Resident Evil 0 Articles RSS Feed | GameSkinny.com Resident Evil 0 RSS Feed on GameSkinny.com https://www.gameskinny.com/ en Launch Media Network Capcom Imposes "Switch Tax" on Resident Evil Switch Ports https://www.gameskinny.com/8vzmq/capcom-imposes-switch-tax-on-resident-evil-switch-ports https://www.gameskinny.com/8vzmq/capcom-imposes-switch-tax-on-resident-evil-switch-ports Thu, 28 Feb 2019 14:18:15 -0500 Josh Broadwell

Back in September, Capcom surprised fans when the HD ports of Resident Evil, Resident Evil 0, and Resident Evil 4 were announced for the Nintendo Switch during a Nintendo Direct presentation. A few days ago, the games finally received solid release dates on the Switch.

Now that the games are available for pre-purchase on the Nintendo eShop, though, some have discovered a bit of new information Capcom didn't announce: the price of each game. 

The Switch versions of these survival-horror classics will cost $29.99 each on the eShop. RE4 is digital only, but fans can pick up a physical copy of RE and RE0, packaged together as the Resident Evil Origins bundle, for $59.99 at retailers, saving $10.

However, only RE0 is on the card; the first game is a download-only.

The issue many seem to have with this news is that the eShop price for each game is a full $10 more than Capcom charges for the same downloadable versions on PlayStation 4 and Xbox One. In other words, one could purchase all three games for the price of the Origins bundle on other systems.

This is yet another example in a long line of price increases gamers have dubbed "the Switch tax." Retail and digital versions of the same game tend to cost anywhere from $5 to $10 more than those on other platforms, sometimes even more.

Nintendo and other developers offered an explanation shortly after the system launched, claiming the price increases were related to the Switch game cards, and digital prices are meant to match retail prices to avoid damaging retailers' profits.

However, not all developers end up implementing the infamous increase. Bloodstained: Ritual of the Night, for example, will cost the same on Switch as other platforms.

Whether the recent hype surrounding Resident Evil 2's remake is enough to encourage purchases on the Switch at a higher price remains to be seen.

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Capcom Announces Release Dates For Three Resident Evil Classics on Switch https://www.gameskinny.com/pyomp/capcom-announces-release-dates-for-three-resident-evil-classics-on-switch https://www.gameskinny.com/pyomp/capcom-announces-release-dates-for-three-resident-evil-classics-on-switch Mon, 25 Feb 2019 15:55:20 -0500 Jonathan Moore

For Capcom, the Resident Evil series is the train that can't be stopped. Following the release of the highly-anticipated Resident Evil 2 remake in January as well as talk of the company being open to a Resident Evil 3 remake in the future, the Japanese developer finally announced the release date of three franchise classics on the Nintendo Switch. 

Published via the official Resident Evil Twitter account, Capcom confirmed today that fans can expect to see Resident Evil 0, the Resident Evil remaster, and Resident Evil 4 shamble onto Nintendo's latest console on May 21. According to the tweet, pre-orders will begin February 28. 

All three games will be released digitally as separate products on the Nintendo eShop. Although the games will also see a physical release at the same time, Resident Evil 0 and the Resident Evil remaster will be bundled as one package, called the Resident Evil Origins Collection. The physical edition of Resident Evil 4 will be sold separately. 

As of this writing, Capcom has not disclosed pricing for the games or the collection. However, prices for all three individual games on Steam, the PlayStation Store, and the Xbox Marketplace are currently $19.99.  

Over the years, all three titles have been released on various platforms, both physically and digitally. While all have received different Metacritic scores dependent on platform, Resident Evil 4 has, unsurprisingly scored the highest and most consistently, regardless of platform or era. 

While having Resident Evil 0 and the Resident Evil remaster on a portable console is sure to excite fans of the series, having Resident Evil 4 in such a format is certainly something to look forward to. Among fans of the survival-horror series, Resident Evil 4 is regarded as one of the best Resident Evil games of all time. 

Considering Capcom recently said it has no plans to bring the widely acclaimed Resident Evil 2 remake to the Switch platform, having Resident Evil 4 is, if anything, a worthwhile consolation prize. 

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These Resident Evil Enemies Are the Worst You'll Find in the Series https://www.gameskinny.com/qsnmk/these-resident-evil-enemies-are-the-worst-youll-find-in-the-series https://www.gameskinny.com/qsnmk/these-resident-evil-enemies-are-the-worst-youll-find-in-the-series Wed, 25 Jan 2017 08:55:04 -0500 Michael Llewellyn

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The Resident Evil franchise has a long and storied universe that spans both the mainline series and its spin-offs. While the series has a hit a few bumps in the road with its action based games, the new Resident 7 has the potential to take the series to new heights.

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Capcom has taken the soft reboot/sequel approach with this game, which seems to be satisfying old and new fans alike. This approach and new perspective will hopefully allow Capcom to find new methods in tackling the enemies of the game -- and only time will tell if they will be as successful as previous entries or as frustrating as the ones listed here.

