Static camera, mansion and “tank” control – the trailer for the horror Resident of Evil: Vigil

Residence of Evil is a collective YouTube channel dedicated to the Survival Horror genre in general and the series Resident Evil in particular. The leading channel found the developer-lone of Moonglint and together began to create Vigil – Horror in the style of the first three Re.

December 24, 1984. The main characters are members of the reconnaissance detachment of Reconnaissance Operation Unit 3 (RO3). They fall into the mysterious forest and find the scorch of the bichworth there. At first, it seems that the house will become a safe refuge, but the Bichvort family has secrets because of which the RO3 task will turn into a revived nightmare.

Judging by the presented materials, in Vigil They are going to reproduce all the familiar features of the classics: a static camera, a “tank” control, a large mansion as a key location, puzzles, and so on. There will even be awkward humor and voice acting in the spirit of second -rate films that Resident Evil It is also famous!

Previously Vigil showed under the names Residence of Evil: The Game And Residence of Evil: Vigil. But not to bend Capcom Once again, the game was renamed in Vigil: Prophecy of the Bestowed (or simple Vigil).

In 2018, it was planned that Vigil It will go to PC as a free game – maybe now plans have changed, but the developers do not specify this. There is no release dates yet. On the official website you can download demo version.

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The best comments

Somewhere:
Moonglint: Let me write off the name.
Capcom: ok, just do not write off exactly, exactly.
Moonglint: Oceeeeeeeeeeeeeeeeeeeeee ..

From Daymare: 1998 I expected more. https://md88casino.co.uk/login/
Such a parach came out, to be honest. Both gameplay and graphically.
Plus these sharp transitions in terms of characters change, they will be terribly touched.

here the imagination is better than that of Asylum studio)

If I am not mistaken, even in the original resident there was an animation of the zombie reaction to hit the bullet on it.

The picture in places is stunning straight, sometimes even better than God, it was in the original games. But with the animation, there is absolutely trouble.

Here’s right to point. The entire trailer was ajar with a pleasant expectation, and as soon as the shooting went and the monsters ran … The whole mood was gone ..

I am aware of what "tank" control is, I myself had the first curling iron. I just don’t understand what is complicated and not clear in it. I am immediately used to managing and camera and I can’t understand what was and is complicated in it

The problem is not so much in tank management as in a fixed camera (which tank control is even more suitable than ordinary, Hello DMC and Legacy of Kain Defance). The static camera not only does not give a number of things to see normally (hello zombak in the bus in the second rubber), but also constantly pulls the character model (by moving to another screen, the character usually finds himself on the other side of the monitor).

The bottom line is not that this is bad, but in that I do not see any advantages of this concept over standard management and third -person camera. Initially, this system was made exclusively in connection with the technical restrictions of that time. And I am very surprised when the developers insert it into their games, purely because they “did this before”, as if it were exactly what people love the Survival Horror genre, despite the fact that such games as a remake of rubber or even Dead Space show from the distant 2008 that the game is not necessary to have a fixed camera and tank control, to be good genre games.

For me, this is how to make a play with a multiplayer purely on the ipishka exclusively because “before in cool multiplayer games there was no matchmaking, which means that it will not be in my game”.

If someone does not like management, then does not mean that everyone does not like it. You are not forced to play. I can’t stand an active pause in classic RPGs, so I have not mastered a single bald, but everything passed the gum. All. Well, except for ORS. and in reprints 1 and 0 played on the "tank", TC in the case of a fixed camera is convenient.

And yet. As for the sloppy control – in R4 there is no strap and aiming (initially) buttons – this is inconvenient.

I would understand if the camera were used just for this (to create, sorry for the pun, the “chamber” of the game), but it is very good that this is the case of the game in the news. Using a fixed camera and tank control with completely worked out 3D locations, the game sacrifices at least the opportunity for the player to examine the locations in more detail (in the remake of the second rubber there is a good example with a sign of the name of a policeman who fell on the floor; with a static camera you can’t verify this), as well as the possibility of aiming normally in the enemy (I was irritated, as in the first three residents had to be done Headhots to enemies – to approach almost the enemy and lift up the weapon in the same rubber and Dead Space on accurate aiming. If sacrificing these things, the game does not give the player anything equal in return, I do not think this is a good approach.

In any case, this does not particularly look like an interesting horror, and the problem here is far from in the cell or management.

You can throw stones but in childhood have not passed a single rubber nor Dino Crisis only due to control.
The first rubber only when the remake went to Game Cube only passed and 2 also only last year’s remake. Waiting for the three and code of Veronica.
So I understand that the game for true olds, so that everything is as before and not a convenient camera and all -time management, but if you can still measure with the camera, then I will not play it with control. If it can be changed as in the remake of the first rubber, then the norms.

From Daymare: 1998 I expected more.
Such a parach came out, to be honest. Both gameplay and graphically.
Plus these sharp transitions in terms of characters change, they will be terribly touched.

And I did not expect anything and not familiar.
Not bad, although the design leaves much to be desired.
But what is exactly terrible there is optimization! > _

From the very beginning, in the corridors of the pancake, the camera does not turn so that the FPS from ~ 45 to 10 would not sag.
I understand that I have FX6100 and GTX1050, but the game is not advanced graphics.
The developers definitely lost the UE4, not for the first time, however.
I am now afraid of indie game on this engine.

Another musical accompaniment is … even excellent, I am not afraid of this word!
It was not for nothing that I bought it, but I don’t pull it a second time yet, I tried to play in the update with missions, but they completely broke it and Bagalovo was added.


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