fluffydelusions
Member
No lag or issues here. Not sure about that res tho...not home atm to checkI'm reading the steam forum and a lot are talking about lag and framerate problems, is this confirmed?
Also, is 1360x768 supported?
No lag or issues here. Not sure about that res tho...not home atm to checkI'm reading the steam forum and a lot are talking about lag and framerate problems, is this confirmed?
Also, is 1360x768 supported?
Indeed it would have to be remade. But I mean, the groundwork is laid.
Basic art style, story, levels, gameplay, voice acting, music, pacing, enemies, AI, etc. Already done.
That takes a lot less effort than thinking up an entirely new game from scratch.
Which is why "too much work" doesn't make sense to me.
How would it be any more work than Twin Snakes, OoT3D, Halo CE/2 A etc?
You should give the new dynamic camera a shot, it works great.
Don't see an option for dynamic camera? Where's it at?
Don't see an option for dynamic camera? Where's it at?
holy crap i just realized what the 16x9 option does (I played about 4 hours like that). Pretty disgusting haha.
So, the game will be out today in Europe, as stated in the OP, and not on wednesday which is the usual PSN store update time?
and for sure RE2 is much, much harder then RE1.
Like Markitron said, "16:9" in the video options for dynamic camera.
Looks like it. I've not played it yet but I've just bought it from the Sony Entertainment store and it's remote downloading to my PS4 ready for tonight.
£15.99 and it's 15.2GB
https://store.sonyentertainmentnetw...evil/cid=EP0102-CUSA01067_00-BHR0000001112360
Ah ok, I've been using 16x9 the whole time I've been playing. I just now switched to 4x3 and it's a huge difference and a better fov. Not worth playing at 16x9.
The original was genuinely scary but that was down primarily to the awful save system, clunky controls and silly inventory limits.
Come at me.
Ah ok, I've been using 16x9 the whole time I've been playing. I just now switched to 4x3 and it's a huge difference and a better fov. Not worth playing at 16x9.
I'm not saying it's a small amount of effort. I'm saying it's less amount of effort than making an entire game, thinking of a story, coming up with an art style/atmosphere, designing characters, designing levels, tweaking pacing, writing diolouge, designing boss fights, inventing gameplay mechanics etc etc etc.
With this, you would have to redo the assets, tweak the controls, smooth out some rough edges and release. Still a lot of work, but again, the game is already written/thought up/paced/ etc.
Twin Snakes was remade from the ground up. As was Halo 2 A. As was Majora's Mask and OoT3D. (Although a asset creation here is obviously not as intensive)
The original was genuinely scary but that was down primarily to the awful save system, clunky controls and silly inventory limits.
Come at me.
Eurogamer said:But Resident Evil's puzzle design is difficult by omission: there is a lack of useful guiding clues, and a wearying back and forth between the mansion's different wings to pad out your journey. This is weak game design (even if it has a certain historical, sadistic charm), evidence of a young team of designers being forced to reckon with the novelties of 3D space and the expanse of possibility introduced by disc-based media.
Ok, I'm apparently out of the loop, because last time I paid any attention to this, the EU version apparently didn't have crossbuy, but I just noticed it says on the PS3 store that it is!
Is it crossbuy just for release today, or is that a permenant thing here? Because I'd like to use that 10% off voucher on Friday, but would rather have it on both consoles if it's an either or situation.
Ok, I'm apparently out of the loop, because last time I paid any attention to this, the EU version apparently didn't have crossbuy, but I just noticed it says on the PS3 store that it is!
Is it crossbuy just for release today, or is that a permenant thing here? Because I'd like to use that 10% off voucher on Friday, but would rather have it on both consoles if it's an either or situation.
That said for the bit I tested this game I could NOT stand the new control scheme. I have to constantly readjust my stick whenever the camera changes resulting in my character spazzing, and there was even a moment where I got caught in a camera angle change loop and was literally dancing around a zombie.
Eurogamer said:Then there's the basic frustration of moving through the game world, an unnecessary difficulty derived from the transitions between camera angles which befuddles your fingers as you move from one are to the next only to find that 'up' now equates to 'down'.
I think Capcom said Cross Buy is for the first two weeks here in the EU
Cross-buy is available in the EU for 2 weeks only starting today.
edit: Ninja'd
I'm reading the steam forum and a lot are talking about lag and framerate problems, is this confirmed?
The FXAA is gross. You guys using this tweak to force sparce grid ss AA? Aliasing pretty much obliterated, but it's a tad blurry. Any alternative?
You know, for a game they are charging a decent price for, the zoom + pan solution to turning a 4:3 game widescreen is really lazy.
Resident Evil poses an unusual problem with changing aspect ratio, since unlike 3D games, there just isn't any more to fit into the frame. The backgrounds were only rendered in 4:3. So if you were turning it widescreen, you had two options:
1. Just zoom in and pan
2. Design additional images to put in the areas 4:3 doesn't cover.
2 would have taken a lot of work, but I'd say it is impossible to argue that simply zooming in and panning a bit is a better solution. The composition of the backgrounds is ruined by zooming in. The panning is better than having nothing done at all, but you'll still never have the entire image on screen at once. The biggest advantage of pre-rendered backgrounds is that it allows designers to create areas which are more cinematic and look great. Playing in widescreen mode sacrifices some of that.
Having said that, the black bars have become a bit of an eyesore for me too, now. So I'm tempted to play widescreen anyway - haven't made my mind up yet.
I wish I didn't have to decide. I wish they'd just done a proper job in this area. It is really transparent laziness and penny-pinching. I suppose I should have done more research about what their widescreen method was before buying it - it probably wouldn't have changed my mind this time, because I wanted to play this game again, but I'm definitely not impressed by what they've done here either.
Is it directx 9? Maybe we can downsample it through GeDoSaTo to minimize aliasing in the character models.
Use variable framerate. It's a bug when locked to 60.also , the lib sync is wrong , i can hear the sound before it happen
Anyone have any remote play impressions for this?
You know, for a game they are charging a decent price for.
Of course zooming in and panning is not the best solution. I doubt anyone would argue otherwise. Thing is, it's the solution that makes more sense for a remaster like this one, budget wise.
Is it directx 9? Maybe we can downsample it through GeDoSaTo to minimize aliasing in the character models.
I hear what you're saying with the rest, but (whilst obviously subjective) in terms what they've actually done work wise I'd say $12 is a decidedly very fair price.