Fun Fact: The composer of that godawful Dualshock Ver. Soundtrack was at one point very acclaimed and pretended to be a blind 'savant' for over a decade, using a ghostwriter for the majority of his work. He finally come out about his lie a few years back and it was a minor controversy in Japan.
Man, the mansion is one of the best video game "World's" ever created. For me, in part because of the REmake, RE1's world wasn't surpassed until 2015, when Bloodborne released and graced us with Yharnam. This is one of the main things that I love about games. The two most important things are that I'm challenged, and, pertaining to my main point, really strong worlds. And the best worlds in video games IMO are always the atmospheric "continuous space" ones with environmental storytelling, and it's not necessarily open world in the GTA sense, but is one place that you learn your way around and become attached to. I really hope for more strong video game worlds in the future but, ATM it is an incredibly rare trait outside of the Souls games and Arkane's games, IMO. I think there is so much untapped potential here. The way I see it, I look at movie games like Uncharted and it makes me think ''Why would you make a movie when you can make a world?''. Movies will always be better than these movie-games, but games, they can be something more than a movie; they can be a world, right? Video games have the potential to dominate all media when it comes to worlds because they're interactive and I don't feel like this aspect is being developed as much as it should be, outside of the examples I gave. But do keep in mind that I'm not claiming to have played everything!
To be complete in your assessment, though, Jill also has significantly less health than Chris does, which means that during the latter half when the game starts throwing Hunters at you, you can suffer some unexpectedly fast deaths; I've even been one-swipe-decapitated at one point (no joke, the head on Jill's model was just swatted off) by a Hunter that jumped at me from off-camera. Jill's campaign is easier to manage since she has a lot more flexibility where options come up and she also has Barry looking out for her. The actual process of circumventing enemies can be trickier for new players as Jill though, since she has less margin for error. More interesting to me, though, is that Jill's campaign also has a higher number of cutscenes that results in a somewhat more fleshed-out narrative adventure. I'm curious as to whether that design decision was deliberate, given female players had a tendency to favor the old point-and-clicks even back then, a genre that survival horror owes a great deal to when it comes to structure and mechanics (there are even some adventure games that feel vaguely like horror games without horror, if that makes any sense). The other point to mention about Jill being easier, bearing in mind the much lower female gamer percentage at the time, is that her campaign being easier provides amateurish players a chance to play through the game and familiarize themselves with the mechanics and mansion layout before tackling Chris Redfield's more restrictive campaign. Resi 2 brought this idea of first campaign: easy, second campaign: hard back in a more interesting fashion with its Scenario A/B structure, although Leon and Claire still have the same balance design that Chris and Jill did... male character tougher, but has smaller inventory; or, if you prefer pessimism, female character blown over by stiff breeze, but brought a purse along. Which is, of course, why Resi 4's Leon is unquestionably the superior alpha male, him both being tougher and bringing a purse along.
Don't Leon and Claire both start out with 8 inventory slots in RE2 though? I also remember there being less ammo and more enemies in Claire's A scenario than there was in Leon's A scenario.
I think something to keep in mind about Jills campaign is that while she gets more powerful gear, she has a much harder time managing them. She gets 2 new inventory slots but 3 new types of ammo can show up, since you can't really drop anything, picking up grenade launcher ammo may end up costing you more inventory space and you need to take a trip back to safe more often. In Chris campaign you will get to a point you can ditch the handgun and just use the shotgun, giving you about 4 inventory slots for health and key items consistently, less inventory management. Jill can't really ever really just roll with the shotgun, as she gets less ammo for it due to the ammo being turned into grenade launcher ammo. Meaning you have to roll with at least 2 guns and 2 types of ammo, giving you about 4 slots for health and items. Even if you only decide to run with one gun, you may end up picking up ammo anyways that hogs inventory space. Jills is without a doubt the easier of the two, the grenade launcher is so powerful, Jill and Barry are also way more capable then Chris and Rebecca. Its still a interesting type of balance between the two.
