The Low Tech Way Resident Evil Tricked You

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Video Sources:
T-Rex Tech Demo: • T-Rex Tech Demo 1 Play...
Manta Tech Demo: • Manta Tech Demo 1 Play...
Die Hard Trilogy: • Die Hard Trilogy (PS1)...
Tomb Raider: • Was it Good? - Tomb Ra...
Vagrant Story: • PSX Longplay [143] Vag...
Resident Evil 1: • Longplay of Resident E...
Resident Evil 3: • Resident Evil 3 : Neme...
Soul Reaver: • LEGACY OF KAIN SOUL RE...
Resident Evil 2: • Resident Evil 2 [USA] ...
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Пікірлер: 599

  • @verygoodfreelancer
    @verygoodfreelancer16 күн бұрын

    choosing one specific angle allowed the artists who worked on the game to create truly memorable scenes and customize and direct every little bit of it. in MANY ways it leads to more sophisticated and customized art direction than larger games now.

  • @jonoghue

    @jonoghue

    5 күн бұрын

    This sort of thing is exactly why I'm pretty tired of open world games. There's something about a curated experience that you can't get when the devs instead focus on "you choose how to proceed." It's why I like the first couple Metal Gear Solid games more than MGS V.

  • @LordMagden
    @LordMagden17 күн бұрын

    Just because a play style was invented because of a technological limitation of the time doesn’t mean it isn’t still fun. We didn’t give up dice completely for bits

  • @redomagnus4762

    @redomagnus4762

    17 күн бұрын

    Is this you saying that fixed camera is cool or isn’t cool? I have been playing some classic RE games this year, and going back to fixed camera angles has been AMAZING. So fun to play through, and the angles are a large part of the magic

  • @Wolfstanus

    @Wolfstanus

    17 күн бұрын

    @@redomagnus4762 Fixed camera angles and tank controls are still good for games built around the idea of it. Also the youtuber for this video forgets another very important aspect. Art style/art direction for modern indie games. Because pre rendered background/sprites do not look the same as a fully rendered environment.

  • @elderjose9662

    @elderjose9662

    17 күн бұрын

    if it was fun t begin with yes, but this mecanic was suposed to be confusing and ''scary'' in the first time, and is not like this this days so no it's not funny because it was never suposed to, and not scary anymore because we all learn how to deal with it, is just, clunky

  • @lukefortune8314

    @lukefortune8314

    17 күн бұрын

    @@Wolfstanus did you skip through the video? because he does bring that up.

  • @Don_Shake

    @Don_Shake

    17 күн бұрын

    ​@elderjose9662 I disagree with this take. It's not "clunky", as these games are built around these controls and are essential to the game design. It is fundamentally fun if these games actually appeal to you at all. These games don't just exist to scare you, they are video games first and foremost and everything about the controls and camera work to make these games what they are. I wouldn't be able to have fun replaying RE1R dozens of times if the only appeal is the initial "confusion" and fear. Modern controls and camera do not automatically make a game a better or more well crafted experience Just look at RE3 vs it's remake.

  • @Jomster777
    @Jomster77717 күн бұрын

    I miss fixed camera angles. They could tell a story and create a sense of suspense quite effortlessly

  • @ashwin4224

    @ashwin4224

    17 күн бұрын

    absolutely

  • @christiangottsacker6932

    @christiangottsacker6932

    4 күн бұрын

    Dude even metal gear did this well till guns of the patriots

  • @metalslayergameplays6089

    @metalslayergameplays6089

    2 күн бұрын

    Many indie games now using it.

  • @Broockle

    @Broockle

    Күн бұрын

    What about only using fixed camera angles for intense moments? Could make for some interesting moments.

  • @christiangottsacker6932

    @christiangottsacker6932

    Күн бұрын

    @@Broockle a lot of new adventure/horror titles do that and do it well

  • @Johnnywilsonforever
    @Johnnywilsonforever17 күн бұрын

    I've always said one thing that made Resident Evil scary was you didn't know what you were gonna find at the other side of the corner. The angles are a key element to help in the horror aspect of the games.

  • @GugureSux

    @GugureSux

    17 күн бұрын

    This. Also a skilled dev could use the camera like a real movie director, guiding players nonverbally towards points of interest.

  • @White927

    @White927

    17 күн бұрын

    RE 4 ruined it.

  • @White927

    @White927

    17 күн бұрын

    RE 4 was the downfall.

  • @waled7564

    @waled7564

    16 күн бұрын

    Resident evil 1 - 3 are hilarious they aged poorly

  • @secondhandevil

    @secondhandevil

    15 күн бұрын

    I enjoyed the old school RE games, but thy relied too much on their own self-imposed limitations to make the games artificially difficult. Basic movement was clunky and frustrating, exploration was slow and disorienting, aiming was hilariously bad, and combat would always occur on the line between two cameras making it impossible to see the enemy. These weren't features. They were flaws. Serious, unaddressed, flaws.

