• Hey Guest. Check out your NeoGAF Wrapped 2025 results here!

New RE4 PS2 screens

Solid

Member
http://www.jeux-france.com/news12406_re4-fait-le-plein-sur-playstation-2.html

3494520050916_152834_11_big.jpg

3494520050916_152833_8_big.jpg

3494520050916_152832_3_big.jpg

3494520050916_152833_9_big.jpg

7830.jpg


More at the link. Hot damn!
 
oh nice find. cool trailer too. i guess there is some teasing at the end there. this was also the first time you get to see the new super weapon in action iirc.
 
Looks great but the lighting in the first two shots look a bit off still. The GC version definitely looks better in those later areas

Still looks fantastic though and it's RE4...it plays even better than it looks :D

edit - those screens show some of the new stuff. Look at the armour suit...ffs that looks ridiculous! wtf is Leon wearing?! :lol
3494520050916_152837_21_big.jpg
 
123rl said:
Looks great but the lighting in the first two shots look a bit off still. The GC version definitely looks better in those later areas

Still looks fantastic though and it's RE4...it plays even better than it looks :D

edit - those screens show some of the new stuff. Look at the armour suit...ffs that looks ridiculous! wtf is Leon wearing?! :lol
3494520050916_152837_21_big.jpg


Hahaha Gangster Leon getting attacked by a suit of armor on his way to the speakeasy? Awesome!
 
Kiriku said:
yeah its quite obvious. however he thinks everyone should play this because this wraps up the story so well (with ada's new stuff and all). it's nice they added so many things. when this version was first announced i figured it would only be extended like code veronica x, but this is like what, 5 hours more playtime? with more weapons, new boss' and more. best port ever.
 
http://www.gameinformer.com/News/Story/200509/N05.0917.1830.06421.htm

Game Informer: Before you worked on Resident Evil 4 for PS2 what other games have you worked on for Capcom?

Masachika Kawata: I was a designer before I became a producer on this project and I worked on things like Dino Crisis and the Resident Evil remake.

GI: How difficult was it to port the code over from GameCube to making it work well on the PlayStation 2?

Kawata: It was actually very difficult. For a normal port we actually spent more time and money than usual in order to get this to look just right.

GI: What was the most difficult aspect? Was it the graphics, the sounds, the controls?

Kawata: The most difficult part for the PlayStation 2 was probably the space and recreating that. The original concept for the GameCube involved wide areas with lots of enemies and that was the hardest part to get right on the PlayStation 2. At first we were thinking we’d have to divide the areas up or come up with some technique like that in order to recreate the feeling of space, but actually as we worked on it we were able to get the compression technology up enough where we could actually keep it just like the GameCube version. And keep that same feeling of space.

GI: Was there anything that you could simply not bring over from the GameCube version?

Kawata: There was one spot that they did have a little bit of difficulty with and you may or may not notice that. I think that the player might not actually notice that. For everyone out there I want everyone to try the PlayStation 2 version and see whether or not they can tell the difference between it and the GameCube. I think that the people who are playing the PS2 version won’t see or feel that much of a difference between this and the GameCube version.

GI: So let’s talk about some of the additions that have been made to the game. Why should someone who’s already played the GameCube version go back and play through the PS2 version.

Kawata: I want you to play through the extra stuff in the PS2 version. I think that it is worth it.

GI: So what is some of this extra stuff that you’ve put into the game?

Kawata: There are a lot of different things that have been added, but the five main things that I can say right off the bat are: There’s an entirely new mission for Ada Wong, the character; there are also new costumes that weren’t available in the GameCube version; there is also a new laser weapon – the PRL412; there’s also true widescreen; and there’s also a movie browser so you can go back and see all of the assorted movies.

GI: Is the Ada Wong mission separate from the actual single player game?

Kawata: You have to be able to clear the main scenario once to be able to select it, but it is different from Leon’s scenario.

GI: Do you purchase the new weapons from the same guy?

Kawata: For the new weapons if you complete a certain extra game that’s included with this, that’s when you receive the weapons. It’s not actually buying it from the merchant.

GI: Do you have to play through the entire game to get the laser?

Kawata: Sorry, but you’ll have to play through the whole game to get access to that laser.

GI: There’s been rumors that the chainsaw is a new playable weapon. Is there anything you can say about that?