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Communications Officer/Scagdead

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Resident Evil Revelations
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Resident Evil: Revelations was an excellent game and a return to form, harking back to what made the series so great before being dumbed down by action cliches. It successfully combined aspects of both Resident 4 and the first three games.

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What didn't quite hit the mark, though, was one of the most difficult boss battle encounters in the series to date -- your encounter with the Scagdead.

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The battle itself is already very difficult, but the difficulty spikes more if you fail to collect the right weapon (such as the sniper rifle) or enough ammunition for the job. Not being prepared for this battle may lead to either reloading an old save or restarting the game altogether. Bummer. 

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Derek Simmons

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Resident Evil 6
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Resident Evil 6 is arguably the worst game in the series, with its total focus on action over suspense. But another frustrating aspect of the game was its repetition.

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Nowhere is this more evident than in the appearances of Derek Simmons -- who is not only quite a bland villain, but one you get tired of seeing. Because you're forced to face him 6 times...with a frustrating and difficult final battle at the end.

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I can see where Capcom was trying to go with these encounters, as it seemed like they were trying to recreate the Nemesis scenes from Resident 3. But instead it had the complete opposite effect, with this character more than outstaying his welcome. Not too long into the game, his appearances became more eye-rolling than nerve-shattering.

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Giant Bat

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Resident Evil: Zero
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Oversized creatures were nothing new to the Resident Series, so the appearance of a giant bat in Resident Evil: Zero came as no great surprise when the game released.

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What was surprising though, was how difficult and annoying it was to try and maneuver your way around or aim at the creature. With this enemy, the tank controls that served the series so well in the previous games completely worked against the player for all the wrong reasons.

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The Verdugo

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Resident Evil 4
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The Verdugo is certainly memorable from a visual perspective, but what could have been a good boss battle was bogged down by the endless sewer tunnels -- which unfortunately replaced the feeling of tension and fear with tedium and monotony.

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Then there was the quick-time events. While not badly implemented, they did add some irritation that unfortunately became a mainstay of the series for two more mainline games.

"},{"image":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_360,w_640/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/5/1/8/5187-re5-motorcycle-majini-610x0-e777a.jpg","thumb":"http://res.cloudinary.com/lmn/image/upload/c_limit,h_85,w_97/e_sharpen:100/f_auto,fl_lossy,q_auto/v1/gameskinnyc/5/1/8/5187-re5-motorcycle-majini-610x0-e777a.jpg","type":"slide","id":"148599","description":"

Rider Majini 

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Resident Evil 5
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I really don't like these creatures on any level, and least of all because they are a bit of an annoyance but their design. They are so human-like in their behavior that it further disgresses from the horror aspect of the Resident Evil series.

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Sure, they looked a little creepy. But overall, their behavior and design was little more than the run-of-the-mill enemy you'd find in a zombie-free survival action game -- which made them just another sign that the RE series was losing its way. 

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Grave Digger

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Resident Evil: The Umbrella Chronicles
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The Grave Digger was one of the memorable monsters in Resident Evil 3 -- scary, disgusting and difficult for all the right reasons. But when it showed up in an otherwise entertaining light gun game called Umbrella Chronicles, The Grave Digger was one of the most frustrating encounters in any video game I've played.

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You will encounter the creature very late on in the game -- and unfortunately at that point you're likely to be running low on both health and ammo. The creature attacks by flinging large boulders at you that you'll need waste even more ammunition on by shooting them mid air.

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After the third or fourth attempt to beat this boss, you'll be wondering if it's even worth carrying on at all.

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Most of the Resident Evil series has been great -- especially the earlier titles and the recently released Biohazard. The interconnected areas, puzzles, and especially the zombies have for a great series built on some excellent game design.

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The enemies you encounter in Resident Evil are usually very memorable and exciting, especially the boss battles. But there are some enemies and bosses in the franchise that are memorable for all the wrong reasons. Whether because they made for frustrating battles or just had an annoying design, here are some of the worst enemies that you'll encounter throughout the series. 

"}]]]>
5 Games You Need to Play to Prepare for 2017 Releases https://www.gameskinny.com/kuxr3/5-games-you-need-to-play-to-prepare-for-2017-releases https://www.gameskinny.com/kuxr3/5-games-you-need-to-play-to-prepare-for-2017-releases Mon, 09 Jan 2017 07:00:02 -0500 Naomi N. Lugo

2017 is officially here. While you may still be reeling from the tide of solid releases in 2016, the new game release calendar, unfortunately, just isn’t going to wait.

This year is set to see quite a few sequels and comebacks from major franchises. Below is a list of games that, if you didn’t get a chance to play them the first go-around, you should play right now. If you have played them, you should replay them in anticipation of these new titles.

South Park: The Stick of Truth

In anticipation of South Park: Fractured But Whole

Stick of Truth was exactly what the next gen South Park game needed to be. It’s combat, albeit simple, was fun (the “summons” were definitely a highlight), the humor was very very South Park and it all actually tied into the franchise nicely.