  • @Gosti85
    @Gosti8518 күн бұрын

    I think a small part you didn´t reconsider for the Tank controls is that back then, those games were designed to be played with a D-Pad, not a Stick. When the first RE came out, the typical PS Dual Stick Controller wasn´t even out, you just had your base controller without them, and even with later games, I´m not even sure if RE3 supported the sticks. But nowadays, trying to play tank controls with a stick just feels strange

  • @PopStrikers

    @PopStrikers

    18 күн бұрын

    That’s actually one of the things I go over in the Extended Cut haha

  • @TheRealSephiroth

    @TheRealSephiroth

    17 күн бұрын

    Re3 did support the sticks it was 1 and 2 that didnt at first. They both got duel shock editions later after their initial releases re1 got its duel shock in late 1997 and 2 got it in later of 1998. Re3 came out in 1999 when most games started to shift to analog stick controls by that point. A little off topic but Final Fantasy 7 started off with just use of the D-pad but there is a gameshark cheat that allows use of the analog stick on the original ps1. 8 and 9 used both the pad and sticks.

  • @GugureSux

    @GugureSux

    17 күн бұрын

    @@TheRealSephiroth Correct, but literally nobody played any of those games, or the future titles in the same genre, with the analog sticks. To this day, the first two protips I give to anyone planning to play a late-90s / early-00s horror games for the first time are: 1. Google and read up the MANUALS, and 2. Use the D-pad. Sadly, Xbox controller has terrible D-pad, which is why I use and recommend Playstation controllers.

  • @josesanchezrodriguez1783

    @josesanchezrodriguez1783

    17 күн бұрын

    Playing those games with a Playstation D-Pad feels great.

  • @TheRealSephiroth

    @TheRealSephiroth

    17 күн бұрын

    @@GugureSux thats not entirely true. I never play with the Dpad unless thats the only option. I always used the sticks. I couldnt stand the pads 🤣

  • @sparda9060
    @sparda906012 күн бұрын

    Games back then had very short draw distance due to lack of VRAM and system RAM in order for the game console to render more stuff on the screen. Developers had to start thinking outside of the box to work around those constraints like Crash Bandicoot developer who used the C library as extra RAM to store more textures so he would have a fully 3D polygon rendered character with large amount of detail while also being able to still render the map for the level design.

  • @PopStrikers

    @PopStrikers

    12 күн бұрын

    Did you get that from watching the Ars War Stories interview he did? That video was INSANE. Dude is a programming god.

  • @Ricsard001
    @Ricsard00110 күн бұрын

    The fixed camera angle make a feeling like the player watch a security camera record, just during can able to control the protagonist. It completely created an experience as if we were part of an archive recording. Brilliant. This solution is perfect for a detective-horror game, because the rendered fixed background show the players a lots of clues and background information, and a good envirovment for mondter encounters. And a photorealistic gamplay background is a very beautyful thing.

  • @Cargo_Bay
    @Cargo_Bay17 күн бұрын

    Yeah, "pre-rendered" was code back then for "static background", hah. But it worked. By golly, the fixed angle thing worked.

  • @Quenlin

    @Quenlin

    17 күн бұрын

    It's called "pre-rendered" because it wasn't made from a sprite sheet.

  • @ramrodbldm9876

    @ramrodbldm9876

    17 күн бұрын

    ​@RianQuenlin yea these ppl aren't to smart

  • @paulbunyangonewild7596

    @paulbunyangonewild7596

    13 күн бұрын

    ​@@Quenlin well technically it was "code" for these kinds of "above their means" graphics by rendering them before hand on a graphics workstation. They didn't HAVE to be static, I mean heck, these games HAVE video playback. But I don't think they could run all the game code while ALSO playing the game on top, and considering the loading speed, alot of effects could be done bit-wise or by messing with the whole screen. Lightening? Just brighten and darken the background image. Dumpster fire? Essentially a small gif. Same for alot of other smaller effects. And let's not forget the ps1 is really a 3d game system, so nothings stopping you from doing regular modeling tricks like uv scrolling.

  • @todesziege

    @todesziege

    7 күн бұрын

    @@Quenlin No? Pre-rendered 3D graphics were used to make sprite sheets too, like in Donkey Kong Country (and a hundred other games of the era).

  • @jimbotron70

    @jimbotron70

    7 күн бұрын

    ​@@todesziege When the hardware wasn't fast and powerful enough to render 2D scenes in real time it was indeed pre-rendered.

  • @SaberVS7
    @SaberVS717 күн бұрын

    Regarding hiding and rendering layers - The "layered" look can actually be achieved with a single-layer image from a single render, by mapping a depth-mask that's 1:1 with the game engine's distance units and rendering individual pixels in front of or behind 3D elements based on their in-engine distance from the camera.

