GetDotted Domains

Viewing Thread:
"Resident Evil (GC+PS)"

The "General Games Chat" forum, which includes Retro Game Reviews, has been archived and is now read-only. You cannot post here or create a new thread or review on this forum.

Sun 28/04/02 at 15:59
Regular
Posts: 787
IGN did a big topic on how the new Resident Evil compares to the original but it's only availible to subscibers grrr. Someone took the liberty of coping it to one of the resi forums so I thought it may interest some of you :-)

----
RESIDENT EVIL vs RESIDENT EVIL REbirth

PAGE 1 :::

Head-to-Head: Resident Evil
We pit the remake against the classic. Is Resident Evil GameCube just a dressed up PSX port, or is it more?

March 26, 2002 - When we first came up with IGNinsider, we took a long look at all our existing IGN channels to find topics and areas we don't already cover -- and that would be interesting to die-hard gamers and IGN fans alike. If there is one major trend that emerged with the release of the new gaming consoles, it's that more and more developers are trying to release their titles on multiple consoles. The editors at IGN try to do their best to write about each gaming system and objectively review all the major titles, but there is one thing we don't often do: compare games across platforms. Is Starfighter for Xbox an improvement over the PS2 version -- or a step back? Is Madden for GameCube just as fun as the other versions? Should you buy Crazy Taxi for PS2 even though you already own the Dreamcast version? Or, for that matter, is a GameCube game that gets an 8 in graphics necessarily less impressive looking than a PS2 game that gets a 9 in the same category?
If you're at conflict every time a game debuts on multiple platforms, this column is for you. The Head-to-Head series of articles cuts through all the different takes the editors have on the games, compares the facts, and presents you with one uniform opinion on all the versions.

But before we delve into "port territory" with this column and compare the latest multi-platform releases, let's start off and dedicate this edition of Head-to-Head to something everyone's been talking about for the last weeks: Resident Evil.


Resident Evil (GCN) versus Resident Evil (PSX)

To say that the Resident Evil franchise is popular is an understatement. Called Bio Hazard in Japan, new Resident Evil titles have consistently sold well across the world -- even if the release of similar titles like Silent Hill has diluted their sales somewhat in recent times. It's no surprise then that Hollywood has jumped on the bandwagon and turned the series into a blockbuster movie, with a new "Nemesis" flick set to follow next year. The timing for the movie couldn't be better, as Capcom has decided to go back to the franchise's roots and re-release the game that started it all on GameCube. But this is no simple re-release. Capcom, under the direction of Shinji Mikami, has revamped the game's graphics from the ground up and redesigned almost every room and puzzle. Hence, the question on gamers' minds with this title isn't whether they should buy one version over the other (that would be a no-brainer), but whether the new Resident Evil is different enough to warrant purchase of the game on top of the original -- and in many cases a GameCube right along with it.





Resident Evil
Platform: PlayStation

Released on PlayStation in 1996, Resident Evil is often credited as the progenitor of horror games on today's gaming consoles. Whether it should be credited with the creation of the genre, or not (after all, Alone in the Dark preceded the title by months), it's safe to say that Resident Evil set the tone and standard for "survival horror" games as we know them. In the role of S.T.A.R.S. Alpha Team special task force members Jill or Chris, the player enters a spooky mansion filled with zombies, undead dogs, giant spiders, and all sorts of other nasty creatures. Resident Evil falls somewhere between a traditional action adventure and the non-sensical puzzles of Myst or the 7th Guest. If Shenmue's story can be distilled to "man gets on boat," Resident Evil is best described as "cop opens doors" as the gameplay consists mainly of trying to find some way of opening the locked doors around the mansion. The locked doors in turn lead to puzzles and areas that contain new weapons or items that enable you to open yet another door. But that's of course oversimplifying it a bit.


The whole mansion is swarming with unfortunate souls infected by the T-Virus, the deadly outcome of an Umbrella company research project gone wrong. As you unravel the twisted plot behind the outbreak, Jill and Chris are exposed to plenty of traps, monsters, and other unwelcome surprises.