Leon gets upgradable weapons, he can upgrade his shotgun, handgun and magnum to make them way more powerful, but he still has to manage the small keys. Claire gets the cross bow, grenade launcher, and zapgun. Grenade launcher is pretty good, but I think the upgraded shotgun is better and the upgraded magnum is way above any of claire's weapons.
You get the upgraded shotgun parts in leons campaign at the same place you get the zap gun for Claire, its not route specific. I believe the only route specific weapons are the Rocket Launcher and the second submachine gun.
Resident Evil 1 is my favorite in the series, specifically the Director's Cut version. The tension in RE1 is so much stiffer than RE2. As for the Tank controls, they're piece of cake.
Director's cut doesn't do anything other than recurring Forest Spreyer from death and new costumes and added a broken joystick controls DualShock, so nothing new.
I have to replay that. I beat it a few weeks ago as Chris and I didn't realize until the end that I selected easy mode at the beginning when the game asked you how you liked exercising or whatever.Great game, made me wish that I didn't miss out on the series. Playing through Zero now, I'll have to play 2 and 3 eventually.
Yes, I love it. I never could get into the original RE, it felt too unpolished for my liking but the REmake makes up for it and then some. I one hundred percented it recently.
As a semi-long time fan, I have to say this is your best series yet. Great title, interesting approach, and a very inclusive objective stance makes it a great watch on any day of the week. Also, what a classic, 22 years old and still a joy to play after all this time.
Man it's nice to see a series that actually treats RE1 with the respect it deserves. It's hard to watch stuff involving RE because most take any chance they can to shit on the titles before 4. Looking forward to the next ones (hope you cover Survivor also, I know it's not a numbered title but I feel it was a significant entry considering what became of 7)
YOU DO IT. Thanks for covering my favorite game franchise. Always saddened me that other games analysis channels chose to ignore it. You probably already know this, but please don't forget Code Veronica! Poor thing had its number stolen and it's been forgotten ever since.
Fantastic video. The inspiration is clear, but this step-by-step, analytical process approaching level design is really some of the most worthwhile type of critique about gaming that "serious gamers" can get our hands on. You definitely did a great job highlighting the game mechanics that help elevate RE1's level design to even higher levels, as well! I'm really looking forward to the rest of the series, and now I've got to take a look at some other beloved franchise's level design for my own series. :D
It always cracks me up when I play as Jill and at the end, Chris is all like "ladies first!" when I'm like "dude, I'm literally better than you at everything, and I have an arsenal that would make Colonel John Matrix blush. Why don't YOU escape first?"
@16:47 As long as you don't trigger either the Barry on the balcony cutscene or the hallway - "I Have THIS" cut scene first. If you do, Barry will not show up to save you from the ceiling trap and you'll have to use the broken shotgun like Chris does
Resident Evil is probably my favourite game of all time and I believe one of the best examples of game and level design ever. This is a great analysis and sums up a lot of what is great about the game. I just subscribed and am off to watch number 2.
Comically, the US versions of RE1 and 2 were made harder with no lock-on aim. Capcom wanted to go further and not have the item boxes linked.....Seriously. That's what they reference in the remake with true survival mode. They did this because, it was tradition to make the western versions harder since we had a thriving rental market and Nintendo got that all but killed in japan. So games like Contra Hard Corps, Streets of Rage 3, Battle Toads, all harder in the west. Weee!
To be fair there were some vice versa. "Final Fantasy 7" the (Snow) mountain climbing section was made easier for the North American release and "Metal Gear Solid" had four difficulty selections where as the Japanese version "Normal" is the only difficulty setting.
Another thing worth to mention about the celling trap in Jill's campaign. If you get the Acid Round from Barry before that, he will not come to save you from it so you are required to get the Broken Shotgun to bypass it.
If you're doing the "core RE" games I super hope you include Code Veronica. A lot of folks forget that it was the true RE3 and Nemesis was just called 3 because of a contract with Sony Capcom didn't really think about. Not to mention I feel Code Veronica is possibly the best all around "classic" RE game with a lot of the stuff from all of the previous games but very refined so I would love an episode dedicated to it.
