Posts Tagged ‘resident evil 4’
VGP Ep. 151: Saw Boat
This week Trees helps out with the neighborhood pond while Fred tries to sell off used stuff.
- 00:00 – Trees’ Week
- 30:30 – Fred’s Week
- 1:14:30 – 208 in 1 cart
- 1:23:30 – Fortnite Minute
- 1:32:00 – Gamefly/The Outbound Ghost
- 1:37:00 – Marvel’s Midnight Sons
- 1:44:00 – Double Dragon Neon
- 1:49:30 – Resident Evil 4 DLCs
- 1:58:00 – Diablo IV Beta
VGP Ep 149: Adulting Sucks
This week Trees discovers temu.com while Fred does his taxes.
- 06:00 – Trees’ Week
- 52:00 – Fred’s Week
- 01:30:00 – Trees Picks A Game
- 01:33:00 – Gas Station Simulator
- 01:50:00 – Brewmaster: Beer Brewing Simulator
- 02:03:00 – Fortnite Minute
- 02:15:45 – 3DS Softmod
- 02:31:00 – Resident Evil 4
- 02:45:00 – House of Ashes
- 02:53:30 – Marvel’s Midnight Sons
VGP Ep 148: Cascading Head
This week Fred enjoys movie nights while Trees enjoys a birthday party with bouncy castles.
- 05:00 – Fred’s Week
- 21:15 – Trees’ Week
- 51:30 – Atomic Heart
- 1:01:00 – House of Ashes
- 1:04:00 – Resident Evil 4
- 1:21:30 – Arkham Asylum
- 1:23:00 – Modern Warfare II
- 1:39:00 – Fortnite Minute
- 1:45:30 – Car Mechanic Simulator 2021
- 1:58:15 – Dead Space (2023)
- 2:12:45 – Box of Gameboys
Podcast: Silent Evil ReImagined
Another Silent Evil, another set of games. This time it’s the reinvention of both franchises. First up is Climax’s take on the original game with Silent Hill Shattered Memories followed by the powerhouse horror action hybrid Resident Evil 4.
Documentaries: The Making of Resident Evil 4 and 5
Two documentaries, mostly promotional, delve into the development and production of Capcom’s Resident Evil 4 and Resident Evil 5.
Extra Credit: Gamecube Community Top 10
The GH101 community chimes in on its choices of the top 10 games on the console. Some are unique but clearly many in the final result are crowd pleasers.
Podcast: Releasing Vaporware
This week Fred and Jam chit chat about vaporware (ie: games stuck in development hell) that actually came out. The most obvious example is Duke Nukem Forever, but as the guys prove there are no lack of “is it coming out?” games, some of which are still in the void today.
Retrospective: Resident Evil 4
Now & Then is different from both a retrospective and a review. It tackles games you probably already know and is a place for gamers to discuss these games. Below is an overview of a game’s presence in the market then and now. Authors of these articles share their personal experience, so we encourage all of you to do the same in the comments.
Editor’s Note: Although I love classic games as much as the next guy, few games get to be restored as often as Resident Evil 4. Therefore, the recently released Ultimate HD Edition has the most cleaned up, 1080p native graphics to date and thanks to screenshot technology being what it is we were able to grab those assets directly from the game without any quality loss. We at GH101 have decided to feature screens from this version in the interest of clarity, despite the fact that they do not faithfully represent the graphical fidelity of the many previous versions. Hopefully purists will forgive us.
The Story of the Scrapped Versions
Whenever a game sits in development hell for too long, it has an adverse affect on everyone’s feelings for the game. The examples are too many to count but a couple quick mentions are the likes of Diakatana, Too Human, and of course Duke Nukem Forever. With a few exceptions, games that take too long to make can’t help but not live up to the hype and therefore disappoint an all-too-eager audience. One of these exceptions is Resident Evil 4. Originally announced in 1999, the concept was a Playstation 2 game with a brutally strong protagonist that was more action focused per the ongoing desires of Shinji Mikami (series creator that has been trying to go more action oriented since Resident Evil 2). This new iteration was appropriately tasked to Hideki Kamiya, notable for his director work on Resident Evil 2, and in connection with Noboru Sugimura, writer of Resident Evil 2. After a European trip that netted a Gothic art style and given the goals of the game it was decided that the camera would have to be dynamic and movable (much like Capcom had started in Dino Crisis) and thus ditch the traditional pre-rendered background in exchange for a fully rendered world. Much of the development style, tone, and even Kamiya’s direction involved a what was described as a “cool” world and eventually it got so far removed from the roots of both the survival horror genre and Resident Evil series and instead integrated demons and a new protagonist, Dante. A small fraction of the Capcom Production Studio 4, named Little Devils, converted this new concept with the juggling bug this team had seen in Onimusha: Warlords and eventually renamed the project to Devil May Cry in November 2000. While it spun off to a good game and an ongoing franchise that still lives today, Devil May Cry left Resident Evil 4 in a rut without a dev team (and some hardcore RE fans still refer to the game as Resident Evil 3.5 since the core concepts remained intact).