The odd thing about Resident Evil is that the heart of the game isn't all that good. The game mechanics are tedious and consist of lots of backtracking and inventory management, the controls are flawed and clunky, the puzzles often make no sense, the voice acting is ridiculously bad, the AI is predictable, the camera angles make seeing your enemies difficult, and the combination of pre-rendered backgrounds and polygon elements make it really easy to figure out what can be moved and what's just there for show. And yet, this game works. For some odd twisted reason, Resident Evil is fun to play. Or, perhaps more accurately, it's exciting and scary to play at the same time.

Resident Evil certainly had the benefit of being the first game on the PlayStation at the time to really aim at an older and more mature audience -- but the main reason for its success is that Capcom knew how to scare the living daylights out of the player. Resident Evil succeeded because of atmosphere. Despite the horrid acting, players got drawn into the storyline and wanted their main character of choice to survive. Let's face it, nobody wants to get munched on by the living dead -- but Capcom knew the game would be so much scarier if you were always on the verge of running out of ammo. What initially seems like an annoying limitation soon turns into the very reason Resident Evil is so thrilling. Unlike the many shooters of the 16- and 32-bit era, you can't win every battle in RE by simply learning your enemies' patterns and shooting them over and over with your gun. You've got to manage your ammo, ration your health items, and learn that there is no shame in running away.



This game looked amazing a few years ago, but the backgrounds and characters look dated next to later PSX releases.


I have to admit that I was shocked when I plopped my copy of Resident Evil into my PlayStation after more than five years. The game hasn't aged very well at all. What were once impressive visuals are now overly static images with low color depth and blocky polygonal elements. Since soft-skinning wasn't used until the later PSX days, the characters' joints flicker where the polygons connect. And don't even mention the game's opening movie! It honestly looks like Capcom hit a bar in Roppongi and recruited some foreign exchange students who then sowed their own clothes and filmed themselves with a Hi-8 camera. It was laughably bad in 1996 -- and it gets worse every year.

But despite the obvious signs of aging, the game still manages to entertain to this day. Since Resident Evil relies on a lot of "boo" effects, it's more effective when the player doesn't know what's around the corner. Replaying the game with the same character for the second or third time is kind of like a repeat viewing of Brian DePalma's Carrie. The final scene won't catch you by surprise anymore, but you'll still enjoy being reminded how high you jumped out of your seat the first time around.




PAGE 2 :::

Resident Evil
Platform: GameCube

Which really is a perfect segue to why Resident Evil for GameCube works. If you're worried as I was when Capcom announced a remake of a seven-year-old game that heavily relies on surprises, then you can rest easy now. This really is an intelligently crafted special edition that appeals to both fans of the original title and people who have never played a Resident Evil game in their life. And no, the S.T.A.R.S. members' guns have not been digitally altered to look like walkie-talkies and the zombie does not shoot first before Chris blows his head off. Resident Evil is not so much a remake or special edition as it is a slightly different adventure set in the same mansion. The basic floor plan is very similar, but there are so many differences that players who finished the original will constantly be challenged to expect the unexpected. It's a fine line between making players say "oh, I remember this part" and "oh, crap, that wasn't supposed to happen!" Capcom knows that the image of the long L-shaped corridor with the large windows is burned into the minds of every Resident Evil survivor. As I slowly walked into the room as Chris, I was ready to be startled by those damn dogs all over again. But guess what, unlike the hand that reaches from Carrie's grave, the dogs didn't appear this time around. It's then that you realize that you just got scared because something didn't happen -- and you understand why this special edition is so brilliant.

But the door swings both ways. Capcom constantly plays with your preconceived notions and lulls you into a false sense of security. That zombie's far away and will never get to you in time? Ha! Zombies can't walk up stairs? Zombies can't open doors? Yeah, right... In addition to all the existing rooms, Capcom has also added a variety of new areas outside the mansion. The lab and garden have been vastly expanded with surrounding areas, including a dark forest with a muddy trail that leads to an all-new guest house, a graveyard with an eerily lit crypt, and a water-logged dome that contains a familiar enemy (plus a few of his friends). The new additions are seamlessly integrated into the game to the point that you question whether they were in the original after all. In the same vein, Capcom has moved around items and altered the puzzles so that you'll have to think about their solutions all over again.