I think it's safe to say resident evil 1 will live on in infamy. Its a rudely well thought out game and still stands on its own feet after all these years. 2 was my first crush and 3 is my favourite game ever. But there's something about 1...that keeps you coming back.
loved the tank control in the old game. i even used it when i played the remake (didn't even know you could change that...). it just makes so much sense, and navigating through the resident with tank control felt quite natural to me
Late, but the non-tank scheme in REmake HD is also just objectively not good. They're DMC1 controls. Resident Evil is not DMC. The weightless controls don't make sense with RE. Silent Hill's non-tank scheme was much better.
Resident Evil is one of those "almost perfect" games. The first playthrough is thrilling, it has very good pacing and the atmosphere is amazing. The safe room sound is one of the most beautiful things I ever heard... And then when you figure things out it becomes something else, you rush through it, try challenge runs etc. If you think about it, it has many parallels to Dark Souls.
Fantastic video as usual. Loved how in-depth the map analysis got. A touch disappointed no more parallels to Goof Troop popped up (limited combat and inventory) but the extended listen to the Basement theme made up for it.
Amazing analysis video dude, you've covered pretty much everything. Can't wait to see the next episode! One thing I always remember as being a clever mechanism in this game (and for some of the sequels) is the introduction of a seemingly pointless item for the purpose of ensuring you have an available inventory slot. For instance, the only reason why you find a random battery to power the heliport elevator in the lab is to ensure you have a free slot for the Flare to signal Brad (lest you get stuck on the heliport with no way to acquire it), and then ultimately you have a free slot to acquire the Rocket Launcher in order to defeat Tyrant. Same goes for RE2, when you acquire the Joint S and Joint N plugs (very random items) for the sole purpose of ensuring you again have the necessary inventory space to pick up the 2-slot Rocket Launcher.
That was the easiest to follow guide I've seen of resi 1 for like 5 years... I can't wait to see the rest of this series! I'll also start donating to your patron as soon as I'm paid! 😄
This is seriously awesome. I can't wait to see what your analysis of RE2 brings to light. RE is my favorite game series and I love your content! Thanks for what you do!!!
Fantastic video! I'm extremely excited for the rest of this series. If I could offer one point of constructive criticism, I would like the graphs to stick around just a little longer as you're explaining them. I had trouble tracking some of those early branches.
Nice analysis! One detail I thought was worth commenting on - the part where Jill is saved from the Shotgun room trap by Barry is something that'll happen to most people that wander in there since they probably will on their first run. That being said, from what I remember once you see Barry anywhere else in the mansion, he'll no longer arrive to save you and you'll need to get the fake Shotgun.
Tank controls are only really frustrating at first. Once you've played for a bit and adjust it's not bad at all. Some people just aren't willing to put in the effort though.
Excellent video! I do agree with you that the overall structure of the original Resident Evil does still hold up very, very well! Watching your video made me realize just how wide-open the first trip to the mansion is compared to the rest of the game. I don't think anything will ever match the feeling that I got when I first played the game, and was experiencing how wide open of an area the mansion is, and how cryptic so many of its areas and secrets are.
I cant remember directly from memory, but he didnt include the fact that its also possible to get optional Acid ammo, if you take another router the first time , aka right bottom door and then traveling all the way until you get back where you started but entered from the upper floor,
Superb spot on analysis! I too for the first time in YEARS gave this game a go and can honestly say that you made a video expressing how I felt after I beat it.
Excellent analysis! Looking forward to the rest! One thing I would argue with is that ammunition isn't scarce once you know where every ammo is located. During your first playthrough it certainly evokes that feeling.
This video is so interesting. I am still a huge fan of the classic Resi games. And in 2017 I am still so fascinated by the workings of the design and gameplay. Thanks for this vid! :)
Also worth mentioning: You can actually skip the first Yawn Boss Fight, you can go grab the medal and get the heck outta there, that is one option and applies to the decision factor you were mentioning, unless you want to trigger some cutscenes then you just fight it and kill it.
The direction for this game was downright amazing, and yet they somehow managed to improve (arguably) upon every aspect in the sequel. Props to the whole development team for this masterpiece of entertainment.
