Resident Evil HD Remaster confirmed for PS3/PS4/360/XB1/PC

I wrapped up RE0 last week at last (item management in this one is so annoying) and now RE1 is the only one I haven't beat yet (only played REmake for an hour years ago). So, REmaster is the perfect opportunity for me to finally do it^^ Looks good!
 
Some new compare shots released.

Obviously before:
SxcigaA.png


Obviously after:
wStYbrr.jpg
Looks nice, but what happens when you blow this up in 1080p on a huge tv I wonder.
 
It looks like both are blown up and shrunk down to the affect of social media distribution. Likely both were at the target render, which is I think 1080.
 
Looks like opinions on the game did a 180.
Earlier in the thread it was all doom and gloom. Good to see Capcom is doing a great job with this remaster.

Also, is there a physical copy of the PS4 version? I know there will be one for the PS3 version in Asia.
 
Wait so the JP version will be censored right? It's only Resident Evil that gets exploding heads nowadays.

Since I doubt Capcom wants to do a Cero Z.

TEW is censored in Japan unless you have the uncensor patch dlc iirc.

The original GC release was not censored, (To be fair, that was before RE4, but the Wii re-release wasn't censored either and that came afterwards.) and neither is the japanese PSN release of RE1. RE2 and RE3 on PSN are somewhat censored, but nothing that wasn't already censored in some japanese disc releases and besides, head explosions are still in.
 
DTOID posted a pretty thorough preview of the game, along with an interview from the producer.

http://www.destructoid.com/resident-evil-was-a-difficult-game-to-remaster-in-hd-282902.phtml

So we finally get more detail concerning the backgrounds.

Speaking with producer Yoshiaki Hirabayashi, he described at length the challenges the team had to tackle in order to maintain the original style during the transition into HD.

"The biggest challenge for us in raising the resolution was the backgrounds themselves and the effects in them. Originally, these had been created from still images, so there was a lot of work done by hand to the assets we had in order to raise the quality bar," he said.

"If the original data had been large enough, this would have been a relatively easy process, but the assets we're working with were created for a game over a decade ago, so we didn't have a lot of high-resolution source material to work from. We had to find a way to take what we had on hand and work hard to make resolution and other adjustments bit by bit."

In order to work around these limitations, the developers used editing and manipulation techniques to get the most out of the graphics, while retaining the 'look' of the original game. Most apparent of the changes are the use of cropping and pan & scan techniques. The former sections out the desired part of the image that serves as our visual focus, while the latter gives the illusion of a moving camera to keep the action and important aspects of the picture in focus.

So it seems they did the best they could with the source material.
 
So we finally get more detail concerning the backgrounds.



So it seems they did the best they could with the source material.

Colour me shocked.

I can't believe anyone was debating this earlier and telling those of us saying that was what they were doing that we couldn't know that unless we worked on the game.

Given what they had to work with, they're doing very well. Sharpness filter and black crush concerns remain, but overall I think I'm going to be happy. I mean, I've long said that they should do an HD release of this, even if they didn't have high resolution versions of the backgrounds.

It has always looked surprisingly good on Dolphin in HD given the low res elements.
 
Colour me shocked.

I can't believe anyone was debating this earlier and telling those of us saying that was what they were doing that we couldn't know that unless we worked on the game.

Given what they had to work with, they're doing very well. Sharpness filter and black crush concerns remain, but overall I think I'm going to be happy. I mean, I've long said that they should do an HD release of this, even if they didn't have high resolution versions of the backgrounds.

It has always looked surprisingly good on Dolphin in HD given the low res elements.

That's because some people were implying that Capcom lost the source material, which does not seem to be the case. Source material wasn't created at a very large resolution, but it's still a higher quality source than the heavily compressed Gamecube assets.
 
That's because some people were implying that Capcom lost the source material, which does not seem to be the case. Source material wasn't created at a very large resolution, but it's still a higher quality source than the heavily compressed Gamecube assets.

I'd say the interview you quoted implies the opposite.

"If the original data had been large enough, this would have been a relatively easy process, but the assets we're working with were created for a game over a decade ago, so we didn't have a lot of high-resolution source material to work from. We had to find a way to take what we had on hand and work hard to make resolution and other adjustments bit by bit."
That sounds like he's talking about the renders made for the Gamecube version.
 
I wonder if this sells over 2 million copies, if we'll get a 'sequel'.

A REmake of RE2 is one of my dream games. If it happens, here's hoping they keep it classic and not turn it into RE4. I just want a REmake version of Resident Evil 2. Toy with the environment, make the third floor of the precinct a full floor, add crimson heads, defense items, etc.
 