Needless to say that the graphics are stunning. Like the original, RE for GameCube uses pre-rendered backgrounds with set camera angles. But they're far from static. By using animated background plates coupled with fog overlays, depth blurring, clever lighting techniques and real-time character shadows, the game looks stunning all around. Lights flicker, grass blades sway in the wind, shadows move, water drips from the ceilings, and insects crawl, creep, and whirr around everywhere. The game also does a much better job at telling the story via changing camera angles and well-integrated CG clips.


The backgrounds are completely redesigned. That light actually flickers to give the background a less static look.


The sound is equally impressive. Compared to the original game which didn't use any reverb or echo effects for most of the in-game sounds, the audio appropriately reflects the environments. Your footsteps echo in the main hall, but they're muffled when you run over carpet or splash when you're stepping on mud. Though not explicitly billed as using surround sound, many of the ambient sounds and effects are in fact being sent to the rear channels. The music, mostly ambient in nature, perfectly matches the game and really heightens the tension when it's there -- and even more when it's not. And what about the acting? Well, it's a huge step up from the "master of unlocking" talk and wooden delivery of the PlayStation version. There are still some awkward pauses in the middle of conversations due to angle switching, but unlike in the PSX RE the writing and acting finally don't distract from the atmosphere and overall story anymore.

But enough of the audio and visual upgrades, what about the game itself? Let's go through the above-mentioned problems one by one:

The game mechanics are tedious and consist of lots of backtracking
There is still plenty of running and item box storing. However, Capcom adjusted some of the puzzles to minimize the back-and-forth. It's less tedious, but also much more difficult on standard difficulty due to increased zombie strength and lack of first aid items.
the controls are flawed and clunky
The controls are enhanced by a quick-turn button and an intelligent alternate setup that lets you walk and run by pressing R. I realize that RE was developed before the advent of the Dual Shock analog controller, but GameCube gamers are used to the analog sticks. It's high time that Capcom added analog movement and aiming.
the puzzles often make no sense
This is once again something that detracts from the overall enjoyment of the game. The atmosphere is intense enough to make you forget that putting a jewel in a statue's eye shouldn't really open a secret compartment. There are some clever puzzles that are woven well into the narrative, but it's a hit or miss affair. It gets worse in RE2 and Code: Veronica as it's easier to believe the presence of traps and hidden doors in a spooky mansion than, say, a police station.
the voice acting is ridiculously bad
Capcom thankfully rewrote the script, redid the opening, and rerecorded all the dialogue with real actors. As sad as it is to say good-bye to the now classic cheese ball lines, they really aren't missed. Furthermore, the characters now react more realistically to bad situations. For example, in one scene Jill throws up after and encounter with a particularly disgusting zombie.
the AI is predictable
The most basic of the zombies are still stupid and simply home in on you walking into obstacles (I guess that's what zombies do), but there are quite a few enhancements that will catch you by surprise. The animal foes act appropriately, that's all I can say without giving anything away.
the camera angles make seeing your enemies difficult
Capcom redid many of the room layouts to make them easier to navigate. There are still corners that block your vision, but most of them are there for a reason (i.e.: to hide enemies). The cheap hits that are inevitably tied to fixed angles are minimized through the help of defensive items (knives, grenades, stun pack) that can be triggered in times of need. Shooting airborne enemies has also been simplified a great deal in case you're wondering.
the combination of pre-rendered backgrounds and polygon elements make it really easy to figure out what can be moved and what's just there for show
This is no longer an issue as the polygonal elements perfectly blend in with the backgrounds thanks to hi-res textures, overlays, and lighting.

Overall, Resident Evil for GameCube fixes only a few of the gameplay problems of the original -- but this is one franchise that benefits as much from an audio/visual upgrade as from playability improvements. The tense atmosphere and sense of impending doom is what makes this game exciting to play. Both are heightened by the improved graphics and sound. But the biggest upgrade comes in the subtle story changes themselves. It'll be interesting to see how first-time RE players will enjoy the game as the fixed camera system is really beginning to show its age in both Onimusha and the Resident Evil games. But boy, do those backgrounds look good... As it stands, RE for GameCube is a perfect game for repeat players. As such, it validates the original and becomes an important testimony as to how gaming has evolved over the years.




