Aranea Highwind

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About Aranea Highwind

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  1. According to Famitsu the game is 80% complete.
  2. Frames per second is really important these days. It was confirmed today that we will have the option to play at 4k/30fps or 1080/60fps.
  3. Another interview with Resident Evil 2 producers has been published. One of the things about “Resident Evil 2” that really grabbed my attention growing up was George Romero’s involvement with “Biohazard 2’s” marketing in Japan. What struck me as I was playing this remake of “Resident Evil 2” was that the tone and tenor very much reminded me of the Romero “Dead” films, including the ramp-up of the gore. “Resident Evil” has always been a pretty graphic series, but never like this, especially with the abdominal dismemberment in particular (editor’s note: this is a zombie movie trope in which a character is torn apart at the abdomen/torso, one of the more gruesome motifs in horror films), which are sort of quintessentially George Romero. So I was wondering if that lineage had any influence on the direction you’re taking with the remake, and where you’re coming from with this. Yoshiaki Hirabayashi: You know your stuff, with the Japanese adverts. Since the original games were influenced by the Romero films, indirectly, that influence may come into play here. But our main goal is taking the original, classic title and trying to reimagine it for an entirely new audience. What do you think are the defining elements of “Resident Evil 2”? In the series it is sort of unique, and the series radically reinvented itself repeatedly over the course of subsequent games with “Code Veronica” and then “Resident Evil 4.” What’s special about “Resident Evil 2” that needs to be captured in this remake? Tsuyoshi Kanda: I think the game has a really great essence. It’s a survival horror experience, but it’s also got this kind of storyline and drama going on, and it’s got entertainment aspects that aren’t just about constant horror. It’s got a combination of factor, and the blend of those aspects really make it what it is. We’ve tried to respect and recapture the feel of that with the reimagined game. Is this a lot of the same team that worked on “Resident Evil 7?” YH: The team is really mixed in terms of their experience with previous games in the series. We do have some “Resident Evil 7” veterans, including Kanda, who was producer on the title, and myself, I’ve been working on the series since the Gamecube remaster. The directors, one of them was a “Resident Evil 2” staffer, one of them has been on the series since the original “Resident Evil,” a lot of members have been involved in various “Resident Evils.” “Resident Evil 2 Remake” is obviously very different from “Resident Evil 7,” it’s going for something very different. And I feel like the series has a tradition of doing that. Do you think it’s important to the series that it change identity and do something different with every game? And why is that important? TK: The series has changed a lot, as you mentioned. The original three games had fixed camera perspectives, and it seems like every three games or so there’s a sea change in perspective and style. We always consider as we move through the series, what is “Resident Evil,” and what is the essence of the experience we want players to have? As time moves forward and technology advances and new graphical capabilities become possible we’re always able to challenge ourselves as to what “Resident Evil” really is and things that flourish under that will be a camera system or a gameplay system. But I think the ongoing change is a constant, ongoing reexamination and reinterpretation of the essence of “Resident Evil” as a series. Especially now, when it comes to this “Resident Evil 2” title, that has an original that it’s based on, and everyone can see it and compare it, it’s really important for us to again look inside and ask “What is the essence of ‘Resident Evil 2,’ and how does it relate to the series as a whole?” And how can we make a reimagined version of that that’s faithful and respectful to that legacy and that serves as an evolution for “Resident Evil?” Speaking to the increase in graphical fidelity, this feels like the goriest of the “Resident Evil” games by far. Was there any discussion about how far might be too far, or concerns about censorship in certain territories? TK: There’s a certain level of grotesque things or gore that I think is always going to be necessary in a “Resident Evil” title, because it’s just the genre. When you’re trying to present horror it’s one of the most effective tools at your disposal. It’s one of the ways we try to express our creativity with these games. Now that we’re using our internal RE engine, which we used in “Resident Evil 7,” it’s a really beautiful looking engine and it makes these photorealistic environments really pop and come to life. When you put that in the context of a horror game and it’s set in an area that you can really explore and backtrack through, Metroidvania style, and have an adventure in it, we have a gameplay experience in mind, and part of that is going to be, amongst the adventure, these pulses of horror, shock and gore. We have in mind this idea of what it is and how it should be, and it gives us a good guideline as far as how far we can go with gore, and whether need to draw a line and say “This is enough to get the effect we need, we don’t need to go any further.” YH: We want people to enjoy the game at the end of the day, so it’s not an endless parade of disgusting gore, because that wouldn’t be fun. Some people might be into that. YH: (laughs) The goal is that people will have a shock and then a release of that tension. That’s why a lot of people enjoy horror in general. So we’re challenging ourselves to push it as far as we can, but we’re not going to go to the extent that it starts to spoil the rest of the experience, because we want to have an overall enjoyable entertainment experience. There are a lot of remakes and remasters that vary in the degree to which they are faithful to the source material. This very much feels like a completely new game, from top to bottom. Why the dedication to revisiting this material in this way? What is it about “Resident Evil” that warrants that sort of treatment? It feels very respectful, and successful, based on my time with it so far, but it is far above and beyond what most developers are doing with these remasters and revisitations. YH: We’re fans of the original game, and it’s got a really special place in my heart as an almost perfect piece of entertainment. When we want to bring a game back to people, we want people to experience the way we did. We loved it so much we wanted to give it to other people, and we want to figure out how to do that. When a game is 20 years old, it might be difficult for the current generation of gamers to see past the limitations or frustrations present in a game that old, to get to the core, the meat of the experience. They might put the controller down before they get to the parts that we want them to love because they can’t get over the frustration. It could even be old fashioned controls. So we don’t just want to remaster it and have a copied version of it, slightly updated. I think the best way to bring that experience and that feeling we had to more players was to make a cutting edge update, a reimagining