Thursday, May 24, 2012

Revisiting the Resident Evil Remake




The October release of Resident Evil 6 draws ever closer, and we're paving the way for Capcom's sequel by replaying all of the games in storyline order. Last month we looked back at Resident Evil Zero, and now it's time for the original - or, rather, its 2002 GameCube remake.

Breathtaking Visuals

As I powered on my purple GameCube to re-experience the REmake, I was struck by how similar my impressions were today to those I had in the Spring of 2002. This game was, and still is, absolutely stunning. The original version of Resident Evil for the PlayStation looks terribly dated and blocky today. But Capcom managed some kind of magic transformation for the remake, because every aspect of that same game shines with brilliance in the re-release.



Seriously, go back and look at those textures, those character models, those lighting effects. The quality is such that I'd say it's still a match for the modern sequels being produced today - which is a compliment to this game, not a slight against the newer ones. The REmake's visual style has proven important in the long run because it served to reboot the entire series -  visually, at least. These graphics became the new standard by which all future installments in the series would be compared. The foundation each sequel since was inspired by.

Heck, some of the same character models might even still be in use, and those zombie dogs probably haven't needed any further updates.

Shocks and Scares

Let's run with the topic of the zombie dogs for a moment more – because, as any good Resident Evil 1 player knows, those decaying canines were responsible for probably the best shock-and-scare moment in the game's opening hour of play. Replaying the REmake today feels different in this area, and understandably so since the same scripted events happening at the same moments should rarely elicit the same responses from a returning player. This time I wasn't scared by the dogs, because I knew they were coming. I entered that same corridor, inched forward with my weapon at the ready, and got the drop on him before he could maul me. Payback, pooch. Canine karma.



Having that advanced knowledge of what would happen got me thinking about the replayability of survival horror games. Then I remembered that the game addressed this very issue...

Select Your S.T.A.R.S.

Resident Evil – even the original version – wisely included two different playable characters. You could pick Jill Valentine, the S.T.A.R.S. Alpha Team's only female member. She came equipped with a special lockpick that made exploring the zombie-filled mansion easier, and she also packed a bit more punch in combat. (All while rocking a killer beret.)



Alternatively you could select Chris Redfield, a choice that made your trials in the mansion even tougher – since he didn't have access to that lockpick and needed, instead, to find an set of old keys to reach the same areas Jill could just waltz right into. Chris made up for his lack of door-opening skills by being all-around beefier, able to take more hits from hungry zombies before dropping dead himself.

I never really considered how having two playable characters was a counter-balance for the game's otherwise damaged replayability – but it was a pretty brilliant move, and especially so since this was just the first game in the franchise.

Control Concessions

For me, it's still hard to deal with Resident Evil's odd control scheme – pressing left and right rotate your character, while up and down move you forward and back regardless of the direction you're facing. But since this is a retouched version of the very first game, I'm somehow better able to accept its deficiencies. It was the PlayStation's problem, not Nintendo's. Interestingly, though, the REmake included one alternate control option that made things easier to deal with. "Control Type C" maps your hero's movements to the R Button instead of the Stick. So you press down lightly on R to start walking, or squeeze it all the way to run. Meanwhile the stick stays in play, letting you turn while running – an action that was previously impossible.

I experimented with Type C this time around and found that, while still odd, it actually helped me maneuver through the mansion more easily. The quick-shifting cinematic camera angles are easier to deal with if I know I can just hold R to run. Heck, it's even the right letter of the alphabet.

The REmake's Revisions

Beyond the prettier graphics, the new alternate control scheme and my personal revelations about the wisdom of including a second playable character, going back to the REmake one last time allowed me to better appreciate the tweaks, changes and additions Capcom made when crafting this enhanced quest. It's hard for me to appreciate things like the changes in layout and extra areas when compared to the original, because I never played that version. But other extras – like the game's added defense items – have saved my bacon enough that I can definitely picture what it would be like to be deprived of them.



These final little items of note weren't all that revolutionary, but their practical utility was a godsend to newcomers like me in 2002. Both Jill and Chris can pick up special daggers usable only for fending off attacks in progress, letting you escape situations that might have caused you serious damage or even ended your life on the spot. Jill also got a taser and Chris, in one of the flashiest additions, could find grenades to stuff inside zombie mouths and then explode with a quick pistol shot.

The addition of these items evidenced another important element of why the REmake became such a success for Capcom, and why the Resident Evil series as a whole grew and prospered even more after its release – they were thinking of the player. The newbie. Giving us scaredy-cat types an easier way to get into what could be a very intimidating experience. If you were a veteran, great. You didn't have to use the noob-helpers. But I, for one, am thankful for them.

Impact on Resident Evil 6

It goes without saying that Resident Evil 6 couldn't happen without the existence of the original adventure, but beyond that the ties back to this game will be apparent when everyone fires up the new sequel this October. The franchise is still telling the same core story that started here. Wesker's treachery will still be felt through the actions of his son. Chris Redfield is still heading into battle as the frontline force fighting these zombie hordes, and RE6 will once again feature multiple playable characters with scenarios that intertwine with one another – pushing for more replayability than ever.

Yes, it's still easy to trace this on-going franchise back to its roots – which is a credit to Capcom, for having consistency in its vision for the brand over the years. It's a credit to the Resident Evil GameCube remake in particular, for being the game that set the bar for every other game to come.



Source : http://www.ign.com

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