  • @GraveUypo

    @GraveUypo

    17 күн бұрын

    the depth mask counts as a layer

  • @philcoast1031

    @philcoast1031

    17 күн бұрын

    That's a cool idea, but I wonder how well it would work with transparency (like glass windows, and bloom like the candles at 13:25), and antialiasing.

  • @NuttachaiTipprasert

    @NuttachaiTipprasert

    17 күн бұрын

    PS1 doesn't have a Z-Buffer so if you want to perfectly emulate the old PS1 games, layering is the only way to do it.

  • @garethjohnstone9282
    @garethjohnstone928210 күн бұрын

    I loved everything about RE2. I feel the static camera angles added to its atmosphere.

  • @panegyr
    @panegyr17 күн бұрын

    Ocarina of Time also famously used this technique for its fixed camera angle interiors, most notably Castle Town

  • @kylespevak6781

    @kylespevak6781

    16 күн бұрын

    Also, lots of N64 games use 2D images that are forced to show towards the camera and adjust in real time. Obviously Mario Kart is a shining example, but also stuff like coins in Mario 64

  • @contactalig

    @contactalig

    2 күн бұрын

    @@kylespevak6781the technical term is ‘billboarding’ if anyone is interested.

  • @williansnobre
    @williansnobre15 күн бұрын

    Silent Hill 1 and Dino Crisis 1 did it in a middle of the road kind of approach, by having the player able to partially control the camera outside of cutscenes but having the camera either on rails or struggling against the player. It kinda helped with the spooky atmosphere and those games were fully rendered 3D, they just used the same tank controls because the camera snapping and framing shots was really cool and effective.

  • @OblivionFalls
    @OblivionFalls18 күн бұрын

    I had a pretty good idea for how this stuff works already, but seeing you do it in real-time really makes me feel inspired to try it myself. It was also pretty crazy hearing the File City theme near the end there... That brings me back, holy fuck.

  • @PopStrikers

    @PopStrikers

    18 күн бұрын

    I only played Digimon World BRIEFLY at a friend's house waaaay back but parts of it lodged themselves in my brain permanently haha Also deff give game dev a shot if you're interested! Tons of tools exist now that make the process so much more approachable 👍

  • @luismarques8905
    @luismarques890512 күн бұрын

    I love fixed camera angles and i really appreciate the art of the pre-rendered graphics.

  • @marcuscarana9240
    @marcuscarana924013 күн бұрын

    The fact that so many moderm horror games like Chillas art and Puppet Combo are purposefully recreating the retro ps1 esque kind of graphics, shows that the technological limitations created a style that to this day is loved and never forgotten. Same with 8 bits. We now have graphics cards and pcs capable of virtual reality and yet 8 bit style games still sell and are thriving. Technological limitations gave birth to a style and genre that never dies.

  • @JaxBlade
    @JaxBlade18 күн бұрын

    The King has returned haha also incredible video loved all the angles 😂

  • @PopStrikers

    @PopStrikers

    18 күн бұрын

    Thanks dude! 👍

  • @iFukuyama
    @iFukuyama17 күн бұрын

    On the comments at the end about modern pre-rendered backgrounds: It's still a very common or even universal technique for sky boxes and far away objects. Up until recently everyone used Clarisse for this. Not that recent any more but the example that impressed me the most is from Resi 6, there's a scene fairly early on where you're moving down a day time street and there are enemies and explosions and things happening in front of you at the end of the street -- Only it's a video. It completely seamlessly transitions into 3D geometry when you move closer. To hide the load and better integrate effects, if I had to guess. You're walking in a straight line towards it, there's nowhere to hide a cut.

  • @simval84
    @simval8415 күн бұрын

    Tank controls were also the result of trying to provide full freedom to a player to move in a 3d environment with a controller that, at the time, had no analog stick and only a d-pad for movement (original PS1 controller and Saturn controller).

  • @GameTalesHQ
    @GameTalesHQ17 күн бұрын

    Love the way you put this one togheter! Pre-rendered backgrounds hold up so well

  • @xard64
    @xard6413 күн бұрын

    One of the problems with the background images is that the resolution is pretty much fixed as any down or upscale usually looks just worse. Now we could use really high resolution images to counter the problem but back in the 90's the resolutions were kept down the QVGA levels due to SD television resolutions. Even if there would exist some of these 3d assets the issue is that as far as I understand the raw 3d renderings were very rarely used outside of animation sequences and the static background images and layers were usually heavily edited and digitally painted over to cover the early CGI rendering flaws and adding level of small detail not feasible to render at the time.

  • @ManicBestia
    @ManicBestia18 күн бұрын

    Absolutely loved this, great work and really well researched too, can't wait to see more stuff like this from you, Tom!