In other words, if you haven’t played this game yet go now! There isn’t really a better time to do so. The Fractured But Whole is slated to come out soon, on March 30. TSoT is a little bit more forgiving to your schedule too since the play time is about 15-20 hours.

Bonus: If you’re not caught up on recent seasons of the show it might be a good idea to start a marathon. At the very least watch season 13 episode 2 and season 14 episodes 11-14. That whole superhero franchise thing definitely seems like it will be a huge part of the new game.

The Resident Evil series

In anticipation of Resident Evil 7: Biohazard

Ok, so you may not have time to play every game in this series, but it might be worth playing one or two to hype yourself for the latest installment. There’s a small window for this one since Resident Evil 7 is supposed to release later this month on Jan. 24.

Through the demo, gamers have been able to see a game that seems to depart from the formula of its siblings. There have been reassurances from Capcom saying that this new game will not completely abandon all that makes the series what it is.

Knowing that tidbit of info, it might be a good idea to venture back into the franchise. Even if it’s just to enjoy the 'amazing' voice acting of the first.

The God of War series

In anticipation of God of War

The reveal of God of War was a highlight of the E3 2016 Sony press conference. The public got a new view of an older and paternal Kratos. A huge development for the character since past games. Big changes are coming to the God of War universe.

Playing the older games of the series would be worth it just to see the progression of the protagonist. Just look at the description for the game on its website:

“With new purpose and his son at his side, Kratos must fight for survival as powerful forces threaten to disrupt the new life he has created..."

The game doesn’t have a solid release date yet but is rumored for late 2017. That’s plenty of time to at least get started on past games.

The Mass Effect Trilogy

In anticipation of Mass Effect: Andromeda

Another game rapidly approaching release in March is the latest in the Mass Effect series, Mass Effect: Andromeda. On March 21, players will be able to explore a whole new galaxy within the Mass Effect universe.

It’s still not entirely known if Commander Shepard will have any sort of role in the game, whether it be through lore or otherwise, what we do know though is through trailers and words from BioWare. A 2015 blog post from the developer reads, “this game is very much a new adventure, taking place far away from and long after the events of the original trilogy.”

Playing the first trilogy before this release might be a good idea not only to catch up on the inner-workings of the game’s world, but this game could signal the start of something completely new. No need to miss out on a solid story line in the hype of the new.

Red Dead Redemption

In anticipation of Red Dead Redemption 2

The original Red Dead Redemption could debatably be called one of the best games of all time. Its beautiful open world is paired with a strong story and a highly personable underdog of a hero.

Fall can’t get here fast enough. The good news is though, you have plenty of time to play the first game. Especially if you never got around to finishing it the first time.

Chances are, the story of the first game is going to play into Red Dead 2, but of course, all the details aren’t out just yet.

What are the games you are playing or replaying to get ready for 2017 releases? What other games should be on the list? I would love to hear your thoughts via the comments below!

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What Makes Resident Evil So Great, and Whether Or Not Its Future is a Problem https://www.gameskinny.com/cok90/what-makes-resident-evil-so-great-and-whether-or-not-its-future-is-a-problem https://www.gameskinny.com/cok90/what-makes-resident-evil-so-great-and-whether-or-not-its-future-is-a-problem Mon, 19 Sep 2016 08:00:01 -0400 Rettsu Dansu

E3 2016's Resident Evil 7 trailer is a fantastic example of what I love about that expo. It's the reveal of a game that no one was expecting but are nonetheless excited for -- in such a way that it absolutely blows your mind. Barely anyone expected to see that title at the end of the trailer. The realization that everything you just saw was the new Resident Evil, a main entry in the series that goes back to horror in a way that we want it to, was a fantastic feeling.

Or is it? One of the reasons it was so unexpected was because the type of game shown off in that trailer -- and in the demo. It isn't quite Resident Evil. Despite major changes throughout the whole series, it's always been about biological monsters, not whatever we have so far. Arguably, we could have a situation like in Resident Evil where the enemies are sort of human, before their heads fall off and giant centipedes come out.

What's more important though is the way in which the first part of that trailer, and the demo, present horror. The classic Resident Evils (1, 2, 3, 0 and Code Veronica) create horror through resource management, environment, and atmosphere, while the direction for RE7 seems to be one that focuses on the mystery and the unknown. It's not bad, not bad at all, but it's not what Resi fans want. Capcom has promised that the tone of the demo wasn't particularly representative of the full game, however the second trailer is incredibly similar and hasn't cleared anyone's doubts.

But it's Not All Bad

That being said though, there are a number of things the demo has shown us that I think people don't seem to have noticed. These things connect Resi 7 to previous titles in the series, design wise. So, if you haven't played the demo yet or just haven't noticed them, I'm here to explain to you what these things are.

First, however, I'll need to explain what makes the classic Resident Evil formula so great, to give you an understanding of why it's important that these aspects return.

Dodgy Controls

 

Yes, I just said that. Resi's control scheme is a large factor in how scary it gets, however most people focus on how frustrating it can be.

