-- it's also interesting how, that same look can be seen in parts at the end of RE1, notably the lab. With the exception of that poorly aged main 2nd floor hallway, environments such as the 'power room' definitely take on a similar aesthetic, without that Minority Report blue-esque hue, of course.
    The horror is alive, the horror is expanding; living with the horror, can be demanding

  3. #18443
    #45 Soldier Majini
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    Quote Originally Posted by Gemini View Post
    It looks like many users have several different visions of what 1.5 really is. Just to sum up some of the peculiar aspects that make 1.5 stand out as an interestingly different product:
    1) Zombies have the ability to crawl inside holes, interact with short collisions. Same applies to a few more enemies, like Cerberus being able to climb.
    2) Gear extended changes and outfits ripping.
    3) A wider cast of support characters.
    4) Scenario objects have more interaction patterns (say shutters dealing damage, crates roll when they fall down).
    Obviously what appeals about 1.5 is that most of these got lost with retail 2, and while they are indeed appealing most of them were discarded/replaced/simplified because it was easier for the engine to make sense without them. Well, not only easier - sometimes it was just more logical to have stuff done in another way that keeps things somehow close (sidepack vs gear upgrades) and Kamiya's team realized this during development. What makes it real bad is that fans recently felt even more depressed by what the series turned into. 1.5 represents a nice trip to the past that would quench the thirst for old school action with a sorta new flavor. Unfortunately this seems sometimes to be obfuscated by zealotism (call it "purists" if you want, it's the same crowd) and high expectation.

    Imagine a world where 1.5 was released with the original scenario but a technology identical to what retail has. Now ask this to yourself: would it still be a great game?
    Imo the answer to that question would be yes. I think Capcom have already showed us what needs to be done, how to treat the game with respect and make it a superior product. That's not to say that any design choices, core scenario or gameplay elements need changing, they are by far unique, but that the game needs at least the same amount of time and attention as what Capcom did with the retail game to make it on par with what their vision of what Biohazard 2 should have been.

    Biohazard 2's development was a progressive and continuous thing, this is why we see so much left over material in the Trial Edition and why we can see clear examples of Capcom's artwork replacement process. Even mid 1997 parts of 1.5 were still being used, that's half way into the retail games development and somehow the prototype was still relevant. To me that doesn't describe a cut off point like "December 1996", it describes a game that while being cancelled still continued on to grow and develop.

    This is why I can't say for certain exactly what 1.5 is, to me I think it's a bit of everything, that each example of Biohazard 2 is as relevant as each other. Take the RPD offices in the alpha for example, or the laboratories in the prototype, both of which share similarities to the retail game; even though everything else had changed by this point elements of 1.5 were still surviving.

    Capcom are literally showing us the development process of how to turn the prototype into a superior game, not how to scrap ideas and change everything, but how to continue on a failed development and give it the love and care it needs to be great. For me that's the kind of ideas that need to be applied in order to stay true to Biohazard 2, how to solve problems and fill in the blanks, because I think this is how developed 1.5 was supposed to be. Had Capcom actually done this I definitely think it would have been a good game, by far better than anything we would have had in 1996.

  4. #18444
    #16 Eliminator blackpower's Avatar
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    Some scrap ideas of resident evil 1.5 we can find them in parasite eve 2, Parasite eve 2 was designed by the developers of the prototype of resident evil 1.5, after they have been laid off.

  5. #18445
    #17 Licker Unmasked's Avatar
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    Quote Originally Posted by blackpower View Post
    Some scrap ideas of resident evil 1.5 we can find them in parasite eve 2, Parasite eve 2 was designed by the developers of the prototype of resident evil 1.5, after they have been laid off.
    And Resident Evil 3 (the scene of Carlos with Murphy i think its the same with John and Roy), Nemesis following us saying STARS! like Birking screaming Sherry! and im sure there are a lot of things recycled. On Code Veronica i saw a room similar to the 1.5 RPD too. The one with the metal shutter where you can access to control monitors in the training facility.
    Last edited by Unmasked; 01-10-2015 at 09:56 AM.

  6. #18446
    #45 Soldier Majini
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    Quote Originally Posted by blackpower View Post
    Some scrap ideas of resident evil 1.5 we can find them in parasite eve 2, Parasite eve 2 was designed by the developers of the prototype of resident evil 1.5, after they have been laid off.
    Indeed, that complicates my views some what, as I guess one can argue that influences from 1.5 extended across the whole genre, not just being limited to the game its self. The development and the situation as a whole is really interesting, I think it's partly what draws me to the game so much.

  7. #18447
    #16 Eliminator PROTOBOY's Avatar
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    Quote Originally Posted by Unmasked View Post
    And Resident Evil 3 (the scene of Carlos with Murphy i think its the same with John and Roy), Nemesis following us saying STARS! like Birking screaming Sherry! and im sure there are a lot of things recycled. On Code Veronica i saw a room similar to the 1.5 RPD too. The one with the metal shutter where you can access to control monitors in the training facility.
    Dont forget the weapons.

  8. #18448
    #10 Ivy
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    Or people just get similar ideas. its not like 1.5 is the end all be all they referenced to when they made future entries.

  9. #18449
    #17 Licker Unmasked's Avatar
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    But has material that was used in the next entries. It was scraped but its not a complete waste if they used some ideas and things from that version.

  10. #18450
    #10 Ivy
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    Common ideas, not specific to Resident evil 1.5. coincidences if anything. Just because a staff member moved on to another project it doesn't mean they took specific concepts from the previous one.

  11. #18451
    #17 Licker
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    any updates my friend?

  12. #18452
    #38 Ramon Salazar Rick Hunter's Avatar
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    Nope.

  13. #18453
    #17 Licker Unmasked's Avatar
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    Maybe this summer or 2016...

  14. #18454
    #14 Drain Deimos AleX_Red_07's Avatar
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    Click image for larger version. 

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  15. #18455
    THIA Staff

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    Quote Originally Posted by OfficerRedfield View Post
    Or people just get similar ideas. its not like 1.5 is the end all be all they referenced to when they made future entries.
    "Resident Evil 1.5 did it first."

  16. #18456
    #18 Hunter B.Zork's Avatar
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    Quote Originally Posted by Unmasked View Post
    Maybe this summer or 2016...
    magazine next week?

  17. #18457
    #24 Black Tiger Ultimacloud123's Avatar
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    Is that a joke? I'm hoping it's not.

  18. #18458
    #07 Giant Moth ProjectNight's Avatar
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    Quote Originally Posted by B.Zork View Post
    magazine next week?
    Uhm...
    Last edited by ProjectNight; 01-16-2015 at 05:08 PM.
    "Project Night" (indie horror game) will be released on January 22, 2015
    http://www.the-horror.com/forums/sho...rking-Title%29

  19. #18459
    #17 Licker
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    cant wait to see update bzork my friend

  20. #18460
    #17 Licker Unmasked's Avatar
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    Quote Originally Posted by B.Zork View Post
    magazine next week?
    Please, not a simple picture this time sir

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