This is really cool. Prior to this year, I never played any of the RE games. After a few of my friends wouldn't stop begging, I decided to play the series, and I made it a challenge to play all the main games plus a few of the spin offs in release order, and so far I've been enjoying them, for the most part anyway. Just recently completed RE5, which definitely felt like a let down compared to the previous games, and now I've started with Revelations. It's going to be great watching this video series, because I'll get to see your fantastic analysis and will be interesting to see if my perspective of the games matches yours. Definitely looking forward to this.
I really wish this kind of game design could make a comeback someday. I dunno, I've just never felt anything more satisfying then beating an old school survival horror game as fast as possible while taking little to no damage on the highest difficulty, unlocking all kinds of awesome costumes and unlockables as a result. It just really makes you feel like you've truly overcome and mastered the game while rewarding you for doing so in a way I've yet to see replicated.
this is one of the most in depth video game videos ive ever seen lmao i love it bro ! can you please mention in your RE 3 video that RE 3 wasnt actually meant to be the 3rd numbered game in the series rather RE:code veronica was actually meant to be the third game but was changed due to licensing issues or something like that , RE 3 nemesis was just basically a huge DLC to RE 2 , which is why alot of the same areas were used. jus a pet peeve lol
I miss the days where survival horror meant disempowering players, resource scarcity and letting players get lost. Compare it to the "gameplay" loop of modern dogshit like Outlast and it's just depressing where the genre's gone.
People say taking away all weapons makes the games scarier, but I think that's bullshit. It simplifies the gameplay situations to 2 possibilities: run or hide. The only thing you ever need to think about is whether to stay still to get out, which makes the gameplay repetitive and predictable. Horror games with combat, on the other hand, put you under constant stress by giving you important decisions every minute. Do I kill this monster, or save ammo for later? Is a grenade more valuable than a medkit? Should I return to a safe room, or push forward hoping to find a new one soon? Do I risk running through a group of enemies that might easily overwhelm me? Do I pick up a stronger weapon with less ammo? Each of those dozens and hundreds of decisions can be lethal, which keeps you on your toes and helps the immersion. You can actually ask yourself "what would I do?", unlike in modern horror games where protagonists can't even pick up a stick to swing around. When you see an imposing enemy, you know you can kill or at least affect him, and the possibility of success makes the failure all the more terrifying, because you know that it's gonna be your fault, not an unavoidable scripted moment.
Mattchester 100% agree ! I was never interested in those run and hide horrorgames because of what you said...a fight and the choice if you should fight is much more stressfull than just turn around anf run and a jumpscare here and there plus ive seen some games, i think outlast was one of them, where a jumpscare appears...but you couldnt play actively, it was just a passive sequence ! Ok you are maybe frightend for a shorttime but you quickly realize that your action isnt required and you can lean back and rest for a while instead of fighting and have to struggle :/
I'm pretty sure that in the original UK version there wasn't a lock on either. That got added in the director's cut I believe. Still I'm new to your channel and I think it's amazing, so I have subscribed! I really look forward to your Resident Evil 2 video in this series as that is my favourite and holds a lot of nostalgia for me.
I like every entry in the mainline series,and personally think it's the most consistent quality wise of any game franchise. I know 6 had a miss matched approach but it's still not an abortion of a game,it's just different. I'm currently playing nemesis through again since only finishing it once as a 16 year old and loving the tank controls just as much as all those years ago.
I've never played the original but am in love with the GC remake and have been speed running it for years. That being said, it's interesting to hear what changes they've made, meaning if I tried the PS1 game I might as well be starting a new adventure You'll have to correct me if this isn't true in the PS1 version, but Chris is supposed to be stronger, so he can take more hits and is a better with a gun making him more likely to get a headshot. I also hope you count Code Veronica as a main part of the series because outside of Steve, that game is fantastic. It feels far more complex and more like a sequel than the actual sequels.
