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Inside Resident Evil 2’s first remake: What happened after an indie studio’s project was shut down by Capcom

Ремейку Resident Evil 2 исполнился год — от скромного анонса к большому успеху

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    Сегодня, 25 января, ремейк культового хоррора Resident Evil 2 от компании Capcom празднует свою первую годовщину, о чем фанатам лично напомнило японское издательство. Вышедший 12 месяцев назад проект встретил небывалую поддержку как от обычных пользователей, так и со стороны профессиональных критиков, став одной из самых высокооцененных игр минувшего года.

    It’s been exactly a year since we got to return to a reimagined Raccoon City. Exactly a year since Mr. X chased us down the winding hallways of the R.P.D.

    Thank you all for your passion and dedication. pic.twitter.com/2L1ff8XrDA

    «Поздравляем с первой годовщиной, Resident Evil 2!

    Прошел ровно год с тех пор, как мы вернулись в переосмысленный город Раккун-Сити. Минул ровно год с тех пор, как жуткий Мистер Х преследовал нас по запутанным коридорам легендарного полицейского участка.

    Спасибо за вашу любовь и поддержку!», — говорится в обращении Capcom.

    Успех Resident Evil 2 вылился в ряд престижных наград, а также свыше 70 побед в номинациях «Игра Года» от самых различных изданий. Более того, согласно данным от Capcom, уже к декабрю 2019 года суммарные продажи ремейка превысили 5,000,000 копий, при этом проект продолжает показывать уверенную динамику.

    История создания новой версии Resident Evil 2 началась еще летом 2015 года, когда продюсер и ветеран Capcom Ёсиаки Хирабаяси на волне успеха от переизданий ремейка первой части Resident Evil пришел к своему начальству с первыми идеями и концептом будущей игры, о чем он рассказал на официальной странице серии в социальной сети Facebook.

    Не прошло и месяца, как Хирабаяси снова обратился к фанатам, но в этот раз в формате видеообращения, где смог наконец-то поделиться радостной новостью — ремейку Resident Evil 2 был дан зеленый свет. В рамках анонсирующей речи Хирабаяси выступал в футболке со словами «We Do It!» («Мы это сделаем!«), которые на несколько следующих лет стали негласным лозунгом готовящегося хоррора.

    В качестве авторов обновленной Resident Evil 2 были выбраны сотрудники свежеобразованного внутри Capcom коллектива R&D Division 1, собравшего в себе как разработчиков с многолетним стажем (включая часть команды, работавшей над оригинальной Resident Evil 2), так и новых, молодых специалистов.

    Однако вскоре после анонса Capcom ушла в состояние почти полной информационной тишины. Фанатам приходилось буквально по крупицам улавливать слухи о проекте, внимательно следя даже за такими вещами, как зарегистрированные на имя японской компании доменные имена и комментарии со стороны актеров озвучки, ранее исполнявших роли культовых героев в лице Леона Кеннеди и Клэр Редфилд.

    К началу 2018 году оригинальной Resident Evil 2 исполнилось 20 лет, но даже эта знаменательная дата не вынудила представителей Capcom поделиться хоть какими-то подробностями разрабатываемого ремейка. Тогда такой подход огорчил часть игрового сообщества, некоторые даже стали предполагать, что у игры серьезные проблемы, или же что она вовсе была отменена.

    Но буквально через несколько месяцев все изменилось. В рамках выставки E3 2018, на конференции компании Sony, Capcom совершенно внезапно презентует первый трейлер Resident Evil 2, чем вызывает невероятно бурную реакцию среди игроков. Еще большим сюрпризом становится дата релиза — игру обещают выпустить уже через полгода.

    После анонса Capcom начинает обильно делиться самыми разными материалами по готовящейся игре. В сети стабильно появляются различные скриншоты, геймплейные ролики, интервью с создателями, и в конечном счете даже демоверсия. 25 января 2019 года обновленная версия Resident Evil 2 добралась до геймеров.

    Вскоре японское издательство решило закрепить успех обновлением другого классического тайтла — Resident Evil 3, анонс которого состоялся в прошлом декабре. И, похоже, если верить слухам, то в будущем нас ждет еще как минимум одно возрождение классики от Capcom на новых технологиях.

    Добавляйтесь в наш Telegram-канал по ссылке или ищите его вручную в поиске по названию gmradost. Там мы публикуем в том числе и то, что не попадает в новостную ленту. Также подписывайтесь на нас в Яндекс.Дзене, Twitter и VK. И не забывайте, что у нас появились тёмная тема и лента вместо плиток.

