Resident Evil Remake's Design | RttRL

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This is the first video to explain in detail why this is my favorite game in the franchise.

I really like all these gameplay design, the focus on exploration and inventory management, while being immersed by the tone, the music and the creepy environment.

RE2 and RE3 remakes are great, I enjoyed both very much, but they don't feel the same to me.

👍︎︎ 42 👤︎︎ u/aspindler 📅︎︎ May 17 2020 🗫︎ replies

The game was a nightmare for me due to the crimson head mechanic, sheer number of puzzle items to manage, and the disorienting viewpoints. Definitely the hardest RE game for me.

👍︎︎ 3 👤︎︎ u/Aggrokid 📅︎︎ May 18 2020 🗫︎ replies
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welcome back to road to the rocket launcher well we're taking a look back at the evolving design of the Resident Evil series we're tracking it's winding progression preserving for posterity the choices and decisions that shaped this legendary series today we're hitting the reset button as Resident Evil returns to where it all began after three main follow ups the franchise amalgamates what it's learned reimagining the game that started it all it's time for 2002's Resident Evil remake after the release of Resident Evil 2 Capcom had a lot of major Resident Evil games in production another ps1 game a Dreamcast game a Nintendo 64 game and a ps2 game weirdly two of these had an umbrella twin experiment theme going on the ps1 game and Dreamcast game saw release shortly after developments of the Nintendo 64 game was pushed back to the upcoming Nintendo GameCube due to the size limitations the n64 cartridge was presenting and the ps2 game deviated so much from the re-formula that it became an entirely different franchise that's a lot of games all for different systems which is why it must have come as a bit of a surprise in 2001 when Capcom announced today to be shifting all mainline Resident Evil developments to the Nintendo GameCube not just bringing the aforementioned n64 game to the system but making the perpetually upcoming serially postponed Resident Evil 4 a GameCube exclusive to and releasing all the previous main games on the console as well they'd be starting with the original game which would not simply be a ports but a complete from the ground-up remake with new graphics new cutscenes new enemies new areas and multiple gameplay changes plus it was to be directed by Shinji Mikami no less the director of the original title apparently after splitting their attention between so many systems Capcom wanted to focus on putting their main Resident Evil titles on just one console and they would for a little bit unlike Code Veronica which opted to move away from pre-rendered backgrounds in favor of full 3d environments Resident Evil remake returns to pre renders and what was able to be achieved with this method on a Gamecube versus a ps1 is amazing as played out as this line is y a remake looked a generation ahead of most other games released around the same time I avoided comparing code veronica's 3d graphics to Resident Evil threes pre renders since there was a much larger gap between the specs of the two systems they were respectively on code Veronica and remake though were technically on the same generation of consoles it's still not totally a fair comparison of the Styles the Gamecube is more powerful than the Dreamcast but I still feel a little more comfortable this time comparing the styles and saying yeah well the pre-rendered style of remake destroys Cove Veronica's 3d environments now of course this style has its drawbacks the camera can no longer sweep through the environment smoothly but I think sacrificing that for this new level of visual quality was worth it if code Veronica had included the kind of player controlled third-person camera that would have been possible in its real-time 3d environments but not possible using pre-rendered ones I may have had to mull over whether it was worth a remake dialing back gameplay options for the sake of visuals but since code Veronica didn't bother implementing such a feature I can say remakes visual improvements don't offer any significant drawbacks relative to that game you still get those tiny delays when the game is switching between backgrounds but on the whole they've been reduced in length significantly when compared to the average ps1 resi background freeze aside from pre renders character models and their animations are also substantially improved the bulk of the story remains pretty similar Alpha Team is sent into the mountains near Raccoon City to find the missing Bravo team and are immediately attacked by wild dogs the survivors venturing into a nearby mansion must untangle a sinister mad science conspiracy while trying not to get eaten by the evidence there's a new interesting subplot some references to some of the post 1 games are added and a few Canon alterations are made like the mansion itself being retcons to have belongs to Spencer a figure alluded to in games after the original and bill wood as a key founder of umbrella the corporation behind all of this if you're only just with us the game includes the original two campaigns letting you pick between Chris and Jill each campaign featuring a slightly different story and exclusive supporting character the quick turn from resident evil 3 thankfully hasn't been forgotten and unlike code Veronica we also have the ability to move freely on stairs like in re 3 good job there one thing I feel could have been included from Code Veronica though is the ability to use health items straight off the ground before putting them in your pocket that would have just been nice and convenient without hurting the challenge in a significant way I think rooms you've been to also light up red on your map if there's an item still to be acquired there while this makes the game considerably easier I don't think it ruins the challenge of exploring since it doesn't denote the importance of whatever you've missed a hint of where there still might be something to find without serving you the critical path on a silver platter I can imagine the frustration this has the potential to alleviate