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iNfuSeD

Why does GC resident evil remake look so good?

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iNfuSeD    128
What techniques does the game resident evil on the gamecube use to create such a beautifully animated 3D environment with such smooth models? It doesn''t look like they use polygon models at all. Is it some form of raytracing? I played the game for the first time today and I was blown away. I''ve never seen anything like it. Does the GC hold some powerful graphic secrets that other consols cannot replicate?

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iNfuSeD    128
they must have polygon geometry models for the rendered backgrounds as well because the lighting effects are beautiful. When you shoot off a zombies dome, the bits of skull and brain drip off the walls. Candles and flickering lights cast your shadows over the ground and walls perfectly. Moon light shines through bars on windows, casting a siloheutte of tree branches blowing in the wind against the room you''re in. Light given off from your flamethrower casts shadows over the backdrops from any possible object that would cast a shadow. The lighting is way to dynamic for the backgrounds to be completely prerendered. After putting much thought into it I think its the lighting and particle effect portions of the graphics engine that made the game as beautiful as it was.

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Evil Bachus    214
The secret is that even though the game probably knows the geometry of the backgrounds (at least an approximation of it), it doesn''t have to draw it. That lets the GC spend all its processing power on the very high-poly player/enemy models, as well as nifty effects like bump mapping and stencil shadows.

Most of the cool effects are also pre-rendered, such as the shadows casted on the environment caused by a lightning strike.

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iNfuSeD    128
So its more a matter of amazing design in the restrictions of the technical environment they''re in. Capcom is an amazing company. I bow before them. Taking so little and making some of the best eyecandy I''ve seen on any console. This is only proof that you don''t need the next doom3 engine, just a little innovation.

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OrangyTang    1298
quote:
Original post by iNfuSeD
So its more a matter of amazing design in the restrictions of the technical environment they''re in.

Haha, funny one. While it may look pretty, its definatly not an example of good game design. The controls are god awful, the puzzles obtuse, and the restriction of pre-rendered backgrounds means that the camera angles are frequently terrible for actually playing the game.

On the graphics side for dynamic objects, they''ve got bumpmapping and a good variety of material properties that mean that diffuse and specular are weighted differently depending on the surface.

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5010    122
quote:
Original post by OrangyTang
the restriction of pre-rendered backgrounds means that the camera angles are frequently terrible for actually playing the game.



I always thought the camera angles added to the fright factor. It''s unnerving moving your character farther from the camera, wondering if it will switch to a view where something is hiding in the shadow.

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Ingenu    1629
He just doesn''t like the game.
Fixed camera''s are indeed a tool to add surprises to the game, just like a movie would use it.
That''s uncommon in games, and sometimes VERY annoying, yet it definetly adds something, up to everyone to see if that something is worth the drawbacks.

I don''t think a FPS survival horror could be made, not played SilentHill too much, it''s third person and I think the camera is fixed relative to the player (that is, always floating over the right should, a little backward.)

anyway it''s all off topic.

ON TOPIC:
RE Rebirth simply uses as mentionned earlier pregenerated backgrounds, I would even said ''movies'' as background, that''s why lighting, water,... looks so good.
RE4 (I prefer the name BioHazard but well) is in full 3D, some videos are available on the web, it''s rather impressive.


-* So many things to do, so little time to spend. *-

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cableshaft    122
I always thought the way Silent Hill 1 did some of their camera shots was WAY freakier, especially the one where it's a fixed overhead view until you pass a certain point and then it jerkily shifts up behind you, like someone was following/watching you. Scared the hell out of me when I first encountered it.

The Silent Hill series in general always did a better job of freaking me out than RE ever did. I rarely ever became frightened simply because the static camera angles made me feel detached from the situation, like I was watching it from a security camera, not actually playing the game.

[edited by - cableshaft on January 7, 2004 3:57:59 PM]

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pinacolada    834
The thing I dislike the most about RE is the controls: left/right to rotate your character, forward/backward to actually move. I sometimes refer to these as "ship controls", because it feels like you are the captain at the helm of a large and clumsy ship. It''s a completely unintuitive way of controlling a person.

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OrangyTang    1298
Its not only clumsy, its unrealistic and makes simple movement a chore.