Kawata: In the beginning we have to admit that we actually thought about putting the chainsaw in as a weapon that you could use. But when we thought about the overall atmosphere of the game and the types of characters that were in it, we thought it would be better to leave it out in order to keep the atmosphere of the game solid. For a hero like Leon it seems kind of strange for him to be taking a chainsaw and just grinding through enemies.

GI: So that’s a no.

Kawata: Correct.

GI: What do you think of the chainsaw controller?

Kawata: I think it’s a very special controller because, for example, in the version that they’re selling here when you push the start button you actually feel the start of the chainsaw and hear that sound. I think that’s just great.

GI: Let’s talk about Separate Ways. Was this your idea? How it all come about?

Kawata: Actually while we were thinking about the game itself we realized that the development time was actually very long and we wanted to add something to the game more than just porting it. We wanted to really add something to the game and one of the things we realized was that Ada shows up in the game later but you don’t know much about her and she’s a very strong character and she deserves to really stand out in the game. So we really wanted to give her that side story in order to let her stand out the way she should have in the game.

GI: So this wasn’t something that didn’t make the cut in the GameCube version?

Kawata: Actually, this wasn’t part of any of the GameCube specs or anything like that. It wasn’t something that was able to be put in to the GameCube version. It actually was a new idea that we came up with while working on the port for PS2. For example, the director and I and a few other people were talking about it and that’s when the idea first came about. Of course, we did consult with the original director, Mikami, and a few other people to make sure that it did flesh in with the game right. But it’s actually a new idea that came out of the PS2 version port.

GI: Did Mikami come up with and direct this portion of the game or did you?

Kawata: Me and my team came up with the idea. We first showed it to Mikami after we had most of it fleshed out. We basically got his approval for it and he said, “I like it. Go with it.”

GI: If I unlock Separate Ways and play through the game again, can I go back and forth between Ada and Leon?

Kawata: There’s actually no crossover in between the two. So you’re not going to be able to switch back and forth while you’re playing. They’re going to be completely separate things. One of the reasons they had Separate Ways as something that’s only available after you clear the main game is because if you just played Separate Ways on its on you wouldn’t understand the story. But once you play the main story, Separate Ways sort of adds to that story and gives you the background to it.

GI: And you have all new cinematics with Ada’s quest?

Kawata: There’s about fifteen to twenty minutes of new footage just for the Ada adventure.

GI: How long do you think it will take to play through that mode?

Kawata: It’ll probably depend on the person, but when we tested it inside the company with different people it tended to take at least 5 hours to get through it.

GI: The GameCube stick is a little stiffer than the PS2. How are you adapting that kind of control to the PlayStation 2 controller, which is a little looser?

Kawata: We actually did check into that and we had a couple of people who played the GameCube version express the complaint that the controls will be a little bit looser on the PlayStation 2. We checked with people who hadn’t played the GameCube version and they didn’t have any complaints about it. So we actually figured out that it’s just an issue of what you’re used to.

GI: Any other mode that are in the game that you haven’t announced yet.

Kawata: We’ve pretty much announced everything that will be in it.

GI: Will it be on a single disc or multiple discs?

Kawata: One disc.

IMG_4201.jpg
 
Busy damage-controlling MGS4.



Anyway, the way Ada's dress flowed at the end of the trailer was really impressive. I thought cloth dynamics are only possible nextgen.
 
http://www.capcom-europe.com/news.aspx?ID=79

Article Date: 19.09.05
RE4 limited edition steel book version announced

On 4th November 2005, Capcom will release the most anticipated PS2 game of the year as Resident Evil 4 finally hits the shelves. From the 4th a limited number of special edition embossed steel DVD pack versions of Resident Evil 4 will go on sale. These will include a cut down version of Future Press’s Resident Evil4 official strategy guide.

i must have this, we never get these kinds of things.
 
Doom_Bringer said:
good interview. The game looks soo good especially the lab area. I wonder where all the haters are?
Here's one :P. I made my point long ago, no need to do it again u.u
 
I wish they would have asked the question as to why they had no problem getting widescreen running on the PS2 version, and not the GC.
 