  • @PopStrikers

    @PopStrikers

    17 күн бұрын

    Glad you enjoyed it 👍

  • @frecio231
    @frecio23117 күн бұрын

    I think a God of War (1, 2 , Chains of Olympus, Ghost of Sparta, 3, & ascension) have a good compromise of this, with fully rendered backgrounds in (for the time) astonishing detail but being the camera effectively only capable of render a part of the scene at any moment made those graphics possible.

  • @blushslice
    @blushslice17 күн бұрын

    I still think code veronica and the outbreak series are the perfect blend of fully rendered environments w fixed or panning camera angles, it’s perfect

  • @magnifician21

    @magnifician21

    4 күн бұрын

    All they need to do is just improving the graphics to make it look real, without changing anything else

  • @hawkbirdtree3660
    @hawkbirdtree366017 күн бұрын

    Combining a how to video, with a retrospective is very clever. It shows others you know what you are talking about, and trials and tribulations along the way. Great work.

  • @EliahNebb
    @EliahNebb18 күн бұрын

    i like the filming and editing to underscore the point. very nice combination of analysis and application!

  • @PopStrikers

    @PopStrikers

    18 күн бұрын

    Thank you!

  • @saryakan
    @saryakan17 күн бұрын

    An interesting game that uses them a lot without you noticing it was FFX. Pretty much all indoor maps, but through clever use of layers and parallax scrolling, even a big amount of outdoor areas trick you into thinking they are full 3D environments, when they actually are just pre rendered. It also had the best way to make things work with "modern" control style and abrupt camera changes, by keeping the character running forward after a camera change and only resisting when you change the input. Not perfect, but a decent solution.

  • @LadyEmilyNyx

    @LadyEmilyNyx

    2 күн бұрын

    Parasite Eve used the same controls 3 years earlier, and was also a Square game.

  • @Homunculus97
    @Homunculus9717 күн бұрын

    Great video and overall a damn solid way to illustrate how fixed camera angles work in game dev perspective, also you get an extra plus for using the Digimon World OST. Subscribed.

  • @jaywebster7508

    @jaywebster7508

    17 күн бұрын

    Yess someone else heared it haha

  • @SageX85
    @SageX8517 күн бұрын

    Thats not quite right how camera triggers worked on resident evil. They had a way more complex system, 2D shapes that cover the area, lets call those "zones", each camera could only hold 4 zones. A level could have a maximum of 16 cameras, so maximum 64 zones. But they werent 3D, boxes, they were 2D shapes, only 2D collision was checked, some trigonometry as done. Those zones could overlap with zones of other cameras but they wouldnt work unless the correct camera was active. The simple trigger volume doesnt works quite well compared to how the guys at capcom made it. Also the main reason to use prerendered BGs in today tech would be to get better antialias. And you could waste all the resources in either higher resolution at high framerate, or saturate with detail the character mesh. Like real buttons instead of normal maps.

  • @PopStrikers

    @PopStrikers

    17 күн бұрын

    Interesting! My goal wasn’t to recreate the camera system as it was done in RE 1:1, but rather show how it could be accomplished with modern tools. This is hardly a perfect system and would have issues scaling, but I think it works well enough for the demonstration. I had no idea the intricacies of the actual system used in the classic RE games, though. Is there a place I could read more about that? Sounds fascinating.

  • @SumeaBizarro

    @SumeaBizarro

    17 күн бұрын

    I think one reason to use "pre rendered" backgrounds in modern game is for unique aesthetic. Hand painted world. Like. FF7 meets Okami, and being able to make a guilty gear xrd detail level protagonist and enemies. Claymation meets resident evil, neverhood, darker. Pre rendered does not need to mean actually rendered, but photographs, paintings, drawings... A video file. And also. Vibe. Point of using actually live 3D like code veronica does was made but you could give it bigger Final Fantasy 9 vibe by having keyframed animations without tweening, like guilty gear xrd. 8frames for a spinning windmill, or three "frames" for water flow animation for a river. Signalis already embraced and still changed it's idea for new indie title borrowing from the vibes of PS1 horror. I kinda would love the same for PS1 RPG's. Though, partially this is kept alive as fantasian apparently uses dioramas that were digitized into the game's environments. Few 3DS games that still feels recent to me darnit also used hand painted or such static parts in their games, though not for all of the game, just select places.

  • @White927

    @White927

    17 күн бұрын

    ​@@SumeaBizarroSurvivor was the first 3D Resident Evil game.

  • @2l84me8
    @2l84me89 сағат бұрын

    The concept of fixed camera angels and pre-rendered backgrounds was ingenious. I truly miss this era of gaming.

  • @mila1195
    @mila119517 күн бұрын

    I swear I played the old RE2 for the first time this year and fell in love with the fixed camera angles.