for a stuck player was worth its inclusion and I myself don't mind either being able to see if I've cleared out an area of all items there's been no attempt since three to make its finicky awkward parry counter evade thing work but remake does include an evade type of mechanic that I think is more appropriate for the kind of game it wants to be now there are special defensive items if grabbed from the front the player can use one to escape the enemies hold the window to use one is pretty large when grabbed you can even set the game to automatically use a defensive item for you if you have one it's kind of like a counter but rather than successfully repelling an enemy being predicated on your reflex skills in a way it's predicated more on your exploration skills instead the more thorough you are exploring the more of these get-out-of-jail-free cards you'll collect giving the player the ability to attempt and evade with a timed button press that has unlimited uses make sense in a game where the intention is to test you more on your combat ability which i think is what rez III was leaning towards with its inclusion more longer stretches of linear combat compared to resi 1 resi 1 and by extension remake I think a less keen on testing your raw combat prowess and a more focused on measuring your skill at navigation and managing supplies the challenge is less about your reaction skills and the combat itself and more about how adept you are at prepping for that combat or how adept you are at prepping to avoid running into enemies entirely by choosing your route through the mansion wisely some kind of timed move to get past enemies that can be deployed anytime might have run the risk of taking away importance from the games other mechanics that are more central to the type of experience remake wants you to have this game contextualise is a survival horror situation in terms of its exploratory mechanics and resource management mechanics trying to run through the tight cramped map of resi 1 dodging it's rather sparse number of foes and taking no damage should be discouraged by a game like this and made very hard to do and not always the optimal strategy which it could have become if resi 3 evades had been developed and included here the defensive items I think are a perfect compromise regular zombies here usually come in small numbers and move slow but in exchange for that they deal a lot of damage so mitigating that damage after making a mistake should require a significant toll and a limited item type you have to keep your eyes out for seems like a well balanced price you'll also be having to keep your eyes out though for one of remakes most ingenious little additions that's right planning a route through the environment has a whole new dimension of challenge added to it in this resi with the addition of the crimson heads down zombies will remain comatose for a random amount of time after which they will rise again again has faster and deadlier zombies this makes getting an area of the mansion to be a hundred percent safe and uncertainty even if you have quote-unquote killed what was there remake keeps the layout of the mansion fairly similar to the original two wings two major floors and two item boxes on each side you'll have to go between to manage your inventory although now planning a route across this space is so much more complex and interesting than it's ever been up to this point in a rez game you have to take into account the least dangerous route from one place to another keeping in mind where you've down zombies since those parts stand the chance of being even more dangerous than they once were now the Crimson heads I think present the best solution yet in a res again when it comes to making backtracking interesting furthering its challenge is something you have to consider and strategize about even more of course previous rezzie's would trigger new enemies to appear throughout the world at certain story checkpoints as does remake on top of crimson heads by the by and spawning in a very powerful enemy in different places depending on your choices in three was a novel element to occasionally throw in as a surprise when backtracking throughout that game remakes crimson heads though appearing as a direct result of the player's actions on a room-to-room zombie - zombie basis really puts the onus on that player to consider their approach how you deal with each regular zombie is going to directly affect how dangerous that room becomes from that point onwards the game gives you limited gasoline with which you can burn a corpse and prevent it from rising so it might be wise to identify rooms you'll be going through often and spend some time burning corpses there to make the space completely safe if a regular zombie doesn't have a head when killed it won't return as a crimson head though so random chance critical hits with regular weapons add in the possibility that engaging in combat can still successfully remove a regular zombie from play while with the same blow also prevent the start of the crimson head transformation process I think that's a decent enough compromise that means it's still tricky to avoid zombies coming back as crimson heads but throwing out the yard shot perhaps as a last resort in a dicey moment is still an option that might yield a lucky positive result if only in a minor way critical was allow for the possibility of these kind of fun chance escapes to happen that I think are cool to throw into a survival horror scenario plus critical hits aren't entirely devoid of strategy your chance of getting one goes up if you use the shotgun which of course is a weapon with scarce a mo you'll have to weigh up whether it's worth the dice roll even with the highest success rates the shotgun brings with it crimson heads creates such a cool dynamic when entering any room with a zombie because you suddenly have so many more options to consider option one is just run through the room perhaps unequip your gun for a speed trade and leave the room dangerous this is risky and while you could plausibly do it all the time it's hard to guarantee you'll be able to run past every zombie without taking damage also sometimes if you don't kill a