PAGE 3 :::

Final Verdict

Resident Evil has traditionally been a PlayStation franchise, so Capcom's decision to make RE1, Zero, and 4 exclusively for GameCube came as a big surprise to many. Sure, RE1 made it out on Saturn and the Dreamcast scored the lead version of Code: Veronica, but even that title eventually appeared on PS2. This Resident Evil re-release is really the perfect vessel to attract die-hard PlayStation fans to the console -- and I hope it works. More than anything, this game deserves to be played by gamers who have finished the original and who will appreciate all the little changes and in-jokes.

Resident Evil for GameCube is certainly the better of the two Resident Evil games, but make no mistake about it: both are important milestones in videogame history. RE for GameCube is proof that you can take the same game, release it twice and still create two compelling and very different projects.
-----

Taken from IGN (well originally)
res
Mon 29/04/02 at 23:10
Regular
"Nasty Fat Hobbit!"
Posts: 1,193
Thanks man for posting this topic!
There is nothing more annoying than seeing a blocked "You have to subscribe" message every time you want to read something interesting on IGN.
It was a great comparison from IGN.
Again, many thanks.
Mon 29/04/02 at 23:00
Regular
"Back For Good"
Posts: 3,673
Thanks for the support Dringo, People do have a go at me from time to time *bursts into tears*
Mon 29/04/02 at 21:35
Regular
"---SOULJACKER---"
Posts: 5,448
Dringo wrote:
> Sonic, he did quote the message from the start he said it was from
> ign.com, the fact is i will soon be an insider so if you want what
> your missing then contact me... soon.


There was no point in this at all, for several reasons:

1) The article isn't really that good! I assume that you above all people Dringo would read a couple of good gaming mags? This is just an extremely drawn out piece of garbage. You can get the same quality in 5 times less space

2) Dringo, you're getting the game anyway

3) If you REALLY wanted this, you could have asked him to email it.

Sonic
Mon 29/04/02 at 03:24
Regular
"5 European Cups!!!"
Posts: 5,795
er-no wrote:

> It was rather good, wasn't it. I might do it.

*looks for internet book version of Lord of the Rings*
Sun 28/04/02 at 23:44
Regular
"everyone says it"
Posts: 14,738
Mystique wrote:
> Nice way to boost your word count.
> I do applaud you!

It was rather good, wasn't it. I might do it.
Sun 28/04/02 at 22:38
Regular
Posts: 18,185
I'm glad he did it as you cant get into IGN insider unless you pay.
Sun 28/04/02 at 22:23
Regular
Posts: 18,775
Nice way to boost your word count.
I do applaud you!
Sun 28/04/02 at 21:41
Regular
Posts: 18,185
Sonic, he did quote the message from the start he said it was from ign.com, the fact is i will soon be an insider so if you want what your missing then contact me... soon.
Sun 28/04/02 at 19:52
Regular
"---SOULJACKER---"
Posts: 5,448
"WOW" I thought when I saw this wopper of a topic.

Then I read that you'd copied it from IGN.

What a stupid waste of time! Just quote the article next time.

Sonic
Sun 28/04/02 at 15:59
Regular
"Back For Good"
Posts: 3,673
IGN did a big topic on how the new Resident Evil compares to the original but it's only availible to subscibers grrr. Someone took the liberty of coping it to one of the resi forums so I thought it may interest some of you :-)

----
RESIDENT EVIL vs RESIDENT EVIL REbirth

PAGE 1 :::

Head-to-Head: Resident Evil
We pit the remake against the classic. Is Resident Evil GameCube just a dressed up PSX port, or is it more?

March 26, 2002 - When we first came up with IGNinsider, we took a long look at all our existing IGN channels to find topics and areas we don't already cover -- and that would be interesting to die-hard gamers and IGN fans alike. If there is one major trend that emerged with the release of the new gaming consoles, it's that more and more developers are trying to release their titles on multiple consoles. The editors at IGN try to do their best to write about each gaming system and objectively review all the major titles, but there is one thing we don't often do: compare games across platforms. Is Starfighter for Xbox an improvement over the PS2 version -- or a step back? Is Madden for GameCube just as fun as the other versions? Should you buy Crazy Taxi for PS2 even though you already own the Dreamcast version? Or, for that matter, is a GameCube game that gets an 8 in graphics necessarily less impressive looking than a PS2 game that gets a 9 in the same category?
If you're at conflict every time a game debuts on multiple platforms, this column is for you. The Head-to-Head series of articles cuts through all the different takes the editors have on the games, compares the facts, and presents you with one uniform opinion on all the versions.