It should be mentioned though there is a trigger for not being able to get the shotgun for free, if I remember correctly, if you go upstairs first instead and trigger a chat with barry upstairs he won't show up to save you in the trap room. A light note on the versions for anyone interested (restricting it to the PSX), the original version of both the PAL and NTSC were considerably harder than the JPN version, lacking the auto aim, enemies had more health, dealt more damage (or the Player had less health I forget which it is), ammo was scarcer and you got less ink ribbons. Apparently in the JPN version enemies were also less aggressive but I'll admit I didn't notice much of a difference in that regard. There's also the Director's Cut Arrange Mode that rearranged the item layouts added back in the auto-aim for international releases and I believe opted for the JPN versions difficulty for the Original Mode.
Mmm, graphs
You started this.
:)
I thought about you Mark ^^
When I saw the graphs I was like "Oh, he's using his Zelda graphs for Resident Evil Now," and then I realized "Wait wrong channel" XD
THE NEW ERA OF GAME DESIGN ANALYSIS VIDEOS IS HERE
This video should definitely have way more views.
Chris was too stupid to equate 1 + 2, so he decided to get buff and punch boulders. Makes sense to me. Chris is Knuckles.
The shock.
@Conrad Kujur Unfortunately Chris can't read.
A Rat With a Nine Chris: *grabs paper* “Let me see that! ... Oh wait, I can’t read.”
Too much rage on you 😹 i love my man anyway
Fun Fact: The composer of that godawful Dualshock Ver. Soundtrack was at one point very acclaimed and pretended to be a blind 'savant' for over a decade, using a ghostwriter for the majority of his work. He finally come out about his lie a few years back and it was a minor controversy in Japan.
He wasn't blind, he actually pretended to be deaf; potato pohtahtoh though!
So hyped for this series!
Hey you make great videos!
She does.
Sphere waifu strikes again.
We need more Sphere hunter retrospective videos..
@@dude_8434
*He
You're on the road to my heart, TGB.
time to be GOINGTURBO
Gotta go fast
Gotta go fast!
Faster Faster Faster Faster to get that Rocker Launcher and shoot my heart!
Man, the mansion is one of the best video game "World's" ever created. For me, in part because of the REmake, RE1's world wasn't surpassed until 2015, when Bloodborne released and graced us with Yharnam. This is one of the main things that I love about games. The two most important things are that I'm challenged, and, pertaining to my main point, really strong worlds. And the best worlds in video games IMO are always the atmospheric "continuous space" ones with environmental storytelling, and it's not necessarily open world in the GTA sense, but is one place that you learn your way around and become attached to.
I really hope for more strong video game worlds in the future but, ATM it is an incredibly rare trait outside of the Souls games and Arkane's games, IMO. I think there is so much untapped potential here. The way I see it, I look at movie games like Uncharted and it makes me think ''Why would you make a movie when you can make a world?''. Movies will always be better than these movie-games, but games, they can be something more than a movie; they can be a world, right? Video games have the potential to dominate all media when it comes to worlds because they're interactive and I don't feel like this aspect is being developed as much as it should be, outside of the examples I gave. But do keep in mind that I'm not claiming to have played everything!
Dude you absolutely nailed it
Great comment
To be complete in your assessment, though, Jill also has significantly less health than Chris does, which means that during the latter half when the game starts throwing Hunters at you, you can suffer some unexpectedly fast deaths; I've even been one-swipe-decapitated at one point (no joke, the head on Jill's model was just swatted off) by a Hunter that jumped at me from off-camera. Jill's campaign is easier to manage since she has a lot more flexibility where options come up and she also has Barry looking out for her. The actual process of circumventing enemies can be trickier for new players as Jill though, since she has less margin for error.
More interesting to me, though, is that Jill's campaign also has a higher number of cutscenes that results in a somewhat more fleshed-out narrative adventure. I'm curious as to whether that design decision was deliberate, given female players had a tendency to favor the old point-and-clicks even back then, a genre that survival horror owes a great deal to when it comes to structure and mechanics (there are even some adventure games that feel vaguely like horror games without horror, if that makes any sense).