zombie they'll follow you and break into the next room which is an excellent touch option to use up some ammo shooting all the zombies so none get close to you to guarantee no health is lost this will of course use up resources unless you're very skilled in patience with the knife and make the room safe if you deliver enough punishment but it will only make it safe for an unclear limited time if you take no further precautions and once that time is up it's gonna be more dangerous than it was before you went in there guns blazing notice that there's a sort of middle ground between options one and two you could shoot a regular zombie enough to stagger them and run past without killing them you trade a smaller amount of resources to guarantee slipping through without losing health you won't trigger that crimson head transformation process but the zombie will still be alive in that area so you don't get that tentative window where the room is safe because the regular zombie is dead but not a crimson head yet this all leads us to the most prudent of options option 3 kill all the regular zombies and dispose of their bodies if criticals didn't get the job done preventing them from turning into crimson heads and keeping the room safe for all future visits until some progress trigger changes things perhaps this is the most prudent option but of course uses up the most resources and time and it's something you'll not have enough kerosene or flame rounds in the Geo campaign to do for every room in the game I think for the average player it's likely you'll have to implement all three of these options at some point during a playthrough what you do all depends on what kind of room you're dealing with the room you think you might be going through a lot or a room you think is a one-time deal maybe you know you'll be going through a room again later but you also have a feeling it will be soon enough to where killing the regular zombies there now is worth it because they probably won't be crimson heads by the time you need to be back there and it would be nice to not have them interfere when you are crimson heads of course add this extra level of decision-making on top of everything else exploring piecing puzzles together and collecting items for those puzzles with a limited inventory managing your first aid items ammo and saves it all creates probably the most challenging compelling survival horror formula a Resident Evil is had up to this game every item you pick up takes up room in your scarce inventory space limiting what you can immediately pick up next maybe it's time to risk a trip back to an item box to free some space up or ignore certain resources on the ground entirely every room you choose to go in has the potential to present a situation that drains your health or supplies in a way that could affect another plan or mission you had in mind every regular zombie you decide to take on in what way you can have an effect on the environment going forward thanks to the crimson heads so many actions all with their repercussions saving being limited to an expendable resource and only being possible at certain locations means you can't create convenience restore points before every decision much more weighty choices throughout the title and to add to all these moment-to-moment gameplay choices we're dealing with a remake of the original game so we have one of the more nonlinear Resident Evil titles here to go with them the layout from the original game has remained fairly unchanged with just a few added rooms here and there on your first visit to the mansion you once again have to collect four items to open a back door instead of four crests though this time you need to find four masks three of these masks are in the same place as the crests only one isn't found in the greenhouse rather than the lion statue where some shotgun shells like cheekily as a replacement now I suppose the original still remains as the most initially open Resident Evil since this time there's a lot more busy work to be done before getting the armor key compared to that game which did let you get the armor key before the sword key despite it being an unlikely path to take the sword key is now placed in a location that more directly informs you the four masks are required for something so unlike the original you get a sense as to what your first objective is fairly early on not really a bad thing but an example of how after six years the designers felt the needs to go to the player a little more once you do get the armor key and remake though the mansion becomes this extremely fun maze to piece together a really cool open place to explore an experiment in a new element thrown into the mix is that these old keys wants an optional item type for finding extra supplies in the original and now compulsory once you have the sword key you'll be able to get three one is required to get the armor key one is required to get the chemical later used in conjunction with the armor key to get one of the masks and another is used to get the shotgun after the armor key two more become available one for an item that will eventually now you the revolver after the first mansion visit and another that opens up a very useful shortcut the inclusion of the old keys and the doors they correspond to technically results in more roadblocks for progression making things more restrictive than the original game but since an alt key can be used up on any door that accepts one it makes up for that by introducing a new element of choice where to use each that part's up to you rather than funneling the player down one path with the limitation that is more locked doors it can actually result in each player's playthrough deviating significantly from each other a couple of old keys are located pretty close to an old key door but on the whole there's still some opportunity for choice with them and sometimes depending on my approach in a given playthrough I wouldn't use an old key on the closest old key door when picking it up another curveball thrown in for good measure is the east staircase door knob yeah I'm telling you after a couple of uses the door knob will snap preventing you from accessing the first floor East