Resident Evil 0 is a bit of an oddity in the franchise, in the sense that it is the only
Resident Evil designed in the style of the original but was never released for the same platform.
Not exact matches
Surprisingly, Paul W.S. Anderson, who has given us the beautifully
designed and elegantly violent
Resident Evil series, has fallen flat this time.
Raid mode: too much
Resident Evil 6 — A large majority of the maps were level
designs from
Resident Evil 6 including three of the four DLC maps in the Throwback Map pack.
Control
Design, VR Fallout 4 VR Farpoint
Resident Evil 7 Biohazard — WINNER Skyrim VR Star Trek: Bridge Crew
Aspects of this Thing's creature
design seemed culled directly from a
Resident Evil game.
Best Storytelling — Horizon Zero Dawn Best Visual
Design — Cuphead Best Audio — The Legend of Zelda Breath of the Wild Best Gaming Performance — Ashly Burch (Aloy in Horizon Zero Dawn) Best Indie Game — Friday the 13th The Game Best Multiplayer Game — PlayerUnknown's Battlegrounds Studio of the Year — Nintendo EPD Best VR Game —
Resident Evil 7 Esports Play of the Year — Overwatch Esports Team of the Year — Lunatic Hai Esports Game of the Year — Overwatch Best Streamer / Broadcaster — Markiplier Handheld / Mobile Game of the Year — Pokemon Sun / Moon Nintendo Game of the Year — The Legend of Zelda Breath of the Wild Playstation Game of the Year — Horizon Zero Dawn Xbox Game of the Year — Cuphead PC Game of the Year — PlayerUnknown's Battlegrounds The Critics Choice Award — The Legend of Zelda Breath of the Wild Breakthrough Award — Ashly Burch (Aloy in Horizon Zero Dawn) Hall of Fame — Final Fantasy Most Wanted Game — The Last of Us 2 Still Playing Award — World of Tanks Outstanding Contribution to the UK Games Industry — Debbie Bestwick MBE (Founder of Team17 — Worms etc) Lifetime Achievement Award — Sid Meier (Civilization etc) Ultimate Game of the Year — The Legend of Zelda Breath of the Wild
Looking back there has been many popular video games that have been adapted to the big screen, including Nintendo's classic Super Mario Bros (1993's Super Mario Bros.), Capcom's survival horror
Resident Evil (2002 - 2016's
Resident Evil series), Blizzard's fantasy strategy Warcraft (2016's Warcraft or Warcraft: The Beginning in international territories), Core
Design / Square Enix's action adventure platforming Tomb Raider (2001 - 2018's Tomb Raider films series), Ubisoft's time - traveling action adventures Assassin's Creed (2016's Assassin's Creed), Square Enix's immersive JRPG Final Fantasy (2001, 2005, and 2016's Final Fantasy movies), and many others.
Extras: Cast and film - maker's commentary, Making of
Resident Evil, Scoring featurette, Costumes featurette, Set
design featurette, Zombie camera tests, Teaser trailer, Theatrical trailer.
TEW 2 has the narrative premise of Assassin's Creed, the story thrust and environmental inspiration of the first Silent Hill, (man heads into horribly transformed town to find his young daughter,) the stealth combat, item crafting, and enemy
design of The Last of Us, and the light puzzle solving and overall tone of
Resident Evil 4.
Majority of the game is set on a ship where you have the classic
Resident Evil formula in play with tightly
designed corridors full of enemies and locked rooms.
There are a plethora of horror games that have excellent music;
Resident Evil's scores have been consistently good and Dead Space's sound
design is arguably some of the best in the industry, but the actual music in Silent Hill is outstanding.
The level
design and the character
design is almost to die for with the creatures looking like something out of
Resident Evil.
«In «
Design & Build: The World of
Resident Evil: Retribution» looks into creating the gigantic sets for this gigantic film.
Best Audio
Design Destiny 2 (Bungie) Hellblade: Senua's Sacrifice (Ninja Theory)
Resident Evil 7 Biohazard (Capcom) Super Mario Odyssey (Nintendo EPD / Nintendo) The Legend of Zelda: Breath of the Wild (Nintendo EPD / Nintendo)
Control
Design, VR Fallout 4 VR Farpoint
Resident Evil 7 Biohazard — WINNER Skyrim VR Star Trek: Bridge Crew
Just for reference this guys resume includes:
Resident Evil 1 - Planner (87.23 %)
Resident Evil 2 - Director (93.13 %) Devil May Cry - Director (92.6 %)
Resident Evil Zero - Game
Design (84.18 %) Viewtiful Joe - Director (91.19 %) Viewtiful Joe 2 - Story (85.87 %) Okami - Director (92.65 %) Bayonetta - Story and Director (91.00 %) Wonderful 101 - Story and Director (78.02 %) Bayonetta 2 - Story and Director (91.38 %) Not to mention Scalebound was in development with this guy as the director before being trashed.
- former level designer on
Resident Evil 7 for Capcom - former P.T. and Metal Gear Solid 5 dev for Kojima Productions - has now joined Nintendo EPD (Kyoto section)- has been working at the company since around January - February - helping
design a Switch game that may have not been announced yet (or maybe it's the Zelda DLC)
Yes I know this is a game based on a TV show,
designed for kids but as a father I can honestly say I'd rather let my son play
Resident Evil with an Oculus Rift.