  • @ramrodbldm9876

    @ramrodbldm9876

    17 күн бұрын

    I swear you look like a resident evil zombie

  • @mila1195

    @mila1195

    16 күн бұрын

    Thank you. This is exactly what I wanted to look like.

  • @korawichbikedashcam6293
    @korawichbikedashcam629318 сағат бұрын

    5:54 As a DMC fan, I like that you highlighted this issue. Going into the hallway one way can suddenly become another.

  • @epicon6
    @epicon65 күн бұрын

    Tank controls are so amazing in Resident Evil. It gives weight to a character. Most modern games let you teleport to change directions and it looks like running in place. And it makes navigating the world and the zombies more intresting because you can’t run circles around them.

  • @masterneme
    @masterneme16 күн бұрын

    The Gamecube version of Resident Evil and Resident Evil Zero look amazing, imagine what could be done with today's computers, 4K photorealistic backgrounds. And with some tricks like having multiple layers the same way was done in Alone in the Dark 4, dynamic lighting. And if instead of using flat images you rendered a cubemap, the camera could have some rotation and it would look awesome.

  • @cube2fox

    @cube2fox

    12 күн бұрын

    With a modern engine like UE5 they could probably do it in real-time, no pre-rendering needed. The resolution would just be substantially lower than 4K.

  • @OrsonConrad
    @OrsonConrad11 сағат бұрын

    Man, this is why you're the best. You used creative camera work to make clear your point about the visual directing of the game, but went to the next level by recreating it with Azumi. I can't wait to see the next video. You're the best. Always were.

  • @ryanarchuleta6231
    @ryanarchuleta623116 күн бұрын

    I still think fixed camera is the way to go. A horror game just isn't as scary when you can play it like a shooter.

  • @jettesides420
    @jettesides4207 күн бұрын

    There is another vid on youtube about pre rendered backrounds. But you actually showed how its done, great video! It really is interactive art when everything comes together.

  • @PopStrikers

    @PopStrikers

    6 күн бұрын

    Thanks man

  • @Bane_Amesta
    @Bane_Amesta16 күн бұрын

    The modern version os this for me is the camera floating by itself that's used in Eternal Darkness and Kuon, both allow for modern stick controls but keep the cinematic angles, and I think it should be done more often. It also make them easier to play to people like me who never got used to tank controls.

  • @SmogHobbit
    @SmogHobbit16 күн бұрын

    Dude I just had to subscribe after this video popped up on my feed. Please keep making this high quality content. ❤

  • @Synesthesiaum2
    @Synesthesiaum2Күн бұрын

    Great video. I think you naild it. Thanks for taking me back in time 🙏

  • @AnhTran-bp1eo
    @AnhTran-bp1eo5 күн бұрын

    I love the pre-rendered 2D background of the original RE2 & 3. They're nostalgia fuel to me now. Whenever I look at these backgrounds, it feels like the late 90s was just yesterday.

  • @candybeans
    @candybeans16 күн бұрын

    Amazing that even after two years and some mishaps, you still got this one out the door. And I learned that this worked pretty much the way I expected, but it was neat to see from the dev side.

  • @mielthesquid6536
    @mielthesquid653611 күн бұрын

    I always loved tank controls and static camera angles. That's why the first 3 RE games are among my favorite games ever. They aged like wine.

  • @MrStupidlook
    @MrStupidlook16 күн бұрын

    Great video! I love the pre-rendered backgrounds and tank controls. Interesting to see some of how it was done.

  • @mmarshfairc3
    @mmarshfairc317 күн бұрын

    Thank you 😊 I love videos like this. Too many people are too quick to dismiss fixed camera angles as “outdated”.

  • @AvantHorizon
    @AvantHorizon17 күн бұрын

    Awesome vid! I remember the moment I realized how they did this, was I love with all fixed perspective games. I remember being actually disappointed that code Veronica moved away from it

  • @basedprime6979
    @basedprime697918 күн бұрын

    Happy to see youre doing videos again!!!

  • @PopStrikers

    @PopStrikers

    18 күн бұрын

    Happy to be back

  • @ZiddersRooFurry
    @ZiddersRooFurry19 сағат бұрын

    Capcom recently settled a suit with a photographer whose work they used without permission. Starting in the 90's they used photographs from a book of reference photo's taken by Judy Juracek. The photos were from a book called 'Surfaces' that came out in '96 and the book came with a CD-ROM with over 1200 images. The 147-page court document was full of evidence showing how they'd used hundreds of her images in games like the Resident Evil series and Devil May Cry.

  • @Wootsk
    @Wootsk5 күн бұрын

    When I play the game, I had this idea that the director will make a good fixed CCTV camera planner.