The other point to mention about Jill being easier, bearing in mind the much lower female gamer percentage at the time, is that her campaign being easier provides amateurish players a chance to play through the game and familiarize themselves with the mechanics and mansion layout before tackling Chris Redfield's more restrictive campaign. Resi 2 brought this idea of first campaign: easy, second campaign: hard back in a more interesting fashion with its Scenario A/B structure, although Leon and Claire still have the same balance design that Chris and Jill did... male character tougher, but has smaller inventory; or, if you prefer pessimism, female character blown over by stiff breeze, but brought a purse along.
Which is, of course, why Resi 4's Leon is unquestionably the superior alpha male, him both being tougher and bringing a purse along.
Don't Leon and Claire both start out with 8 inventory slots in RE2 though? I also remember there being less ammo and more enemies in Claire's A scenario than there was in Leon's A scenario.
Actually, you might be right, and I might be misremembering. I'll have to double-check when I'm more awake.
I think something to keep in mind about Jills campaign is that while she gets more powerful gear, she has a much harder time managing them. She gets 2 new inventory slots but 3 new types of ammo can show up, since you can't really drop anything, picking up grenade launcher ammo may end up costing you more inventory space and you need to take a trip back to safe more often.
In Chris campaign you will get to a point you can ditch the handgun and just use the shotgun, giving you about 4 inventory slots for health and key items consistently, less inventory management.
Jill can't really ever really just roll with the shotgun, as she gets less ammo for it due to the ammo being turned into grenade launcher ammo. Meaning you have to roll with at least 2 guns and 2 types of ammo, giving you about 4 slots for health and items. Even if you only decide to run with one gun, you may end up picking up ammo anyways that hogs inventory space.
Jills is without a doubt the easier of the two, the grenade launcher is so powerful, Jill and Barry are also way more capable then Chris and Rebecca. Its still a interesting type of balance between the two.
Leon gets upgradable weapons, he can upgrade his shotgun, handgun and magnum to make them way more powerful, but he still has to manage the small keys.
Claire gets the cross bow, grenade launcher, and zapgun. Grenade launcher is pretty good, but I think the upgraded shotgun is better and the upgraded magnum is way above any of claire's weapons.
You get the upgraded shotgun parts in leons campaign at the same place you get the zap gun for Claire, its not route specific. I believe the only route specific weapons are the Rocket Launcher and the second submachine gun.
Resident Evil 1 is my favorite in the series, specifically the Director's Cut version.
The tension in RE1 is so much stiffer than RE2. As for the Tank controls, they're piece of cake.
Director's cut doesn't do anything other than recurring Forest Spreyer from death and new costumes and added a broken joystick controls DualShock, so nothing new.
RE 1 PSX is the best, Sega Saturn Battle mode is not that bad.
Anyone else think REMAKE is a masterpiece?
I'm really hoping the remake in development for RE2 is as good as RE-MAKE was
Dom It's one of the best games ever made.
REmake is easily the perfect example of a remake done right.
I have to replay that. I beat it a few weeks ago as Chris and I didn't realize until the end that I selected easy mode at the beginning when the game asked you how you liked exercising or whatever.Great game, made me wish that I didn't miss out on the series. Playing through Zero now, I'll have to play 2 and 3 eventually.
Yes, I love it. I never could get into the original RE, it felt too unpolished for my liking but the REmake makes up for it and then some. I one hundred percented it recently.
As a semi-long time fan, I have to say this is your best series yet. Great title, interesting approach, and a very inclusive objective stance makes it a great watch on any day of the week. Also, what a classic, 22 years old and still a joy to play after all this time.
Resident Evil is my favorite video game series. I know this video wasn't made specifically for me, but I feel like it was. Thanks, kid.
GhostedBear k, kid
I'm glad you feel that way, fellow old person.
GhostedBear Do you also teleport behind people?
GhostedBear it was. Isn’t it obvious?
1. TGBS
2. Mark Brown
3. SuperBunnyHop
Those 3 guys are always in my top watch list
You miss hyperbit hero basically TGBS and him are the same... they are friends and have sexy voices :)
Man it's nice to see a series that actually treats RE1 with the respect it deserves. It's hard to watch stuff involving RE because most take any chance they can to shit on the titles before 4. Looking forward to the next ones (hope you cover Survivor also, I know it's not a numbered title but I feel it was a significant entry considering what became of 7)
what a snappy title! hell yeah
Kek
So while Mark Brown dissects the dungeon design in Zelda games you're going to be breaking down the game design of Resident Evil titles.