But before we delve into "port territory" with this column and compare the latest multi-platform releases, let's start off and dedicate this edition of Head-to-Head to something everyone's been talking about for the last weeks: Resident Evil.


Resident Evil (GCN) versus Resident Evil (PSX)

To say that the Resident Evil franchise is popular is an understatement. Called Bio Hazard in Japan, new Resident Evil titles have consistently sold well across the world -- even if the release of similar titles like Silent Hill has diluted their sales somewhat in recent times. It's no surprise then that Hollywood has jumped on the bandwagon and turned the series into a blockbuster movie, with a new "Nemesis" flick set to follow next year. The timing for the movie couldn't be better, as Capcom has decided to go back to the franchise's roots and re-release the game that started it all on GameCube. But this is no simple re-release. Capcom, under the direction of Shinji Mikami, has revamped the game's graphics from the ground up and redesigned almost every room and puzzle. Hence, the question on gamers' minds with this title isn't whether they should buy one version over the other (that would be a no-brainer), but whether the new Resident Evil is different enough to warrant purchase of the game on top of the original -- and in many cases a GameCube right along with it.





Resident Evil
Platform: PlayStation

Released on PlayStation in 1996, Resident Evil is often credited as the progenitor of horror games on today's gaming consoles. Whether it should be credited with the creation of the genre, or not (after all, Alone in the Dark preceded the title by months), it's safe to say that Resident Evil set the tone and standard for "survival horror" games as we know them. In the role of S.T.A.R.S. Alpha Team special task force members Jill or Chris, the player enters a spooky mansion filled with zombies, undead dogs, giant spiders, and all sorts of other nasty creatures. Resident Evil falls somewhere between a traditional action adventure and the non-sensical puzzles of Myst or the 7th Guest. If Shenmue's story can be distilled to "man gets on boat," Resident Evil is best described as "cop opens doors" as the gameplay consists mainly of trying to find some way of opening the locked doors around the mansion. The locked doors in turn lead to puzzles and areas that contain new weapons or items that enable you to open yet another door. But that's of course oversimplifying it a bit.


The whole mansion is swarming with unfortunate souls infected by the T-Virus, the deadly outcome of an Umbrella company research project gone wrong. As you unravel the twisted plot behind the outbreak, Jill and Chris are exposed to plenty of traps, monsters, and other unwelcome surprises.


The odd thing about Resident Evil is that the heart of the game isn't all that good. The game mechanics are tedious and consist of lots of backtracking and inventory management, the controls are flawed and clunky, the puzzles often make no sense, the voice acting is ridiculously bad, the AI is predictable, the camera angles make seeing your enemies difficult, and the combination of pre-rendered backgrounds and polygon elements make it really easy to figure out what can be moved and what's just there for show. And yet, this game works. For some odd twisted reason, Resident Evil is fun to play. Or, perhaps more accurately, it's exciting and scary to play at the same time.

Resident Evil certainly had the benefit of being the first game on the PlayStation at the time to really aim at an older and more mature audience -- but the main reason for its success is that Capcom knew how to scare the living daylights out of the player. Resident Evil succeeded because of atmosphere. Despite the horrid acting, players got drawn into the storyline and wanted their main character of choice to survive. Let's face it, nobody wants to get munched on by the living dead -- but Capcom knew the game would be so much scarier if you were always on the verge of running out of ammo. What initially seems like an annoying limitation soon turns into the very reason Resident Evil is so thrilling. Unlike the many shooters of the 16- and 32-bit era, you can't win every battle in RE by simply learning your enemies' patterns and shooting them over and over with your gun. You've got to manage your ammo, ration your health items, and learn that there is no shame in running away.



This game looked amazing a few years ago, but the backgrounds and characters look dated next to later PSX releases.