The old classic titles still have great pulling power and the updates of some have taken elements from Western
design on board to great effect, including Metal Gear Solid V,
Resident Evil 7, and The Legend of Zelda: Breath of the Wild.
Revelations is similar in
design and execution as most
Resident Evil games, and on the 3DS it is truly a sight to behold.
But the creative director of the game, Shinji Mikami, who was also behind Capcom's
Resident Evil games, cited a culture clash between the Japanese
design house and its partners at Electronic Arts.
Why it needs help: Though we enjoyed
Resident Evil 6, we definitely felt like it was the weakest in the core franchise (as we mentioned in our
Resident Evil 6 review), mostly due to conflicted gameplay and poorly
designed bosses.
Where
Resident Evil's peculiar camera angles and clumsy controls turned many off the series in the early 2000s, those awkward
design decisions now feel delightfully offbeat.
Gamespot reports that Cliff Bleszinski, who recently left his position as the
design director at Epic Games, has called out to Capcom to get in touch with him via Twitter, so that they can «fix
Resident Evil» together.
That aside the game itself is very much
designed in the same vein as traditional
Resident Evil.
This week's Dissecting
Design returns to one of my all - time favorite games —
Resident Evil 4.
Resident Evil had a pretty rough learning curve but once you memorized the map
design and enemy placements, you could conquer that game in a couple of hours.
There will be people who don't enjoy
Resident Evil Zero HD Remaster, with it's aged visuals and dated game
design but for longtime fans of the series, and new fans after last year's remaster, Zero HD kicks off the start of the 20th anniversary celebrations, with hopes of better things to come over the coming months.
Mikami's characters and enemy
designs are top - notch, blending the sadistic, humanoid creatures from
Resident Evil 4 with more bizarre qualities.
Of course,
Resident Evil Zero was
designed from the ground up to be a prequel to the original RE.
@JoeTuttle «This isn't the first time a game
design has been scrapped and re-worked to the game's benefit (
Resident Evil 4 and DOOM 2016 come to mind, and those games were both financially AND critically successful)»
Designed specifically for the
Resident Evil universe from the ground up, this game brings the thrills — and the dangers!
Resident Evil 6 is a conflicted game that offers a fun but flawed core experience punctuated by some outstanding moments of action and suspense, along with a host of questionable
design choices that often hobble what can be (and often is) an otherwise enjoyable game.
Classic horror game fans will be familiar with Dead Secret «s puzzle
design, clearly a callback to
Resident Evil and similar titles.
It has taken one of the more popular timelines in the series and turned it into an inadequately
designed shooter with none of the true qualities of a
Resident Evil game.
It has a similar inventory and world
design to
Resident Evil 2.
By today's standards, the clunky controls of games like Silent Hill 3 or the original
Resident Evil would be written off as poor
design, but these games lost really lost something with improved combat controls.
To be fair, the inventory problem is still an issue in game
design — every system is ultimately «unrealistic» — but it's particularly clunky in
Resident Evil 0: HD Remaster.
Resident Evil 6 will be divided into two camps - those who will appreciate the
Resident Evil franchise moving from survival - horror to a more action - oriented
design and those who will complain about the franchise not sticking to its roots despite the fact they enjoy playing the game.
Resident Evil is an astounding experience that appropriately fits the stated criteria; inducing an abundance of atmospherically eerie goodness, boasting brilliantly crafted level
design that is arguably unrivalled to this very day, and a surprising emphasis on non-linearity and intricate puzzle implementation that mirror the minutia of the renowned adventure genre.
Resident Evil 7 trades off its recent predecessors» reliance on redundant action for a methodical approach to horror, rightfully returning the series» key ability to instill fear through its haunting environment and impeccable sound
design.
Resident Evil 7 is a relatively bipolar experiment as its perspective and overall tone are a departure from the series» renowned tendencies, despite its aforementioned return to form; seamlessly blending the core fundamentals of survival horror, while also implementing popularized elements of contemporary game
design, resulting in a harmonic balance of the new and old.
Gardner recalls that the
design and impact of
Resident Evil 4 inspired the team to not fret about what the «average gamer» could handle.
If i may be cereal for a hot minute,
Resident Evil 5 had some terribly bland level
design, and if the demo for 6 is anything to go by, this does too.
Capcom seems to be taking a page or two out of Silent Hill's book on freaky ass creature
design, because the creatures that star in this latest batch of art and screenshots that were posted on the official
Resident Evil Facebook are just gross enough that I could mistake a few of them as belonging to our favorite foggy town.
Post-outbreak Raccoon City is also painted admirably; torn up streets full of burning vehicles and dead bodies along with the accustomed hi - tech lab areas all serve the
Resident Evil brand well and offer enough detail and
design prowess to not leave you feeling claustrophobic in and amongst the game's linear progression.
What used to be considered a quintessential element in the survival horror genre was the need to manage and organise your various items and pickups during live play, a
design element lost in
Resident Evil 6.
God of War was
designed for the PlayStation 2 and
Resident Evil 4 originally appeared on the GameCube (and later on PlayStation 2 and Wii).
Simply in the creature
design alone, it's only when playing any of the
Resident Evil games that we see some of the most creativity around.
Resident Evil 4 is
designed to be gaming's Die Hard, a pure action set - piece thrillride from start - to - finish, and it maintains this momentum throughout.