Wing from the staircase side I don't really know if this is a thing that happens if door handles break but I think I'm gonna let that slide since it has an interesting effect on exploration in the first half of the game you've got to use your limited trips through this door wisely giving you another element to manage in your back and forth across the mansion during the first visit as it will essentially limit the use of one of your four access points between the two main floors this is where that extra nifty shortcut with one of the old keys comes in it allows you to reach the north side of the East Wing quickly through the graveyard perfect for quickly accessing the back door out of this first mansion visit once you have the four masks and have swapped them out for the emblem that unlocks it you won't have to take the long way round the east side of the mansion if you broke the east staircase door of course that's if you got the spare old key needed to unlock the shortcuts you better hope you were thora so in summary the first mansion visit is a little more restrictive than in the original but only really by a hair that hair being getting these dogs - let me get the armor key far more open than the sequels that made use of significantly more long linear areas as their connective tissue between objectives since I've banged on about it a lot in these videos maybe we should address a little more what solid nonlinear elements offer a game like this well surprise surprise they provide the game with more of those juicy choices and decisions I love so much like I brought up in the resi 2 video that games police station on a first glance looks more nonlinear than it really is each main key is acquired in a linear order one after the other and they open very few doors the doors they do open being highlighted on the map so there's fewer decisions to make when navigating fewer chances to strategize about where to go and how you get the key you see what it opens and then you head over there there are no choices but there are less here you have keys that open more doors and you're not told which just by looking at your map there's more things to try and options to consider in the first mansion segment there's more objectives to go to at once and more ways to get to each of those objectives of course it's not a question of just having no locked doors and letting the player just go wherever though that approach would definitely be better I think than the polar opposite scenario here we can't just have four rooms with a mask in each you can go to immediately there needs to be some restrictions temporary dead ends to give the player interesting options to consider how can they open and when should they open access to a new area should they feel out a new unlocked area and immediately or prep in some way before heading into the unknown I think it's worth mentioning that of course linear games can offer plenty of choice - with a focus on mechanical depth in other areas Resident Evil 1 no place - big focus on the challenge of exploration which i think is kind of why it feels off when some of the early resi sequels drift away from non-linearity resi 1 was designed with exploration in mind that's why the combat in isolation isn't very complex there aren't that many enemies to face at once and emphasis is placed on finding limited resources and managing what you can carry a greater focus was placed on the challenge of figuring out what to do and where to go so it wasn't as much of a big deal if prepping for combat was more of an in-depth Tasker than the combat itself in fact placing such importance on combat prep and having the resources to fight effectively complemented a title mainly about exploring and looking for stuff nicely exploration while perhaps not mandatory for one also fits the context of a survival horror like experience well you want to give the player choices in where to go and what to do because there enhances the mood of being lost and forced to make tough calls in a scary unfamiliar place so when the games we've covered after resi 1 started dialing back on the exploration and increased the number of encounters with larger enemy waves it could start to feel like the simple combat and intricate item management was getting out of step with this new pace and structure this move towards linearity in this franchise starts before resi 1 is even over to be quite honest and it feels weird to come down on these resi sequels cuz compared to a lot of action type games they do offer a relatively higher degree of choice I just don't think it's quite enough there to justify still using other elements like the combat and inventory system the way they were in the more open resi one designed therefore a slower paced more methodical experience and in places you can see those sequels desperately trying to tweak those elements to fit a more action-packed linear structure with scraps thrown to the combat complexity in the form of resi threes timed evade or the inclusion of inventory expansion items the games now acknowledging that what was once an interesting limitation to think about in the original becomes an annoying burden in titles that want to throw you into a bunch of straightforward enemy gauntlets I suppose it's taken getting around to analyzing the game that just straight-up recreates much of resi 1 to make me fully notice all this a return to more choices involving non-linearity and to move away from big group enemy throwdowns feels so right here because all of the game's mechanics are now fully in sync again overall to a slightly higher degree than even in the original remakes latter half improves on the original by increasing your options a little but as you'll see in doing so it kind of also shines a light on where the game is perhaps at its weakest now and where I think it could have been improved even more in the second mansion visit upon returning from the guardhouse the segment that separates the two mansion visits we get a much more open second half in the original you return to the mansion and can grab the revolver or the Eagle medal or after beating you're on the battery and then it's a one-way route through the caves and into the lab