    Подписывайтесь на наш Telegram канал, там мы публикуем то, что не попадает в новостную ленту, и следите за нами в сети:

    Inside Resident Evil 2’s first remake: What happened after an indie studio’s project was shut down by Capcom

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    The release of the Resident Evil 2 remake finally satisfies years of fan requests, but Capcom weren’t the first to reimagine the 1998 classic.

    Back in July 2015, Italian indie developer Invader Studios released a gameplay trailer for their fan remake Resident Evil 2: Reborn. The trailer soon went viral, sparking headline attention and acting as a reminder of the franchise’s roots following 2013’s widely-panned Resident Evil 6.

    It was only a month later Capcom announced they were working on their own Resident Evil 2 remake led by series producer Yoshiaki Hirabayashi. As you’d expect, moves were made to shut down Invader Studios’ project, resulting in a a direct call from Capcom requesting they cease work on Reborn – even though their initial build was almost ready for release.

    While you might think this would be a heartbreaking call after months of investment, it came with a silver lining, as Invader Studios co-founder Michele Giannone explained to GameCentral.

    ‘We were really happy to be honest. To have a major company like Capcom call you, and receive so many compliments for the work you’ve done, with just a few people in a few months, is incredible.

    ‘We were also invited to meet them in Japan. That was an incredible moment for us and for our future.’

    Michele and his team visited Capcom at a turning point for the franchise; as the Japanese firm were working on their initial plans for their official remake and the much praised return-to-form Resident Evil 7.

    The visit wasn’t just a chance to see behind the curtains at a major studio, as Invader Studios used the opportunity to show Capcom an early build of their upcoming survival horror project, Daymare: 1998.

    ‘They showed us all their main secret projects,’ Giannone said. ‘Their approach has been stunning, friendly, and professional at the same time.

    ‘We also showed them our first version of Daymare: 1998, something really premature, but they suggested for us to keep up the good work and go ahead with the game.’

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    Looking at footage from Reborn, it’s easy to see how key design decisions there may have influenced Capcom’s official remake. The most notable is swapping out Resident Evil 2’s ‘tank’ controls and top-down perspective for Resident Evil 4’s more manageable, action-orientated third-person view.

    ‘We can’t say what influenced the official remake from our project,’ Giannone said. ‘But the gameplay trailer is still online, and you can compare some elements and understand how, and how much, our project has been useful to them.

    ‘We probably contributed on the remake via what we had already done in our version. The fact we are in the official remake’s credits is something incredible and the right reward for us. Our passion was born by our love for Resident Evil.’

    Landing a spot in the official remake’s credits isn’t the only reward the studio has received, with the two companies forming a collaborative relationship, allowing Invader to send Capcom work and ‘receive tips and suggestions’.

    Looking back on Reborn now, they don’t hold any grudges against Capcom for stopping the project – admitting they were a ‘bit crazy’ to take it on to begin with.

    ‘Ours was just a test,’ Giannone said. ‘Our vision and a way to make the game more innovative and modern. But, you know, it’s their game, their brand and their history.

    ‘We are just more than happy to be part of that. It was a risk, we knew that, but we tried anyway. We were a bit crazy but also brave, and the result is our best reward.’

    Gameplay footage from the studio’s upcoming project Daymare: 1998, set to be released in Q2 2019, is brimming with Resident Evil influence – adopting the third-person view utilised in Reborn and featuring unsettling, abandoned locations and terrifying encounters with seemingly mutated lifeforms.

    ‘We are working hard to make an incredible game,’ Giannone said. ‘One impossible-to-develop for a 10-person team. But, you know, we are really close to completing it.

    ‘Beginning a game like this has been really hard. But we were focused on the survival horror genre, and we decided to go ahead even if it was almost impossible for a small team like ours.

    ‘Now, we can say we took the right decision, if after years of difficulties.’

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    Their affection for the Resident Evil series and connection to Capcom has them hopeful they’ll be considered for another project under the franchise banner. A remake of Resident Evil 3, perhaps?

    ‘We hope so,’ Giannone said. ‘But it will only be possible after Daymare: 1998’s release. As fans of the Resident Evil series, we really want something like that.

    ‘But we are also sure that great things will come at the right time. Now our only aim is for Daymare: 1998 to prove what we can do and show to everyone our skills and abilities. For the future, we will see.’