The original RE games use 'tank controls'. Unlike most games in which you point the joystick in the direction you want your character to move, your character is instead controlled much like a tank. Basically, pushing the stick forward moves your character forward, and pushing sideways rotates your character. You have to first rotate your character before you begin to move.

Now, I could argue that once you get used to it, the controls aren't that clunky, but the obvious question would be 'why can't we just you just have normal controls?'. In my opinion the slightly higher level of concentration required to control your character means that if you get stressed or scared the controls can start to get in the way. Thus increasing your level of stress and fear. However, there is a much more important reason.

Knowing Where You're Going

 

Resident Evil was born in an era in which video games were still figuring out how to give players control over the camera in such a way that movement in 3D works perfectly (arguably, we still are). However, Capcom decided to completely ignore it and gave the player absolutely no control over the camera at all.

Resident Evil's world is portrayed to the player through an interconnected string of static camera angles. The camera rarely moves, however as soon as the player moves out of view the camera changes to a different one somewhere closer to the character.

Tank controls are required in this situation to prevent the player from being disoriented. Consider how this camera would work where the player is allowed the usual control scheme.

Say the player moves left across the screen, the camera angle changes and suddenly 'left' is a completely different direction  in relation to the player. The character would immediately change direction. If you don't understand what I mean, play the first Devil May Cry and you'll find out. In the tense, claustrophobic situations Resi presents, this could ruin things. With  tank controls, forward always means forward no matter what direction we're looking in, and it's easier to determine your character's movements.

 

Enter the Film-Like Horror

So why do we need this type of camera? We need it for horror.

A good horror film creates fear through 'sensory deprivation'. We fear what we can't truly understand, so when a film removes our ability to see the danger it forces us to use all of our senses and focus our attention on the scene in an attempt to figure out what's going on. When we begin to realize that it's difficult to determine where the danger is, where it could come from, or even how dangerous it is, that's when fear starts to settle in.

Resi's camera angles achieve a very similar affect. Enemies usually come from outside of your viewpoint. You can hear them, sometimes even see their shadows, but you aren't allowed to move the camera to see them. It creates this haunting atmosphere that the player becomes immersed in simply because they need to concentrate on every clue the environment offers that danger could be around the corner.

 

Holding Long

However the film techniques used in the original Resident Evil's don't end there. Here's one of my favorite examples:

There's a technique in film called holding long. This term is used the director doesn't end a scene as soon as we think it would. For example, a character leaves a scene and we're left watching the same spot. It causes us to concentrate on the scene and wonder in suspense about what could be happening.

There's a cinefix video that explains this quite nicely.

The remake of the first Resident Evil actually manages to utilize this technique. Not just through a cutscene, but through the gameplay itself.

We have been taught through thousands of films that when important events stop occurring the scene changes. This is why holding long on a shot is effective. Throughout the first couple minutes of Resident Evil we are taught that when we walk out of view, the camera changes. Which is why when this happens, it's weird.

To give you some context, at this point in the game you've seen your first zombie. You're unable to kill it yourself so you feel quite weak. As you explore more of the mansion, you hit a dead end and find a knife. You pick up the knife and turn back, however for some reason you walk right off the screen and nothing happens.

Now this doesn't have quite the same effect, as a gamer would probably assume that the game has some lag or it's frozen. What's really important is what happens next.

Without the player's control, Jill walks backwards into view. This causes the player to question the entire situation, until they see the hand appear from around the corner and they understand what has happened.

This combination of suspense and then release is the essence of horror, but the addition of a disconnect between the player and the game makes you feel helpless and confused. It adds to the suspense as suddenly the game doesn't work how we were taught it should.

What's even better is that this scene has three main purposes: The first is to teach you how to use the knife, it's not easy to get out of there without being grabbed by the zombie and having to use the melee weapon. The second is to teach you that the game will sometimes pull this type of thing on you. The third however, is the most important.

You Are Never Safe

The reason why the appearance of a zombie in that location is truly confusing is the fact that we were backtracking. The player had already been through that hallway, had seen that there were no zombies in the area, and had probably assumed that they were safe.

But a zombie turned up anyway.

Resident Evil is a game about exploring a mansion, hence the term Resident Evil. As you explore you'll be returning to places you've been before in order to solve puzzles. Unlike games like Castlevania Symphony of the Night or Metroid enemies don't usually respawn once you leave the area. Once an enemy is dead, it stays dead. Unless you don't burn the body, in which case you're screwed.

Again, we're taught to think a certain way. Surely when I return to an area I've been to, it should be safe because I killed all the enemies. But no, certain interactions trigger certain events to occur in certain areas.

For example, you defeat a snake boss and pick up a key. You go to use the key somewhere else, returning to a previously explored area. However, this time the windows smash and some more zombies jump in. You never know what could set off an area to have more enemies, and this creates an environment where you feel like anything could come at you at any time.

