Comparative analysis
Resident
Evil (PS1)
Tank controls were also a limitation set
for the majority of the PS1’s library as the six axis controls were not yet
implemented, only letting the player move in 4 directions using the directional
pad. Artistically the game goes a photo-realism style, although age hasn’t
exactly been kind to this game with it being in the fifth generation line of
consoles. The games models are rendered with 3-D, real-time polygonal models,
while the environments and objects/foliage are all pre-rendered backgrounds,
allowing a smoothing frame-rate and allowing more detail to be placed in the scenery.
Essentially, the characters are just walking through an empty corridor filled
with hit-boxes to prevent clipping through walls, but the pre-rendered
backgrounds are placed over to give the look of a dark, immersive hallway,
perfect for survival horror. The intro to the game uses a FMV (Full-Motion
Video), featuring real life actors to play out the starting events, another way
of avoiding excessive use of in-game graphics. Though the game is often mocked
for its cheesy writing and “so-bad-it’s-good” voice acting.
Resident Evil: Remake
(GameCube)
The remake boosted the sound design to a whole new level,
composing unique sound clips for every type of surface you can walk on. For
example, walking on carpet, walking on carpet with blood, walking on grass, walking
on wet grass etc. The opening cut-scene was fully rendered with pre-rendered
cut-scenes featuring the in-game models, a testament to the games presentation.
Zombies deliver a chilling moan to give you a vague idea as to where their
spawn location is. Dynamic lighting also adds to the immersion of the infected
mansion, with small lanterns casting crisp shadows as well as brief lighting
flashes through glass windows keeps you on edge. Models have been refined with a
much better polygon count with smooth texture work, detailing creases in hair,
clothes, reflective lighting on eyes/guns/windows and dynamic animations depending
on the player’s current remaining hit points.
1996 (Original) - 2002 (GameCube)
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