180°

Fear and Loathing in Racoon City

A brief analysis of what made the original Resident Evil games scary as hell and why modern interpretations miss the mark.

4167d ago Replies(1)
VsAssassin4167d ago (Edited 4167d ago )

To be fair, the older survival-horror games benefited greatly from technical limitations. Fixed camera angles created that tension modern titles can't compete with. But this shouldn't be the case.

Dead Space's camera was free most of the time, and yet it was a great, modern survival-horror game. The article was spot on when he mentioned vulnerability as one key factor to eliciting fear.

In RE6, vulnerability is hardly present. You can round house kick your way through zombies and still be okay at the end of the day. The problem with this is it defies logic. Why would a survivor, most especially a learned survivor in the form of Chris and Leon, trouble himself to be drenched in zombie blood when he knows that blood could trickle down an open wound and even spatter to his mouth and become a zombie?

In the original games, you made sure you never come into contact with zombies. In RE6, you are expected to finish an enemy with a melee attack more often than not. RE4 introduced these melee attacks, but in that game it was implemented sparingly.

I wish Capcom reboots this franchise. Let's just hope they still do the remake and not pass the torch to an outside dev. I'm looking at you DmC!

Kratoscar20084167d ago

I dont know why the TPS camera has to translate into a Rambo esque gameplay.

What made RE scary was that you had to store ammo and health and be careful,vwhile now if you are low on health and ammo you can buy them.

And AI partners kill the overall tension.

RE OUTBREAK is a fine example on adding coop witouth compromising the tension of the series.

Cursinguser4167d ago (Edited 4167d ago )

Though Dead Space's camera was free, I feel like the game relied on monster closets too heavily and after the initial shock of seeing an enemy, the terror is gone. Once a enemy is in your sites, Dead Space becomes about the various ways of killing the enemy. Don't get me wrong. Monster closets surely existed in early Resident Evil games, but item management kept tension even after the initial encounter. Deciding how much of what weapon you should waste to take out a zombie was vital.

Thanks for the kind words on the article. I'm glad to read you agree with the idea of vulnerability.

Cam9774167d ago

Remember the head-decapitation move used by the Hunters? THAT made me feel vulnerable and hate them.

Cursinguser4167d ago

Dude! Those things scared the piss outta me! They could do you in so easily. The cinematic that introduced them from their prospective scared me too. It showed them sprinting right to your location, then it went right back to gameplay and you're like....oh....shit.

breakpad4167d ago (Edited 4167d ago )

another element that made the original resi and at some point the other 4 titles of the old type(2,3,0,cv) scary, was that of the some realism...they hadnt lost the touch with the reality ..the danger of biological weapons is present in our times although not exactly in the form that is represented in resi games but that realism was that keep the tense and put you in the mood...after movies and resi4 that element is lost the series estrange the player completely

Max-Zorin4167d ago

Nothing was scarier than that Licker busting through the mirror at the Police Station on Resident Evil 2.

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80°

The prevalence of parrying: Why is it so popular?

Parrying has been creeping into more games, with almost every high-profile title of the last few years featuring it in some way.  Why?

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phoenixwing36d ago (Edited 36d ago )

i understand the authors frustration i'm not the best at parrying in games. not that i can't complete a game that requires it but it is a definite harder thing for me than other kinds of techniques in games. which might be the main reason it's so heavily added in games nowadays. want to make your game challenging without having to do a lot of work? just add a parry boss. (what i mean by parry boss is a boss you have to beat by parrying such that their attacks will kill you otherwise)

Dudeson36d ago (Edited 36d ago )

I always think it's fine as long as such games also have the roll/dodge panic button. But I understand the will to parry, it seems so cinematic in a fight when you pull it off.

50°

New Resident Evil 2 Remake Fixed Camera Mod Adds A Nostalgic Twist

A new mod brings the highly nostalgic fixed angles to the Resident Evil 2 remake, bringing the game closer to the original 1998 experience.

120°

REmake vs. Resident Evil 2: Which Remake Template is Better?

REmake kept the original style adding new flavour and graphics, Resident Evil 2 is a complete modernisation. Which remake style is superior?

TheBrainZ67d ago

The GameCube remake was stunning for its time but the new modernisation efforts are breathing some much-needed life into the older games.

kevco3367d ago

I loved the GC remake back in 2000-whatever. But I tried replaying it recently and just couldn't deal with the door loading sequences.

Have I been spoilt by modern games? Probably.

Neonridr67d ago

tank controls just don't work in this day and age.

Babadook766d ago

I think Tomb Raider still works but RE I'm not sure.

Neonridr66d ago

@Babadook7 - imagine an updated Resident Evil or Tomb Raider with tank controls? you can't walk and turn at the same time. It would be ridiculous to play.

__y2jb67d ago

Both are fantastic but the old style controls and the half way house attempt to modernize them in remake both feel extremely dated now. Taking away your preference for the various settings and characters, the recent remakes are objectively better games.

rippermcrip67d ago

I think anyone voting for REmake is simply doing it out of nostalgia. No way a new young gamer is going to pick that over the new ones. I couldn't even get my son to play the game for more than an hour.

KyRo67d ago

Nope. REmake has a totally different vibe, feel and tension that the newer remakes can't replicate due to the camera angle. Yes the original fixed camera was used for technical reason but at the same time, they created a feeling of dread not knowing what was around the corner. You simply don't get that with a third person camera as great as the third person RE games are.

FYouDad66d ago

Depends what sort of experience you're looking for. If you enjoy the old fixed camera OG style then REmake is to me the pinnacle of the form. Incredible atmosphere, visual style and a fantastic revision of Resident Evil 1 with additions that feel completely seamless. Resident Evil 2 Remake in an excellent update (especially running with the IMO vastly superior original RE2 soundtrack) with the benefits of modern design but I still prefer the original game.. it didn't "overwrite" that experience in my mind the way REmake felt like it became the definitive RE1 experience.