Nice.
Now we just need SuperBunnyHop to start doing this with Metal Gear!
Let's go!
That would be the holy trinity of game design :o
Please guys, George is already going insane from the Hitman debacle. We don't want him to run away and open a Ramen shop just yet
YOU DO IT. Thanks for covering my favorite game franchise. Always saddened me that other games analysis channels chose to ignore it. You probably already know this, but please don't forget Code Veronica! Poor thing had its number stolen and it's been forgotten ever since.
Dude, I am instantly addicted to these type of videos! Please make more ASAP.
Fantastic video. The inspiration is clear, but this step-by-step, analytical process approaching level design is really some of the most worthwhile type of critique about gaming that "serious gamers" can get our hands on. You definitely did a great job highlighting the game mechanics that help elevate RE1's level design to even higher levels, as well! I'm really looking forward to the rest of the series, and now I've got to take a look at some other beloved franchise's level design for my own series. :D
It always cracks me up when I play as Jill and at the end, Chris is all like "ladies first!" when I'm like "dude, I'm literally better than you at everything, and I have an arsenal that would make Colonel John Matrix blush. Why don't YOU escape first?"
Or just all go at once. The elevator is huge.
Unfortunately chris story is the canon since wesker only mention him afterwards
@@shodim4495
No, canon ending is the combination of both best endings. Rebecca and Barry are both alive, mate
Love this series. You should do a class on how to correctly make a UA-cam video. No fluff, quick, entertaining, well-written, straight to the point.
@16:47 As long as you don't trigger either the Barry on the balcony cutscene or the hallway - "I Have THIS" cut scene first. If you do, Barry will not show up to save you from the ceiling trap and you'll have to use the broken shotgun like Chris does
Resident Evil is probably my favourite game of all time and I believe one of the best examples of game and level design ever. This is a great analysis and sums up a lot of what is great about the game. I just subscribed and am off to watch number 2.
TGB channel is like learning about developers and video games in general if anything.
Comically, the US versions of RE1 and 2 were made harder with no lock-on aim. Capcom wanted to go further and not have the item boxes linked.....Seriously. That's what they reference in the remake with true survival mode.
They did this because, it was tradition to make the western versions harder since we had a thriving rental market and Nintendo got that all but killed in japan. So games like Contra Hard Corps, Streets of Rage 3, Battle Toads, all harder in the west. Weee!
To be fair there were some vice versa. "Final Fantasy 7" the (Snow) mountain climbing section was made easier for the North American release and "Metal Gear Solid" had four difficulty selections where as the Japanese version "Normal" is the only difficulty setting.
Resident Evil 2 definitely had an auto aim in the U.S. It was control option C, I believe.
@@Airjet2582 also mario 2
It was only the first RE game, RE 2 had auto aim.
@@White927 As far as I remember you had to enable auto aim in RE2's first release, later revisions it was on automatically.
It's been a while though
Another thing worth to mention about the celling trap in Jill's campaign. If you get the Acid Round from Barry before that, he will not come to save you from it so you are required to get the Broken Shotgun to bypass it.
If you're doing the "core RE" games I super hope you include Code Veronica. A lot of folks forget that it was the true RE3 and Nemesis was just called 3 because of a contract with Sony Capcom didn't really think about.
Not to mention I feel Code Veronica is possibly the best all around "classic" RE game with a lot of the stuff from all of the previous games but very refined so I would love an episode dedicated to it.
Steve Rudzinski
I too love CV and I also hope for him to cover it.
Steve Rudzinski CV is awesome. Especially the music.
CV is undoubtedly a core RE. Anyone who says otherwise is not a true RE fan. Also, CV is the true RE4 imo. Nemesis WAS the third one.
If he plans to do all main titles then that it should be eleven games, CV included.
I think it's safe to say resident evil 1 will live on in infamy. Its a rudely well thought out game and still stands on its own feet after all these years. 2 was my first crush and 3 is my favourite game ever.
