[ad_1]
L & # 39; original resident Evil is a strange creature. Although tinkered at different times and enjoying a substantial facelift, the basic game seems abnormally insensitive to change and remains resolutely of his time. It's a bit normal that the fundamental mechanisms refuse to be manipulated, and each raise relaunches the same admiring and bickering corpse for another round. resident Evil, affectionately nicknamed REmake & # 39; in its GameCube form, is essentially the same wonderful "paint-over" that we've seen seventeen (count them) several years ago, and even if it's still the most attractive and accessible interpretation of the original game, there will still be some players for whom it will remain an archaic and impenetrable beast.
In 1996, the first Resident Evil had impressed (and terrified) players with incredibly detailed environments and fearsome enemies and trackers who came back without having to play smart. The fixed camera angles of the game have made you a voyeur, but you are an agent of the agency facing the horrors that take place in the Spencer mansion. In just six years, a remake of GameCube has given the aging title a remarkable look, adding a layer of dramatic, high-quality production to the shameless sound of movie B, matching it to the tone of the series as and as it evolves. in the suites. The basic experience is more or less the same and follows the exploits of Chris Redfield or Jill Valentine (depending on which one you select) as they search for the remains of S.T.A.R.S. Congratulations to the team in the mountains of Arklay. The Alpha team discovers a mysterious mansion linked to the Umbrella Corporation and ends up fighting for his life against all kinds of zombies and other infected critters that are hiding in the house and his land.
Compared to the original, the director of Capcom, Shinji Mikami, increased the production value to 11%. The FMV segments have become a bargain, exchanged for well-read synthetic films. The sets were totally recreated with a new moody lighting and the script was also reviewed, replacing the most annoying lines and performance with something a little more chic. It was still a B movie, but with a budget. Weighing in at 14.4 GB – the biggest of the Resident Evil trio hitting eShop this week – this game is a direct port of the HD version released in 2015, including hits, online leaderboards and a movie gallery. As we saw with Resident Evil 4However, Capcom still seems destined to face historical technical constraints to modernize the series. The REmake GameCube was produced for a 4: 3 aspect ratio, and all these beautiful pre-rendered backgrounds were drawn according to these specifications. When Capcom updated the game for widescreen and high definition, Capcom responded by slicing the top and bottom of the 4: 3 image and programming vertical scrolling.
This is not an ideal solution, but it does not allow you to rebuild the entire game from scratch. again and changing the composition of shots is a pretty elegant compromise. Players have the option to play in the original 4: 3 mode if they wish, but this is just an example of an aged design that is built into the fundamentals of the game. Similarly, here we have "tank" controls. Although veterans have long acclimatized, the classic controls of the series have always been a barrier to entry for many players in a post-analog stick world. Rotating Chris or Jill left and right and pushing up to run, no matter which direction you are heading, seems clumsy after the intuitive joy of movement in Super Mario 64. This version adds "normal" analog controls (so you'll shoot the character to the camera) and you can switch between the two styles by simply moving your thumb from the D buttons to the button. Initially, it is a valuable aid, but the introduction out of tank poses new problems.
Suppose the camera is positioned at the beginning of a corridor. you push and look at Chris back when he walks away. Cut to the end of the hall with Chris walking now towards the camera, but you keep pushing. It will continue in the same direction until you release the stick. At that point, he comes back to the new perspective, which means you have to shoot return on the stick to continue in the same direction. That's fine in the long corridors, but when the manor's geography becomes more complicated and your vision changes more often, it's easy to find yourself going back and forth between views, with zombies fall on it. Frustration and panic are comical, and analog controls let you avoid incoming threats more easily than the original tank entries, but it's a perfect example of how the game stubbornly refuses modernization. This does not mean that there is no room for reinterpretation – just look at the recent Resident Evil 2 remake – but you might feel like you're fighting "the game" as much as you fight the undead.
Conclusion
In many ways, the first Resident Evil is – and can never be – a product of its time. Even adjusted, perfected and polished to perfection, he has his own personality and his own manners; change them and you change the game. At once heavy and horrible, he refuses to let you bang and eat it. Thus, if the veterans of the series know what to expect, new players must prepare for a training in mechanics of the game, which has largely fallen into disuse. The context is essentialSo, the Switch port gives the best of this classic and there is probably no better way to taste the original formula of Resident Evil in 2019, provided you have the courage to use it.
[ad_2]
Source link