    Daymare: 1998 will release in Q2 2019 on PC, and on PlayStation 4 and Xbox One at a later date.

    gamerant.com

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    Capcom Shuts Down Fan-Made Resident Evil 2 Remake

    With their own Resident Evil 2 remake now officially in the works, Capcom politely asks the developers behind the unofficial remaster to stop their work.

    While few will discredit the appeal of a brand new IP, there’s something to be said about re-experiencing an old classic. Whether it’s from a few decades or even a few years ago, games from previous generations have stuck with us, to the point the gaming industry has become obsessed with remakes and remasters.

    However, while plenty of classic and popular games have either already had their upgrade, or are in the pipeline for said upgrade, even more are left waiting in the wings. Just look at how long Rockstar Games fans have been waiting for a PC port/remake of Red Dead Redemption, despite the numerous requests and petitions.

    As of late, though, publishers seem more receptive to the idea of remaking their classic games. Capcom, for example, has come out to say that remakes are becoming a part of their development pipeline, with titles like Resident Evil Zero and Resident Evil 4 getting their own current-gen upgrades. They’ve also just announced that Resident Evil 2 will be getting its own remake, after fan requests hit the publisher in droves. The Resident Evil 2 remake was only just announced last week, though, so don’t expect any major developments soon.

    But, as some may remember, Capcom’s official Resident Evil 2 remake wasn’t the only one in development. There was another RE 2 remake in the works, called Resident Evil 2: Reborn that used Unreal Engine 4 and was being developed by a handful of Resident Evil fans calling themselves InvaderGames. In fact, it was that unofficial remake that reignited the buzz surrounding a potential Resident Evil 2 remake, to the point Capcom decided to give the project a greenlight.

    Unfortunately, with that greenlight for the official remake comes a harsh red light for the unofficial one. The developers behind the fan-made project have revealed this week that Capcom requested that they stop work on the remake, and the team has decided to acquiesce.

    Those who might think that Capcom bullied the project out of existence should know that InvaderGames was notified about the official Resident Evil 2 remake ahead of time. According to their Facebook page, InvaderGames was politely asked to discontinue the project and then they were invited to discuss further ideas.

    “Capcom called us up in advance of the announcement and asked us if we would mind stopping the project as they had longer term plans for a Resident Evil 2 Remake. They have invited us to a meeting to discuss further ideas.»

    So the silver lining might be that the folks who helped jump start the campaign for a Resident Evil 2 remake with their unofficial version are now going to work on the official one. Or at least Capcom may consult with the developers, as they are clearly fans of Capcom’s survival horror classic.

    Whatever the case may be, it’s remarkable to consider how a fan-made project can actually gain enough traction to inspire publisher decisions. If a Resident Evil 2 remake can happen, who is to say that a fan-made Red Dead Redemption PC remake couldn’t inspire Rockstar games for example?

    This guide details three different ways that players can obtain the Energy Ball TM in Pokemon Brilliant Diamond and Shining Pearl.

    An owner of every console since Atari, Anthony is willing to try any video game, good or bad, but prefers the ones that involve a deep and involving story. With the Ocarina of Time gladly sitting as his favorite game of all time, Anthony is a sucker for any game that has players wielding a fabled sword, but can still appreciate everything from a solid sports title to a game with a deep multiplayer experience. By eventually combining his love of video games with his skills in film, Anthony hopes to make Game Rant a fun place to explore all facets of pop culture.

    Resident Evil 2 Remake review — Capcom casually drops Game of the Year material in January

    I’m clutching my injured side and running for my life through Raccoon City Police Department’s west corridor.

    A zombie crashes through the window at the foot of the stairs ahead, and I can hear the claws of a licker clattering along the ceiling behind me, but it’s the stomps of the pursuing tyrant that have my heart pounding. Mr. X was sent here to smush my head. He’s unkillable, relentless, and he wears a narrow-brimmed hat like a deranged men’s rights activist.

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    I make it to the safe room around the corner just in time, the door swinging shut behind me, and I turn in time to see the tyrant cheekily poke his head around the door as if he’s looking to flog me some car insurance. Soon after, I hear him stomping away.

    Mr. X hunts you incessantly whenever he’s around, but there are a few places where you can seek refuge. Like the xenomorph in Alien Isolation, he’s mostly unscripted and governed by set rules. This ruleset occasionally collides with other game systems to create funny, unexpected moments like the one above. You can also use his logic against him, drawing him to an area with gunfire before legging it to another wing of the station. Playing as Claire, you can get a silencer for your SMG that allows you to kneecap zombies in peace.