[Reki] said:
Here's one :P. I made my point long ago, no need to do it again u.u

Sorry but seem like an anti-Sony guy to me. I don't care about any point you make. Good job to Masachika Kawata and his team at Capcom, the game looks phenomenal.

haters am cry :(
 
Solid said:
http://www.capcom-europe.com/news.aspx?ID=79

Article Date: 19.09.05
RE4 limited edition steel book version announced

On 4th November 2005, Capcom will release the most anticipated PS2 game of the year as Resident Evil 4 finally hits the shelves. From the 4th a limited number of special edition embossed steel DVD pack versions of Resident Evil 4 will go on sale. These will include a cut down version of Future Press’s Resident Evil4 official strategy guide.

i must have this, we never get these kinds of things.
This cool!
We did (PAL gamers) had steelbook editions before, like Killzone (everywhere available) and MGS3 (very scarce though).
I hope this special edition for RE4 will be widely available throughout Europe!
Maybe I'll buy this first day afterall.
 
gogogow said:
This cool!
We did (PAL gamers) had steelbook editions before, like Killzone (everywhere available) and MGS3 (very scarce though).
I hope this special edition for RE4 will be widely available throughout Europe!
Maybe I'll buy this first day afterall.
was the MGS3 metal edition official though? cause here in sweden only ebgames sold it (and i dont have those where i live) :(
 
Solid said:
was the MGS3 metal edition official though? cause here in sweden only ebgames sold it (and i dont have those where i live) :(
yes, the MGS3 metal edition was official. A friend of mine lives in another PAL land than me, but she bought the metal edition.
It wasn't available in my country, it was really really limited.
On the back of my copy, it says "metal edition, limited release", although I don't have the metal casing.
Konami probably just printed one dvd-cover and used it for the normal and metal edition.

But yeah, I hope I can get this RE4 metal edition.
 
If they don't announce a 360 or PS3 version of RE4 by next spring, I'll buy this on sale.

For a few months, I will hold out for the possibility of a version with all the content and all the polygons. I'm more than willing to play through this game again once.
 
eurogamer impressions

http://www.eurogamer.net/article.php?article_id=60985

Playing through various points of the game, it's abundantly clear that everything that Cube owners loved is present and correct, with every heart-stopping set-piece delivered with hammer-blow intensity. A lot of it of it's down to the astonishing faithfulness of the visuals, which look almost as detailed, crisp and clear as the original and yet somehow manage to hold up in terms of the frame rate. To prove the point, we booted up the original and proceeded to flick between channels to see what the true differences were, and having contrived to get both versions to the exact same part of the same level it was quite surprising to see how slender the Cube's advantage is. Indeed, the PS2 version is a definite match for the Cube original.
If anything, the mapping of the controls to the Dual Shock pad feels instantly natural, with all of the buttons assigned intuitively. Not only that, but the overall responsiveness makes for spot on aiming and general movement; although part of that has to go down to us having played the game extensively earlier in the year and being able to slip right back into it.
 
Why would this look any different from the GameCube version? Aren't the 2 systems very close in terms of hardware specs? I mean, when you look at most third-party games, the PS2 and Cube versions look almost identical, with the Xbox versions looking a little better. So why would this be any different for this game?
 
probably because a lot of 3rd party games are built on ps2 then ported over to the other two, where this was built on GC then ported to ps2. But this time a developer actually put more than a half-assed effort into the porting process.
 
Spike said:
Why would this look any different from the GameCube version? Aren't the 2 systems very close in terms of hardware specs? I mean, when you look at most third-party games, the PS2 and Cube versions look almost identical, with the Xbox versions looking a little better. So why would this be any different for this game?

Because RE4 was made on GC hardware, most multiformat ports are built on the PS2 then 'upgraded' to Xbox/GC.
 
the lighting is definitely off and there's not QUITE as many polies on the models, but everything else looks spot on.
 
I was kinda surprised that the ps2 version is that close. I mean, I was expecting a much superior or much inferior version. When you look at the specs, you would think that the ps2 version would rape it, but on the other hand it is a port so you would expect it to be inferior somehow.

That said i would never buy a capcom game again unless its a sequel to BofV, going against the creator's wishes is a great big no-no in my book.
 
Jeez...that boxart is awful!

I expected a lot better than that. Since I only have a PAL PS2 I'd have to buy the PAL version
 
Top Bottom