using the absolutely latest technology. It may look different, but the feeling is there. Whenever people play this, they should get the same feeling we got back in the day, even though the outer layers are different. And the fact that it’s got to feel like “Resident Evil 2” is our firm concept. That’s not going to change. “Resident Evil” as a series has seen a number of these revisitings, going back to “Resident Evil: Director’s Cut” and “Resident Evil” for Gamecube. What do you think it is about “Resident Evil” that lends itself to this kind of revisitation as a series? Because it’s done it repeatedly and it’s done it pretty successfully. TK: I think, personally, that it lends itself to being revisited because the players also like to revisit it, and they have with each game. Some people have said “RE2” was their first game in the series, and they played it and it was scary as hell, and when they finished it, a few months later they’d say they wanted to go back and relive those thrills and that experience. It’s a series that lends itself to even the same game having a certain amount of replayability, it isn’t a one and done thing. I think with that in mind amongst the playerbase, a version of the game that lets you revisit it and find new things, or have additional experiences with new parts, that’s a proposition that’s a really good match with the players. One of the things that seems to be apparent as companies try to go back and reboot or remake games from, say, the Playstation era, is that a lot of those games were really ambitious, and the scope of them doesn’t necessarily make a cost-effective remake viable now. The thing that occurs to me here is that Leon and Claire were separate playable characters, and things you’d do as one character would reverberate for the other and make for a very different game. Is that being retained? And is that something that’s difficult to do with a modern game and modern budgets? YH: Just to say up front, I don’t think we need to compromise on anything. We’re not compromising because it’s more expensive to make a good-looking game these days. But regarding having two stories – in the original game you had the A-B story with Leon and Claire – that was a choice made at the time to bring a unique storytelling experience that hadn’t been done before. But in the modern context, in 2019, in order to bring you the kind of intense and deep storytelling experience we want you to have, given that this is something that has evolved since the first game came out, we do want to streamline the approach. We’re not compromising because it would cost too much to recreate this game photorealistically, but more because we’re making decisions as to how to get that experience across to you in the best way. They called it the “zapping system” at the time, because it had two different versions of the same story. It was a unique way to get two characters’ unique perspectives on a story across. But it inevitably led to repetition as you had to go through multiple playthroughs to see multiple things. We want to have a more efficient way of having players see everything in the game. So we have kind of mashed up and combined the A and B stories of each character into one, so you can choose from Claire’s campaign or Leon’s campaign and see both parts of the story that way. It’s a creative decision but it’s complicated because you have to find a way not just to recreate the structure of the original game, but to look at what that structure was achieving in terms of experience and emotion, and to retrace that back and figure out how to get that same experience today with this structure. https://variety.com/2018/gaming/features/resident-evil-2-interview-1202848886/
  4. Rely on Horror interview with the RE 2 remake producers. After many years of anticipation, Capcom finally revealed the Resident Evil 2 remake during Sony’s E3 2018 press conference. It was a bit of a surreal moment for me as a fan seeing a treasured game from my childhood remade for a modern platform, and I wasn’t the only one that felt that way. Capcom gave me the opportunity to interview producers Yoshiaki Hirabayashi and Tsuyoshi Kanda, and they had a surreal moment of their own during the reveal when they could finally show the world all the hard work they’ve put into this remake. I was more than a little excited to sit down with them and chat all about the project. Rely On Horror: Resident Evil 2 is not only arguably the most popular game in the series, but one of the most beloved games for the original PlayStation. Was there any apprehension in remaking it just based on how revered it is and the expectations that come with that fan adoration? Rely On Horror: How about the response to the reveal trailer, has the reception been pretty positive for you? Rely On Horror: Are there any members of the development team that actually worked on the original Resident Evil 2? If so, do they offer any special input on the remake since they were there for the original game’s development? Rely On Horror: Since Resident Evil 2‘s release, Resident Evil has had several action-heavy focused entries such as Resident Evil 4. From what I played of the demo this remake is a faithful and pure survival horror game. Was there any point in development where you considered making the remake more action focused? Rely On Horror: The original game had 4 different scenarios with Leon A/Claire B and Claire A/Leon B. Will Leon and Claire’s scenarios mesh more into one overarching story this time around? Rely On Horror: Will there be other camera angles/modes with an ability to switch between them? Follow up: were tank controls and fixed camera angles considered at all? Rely On Horror: Resident Evil 2 has a lot of iconic enemies like Mr. X, William Birkin, and the Lickers. Did you have to update enemy mechanics to suit the OTS playstyle and combat? Rely On Horror: How did they consider the fact that the game takes place in the ’90s and did they intentionally try to keep that aesthetic? Rely On Horror: You have an Elza Walker costume. Are there other ideas from Resident Evil 1.5making it in? Rely On Horror: Resident Evil 2 is very special to a lot of people, myself included, do you have anything you’d like to say to all the fans that’ve been waiting many years to get their hands on this remake? Tsuyoshi Kanda: I really think that your readers and all the fans that’ve waited so long for Resident Evil 2 to be remade will love this reimagined version. Playing this beautiful looking new game whilst having your memories of the original flash back to you as you’re playing is quite special. We are fans too, and we’ve been really excited to bring this to you. It’s been a long time coming, so look forward to our updates between now and January and I really hope you all enjoy the game. Yoshiaki Hirabayashi: So we’ve kept you waiting, huh? Yes, I’m speaking as a producer right now, but my first game on PS1 was Resident Evil 2 as well. I know how much everyone loves it because I love it as well, and I’m also confident this is what you’ve been waiting for and you’re going to enjoy this new reimagined version. We extend our thanks to Hirabayashi-san and Kanda-san for their time. Keep a look out for my hands-on preview within the coming days! http://www.relyonhorror.com/in-depth/interviews/e3-2018-interview-resident-evil-2-producers-yoshiaki-hirabayashi-and-tsuyoshi-kanda-explain-how-they-do-it/
  5. Free Shadow of the Colossus Theme on Japan