When a zombie bursts out of a window or whatever behind you, you wouldn''t be slowly shuffling your feet and gradually rotating to face him, you''d have turned around in a fraction of a second.

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neurokaotix    100
quote:
Original post by OrangyTang
Its not only clumsy, its unrealistic and makes simple movement a chore.

When a zombie bursts out of a window or whatever behind you, you wouldn''t be slowly shuffling your feet and gradually rotating to face him, you''d have turned around in a fraction of a second.


I''d do the shuffling thing

MindEngine Development
http://medev.sourceforge.net

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noname12345    122
Lol. The controls are horrible! I''m sure they''ve heard this complaint more then once, but for some reason they ignore it! Why wont they change this sucky control scheme!?

The graphics are definately the best part of the game. Capcoms attention to detail payed off bigtime. The fixed camera angles didnt bother me much. Most of the puzzles were pretty stupid.

Resident Evil is a good game, but it can never live up to Silent Hill. SH is THE BEST horror survival out there.

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PlayGGY    122
I read an interview with the lead designer of the RE series, and he said he wants to keep the controls because if they had standard controls, it would be too easy to escape from the enemies. They wanted to make it hard to escape, and even harder when the player is afraid. The interview was in an issue of Electronic Gaming Monthly.

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Ademan555    361
Hahah, all it does is make the user pull out his/her hair[controls]!!! Ive played n64 re2, i HATED the fact that when the camera changed, so did your direction of movement, the dreamcast version allowed you to turn with left and right and move forward and back with up and down, it wasnt relative to the screen (which i assume is how it was in gc re) but anyways, this even caused me to do a 180 back into the other frame in a few places, its a TERRIBLE thing to do, theres no adding to fright that way, unless you guarantee that when they run back into that room of zombies they miraculously escape, otherwise it just pisses me off...

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Ingenu    1629
BioHazard is the first game of the genre really popular, it was easier for Konami to release a Silent Hill which didn''t started a new genre but ''only'' improve it.

Anyway BH is really different from SH, the first is about zombies and "undead" created by a virus, the second is more about insanity.


-* So many things to do, so little time to spend. *-

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PumpkinPieman    382
quote:
Original post by iNfuSeD
So its more a matter of amazing design in the restrictions of the technical environment they''re in. Capcom is an amazing company. I bow before them. Taking so little and making some of the best eyecandy I''ve seen on any console. This is only proof that you don''t need the next doom3 engine, just a little innovation.
I agree! Capcom has always been my favourite company for game design on all platforms. I enjoy next to all of their games, I haven''t got around to play "breath of fire" though. Also, one thing I like about capcom is that they still devolop 2d games, I don''t know about everyone else, but I find more of a challenge in 2d games then 3d, and challenge is good.

I was always wondering how the RE games always looked so amazing, I always assumed they used pre-renderd 3D backgrounds.

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Ingenu    1629
quote:
Original post by PumpkinPieman
I was always wondering how the RE games always looked so amazing, I always assumed they used pre-renderd 3D backgrounds.


It IS the case, they use pre rendered 3D backgrounds.
(Except in the upcoming BioHazard 4)


-* So many things to do, so little time to spend. *-

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XMark    122
I always thought that crappy controls were part of what made the RE series good, since it actually makes me afraid of the enemies. My favourite was in RE3, where you have a special button to press that will instantly turn you around 180 degrees. Sounds cool but if I was panicked I would accidentally double-tap it and poor Jill would run straight into the zombie she was trying to run away from. But it was cool because in real life people do stupid stuff when they're panicked

[edited by - XMark on January 10, 2004 9:04:38 AM]

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M3d10n    170
The backgrounds in the GC RE1 (and RE0) are pre-rendered, but they are animated.

They probably use short MPEG2 video sequences for some backgrounds, that''s why it looks good.

As for the shadowing and dynamic lighting over the scenery, they use a similar trick as Alone In The Dark 4: there is a low polygon version of the pre-rendered scenery that is used for lighting, so a flashlight can properly light the surfaces and the depth shadows can properly project onto it.

But I think RE1 remake and RE0 uses pre-rendered z-buffers instead of low polygon models.

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