  • @Reds-Retros
    @Reds-Retros17 күн бұрын

    What a really well presented and informative video, you got a sub from me. PS: I miss talk controls. To those confused about that statement: Yes, we exist, and we enjoy and miss not every single game feeling exactly the same. Variety, experimentation and risk is something I miss dearly from the AAA games of the 90s and 00s.

  • @GugureSux

    @GugureSux

    17 күн бұрын

    Seconded. It's a very weird, post-2010s zoomer narrative that the control and camera scheme of classic survival horror would've ever been a problem. OG PS1 Resident Evils alone sold dozens of millions of copies, back when 250k was enough for the game to get the "Platinum" / "Greatest Hits" release.

  • @vtoumpakaris
    @vtoumpakaris16 сағат бұрын

    Such an enjoyable way of presenting things! Thank you Tommy!

  • @patrickbailey2799
    @patrickbailey279917 күн бұрын

    Good video. This touches on the time and genre of games I played growing up with and loving. Thanks for the clip of Echoes of the Living too. Looks great!

  • @thatguyStrike
    @thatguyStrike14 күн бұрын

    Resident Evil: Code Veronica did pre-set cameras (but in actual 3D space) but gave them movement sometimes. That, to me, was the perfect way of bringing this iconic style onto new hardware that is capable of more intense renders. It kept the old feel which I, for one, think was super "horror", but gives it a modern edge.

  • @musachi5999
    @musachi59994 күн бұрын

    Solid video essay/tutorial. Pretty awesome, thanks.

  • @felixvids7238
    @felixvids723818 күн бұрын

    glad to have you back :D

  • @erebo._.sapien
    @erebo._.sapienКүн бұрын

    The "fixed camera angles bit" was wicked neat.

  • @TheFoxEssence
    @TheFoxEssence10 күн бұрын

    Great video! I really appreciate your insight on this topic ❤

  • @kri249
    @kri24919 сағат бұрын

    I think the point of the fixed camera angles, besides compensating hardware limitations, was that it was made to have a cinematic feel. Like watching an actual horror movie. Some of those angles were purely artistic shots. Like the top down view from the ceiling as your walking down the stairs with the hanging lights in the foreground. The devs were definitely inspired by cinema.

  • @bpcgos
    @bpcgos8 күн бұрын

    More breakdown like this would be awesome,thank you...

  • @III_SNIPE_III
    @III_SNIPE_III15 күн бұрын

    Thank you for teaching this to us! This is very interesting. 👏

  • @Lilithe
    @Lilithe7 күн бұрын

    I almost didn't watch this one because of the thumbnail. I already knew how games like this did things and I didn't think I wanted to watch it over other things. It turned out to be really interesting and I subscribed because I like your style of showing a Unity example. Nice stuff!

  • @EmeraldOtringal
    @EmeraldOtringal7 күн бұрын

    I love how you kept using the Legacy of Kain soundtrack way way longer than the short Soul Reaver clip ♥

  • @PopStrikers

    @PopStrikers

    6 күн бұрын

    The OST is just so good

  • @Dargonhuman
    @Dargonhuman7 күн бұрын

    In the PC port of RE2, they did give the option to use camera-relative controls instead of tank controls, and how they handled scene transitions was to lock the relative directions from the previous screen to the new screen until you let go of the directional controls. So, for example, if you're in a room that starts with an East facing camera (so that Up moved East), then transition to a camera angle facing North would keep the Up=East direction until you stopped to, say, shoot a revealed enemy, pick up an item or whatever interaction was required. On stopping, though, the controls would reorient to the new camera meaning Up was now North, and if you went back to the East facing camera, Up would continue to be North until you again let go of the directionals. That sounds like it would be clunky and confusing, but the seamless way they integrated it into the port never felt weird or out of place. In fact, it took me about three whole playthroughs just to notice what was happening because it felt so natural.

  • @ultimate.funkypunky
    @ultimate.funkypunky16 күн бұрын

    thank you for the enormous amount of effort you put in that explanation, I always loved this effect in the first games and wondered how it was done :0

  • @PopStrikers

    @PopStrikers

    16 күн бұрын

    No problem, glad you enjoyed it!

  • @TwilightWolf032
    @TwilightWolf03217 күн бұрын

    I much prefer the pre-rendered graphics of early RE to modern ones. Sure, the modern ones are technically more impressive, but the older ones were ARTISTICALLY more impressive and allowed the developers to know exactly where the camera would be and what the player *wouldn't be able to see.* That allowed the developers to make spaces look more oppressive and claustrophobic, and players feel less in control of the situation by removing the ability to control what they can see and the angles they have at their disposal.

  • @LosMSR

    @LosMSR

    17 күн бұрын

    This concept didn't work nowadays, bc this was made a tons of times before, so right now with the power of graphics will be odd.