I have to admit that I was shocked when I plopped my copy of Resident Evil into my PlayStation after more than five years. The game hasn't aged very well at all. What were once impressive visuals are now overly static images with low color depth and blocky polygonal elements. Since soft-skinning wasn't used until the later PSX days, the characters' joints flicker where the polygons connect. And don't even mention the game's opening movie! It honestly looks like Capcom hit a bar in Roppongi and recruited some foreign exchange students who then sowed their own clothes and filmed themselves with a Hi-8 camera. It was laughably bad in 1996 -- and it gets worse every year.

But despite the obvious signs of aging, the game still manages to entertain to this day. Since Resident Evil relies on a lot of "boo" effects, it's more effective when the player doesn't know what's around the corner. Replaying the game with the same character for the second or third time is kind of like a repeat viewing of Brian DePalma's Carrie. The final scene won't catch you by surprise anymore, but you'll still enjoy being reminded how high you jumped out of your seat the first time around.




PAGE 2 :::

Resident Evil
Platform: GameCube

Which really is a perfect segue to why Resident Evil for GameCube works. If you're worried as I was when Capcom announced a remake of a seven-year-old game that heavily relies on surprises, then you can rest easy now. This really is an intelligently crafted special edition that appeals to both fans of the original title and people who have never played a Resident Evil game in their life. And no, the S.T.A.R.S. members' guns have not been digitally altered to look like walkie-talkies and the zombie does not shoot first before Chris blows his head off. Resident Evil is not so much a remake or special edition as it is a slightly different adventure set in the same mansion. The basic floor plan is very similar, but there are so many differences that players who finished the original will constantly be challenged to expect the unexpected. It's a fine line between making players say "oh, I remember this part" and "oh, crap, that wasn't supposed to happen!" Capcom knows that the image of the long L-shaped corridor with the large windows is burned into the minds of every Resident Evil survivor. As I slowly walked into the room as Chris, I was ready to be startled by those damn dogs all over again. But guess what, unlike the hand that reaches from Carrie's grave, the dogs didn't appear this time around. It's then that you realize that you just got scared because something didn't happen -- and you understand why this special edition is so brilliant.

But the door swings both ways. Capcom constantly plays with your preconceived notions and lulls you into a false sense of security. That zombie's far away and will never get to you in time? Ha! Zombies can't walk up stairs? Zombies can't open doors? Yeah, right... In addition to all the existing rooms, Capcom has also added a variety of new areas outside the mansion. The lab and garden have been vastly expanded with surrounding areas, including a dark forest with a muddy trail that leads to an all-new guest house, a graveyard with an eerily lit crypt, and a water-logged dome that contains a familiar enemy (plus a few of his friends). The new additions are seamlessly integrated into the game to the point that you question whether they were in the original after all. In the same vein, Capcom has moved around items and altered the puzzles so that you'll have to think about their solutions all over again.

Needless to say that the graphics are stunning. Like the original, RE for GameCube uses pre-rendered backgrounds with set camera angles. But they're far from static. By using animated background plates coupled with fog overlays, depth blurring, clever lighting techniques and real-time character shadows, the game looks stunning all around. Lights flicker, grass blades sway in the wind, shadows move, water drips from the ceilings, and insects crawl, creep, and whirr around everywhere. The game also does a much better job at telling the story via changing camera angles and well-integrated CG clips.


The backgrounds are completely redesigned. That light actually flickers to give the background a less static look.


The sound is equally impressive. Compared to the original game which didn't use any reverb or echo effects for most of the in-game sounds, the audio appropriately reflects the environments. Your footsteps echo in the main hall, but they're muffled when you run over carpet or splash when you're stepping on mud. Though not explicitly billed as using surround sound, many of the ambient sounds and effects are in fact being sent to the rear channels. The music, mostly ambient in nature, perfectly matches the game and really heightens the tension when it's there -- and even more when it's not. And what about the acting? Well, it's a huge step up from the "master of unlocking" talk and wooden delivery of the PlayStation version. There are still some awkward pauses in the middle of conversations due to angle switching, but unlike in the PSX RE the writing and acting finally don't distract from the atmosphere and overall story anymore.