A REmake of RE2 is one of my dream games. If it happens, here's hoping they keep it classic and not turn it into RE4. I just want a REmake version of Resident Evil 2. Toy with the environment, make the third floor of the precinct a full floor, add crimson heads, defense items, etc.
Same here; don't mess with it much, just give me a HD version. A RE2 remake is very high on my "dream" list.
 
I still really dislike the pan and scan. The moving up and down of the camera in the rooms hurts it.

It's not perfect, but concidering what they have to work with, it's probably the best solution for widescreen implementation.

And on top of that, it's really not an issue, as you get to choose between this and the original 4:3 mode.
 
I'd say the interview you quoted implies the opposite.

"If the original data had been large enough, this would have been a relatively easy process, but the assets we're working with were created for a game over a decade ago, so we didn't have a lot of high-resolution source material to work from. We had to find a way to take what we had on hand and work hard to make resolution and other adjustments bit by bit."


That sounds like he's talking about the renders made for the Gamecube version.

He says "original" data, which sounds to me like he is talking about the source material. I read it as "because the original data was not created with high definition in mind, there was not a lof high-resolution material in the source material."
 
He says "original" data, which sounds to me like he is talking about the source material. I read it as "because the original data was not created with high definition in mind, there was not a lof high-resolution material in the source material."

They're using the REmake data as their source material, as far as I know.
 
He says "original" data, which sounds to me like he is talking about the source material. I read it as "because the original data was not created with high definition in mind, there was not a lof high-resolution material in the source material."

The terms used doesn't make sense when talking assets used for rendering the backgrounds. You wouldn't describe a model by saying "This model is really high resolution and large!" It's a fairly moot point anyway, the graphics they're showing wouldn't look like they do if they were re-renders.

I think Capcom is being overly coy about this. They are definitely trying to avoid words like "upscaling," and that seems a bit unnecessary. But that's PR for you.
 
They're using the REmake data as their source material, as far as I know.

It depends what you mean by that. There is a difference between using the heavily compressed Gamecube disc assets and using the uncompressed material from which the Gamcube disc assets were originated.

The terms used doesn't make sense when talking assets used for rendering the backgrounds. You wouldn't describe a model by saying "This model is really high resolution and large!" It's a fairly moot point anyway, the graphics they're showing wouldn't look like they do if they were re-renders.

I think Capcom is being overly coy about this. They are definitely trying to avoid words like "upscaling," and that seems a bit unnecessary. But that's PR for you.

They said they have the backgrounds as a series of 2D still images. It's possible the source material for the backgrounds is just that, a series of uncompressed still images at higher resolution than the Gamecube 640 x 480 backgrounds but still lower than 1080p.
 
They said they have the backgrounds as a series of 2D still images. It's possible the source material for the backgrounds is just that, a series of uncompressed still images at higher resolution than the Gamecube 640 x 480 backgrounds but still lower than 1080p.

That was in reference to the animated backgrounds I believe.
 
I think it's very obvious that when they talk about "original data/assets/whatever" they are either talking about the GameCube background stills or maybe possibly a higher resolution version of the same stills.

Not the original polygonal data from which those backgrounds were originally rendered from.
 
If they REmake 2 than I would like to see them add in an extra area or 2 in the game. Maybe more exploration in Raccoon City or even add in some elements from RE 1.5
 
The GameCube remake of Resident Evil is the more pure Resident Evil experience out there.

So I am very excited about this HD remaster.
 
Is there any info anywhere in how the backgrounds were done originally? I'd be really interested in what they did back then. It might explain why they went down the route they have for the upscale.
 
A fangame's solution to the issue of 'twitchy' 2D controls. While it does look smoother, it also looks like it removes some degree of control when turning.
Looks a lot better than what they have in REmaster. It's something like this I expected Capcom to implement. RE6 also handles movement in a similar way.

Edit: And that project seems pretty impressive. I thought at first it was a modification of RE1 on PS1 or PC, but they apparently wrote a RE1-like engine for PS1 hardware.
 
Looks a lot better than what they have in REmaster. It's something like this I expected Capcom to implement. RE6 also handles movement in a similar way.

Edit: And that project seems pretty impressive. I thought at first it was a modification of RE1 on PS1 or PC, but they apparently wrote a RE1-like engine for PS1 hardware.

Oh yeeaaaahhhh. I think that's the project they're trying to remake Gun Survivor as a more traditional RE?
 
You can see in that D.C. Douglas video that the statue room zombie goes down in two bullets and dies on the third on the new difficulty mode.
 
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