Resident Evil 4 Development Details

Thanks to Kotaku for linking to info about Resident Evil 4’s development cycle. This is just some message on some board for the moment, so until it’s confirmed in Edge, take it with a grain of salt. Some interesting details from the post:

  • Resident Evil 4 as we know it is actually the fourth version of the game. The first version ran on PS2 and was turned into Devil May Cry. The second version is the one from which we saw a early footage of a couple of years ago (with Leon and the shadow monster), and it was scrapped for not being “revolutionary enough.” The third version had Leon taking Umbrella down, and was full of classic zombies, but this version was “a total failure.” The fourth version is the version we know and love.
  • They spent 1 to 1.5 months modeling each character in the game.
  • The instant knife-draw move was added based on user feedback. At one point the game allowed players to strafe, but the move was removed because it made the game too easy.

Check out the full post for details.

Do yourself a favor…

… don’t go see Alone in the Dark. After getting 1% on RottenTomatoes.com and a 9/100 on Metacritic, I knew I had to see this film. $6.50 (matinee showing, thank god) and 90 minutes later, I can say with certainty that Alone in the Dark is one of the worst films I have ever seen.

It’s not the worst of all time, though. That honor goes to Manos: Hands of Fate, which is truly, truly awful. But Alone in the Dark might be second. I’ve seen a lot of movies, including just about every terrible horror flick produced in the ’80s and ’90s. This is worse than all of them. Remember Tails from the Hood? Or I Come In Peace, starring Dolph Lundgren? Alone in the Dark is worse than those. Thought that video games-into-movies could never stoop below Street Fighter or Super Mario Bros.? You thought wrong.

So yeah, it’s terrible. And the worst part is that it is so bad that it’s not even so-bad-it’s-funny-bad. It’s surpassed the funny-bad point and ventured completely into the realm of un-fucking-believably bad. I expected to laugh through the movie, but mostly my mouth was agape. This is a new low for Christian Slater. Come on man, you were in Pump Up the Volume and True Romance! Even your work on Broken Arrow is cinema gold compared to this drivel. How could you accept that script?? And why oh why did you make a movie where Tara Reid is cast as an archeologist?!

In summary, don’t go to see Alone in the Dark. The game upon which the concept is loosely based (and the degree of looseness here is extreme) is far better than the movie itself, and it wasn’t that great to begin with. Spend your $9.00 on a used PS1 or Dreamcast copy–it’ll last longer and you’ll get far more enjoyment out of it.

Resident Evil 4 Impressions

So I’m still only an hour or so into Resident Evil 4, but I thought I’d post my initial impressions anyway.

With all the hype surrounding this game, I wasn’t really sure if I was going to like it or not. I mean, the graphical quality is amazing (I thought it was the best-looking game at E3 2004), but I wasn’t sure if the game play was going to match it.

What you need to know about Resident Evil 4 is that it is still very clearly a Resident Evil game. Capcom has attempted to revitalize the series by dramatically increasing the quality of some aspects of the game, while downplaying areas that have become clumsy or outdated.

For example, combat has come to the fore in Resident Evil 4. In previous games, shooting zombies was a mechanic used mostly for slowing the player down as he attempted to solve a larger maze puzzle. Shooting zombies never helped the player in previous RE games: it cost time, it cost bullets, and every encounter was potentially fatal. This mechanic wore itself out, especially in more recent games like Resident Evil Zero, where the enemies were so powerful that they significantly altered the strategy of the game. But in RE 4, the developers have made combat an ends in and of itself. Shooting the villagers (not quite zombies, but not quite human either; think Siren) requires a bit of strategy, as the enemies are vulnerable in different areas and the correct spots (like the neck!) must be targeted to quickly dispose of them. Killing the enemies also provides a reward, in the form of dropped ammo, health, or gold. In fact, the first level of the game (the area that we’ve all seen in the screenshots and movies) requires you to kill a certain number of enemies before you can progress. This reflects a very different focus from previous RE titles.

Complementing the focus on combat is the move away from item-based puzzles. The traditional Resident Evil formula has called for giant maze puzzles, where the player traverses the same areas over and over and slowly unlocks new areas by collecting items and solving puzzles. Zombies get in the way of solving the maze, but getting out of the mansion/police station/town/island/underground base has always been the goal. This time around, there are almost no explicit item puzzles (at least, I haven’t collected items that can be “used” other than health an ammo in the first hour). There are areas that are locked that I will clearly return to, but unlike previous RE games, I know that the progression is linear. I’ll return to an area only when I have completed all the requirements to open the next section, as opposed to previous RE games where the player must continually search and re-search areas already traversed for new things.

Ammo conservation, at least in the early stages, appears to be a non-issue. There is incentive to shoot everything that moves (and some stationary objects!), and ammo is plentiful. You can even purchase ammo if you run out with the gold you collect. Item management may still be an issue (you have limited inventory space), but it appears that almost all items will be combat related rather than puzzle related.

What I find most interesting is that these fundamental changes in focus don’t change the pace of the game very much. Leon is certainly moving from area to area faster than he has in previous games (perhaps due to the lack of backtracking that I’ve already mentioned), but the time he spends in each area and the pace of the combat feels right at home with the series. You still can’t move and shoot at the same time, shooting, running, re-aiming, and shooting again is still a viable strategy. You still have a knife and it still sucks for combat (though you can now conveniently access it any time you like without going through the inventory screen). The combat strategy has changed a bit (Leon can now kick enemies that are close and stunned), but the overall progression of the game from area to area and from monster to monster feels, well, natural. In fact, the rate of progression is very similar to Resident Evil 3, perhaps because both games take place primarily outside.

I don’t like reviewers who just gush about games, and I don’t want to give you the impression that RE 4 is perfect. It’s harder than you are expecting, and some of the mechanics you are used to might not be there. The entire game is letter boxed, which is weird but necessary for the camera angle they’ve selected to work. The follow cam is nice and also feels very natural, as do the context-sensitive events. The game play is further mixed up with some Shenmue-style quick time events and button mash challenges.

So far I have very, very few complaints. I’ll report back when I’ve progressed a little further.

Donate!!

Please take a moment to donate a few dollars to support the victims of the tsunami disaster in South Asia. Apple had a good list of fund raising services, which I’ve reproduced here:

You can also donate via Amazon.com.

Minor Backend Updates

I’ve been making some modifications to the back-end of this site in order to try to prevent people from stealing my bandwidth. I realized that I am spending a lot of hits on people who find an image hosted here via google image search and then display it on some message board. The changes I’ve made should prevent that from happening, but it’s possible that it may also affect regular users like you. If all the screenshots on this site seem to be magically replaced by a single image, please let me know immediately. Make sure to tell me what browser and OS you are using.

Custom Horror

New World Notes, a blog dedicated to the MMORPG game Second Life (which features content almost entirely created by its users), has an interesting article about a survival horror game created by users within the Second Life world.

The lantern is actually the key component to the game– once attached, it keeps tracks of the bones you’ve collected, and the hitpoints you have left, after you’ve been buffeted and battered about by the various traps that await you in the maze below.

Via Slashdot.

Update: I’ve been informed that a much more detailed link exists. Thanks 2shy!