Technologically speaking, this advancement has made it possible to express scenes in real time that would have previously only been possible in pre-rendered cutscenes, for example those that incorporate complex facial animation.
Resident evil 4 full version full#
In the current generation of consoles, the technical capacity of hardware has improved vastly over the last, and our technology itself has also increased to the extent that we can maximize the full potential of that hardware. The player might not pay close attention or might even put the controller down, and either way, that's not what we want. In a traditional game scenario, players change from being active participants to bystanders as the cinematics begin and play out. By incorporating an action button into the cutscenes, we made it possible for players to interact with the in-game movies. The action button system we implemented for Resident Evil 4 was very complementary to our use of real-time movies. Our solution was to keep the cutscenes in real time. We thought that if we could facilitate a seamless transition between gameplay and the in-game movies, people would be able to stay involved throughout the entire experience without interruption. The change might be appealing to those people who simply enjoy cinematics for the higher quality of the cutscene graphics, but in terms of keeping players focused on the game, it's possible that these moments interrupt the flow of the experience. It's possible that in that moment, players regard what is on screen as just imagery rather than a true part of the game. As gameplay shifts to a cutscene, the change is usually quite noticeable. This seemed like an area that, if done well, would improve critical reception. When we began the project, one area we focused on was how playable portions of games usually shift into atmospheric pre-rendered movies.
I'll provide an overview of what this entailed and how we were able to achieve it with some specific examples from the game.
This meant looking at everything from presenting a new way to experience fear, creating more frightening enemies, implementing new ways of using items, and much more.įor this postmortem, we'll use one element, which was also one of our biggest challenges, as the archetype for the game's development: the successful creation of the title's graphical style.
Resident evil 4 full version series#
Because the series has been around for so long, we really wanted to address the feedback from both our fans and our development team in order to revamp the game. The Resident Evil series has a broad fan base, and in order to meet players' expectations, we decided to create a totally new entry with Resident Evil 4.