  • @TwilightWolf032

    @TwilightWolf032

    17 күн бұрын

    @@LosMSR Just like it is odd that some games would use 8/16-bits graphics nowadays that we have much higher resolution and graphical power? Tell that to Shovel Knight! And let's not forget Octopath Traveler and other 16-bit inspired graphics utilizing modern technology to bring that art style to the modern era of gaming with their 2DHD style. The concept itself is perfectly fine, and the oddity is just a matter of getting used to it. Th value is in how it would be used.

  • @LosMSR

    @LosMSR

    17 күн бұрын

    @@TwilightWolf032 Check the cinema of terror, they reused a lot the method of Blaire Witch Project, that was bored at the end, bc of that, over and over the same. That's a thing that some people forget about the past, that something was trendy before, bc was new, but later was just overuse.

  • @TwilightWolf032

    @TwilightWolf032

    17 күн бұрын

    @@LosMSR Exactly. Overuse. Now it's not being used anymore and we have plenty of variety in the industry. A revival of this style with finesse would do wonders.

  • @LosMSR

    @LosMSR

    17 күн бұрын

    @@TwilightWolf032 That's not the meaning of overuse, especially if there is a record of all.

  • @loiedonn4192
    @loiedonn41924 күн бұрын

    Nostalgic. Brings back my elementary days but thankgoodness we are done with this. I cant imagine playing Resident Evil with fixed camera. RE4 spoiled me so much hahaha it changed Resident Evil for me forever.

  • @XzaroX
    @XzaroX2 күн бұрын

    They did not trick me. I always knew the environments were 2D. Many other games did that.

  • @Insanabiliter_In_Linea
    @Insanabiliter_In_Linea17 күн бұрын

    I was half expecting you to reveal that you were standing in front of a green screen of your room the whole time before I started the video lol.

  • @Pitchguest
    @Pitchguest2 күн бұрын

    I haven't noticed this before, when he said subscribe in the video the subscribe button lit up and was surrounded by a colorful border. Just for a second though. Neat!

  • @evilreiko
    @evilreiko17 күн бұрын

    11:47 Thumbs up for Digimon World music, true OG Thanks for explaining this , it will definitely help me in improving my game

  • @brian_david
    @brian_david17 күн бұрын

    Loved the breakdown and explanations, great video! Can't wait to hear about more of those nifty PS1 tricks.

  • @carlchapman4053
    @carlchapman4053Сағат бұрын

    Soul Reaver one of the best PS1 games made and one of my most favourite games ever, I even had the demo disc from the PlayStation magazine.

  • @gamezonevideo282
    @gamezonevideo2826 күн бұрын

    Really nice video , learned a lot , thanks ❤

  • @nachofernandezcomics5238
    @nachofernandezcomics523815 күн бұрын

    Absolutely. The Games with fixed camera angles and tank -type controls still have lot of posibilities, and not just for horror titles. It´s another manner to keep alive the wonderful legacy of graphic adventures.

  • @Jiggyboof
    @Jiggyboof17 күн бұрын

    Dude, just found your channel and as a lifelong fan of the RE series, this was a great video

  • @user-yy3yx5lf1e
    @user-yy3yx5lf1e5 күн бұрын

    The PC game Nocturne, released in 1999, also utilized a pre-rendered approach to achieve its visuals. However, what makes it unique is that the game actually employed untextured 3D modeling for the scenes to differentiate between foreground and background, and to handle collisions between characters and objects in the environment. Only at the final stage was the pre-rendered game imagery applied to complete the visuals. This technique reduced the number of rendered images required.

  • @ShinDagore
    @ShinDagore15 күн бұрын

    great content, man! thanks!

  • @lunasam9
    @lunasam912 күн бұрын

    yes there are invisible hit boxes to prevent you from walkiing past walls and simulate item/box/steps (which is separate from stairs which seem to be 3d rendered but only used for scene transitions) collision also flashing lights are literally floating lights in the 3d space they just happen to be placed on switches that appear in the static image And yes there are teleport lines that tell where to place your character in the next scene, for transitions at the edge of image eg the teleport line A is 5 units long and you touch it at unit 2, it will correspond and place you on the unit 2 suggested from the image A to B, onto the image B spot literally like 2 lines and a tunnel connecting them, except it only takes 0.5s to load

  • @lunasam9

    @lunasam9

    12 күн бұрын

    I liked that he illustrated with cubes containing the spaces which the player moves, but can be clunky if you have all scenes working in one giant layer space

  • @TheStolenBattenberg
    @TheStolenBattenberg16 күн бұрын

    I have to mention 9:26 . Technically you are right, but this limitation is only for normal textures. The JPEG textures (called MDEC) can actually match the screen resolution of 320x240 (or any other compatible resolutions). This is because the image is loaded and decoded like a single frame of a video file.

  • @PopStrikers

    @PopStrikers

    16 күн бұрын

    Good to know!