for the end game in remake the path through the caves becomes its own separate objective that loops back around to the mansion again and doesn't lead to the lab now the lab is accessed through a passage you have to unlock in the main hall since you can get the battery to get into the caves without fighting your now you can do the yawn fight after the caves you also need for items to enter the lab instead of just two like in the original however in between placing the first two key items and the second two there's a new boss fight Lisa Trevor since one of the latter two key items is acquired from beating yarn theoretically you could even do this Lisa fight before facing the giant snake at this point to my analysis of resi games I think a little more linear segments before the end of one is appropriate to wind things down before the final boss but in the original game this linear ending was a little too extended discount getting the revolver in the second mansion visit and you were looking at a pretty linear game after the first mansion visit to be honest the self-contained lab segments suffice as I think has the final more linear stretch now the game feels a lot more interconnected and there are a few more options to take near the back Kent nothing crazy but a nice tweak it feels like the only misstep now that this is the case though is the guardhouse segment once you're done with the first mansion visit and have collected the masks all you can really do is tackle the linear guardhouse mission you have to go there and beat plan 42 to get the helmet key which opens up that previously mentioned series of choices I think what could have been cool is for the game to have may be given an item required as part of the set needed to unlock the Lisa Trevor fight and subsequently the lab as a reward for killing plant 42 placing the helmet key elsewhere maybe in Lisa Trevor's abode which you visit right after the form asks quest move the Eagle medal from the path leading to the battery and subsequently the caves to perhaps the Spencer office and maybe move the metal object from there too after the plants 42 fight do that and I think you have a much more open game without having to change all that much other than where you put that helmet key this would have made for a large series of choices after the first mansion visit and kept the game far more nonlinear all the way up to the lab maybe the player could have chosen to do the caves before planned 42 it's not like the cutscenes present some super intricate plot that would be hard to alter to accommodate ooh this theoretical setup I don't think you'd have to change the cutscenes much at all actually if you made sure plant 42 when the cave trip was at least required before doing the Lisa Trevor fight the cutscenes here aren't the stories biggest draw come to mention it anyway note finding and piecing it all together yourself is still where the most rewarding aspects of the story have found the new Lisa Traverse subplot being the highlight the game includes a new series of notes and memos detailing the tragic end of the mansion's architect George Trevor and his family George Trevor was first referenced in a resi game in code Veronica he was mentioned in passing to have been involved with the creation of the original titles Mansion apparently he was meant to have been referenced in the original game but was left out and only properly first ever officially brought up in some book so in a sense code veronica was making reference to a character who wouldn't be introduced or given context in the actual games until a remake that hadn't been made yet in remake you discover one member of the trevor clan still roams the grounds creating one of the most unsettling and darkest subplots in the series yet one that you piece together through memos and by observing the grisly environments yourself a nice added personal touch to uncovering this dark tale it's honestly so macabre that it kind of sticks out in comparison to the classic zombies and giant spiders and snakes the rest of the game takes from the original it's also easy to tell that the Lisa Trevor boss fight is a new one since the battle doesn't just involve shooting at her but shooting at her to stagger her and then pushing some blocks off this pedestal like platform so that's something different I guess I also like the inclusion of this Chris Wesker team-up fight here Chris take a piece of the action considering how their relationship goes it's cool to get a first-hand example of them teaming up before Wesker reveals he's a double agent in Chris's mind they were at one point teammates which is easy to forget as we drift further and further away from that original game getting to see them team up in a fight for once is cool and adds texture to that later dynamic what comes off a little more forced and tacky is the memo you find on Wesker in the lab referencing William Birkin from Resident Evil 2 and alexia from code Veronica Birkin here talking about how his new G virus is gonna own and show up alexia and it's like isn't Alexia in a tube right now and has been for well over a decade do you really think she's gonna be around to see this and be annoyed where the Birkin knows that she's in a tube or not he hasn't seen her for over 10 years the last time he saw her she was what 10 years old Perkins really holding a grudge against a super-smart ten-year-old he hasn't seen in over a decade why do you care and why did you write that dig down into your observation notes the lab segment sees little change though at least they removed that awful block puzzle a devilish little segment where you have to walk with a dangerous explosive chemical that will explode if you run adds one last sweaty tension builder before we're done for good if you did resort a lots to trying to run past a zombies throughout the game this final challenge cleverly scuppers there strategy for you then it's time for tyrant fight one and if you saved your exclusive co-star tyrant fight - which leads us to of course the rocket launcher juwes campaign gameplay-wise only really differs much from Chris's in that first mansion visit jill has the lockpick and while she can't use it to open sword key