    The first few times you face him, panic takes over. The strange layout and tight corridors of the police station — a former museum — means that running without a purpose equals death. You have to constantly consult your map. Limited inventory capacity also forces you to make choices as to what key items to carry at any time, since they will be taking the space of ammo and healing items. Wherever you go, you have to go with purpose. You’re forced to pay attention.

    Because of this, you naturally learn the layout of this place as you play. Somehow, it only becomes more and more enjoyable as your mastery evolves. Resident Evil has always been about space. You’re in a hole and you can’t escape — you can only go deeper, into the parking garage, through the dog kennels, into the sewers, and finally, into the laboratory below. Even escaping the laboratory takes you deeper still, into the tunnels beneath the skin of the city. Along the way, you find shortcuts that loop back to earlier points and unlock new doors that increase your understanding, connecting those two locations like synapses firing in your brain. It’s intoxicating.

    My first playthrough takes me almost nine hours, not counting cutscenes, inventory management, and map consultation. By my fifth playthrough, I’ve cut my time down to just over two hours. I’ve made notes of all the puzzle solutions, allowing me to skip out getting the clues. I know which items to go for and which to leave. I know that avoiding the dead is often the best course of action, and I know that I should board up as many of those goddamn west corridor windows as I can.

    The thing is, the faster you try to play, the more mistakes you’re likely to make. It’s all fine and well running past zombies, but you’re going to have to navigate these rooms again later and with Mr. X dogging you. That aforementioned west corridor becomes a nightmare bottleneck if you don’t take the time to board up certain windows, and you have to return there at a few key points. Mess up and you’re stuck in a narrow walkway filled with lickers, zombies, and that unkillable bastard.

    Then there are the differences between playthroughs. Claire and Leon both have access to different areas of the station, as well as different enemy configurations. These alter slightly depending on which you play as first. One minute you might be fully stocked on ammo and ready to take on anything, and the next you’re limping along with a knife. There seems to be some kind of magic algorithm under the hood that works to keep you teetering on the edge of running out of ammo, so you often feel like you just scraped through.

    Even the way enemies behave keeps things exciting. Zombies move erratically, pacing past open doorways and teasing you with their rotten heads. When moving towards you, they sometimes change their gait, clawing at you in a burst of speed. The way their arms reach out to grab you can sometimes throw off your aim as well, the bullet tearing through their arm and causing the meat to fall off the bone like a slow cooked leg of lamb. Then there are the critical shots which occasionally see zombie heads explode in a single bullet, completely at random. The game is laced with things that can turn situations for and against you in a moment. That layer of unpredictability keeps things fresh through subsequent playthroughs.

    That gore system is also the best ever devised. Each shot takes a chunk out of an approaching zombie, and they can take a hell of a beating. What’s scarier than a normal zombie? A zombie with no fucking face, still trying to chomp at you with its exposed jaw and empty eye sockets, of course. This works together with a weighty physics system that sees downed zombies drop with a thud, or fall with their arms stuck between the bars of a jail cell. I killed one zombie in an office and it keeled over on a table. Moments later, it reanimated and began crawling along the table towards me. I shat it. Then there’s that zombie — I call him Peanut — who lost all his limbs and laid on the floor, staring and clicking his jaw in my direction.

    In all, I only really have one complaint, and it’s that I wish Leon and Claire would shut up. When aiming at an enemy, they have a set amount of voice lines where they react to the situation. Rather than sounding scared, they scream “fuck off” at zombies, and hurl other insults at the undead. At one point, Claire shouted “asshole” at a zombified dog. Still, it’s not enough to detract from a game this good.

    For my money, Resident Evil 2 Remake is right up there with Resident Evil 4 as the best game in the series. It’s the perfect blend of nostalgia and the new, marrying a classic game with contemporary game design, and a prime candidate for those Game of the Year lists. In January! Capcom clearly has no chill.

    Источники:

    http://gamemag.ru/news/142982/resident-evil-2-remake-first-anniversary

    Inside Resident Evil 2’s first remake: What happened after an indie studio’s project was shut down by Capcom

    http://gamerant.com/resident-evil-2-remake-fan-shut-down-518/

    http://www.vg247.com/resident-evil-2-remake-review

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