And this is all emphasised by music. If you never understood how music could create emotion, then play Resident Evil. The safe room music is so superbly done that even though its the safest place in the game, you still feel afraid that something could break in. It's mainly soothing music, but with this creepy undertone that reminds you that while you're safe now, you have to go back out there at some point.

This feeling would mean nothing if Resi's gameplay didn't fit. The areas you explore in each game are metroidvania-like, in which you scour the mansion for things to find, meeting locked doors and enemies along the way. Eventually you'll find a key that allows you to unlock certain doors, requiring you to go back to each area and see where that key works. Let me just say that this is really fun, the feeling when you find a key is like no other. It's a feeling of endless possibility... until you get that message that says the key has no more use and you throw it away.

This design encourages backtracking, which allows the constant fear of danger to take full effect. If we were constantly moving forward then there wouldn't be too much to be afraid of.

However, none of what I just said would be scary if it wasn't for the way that Resident Evil deals with death.

The Death Penalty

I could write an entire article about how video games should penalize you when you die, because in my opinion it's something that's really hard to perfect.

Every fear portrayed in a film usually connects to death. What truly scares us is either being so immersed that it feels like it's happening to us, or that we don't want those characters to die.

This doesn't work in a video game, the developers can't just have you die and end the game altogether. So any fear of the death of your character is immediately removed once you die the first time, and see your character come back to life afterwards. There are only a few games where permanent death works.

Fearing death in a game helps to make the game more immersive. It allows tense situations to be tense for the player. Really, any game could be improved with a proper death penalty. However, horror games require them, because horror games need to generate fear.

So this asks the question of how we penalize the player when they die. The obvious answer, which is what most games use, is to cause the player to lose progress. Either pushing the player back to a checkpoint (pretty ok), back to the start of the level (pretty mean), or back to the last save (even meaner). Dark Souls has its own rather unique method of punishment in which you lose your unused exp, however this doesn't avoid the major problem.

Losing isn't Fun

We play video games to have fun, arguably, and this is where death penalties create issues. There's almost no way to take something away from the player and have them actually enjoy it, it just doesn't work.

The more you take away from the player, the more tense the situation is. Therefore it's almost impossible to create an incredibly tense situation in which the player doesn't feel terrible once they end up dying.

Unless You Cheat

Resident Evil takes the incredibly mean route and forces you to load your last save when you die. This isn't always great because you could forget to save and end up losing hours of progress. What's even meaner, however, is that saving in Resi requires you to use a finite resource, and it isn't too common either. This means that you have to spread out your saves so you don't run out.

Basically, if you die in Resi you have quite a lot to lose. Or do you?

Resident Evil is a game about learning, as I've said before. It's about finding items and using logic (and sometimes just guessing) to find out where you need to use those items. A player who knows what they're doing can finish the game in a couple hours.

What this means, is that even if it was 2 hours since your last save, if you die it would only take you about 10 minutes to get back to where you were. Most of that time you just lost was spent finding where the items are used, now that you have that information you don't waste that time. Not only that, but you know where all the enemies are so there's no need to be cautious.

This -- in a way -- is the best of both worlds. When you're being attacked by enemies, in the heat of the moment all you can think about is the amount of time it's been since your last save, so it's tense. But if you eventually die, it doesn't sting so much because you begin to realize that all you need to do is run to a couple of specific rooms and you'll be back.

This doesn't work for all games, because not all genre's can have this puzzle style implemented. We can't really learn from RE in this retrospect. However, Dark Souls has a similar situation, in which you learn your enemy's patterns and learn how to deal with them better. So perhaps this is just an aspect of good game design.

Fear

 

In my opinion, the way that Resident Evil deals with death is integral to creating fear while playing it. There are a number of things that I haven't mentioned that other people might think are just as important, such as resource management, atmosphere, or zombie dogs. But I don't think any of them would be scary if we weren't actually worried about the death that came along with it.

This is exactly why I think that RE contains examples of good jump scares. It's quite popular recently to hate on jump scares, and with good reason. They're an easy way to make people scared, but they're usually used way too often and with not enough thought put into them.

Here's the problem, a jump scare isn't particularly a "scare", it's more of a simple reaction. It's your body reacting to possible danger by waking up all the muscles, and it's unpleasant. You could argue that it's possible to "fear" a jump scare, but I would say that that's more like the way one would act when they're about to experience pain. This is the same feeling the people abuse to make people go insane through torture.

This could explain why we enjoy watching people play games with jump scares in them, but there isn't as much enjoyment to be had when you play one yourself.

When a jump scare is used in a well directed film, or Resi, it makes us jump, but also creates fear because they have some weight behind it. The appearance of a monster in this fashion is scary because it means that the characters could get killed by it. In RE's case, you yourself have to actually point your gun at them and shoot them. The player jumps not just because the brain is waking up, but because they themselves need to be awake to act.

If a monster enters the shot and leaves for the sake of making you jump, it doesn't really have the same effect.