But enough of the audio and visual upgrades, what about the game itself? Let's go through the above-mentioned problems one by one:

The game mechanics are tedious and consist of lots of backtracking
There is still plenty of running and item box storing. However, Capcom adjusted some of the puzzles to minimize the back-and-forth. It's less tedious, but also much more difficult on standard difficulty due to increased zombie strength and lack of first aid items.
the controls are flawed and clunky
The controls are enhanced by a quick-turn button and an intelligent alternate setup that lets you walk and run by pressing R. I realize that RE was developed before the advent of the Dual Shock analog controller, but GameCube gamers are used to the analog sticks. It's high time that Capcom added analog movement and aiming.
the puzzles often make no sense
This is once again something that detracts from the overall enjoyment of the game. The atmosphere is intense enough to make you forget that putting a jewel in a statue's eye shouldn't really open a secret compartment. There are some clever puzzles that are woven well into the narrative, but it's a hit or miss affair. It gets worse in RE2 and Code: Veronica as it's easier to believe the presence of traps and hidden doors in a spooky mansion than, say, a police station.
the voice acting is ridiculously bad
Capcom thankfully rewrote the script, redid the opening, and rerecorded all the dialogue with real actors. As sad as it is to say good-bye to the now classic cheese ball lines, they really aren't missed. Furthermore, the characters now react more realistically to bad situations. For example, in one scene Jill throws up after and encounter with a particularly disgusting zombie.
the AI is predictable
The most basic of the zombies are still stupid and simply home in on you walking into obstacles (I guess that's what zombies do), but there are quite a few enhancements that will catch you by surprise. The animal foes act appropriately, that's all I can say without giving anything away.
the camera angles make seeing your enemies difficult
Capcom redid many of the room layouts to make them easier to navigate. There are still corners that block your vision, but most of them are there for a reason (i.e.: to hide enemies). The cheap hits that are inevitably tied to fixed angles are minimized through the help of defensive items (knives, grenades, stun pack) that can be triggered in times of need. Shooting airborne enemies has also been simplified a great deal in case you're wondering.
the combination of pre-rendered backgrounds and polygon elements make it really easy to figure out what can be moved and what's just there for show
This is no longer an issue as the polygonal elements perfectly blend in with the backgrounds thanks to hi-res textures, overlays, and lighting.

Overall, Resident Evil for GameCube fixes only a few of the gameplay problems of the original -- but this is one franchise that benefits as much from an audio/visual upgrade as from playability improvements. The tense atmosphere and sense of impending doom is what makes this game exciting to play. Both are heightened by the improved graphics and sound. But the biggest upgrade comes in the subtle story changes themselves. It'll be interesting to see how first-time RE players will enjoy the game as the fixed camera system is really beginning to show its age in both Onimusha and the Resident Evil games. But boy, do those backgrounds look good... As it stands, RE for GameCube is a perfect game for repeat players. As such, it validates the original and becomes an important testimony as to how gaming has evolved over the years.




PAGE 3 :::

Final Verdict

Resident Evil has traditionally been a PlayStation franchise, so Capcom's decision to make RE1, Zero, and 4 exclusively for GameCube came as a big surprise to many. Sure, RE1 made it out on Saturn and the Dreamcast scored the lead version of Code: Veronica, but even that title eventually appeared on PS2. This Resident Evil re-release is really the perfect vessel to attract die-hard PlayStation fans to the console -- and I hope it works. More than anything, this game deserves to be played by gamers who have finished the original and who will appreciate all the little changes and in-jokes.

Resident Evil for GameCube is certainly the better of the two Resident Evil games, but make no mistake about it: both are important milestones in videogame history. RE for GameCube is proof that you can take the same game, release it twice and still create two compelling and very different projects.
-----

Taken from IGN (well originally)
res

Freeola & GetDotted are rated 5 Stars

Check out some of our customer reviews below:

Thanks!
Thank you for dealing with this so promptly it's nice having a service provider that offers a good service, rare to find nowadays.
10/10
Over the years I've become very jaded after many bad experiences with customer services, you have bucked the trend. Polite and efficient from the Freeola team, well done to all involved.

View More Reviews

Need some help? Give us a call on 01376 55 60 60

Go to Support Centre

It appears you are using an old browser, as such, some parts of the Freeola and Getdotted site will not work as intended. Using the latest version of your browser, or another browser such as Google Chrome, Mozilla Firefox, or Opera will provide a better, safer browsing experience for you.