     

     

    1. Aranea Highwind
    2. BG_painter

      BG_painter

      Damn!! I NEED THIS!!! Thank you so much I need to create an japanese acc immediately! thank u thank u!! 👍

  6. Today is the last day that Capcom will be answering questions at E3. As you can see on this image below, Leon and Claire reunite on the back of the RPD station.
  7. Some new info from today stream. (taken from resetera member chandoog) - You can save without ink ribbons but higher difficulty options will let you use ink ribbons for limited saves like traditional old RE games.- Besides the initial load or dying, there is no load screen in the game. Entirely seamless experience. No classic door animations.- Bite marks are persistent on Leon's neck (maybe until the next time you use a herb ?)- Limb destruction is in. You can shoot off parts off zombies/dead bodies.- Adding new areas to explore before reaching the RPD. Even the RPD has new areas added to explore (a new third floor we've seen in shots)- Classic items like film rolls and themed keys (Spade/club etc) spotted in stream.- The shotgun blast is fucking SICK. Tore off half of a zombie's face.- Wooden boards can be used to board up windows to stop zombies from coming in. Boards are limited.- Capcom is still adjusting the difficulty levels for the game. Aim is to provide intense combat/gameplay feel against brutal/strong zombies.- Stopping while aiming is recommend for 'easy aiming'. Walking + shooting is present but incurs drastic aiming penalties.- Health indicator pops up during game play, not exclusive to visiting the item menu.- Defence items can be retrieved from Zombie corpses.- Claire seems to enter the RPD from the opposite side. Save room theme https://streamable.com/8m3nr Gameplay footage without commentary (new areas are explored) Capcom stream Q&A which shows new areas including the library Some gifs which shows limb destruction There will be another stream today so more info might revealed.
  8. Road to E3 from the producer perspective.
  9. Another video showing RE 2 remake is up. On this video Leon explores the second floor and manages to obtain one of the coins required to pass a certain puzzle.
  10. RE 2 remake looks good indeed.
  11. New info. https://www.dualshockers.com/nioh-2-character-creator/
  12. Off screen gameplay footage of Resident Evil 2 remake.
  13. Just a small correction there but the game has not dropped the "remake" thing completely from the title. Capcom is doing the same stuff they did with Resident Evil VII by having certain letters on a different color. On this case "RE" which stands for Remake. The game is know as Biohazard RE: 2 Japan for obvious reasons. http://www.capcom.co.jp/biohazard2/images/index/logo.png
  14. I went digital. Here's the pre order theme.
  15. Here's the pre order bonuses: Digital pre-order bonus:- Deluxe Weapon: 'Samurai Edge - Chris Model'- Deluxe Weapon: 'Samurai Edge - Jill Model'- Resident Evil 2 Special ThemePlay on 01/25/2019 12am Eastern TimeCANCELLATIONS AND REFUNDS ARE NOT AVAILABLE EXCEPT WHERE REQUIRED BY LAW.The Deluxe Edition contains the main game and the Extra DLC Pack which includes the following items:-Leon Costume: 'Arklay Sheriff'-Leon Costume: 'Noir'-Claire Costume: 'Military'-Claire Costume: 'Noir'-Claire Costume: 'Elza Walker'-Deluxe Weapon: 'Samurai Edge - Albert Model'-'Original Ver.' Soundtrack Swap