Onto the Future

2000 words later, let's go back to Resident Evil 7

So RE7 has a lot of fans rather skeptical. The demo and it's trailers appear to give off an atmosphere of general creepyness, cooking pots full of cockroaches, weird men appearing out of nowhere, and a creepy run-down house. This kind of horror is something similar to Silent Hill or a number of horror indie games. There's nothing particularly wrong with it, other than it becoming rather cliche recently. However, it isn't what makes the Resident Evil series unique. But let's look at a number of ways Resi 7 could be returning to the original formula.

First of all, it's rather difficult to tell how RE7 will deal with death. Since the only way to die in the demo is to finish it, there's no way to find that out. However, there's one thing that's rather important that we need to consider.

Welcome to the Family, Son

The first thing you do in the demo is find a tape player, with no tape. Then you progress in the house and find a cupboard, which is locked by a chain. You then reach the end of the house and find pliers.

You use the pliers on the chain, which unlocks the cupboard revealing a tape, and you then use the tape on the tape player.

This might seem really simple, but this means a whole lot. What this indicates is a style of gameplay in which items must be found, and we must backtrack in order to use those items. It's an incredibly simple progression, you simply move forwards then backwards, but if the demo is in any way indicative of the full game, I think this means we'll have that same puzzle style of game with items and exploration.

And This is Really Important

If we have a game that focuses on exploration, then this creates a format for a number of the horror aspects I talked about before. It allows for random enemy placement, and replacement, that creates constant danger. This is something I'm sure other people have picked up on, but it doesn't get the focus it deserves when discussing the game.

And that previous scene isn't even the only hint towards items found through exploration, there's a hidden fuse that opens a door if you do things in a different order. Players have also found an incredibly hidden, albeit useless, axe hidden deep in the demo. This type of gameplay is what truly made Resident Evil for its first five games, and when they dropped it for RE4, that's when the series began to be more and more action focused. To me, the resurgence of this mechanic is what could make Resi 7 more Resident Evil. However, fans do still have their worries.

The First-Person Camera

RE7 is the first main series title to be in first person, and this does create some issues if Capcom really is trying to return to formula. With a completely controllable camera, you lose the camera angles that made the original games so cinematic, and loses an integral part that made the games truly scary.

So how much of an impact will this have on the game? Well it depends on how well Capcom can design the game for fear. There are still ways to create horror with a controllable camera, and there are more ways to create horror in a game than just utilising film techniques.

But this is what made Resident Evil unique. In our current era, there are so many horror games that use the same techniques. Any currently thought of design to make horror has probably already been done to death. Resident Evil is probably the only one to make horror in such a way, and even if it's not the most successful at least it's unique.

So Why Can't we Just Use the Old Way

The obvious reason for why Resi 7 is first person is because it's going to be in VR, third-person games just don't work. But there is a bigger issue.

The majority of people don't like tank controls. They just can't be bothered to wrap their head around a needlessly complex control scheme. In this day and age, when we want Resident Evil to be relevant again, we need to it to appeal to as many people as possible. I know quite a few people who, even though they'd probably love RE, just get frustrated by tank controls.

But as I said before, tank controls and the camera angles work hand in hand, you can't have one without the other. If we remove the tank controls, we have to remove static cameras.

This is exactly what happened with Resi 4, tank controls were removed, and a different camera control scheme was designed. The over the shoulder, 3rd person, camera definitely worked, but it lead towards an action focus. Now, Capcom is probably trying a third time to make this work, with the only camera system they have left to try.

Will it Work?

I'm not particularly at liberty to say, but I think it could work. We haven't truly lost the same sensory deprivation as before. There aren't many enemies in the demo, but you can still hear footsteps and creaks in different rooms as you progress. This is mostly used to creep you out, but it could hint to a later use of sound to indicate the presence of enemies in the full game.

There's also the scene in the demo where one of the characters calls your attention, and you look over to him. Once he's done talking, you look around and realise that the other character, Andre, has dissapeared.

You can still control the camera and watch the other character leave, but a first time player will get distracted and believe that Andre has just mysteriously been taken. It's this kind of design that makes me feel hopeful, as Capcom has used events to move the player's attention, and effectively forced a camera angle in a certain direction.

Most games would probably remove control from the player to show them what they want you to see. This way feels more fluid and immersive, because in a way, it is the player's choice to look in that direction.

The Story

The story is probably the biggest thing people complain about. The generic, Silent Hill-esque atmosphere and the lack of connection to previous games.

There's certainly some slight connection to the series: an umbrella logo in the game, on a helicopter, in a picture, in a hidden room, accessed by playing the demo a second time, and activating a secret (little bit of a stretch).

 

As I stated before, Capcom has said that the plot and tone of the demo isn't representative of the full game. However, despite the first trailer being mostly for the demo, there are some things shown in that trailer that are nowhere to be seen.

There's a montage of clips at the very end that has a certain atmosphere. There's this creepy music and a bunch of unsettling shots of forests and other things. I can't quite put my finger on what exactly the tone is, but I don't feel that it's the same cliche-creepy that we get a lot. It's actually the part of the trailer that intrigued me the most, even before I knew it was Resident Evil 7.