doors like in the original she can use it to open the 5 doors chris has to use the old keys for making those early moments substantially easier fer she also has the grenade launcher exclusive to her campaign and she can get the assault shotgun off poor Richard earlier and of course like before she benefits from two extra item slots her only drawback other than having less health as she needs to get the lighter herself to find the music notes and burn corpses with kerosene though it's found next to the dog whistle on the critical path so it's not much of a hindrance the difference is a minor but it's cool to have another way to play through again and see slightly altered story events for your efforts I like doing Chris's first and then heading into Jill's campaign to just decimate it with a combination of my knowledge from Chris's and the advantages her mode provides because of her lower durability though I still have to use what I've learned effectively and not take it totally easy I think my favorite surprise is that on the second campaign tyrants will deflect your first rocket at the end of his second fight this caught me completely off-guard on my recent playthrough got me good replay value is high for remake other than unlockable modes and secrets the alternate story events dependent on your actions make for a lot of cool different scenarios from big ones like character deaths to small little frights depending on how you approach things my favorite small miserable moment is this hunter attack it only bursts through this door if you visit this room a second time a door which I guess had a loading time it didn't actually need all in service of catching you off-guard when and air for this monster blows it off its hinges awesome remake is a tight back-to-basics take on the series that fires off some of the more over indulgent action bombast which had become more prominent in the sequel's carving out a much more focused classy experience here it takes onboard lessons that had been learned from those sequels merging them were they developed take on the still preeminence design of the original games mansion plus the latest cutting-edge iteration of the pre-rendered backgrounds a static all too amazing effect I also recommend playing on a CRT screen if you have the chance to since it's a game that benefits greatly from doing so it obviously can only be fully appreciated in person but the warm glow of that analog CRT picture gives these old backgrounds pre renders a greater crispness an almost photorealistic quality that are cold blunt digital screens fail to deliver on it's not just to the greatest to look up to this point in the series but also the best paced and structured it refocuses the series back in on a more intimate compact setting tightening up the original layout even more moving away from the more segmented maps the sequels started to move towards with their more linear combat segments and increased number of points of no return it all brings more non-linearity to the table than two's police station which was a self-contained level that was interconnected but lacking in choice relative to the first game putting to one side the amazing visuals and how the mechanics keenly contextualized a survival horror scenario the music builds an amazing unsettling atmosphere bolstered by some wonderfully creepy monster sounds foreshadowing their imminent appearance the game still made me jump a few times after so many playthroughs and as a kid my first time I'll just say it was seriously crushing it's one of the few gaming remakes that I really look on with a lot of respect partially because it's just good and despite the ones we've made today it doesn't rely on comparisons to the original to stand tall it doesn't just look better than a six year old game it looks better than most other games of its time but I also respect it as a remake because it's a game that works as a distinct experience with enough new indifference to justify both versions existing feels like it was made with care it didn't take assets and graphics from some recent franchise sequel and then quickly slap them onto an older game we get visuals and graphics crafted with care specifically for this loving remix it's the video game remake when I say the word it's the first thing that comes to mind remake the only way it's held back really is in the fact that it is of course tied to this setting and story that we're already acquainted with despite a few twists for returning players its bite is inevitably just a little bit hampered because of that on the whole we have a very good idea of what we're gonna see not entirely ideal for horror one of the most tantalizing aspects of remake is that it's most unsettling rooms and additions are from that new subplot that spiced things up considerably so what could an entirely original Resident Evil game achieve with remakes design presentation and new modern grit well next time on road to the rocket launcher we get to see Capcom's attempt at such a concept with Resident Evil 0 and stay tuned and find out how they did this video series on Resident Evil's design was made possible thanks to the generous backers on the TGS patreon right now for pledging you get access to extra videos including exclusive reviews and playthroughs if you want to hear my thoughts on the Resident Evil three remake a video review of it is up for backers right now click the link on screen or in the description to help us keep going an extra special thanks goes out to my top backers who are scrolling by right now until next time
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Channel: TheGamingBritShow
Views: 136,697
Rating: undefined out of 5
Keywords: resident evil, remake, resi, resident evil 2002, analysis, review, gamecube, archives, resident evil 1, original resident evil, capcom, shinji mikami, retrospective, design, road to the rocket launcher, rttrl, tgbs, thegamingbrit, gamingbrit, tgb, gaming brit, bio hazard, biohazard, chris redfield, jill valentine, albert wesker, rebecca chambers, barry burton
Id: UgzyU0tyoQA
Channel Id: undefined
Length: 34min 42sec (2082 seconds)
Published: Sun May 17 2020
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