  • @scottlurker991
    @scottlurker99115 күн бұрын

    I remember the exploit in N64 Goldeneye where you'd strafe and use the tank controls at the same time to move twice as fast.

  • @iroxudont
    @iroxudont17 күн бұрын

    "Tricked"? No one thought it wasn't a jpeg way back in the day.

  • @unvaxxeddoomerlife6788

    @unvaxxeddoomerlife6788

    7 күн бұрын

    Yeah, most of us had already played Myst so we were used to seeing graphics like this.

  • @thfrussia6717

    @thfrussia6717

    6 күн бұрын

    well we can call bmp or jpeg every 3d frame from every game. i also don't get it wat is the trick there. yes it's a pre-render. fallout 2 and many other games are also pre-rendered

  • @DavidDrawsComics
    @DavidDrawsComics8 күн бұрын

    what's interesting is they were made in CGI, so if they still had those project saves they could make them real 3D

  • @LoganMPierce
    @LoganMPierce2 күн бұрын

    You nailed it bro. Great video.

  • @HouseTrapJay
    @HouseTrapJay17 күн бұрын

    Takes a lot to impressive me with a video on classic Resident Evil, but damn this was one of the best ways of presenting this topic I've ever seen. 10/10

  • @PopStrikers

    @PopStrikers

    16 күн бұрын

    Thanks dude, glad you enjoyed it.

  • @kuromiLayfe
    @kuromiLayfe7 күн бұрын

    The original FFVII utilized pre rendered background to a master level… to a point where if one would upscale all the images to modern day resolutions you would get the same amount of hdd space as the 3 or 4 cd’s of the game back then but as DVD’s

  • @Kawa-oneechan
    @Kawa-oneechan17 күн бұрын

    Gotta love how the anti-aliasing on the light fixture disappears when Leon(?) walks underneath it. You get the same effect from old point-and-click games with painted backgrounds.

  • @SwolfieTv
    @SwolfieTv17 күн бұрын

    presented very well, great video!

  • @stevebrooks1331
    @stevebrooks133117 күн бұрын

    Awesome video! Very well made 🙏

  • @HaakonAnderson
    @HaakonAnderson9 күн бұрын

    N64 RE2 actually has an option for somewhat dynamic control and it works wonderfully

  • @nmrn148
    @nmrn14815 күн бұрын

    I call this the cinematic age of gaming

  • @MiQuentin
    @MiQuentin18 күн бұрын

    Oh tom’s doing videos? Sweet

  • @JusSageMakes
    @JusSageMakes16 күн бұрын

    TOM! THIS IS AMAZING! Im glad youre making fun vids one more

  • @PopStrikers

    @PopStrikers

    16 күн бұрын

    Thanks man! I'm glad to be back!

  • @jugandoclasicos
    @jugandoclasicosКүн бұрын

    I miss those types of games, they were incredible. I hope someone develops fixed camera games.

  • @patyos2
    @patyos216 күн бұрын

    I wish Capcom did a remake of Haunting Ground and kept the classic fixed camera and tank controls that game was a masterpiece

  • @RTheu2109
    @RTheu210916 күн бұрын

    RE might have been the most notorious for using fixed cameras and tank controls, but i think that this camera style peaked with Final Fantasy 9. Specially with the way they pretty much perfected the way to blend the CG cutscenes with the static images and gameplay all together, not to mention how gourgeous the scenary of that game is. I would love the return of fixed cameras and tank control games, even if it's "arcaic" style, it's perfect for games with fixed cameras and it definetly has room for lots of improvements, it would be amazing too see what the devs could pull off with today's tech.

  • @Rodjeurs
    @Rodjeurs16 күн бұрын

    This is a very cool and informative video, thanks! I too would love to see a modern game, triple A or not, with pre-rendered backgrounds, to their fullest. It has even come to a point I'd like to make one myself, even though I have absolutely no experience in game dev. Sharing the love for this tech and the unique atmosphere it is able to generate is important!

  • @Pensive_Scarlet
    @Pensive_Scarlet14 күн бұрын

    Izumi is great! I just want to hang out with her, loitering in front of the local Frondy.

  • @PopStrikers

    @PopStrikers

    14 күн бұрын

    Ahh thank you! I'm glad you like her! (It's Azumi though, with an A haha)

  • @ariessalazar2940
    @ariessalazar294015 күн бұрын

    when less than 1gb gives you a masterpiece that will live forever in your memory...

  • @KaeMcSpadden
    @KaeMcSpadden16 күн бұрын

    And it can help amplify the uneasiness and horror, positioned in a way like someone is hiding and watching you from the shadows.

  • @stefanolassandro886
    @stefanolassandro8865 күн бұрын

    Great video!

  • @zibberebbiz
    @zibberebbizКүн бұрын

    I live for prerendered backgrounds.. I've been replaying Grim Fandango and I am literally drinking it in

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