There's also a number of shots where things seem to deteriorate quickly, such as the wolf head. This seems to me like some kind of connection to biology, it might be a stretch, but for me this is what gives me the idea that they won't be ditching Resident Evil's biological roots.

There are a number of things in the second trailer, however, that seem a lot less biological and that create a cliche-creepy tone. The being said, it barely shows us anything. It's possible that this is just an early stage in the game where we first see the enemies we're fighting.

The monster that attacks the player could turn out to be a product of the bio-organic testing Umbrella does, but there's really no way to tell. From what I hear the character in the trailer is one that the player is trying to rescue in the full game, so perhaps the tone of helplessness is only portrayed because that character is truly helpless.

I don't think this is a representation of how the game will turn out, but a representation that Capcom doesn't know how to make trailers.

So Should We Be Worried About Resident Evil 7?

The short answer: probably not.

I mean, we shouldn't be sitting around wondering if a future game will be as good as we want it to. There's better ways to spend our time. There's absolutely no way that we can tell exactly what kind of game Resident Evil 7 will be until we can play it for ourselves, who knows what the entire experience could be like?

But as to whether or not we can predict Resi 7's quality, I think the community's current predictions are a bit too exaggerated. Resident Evil fans have been burnt too many times to be hopeful, and overhyped games have been so frequent recently that any depiction of what your game could be is not going to convince anyone anymore.

I myself am hopeful that Resi 7 will return in some ways to the original formula. It would be nice to see those things return.

Is it a problem that some things are different?

Well, I'd like to say it isn't. We're in an era currently where plenty of developers are trying to return to what their games once were (New Super Mario Bros., Ratchet and Clank), but they aren't trying to improve on that original formula at all. So instead of returning to glory, we get something we've already gotten.

It's actually quite interesting to see Capcom attempt to bring back aspects from the past, but also try to improve on them for a general audience.

And if it turns out to be just like P.T., well then we'll finally get Silent Hills.

 

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Resident Evil Origins Collection announced for January 2016 https://www.gameskinny.com/gmbal/resident-evil-origins-collection-announced-for-january-2016 https://www.gameskinny.com/gmbal/resident-evil-origins-collection-announced-for-january-2016 Tue, 01 Sep 2015 08:37:38 -0400 Samantha Wright

The horror is set to continue: Capcom has announced a Resident Evil Origins Collection for Xbox One and PlayStation 4 to come in 2016.

The collection includes the two classics remasters Resident Evil 0 and Resident Evil. It is a physical disc set to release January 22 in Europe and January 19 in North America.

As a part of Resident Evil 0, there will be a brand new Wesker-Mode. The mode allows players to control Albert Wesker, who comes with powerful Uroboros abilities such as teleportation. S.T.A.R.S. member Rebecca Chambers will be there as well. Both will have unique outfits. 

Capcom explains that Wesker-Mode gives players a chance to play through the events prior to the iconic mansion outbreak. 

A separate, digital copy of Resident Evil 0 will be available for PlayStation 3, PlayStation 4, Xbox One, Xbox 360, and PC in early 2016 in addition to the collection. This version is priced at $20.

The official trailer for the collection can be watched here.

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Resident Evil 0 HD's success or failure will determine future of RE franchise https://www.gameskinny.com/1cuk9/resident-evil-0-hds-success-or-failure-will-determine-future-of-re-franchise https://www.gameskinny.com/1cuk9/resident-evil-0-hds-success-or-failure-will-determine-future-of-re-franchise Thu, 04 Jun 2015 09:01:50 -0400 Stan Rezaee

Capcom announcing an HD remake of Resident Evil 0 may seem like another gimmick to appeal towards gamer nostalgia, but to the gaming community, its a representation of a cultural struggle that will determine the future of this iconic series.

Resident Evil was the leader in defining the concept of the horror survival genre, but now its future has been brought into question. Now a debate that has pitted traditional fans of the series against a new generation could be finally resolved by the success of Resident Evil 0 HD.

A Tale of Two Gaming Generations

Starting with the Fifth Console Generation, the Resident Evil series was the leader in defining the concept of the survival horror genre. However, the times changed and so did the series in the hopes of appealing to a new generation of gamers.

At first the new direction was welcomed by fans when Resident Evil 4 found the right balance of horror and action. Then everything changed when Resident Evil 5 abandoned most of the survival horror elements in favor of an action game. It all finally came to breaking point when Resident Evil 6 was released in 2012, being hailed as the worst game in the series. The result were a deep rift between a new generation of gamers and traditional fans while the future of the series was being put into question.

Adding insult to a disgruntled community was a special investment report that was published in 2013 that attributed the problems of the series to the fan base having become “too old.” Gamers were quick to express their outrage while the gaming media denounced the report as further proof that Capcom is failing to connect with its core audience.

Going Old School

In the Summer of 2014; Capcom announced that an HD remake of Resident Evil(based on the 2002 GameCube version) was in the works. The game took the player back to the traditional setup while visually being presented in 1080p and running at 60fps along with 5.1 surround support.

The announcement was met with enthusiasm and support from the gaming community, as there has been a strong demand to re-release the GameCube remake (dubbed REmake). Social media networks along with gaming sites were flooded with gamers voicing their support for the HD remake.

Resident Evil HD Remaster released on January 20, 2015, and it was highly praised by both fans along with critics. Despite being released at the end of the month and after the Holiday season, it was one of the best-selling titles of the year. According to Capcom; it was the fastest selling title in the series and one of the best-selling digital media titles. Sony also verified that Resident Evil was the best-selling game in January for both PlayStation consoles.

The Future Is Zero

Despite what fans are hoping for, the success of one game alone is not enough to determine the future of the series. Resident Evil 0 HD will be an attempt to recreate the success of Resident Evil HD to see if the series should return to its roots.

Should Resident Evil 0 succeed then the fans have sent a clear message to Capcom that the series needs to return to its roots as a true horror survival. It could also be the push needed for a proper remake of Resident Evil 2, something fans have wanted for a long time since its often hailed as the best game in the series.

However; if Resident Evil 0 HD fails then the ramification are going to be worse then more action games. The message sent to Capcom will be one of doubt that could jeopardize the future of the series. With no clear understanding of what the fan base wants, this could be a tipping point that could kill the Resident Evil series.

Gamers will have to wait until January 2016 to see if the success of Resident Evil 0 HD is the push needed to return the series to its roots. Or will its failure be the final nail in the coffin that ends the legacy of this pop-culture icon.

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Resident Zero Remake in the Works! https://www.gameskinny.com/ckp2h/resident-zero-remake-in-the-works https://www.gameskinny.com/ckp2h/resident-zero-remake-in-the-works Sun, 31 May 2015 04:03:50 -0400 Dalton White I

This week Capcom has announced that Biohazard 0, a.k.a Resident Evil Zero, will be getting a HD remake. The game will be available for PS4, PS3, Xbox One, Xbox 360 and PC. The release date for Japan is early 2016, but no release date has been announced as of yet for territories outside Japan.

possible reveal of biohazard HD remaster

The original Resident Evil Zero was a 2002 Gamecube exclusive. Resident Evil Zero is a prequel to the first Resident Evil game that focuses on Rebecca Chambers, a police officer, and Billy Coen, a prisoner on Death Row, who work together to fight a bacteria that eventually evolves into the infamous T-Virus of the RE series.

One unique characteristic of the original RE: 0 was the "partner zapping" system, which allowed players to swap between the two characters, split them up when necessary to cover more ground while exploring, or "use their unique abilities in order to solve puzzles". Capcom has confirmed that this system will be present in its original form in the HD remake.

Clearly this is a continuation of the HD remake process that began with  Resident Evil HD, which has sold more than 1 million units worldwide. It is likely that RE HD’s high level of digital downloads will have RE: 0 HD released in the West at a later date.

a possible view of gameplay of biohazard 0

At a company financial briefing last week, Capcom revealed plans to publish more HD remasters of its older games. It appears that Capcom has a lot of big plans for some of their older and beloved creations.

For more information on the RE: 0 HD remake, stay tuned to GameSkinny.

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Capcom Continues Remastering with Resident Evil Zero https://www.gameskinny.com/21lp5/capcom-continues-remastering-with-resident-evil-zero https://www.gameskinny.com/21lp5/capcom-continues-remastering-with-resident-evil-zero Tue, 26 May 2015 18:57:51 -0400 MarkL_TGG

Resident Evil fans have been clambering for a Resident Evil 2 HD remake since the Gamecube launch of Resident Evil HD, and Capcom finally answered - with an enhanced remaster of Resident Evil Zero. On the official Capcom-Unity blog this morning, Resident Evil HD remaster producer Yoshiaki Hirabayashi very enthusiastically passed the ceremonial green herb to original Resident Evil Zero director, Koji Oda, and producer Tsukasa Takenaka to announce the next in their line of remasters.

Resident Evil Zero played through the events leading up to the mansion incident with gamer's taking control of STARS Bravo Team member Rebecca Chambers and escaped prison inmate, Billy Coen. The game was the first in the series introduce and last to use "Character Phasing," which allowed players to switch between Billy and Rebecca on the fly. It certainly wasn't a favorite amongst fans of the series, but it is pivotal to the Resident Evil canonical timeline in showing off some of Umbrellas more dubious experiments.

With the success of the remaster of the Resident Evil REmake, which reached an impressive 1 million sales within 4 months, it's no surprise that Capcom would want to try and continue to capitalize once again on another remaster. It could also serve as a distraction to make-up for a potential lack of Resident Evil 7 news this year, and after the critical mess the sixth entry was, it may be a ploy that's is easily swallowed.

While it's not the HD remake we've been hoping for, the fact that Capcom is still looking back at the success of the original series is promising; and, in their defense, it's quite a bit easier to enhance an already existing game than to remake one entirely.

The blog announcement was vague with details, but one can expect a definite release on PS4, Xbox One, and PC with possible launches on the 360 and PS3.

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