But there's something about 1...that keeps you coming back.
loved the tank control in the old game. i even used it when i played the remake (didn't even know you could change that...).
it just makes so much sense, and navigating through the resident with tank control felt quite natural to me
Late, but the non-tank scheme in REmake HD is also just objectively not good. They're DMC1 controls. Resident Evil is not DMC. The weightless controls don't make sense with RE. Silent Hill's non-tank scheme was much better.
Resident Evil is one of those "almost perfect" games. The first playthrough is thrilling, it has very good pacing and the atmosphere is amazing. The safe room sound is one of the most beautiful things I ever heard... And then when you figure things out it becomes something else, you rush through it, try challenge runs etc. If you think about it, it has many parallels to Dark Souls.
Fantastic video as usual. Loved how in-depth the map analysis got. A touch disappointed no more parallels to Goof Troop popped up (limited combat and inventory) but the extended listen to the Basement theme made up for it.
Finally! Someone goes over the level design in the resident evil games! I love analysis vids like this!
Amazing analysis video dude, you've covered pretty much everything. Can't wait to see the next episode!
One thing I always remember as being a clever mechanism in this game (and for some of the sequels) is the introduction of a seemingly pointless item for the purpose of ensuring you have an available inventory slot. For instance, the only reason why you find a random battery to power the heliport elevator in the lab is to ensure you have a free slot for the Flare to signal Brad (lest you get stuck on the heliport with no way to acquire it), and then ultimately you have a free slot to acquire the Rocket Launcher in order to defeat Tyrant. Same goes for RE2, when you acquire the Joint S and Joint N plugs (very random items) for the sole purpose of ensuring you again have the necessary inventory space to pick up the 2-slot Rocket Launcher.
Cannot wait for the RE2 analysis, Amazing breakdown!
That was the easiest to follow guide I've seen of resi 1 for like 5 years... I can't wait to see the rest of this series! I'll also start donating to your patron as soon as I'm paid! 😄
video makes we want to go back and play this, amazing content
Great video GamingBrit. Looking forward to your analysis or RE2. I'd probably wait to do that until they show at least a teaser for the remake.
I can’t get over these reviews. My god.. The save room music at the opening was such a great choice to kick this off
This is seriously awesome. I can't wait to see what your analysis of RE2 brings to light. RE is my favorite game series and I love your content! Thanks for what you do!!!
I always feel bad about consuming your videos as podcasts while at work.
I feel like I have to watch twice to get the jest most of the time lol.
Aight, I know I’m late. But I’m feeling the same way right now lol!
Fantastic video! I'm extremely excited for the rest of this series. If I could offer one point of constructive criticism, I would like the graphs to stick around just a little longer as you're explaining them. I had trouble tracking some of those early branches.
I've been following since the first Metroid videos.
My, how far we've come.
Really good analysis, I love how much you dug into its design, and why it was really well done.
Nice analysis! One detail I thought was worth commenting on - the part where Jill is saved from the Shotgun room trap by Barry is something that'll happen to most people that wander in there since they probably will on their first run. That being said, from what I remember once you see Barry anywhere else in the mansion, he'll no longer arrive to save you and you'll need to get the fake Shotgun.
Do you still plan on continuing this series? I've been looking forward to the next episode!
Still excited and waiting on episode 2
Tank controls are only really frustrating at first. Once you've played for a bit and adjust it's not bad at all. Some people just aren't willing to put in the effort though.
I think Chris has more health than Jill
But Jill has the ass
Dem square buttocks.
Watzit Tooya
HD Remake doe has jiggle physics.
Excellent video! I do agree with you that the overall structure of the original Resident Evil does still hold up very, very well! Watching your video made me realize just how wide-open the first trip to the mansion is compared to the rest of the game. I don't think anything will ever match the feeling that I got when I first played the game, and was experiencing how wide open of an area the mansion is, and how cryptic so many of its areas and secrets are.
I cant remember directly from memory, but he didnt include the fact that its also possible to get optional Acid ammo, if you take another router the first time , aka right bottom door and then traveling all the way until you get back where you started but entered from the upper floor,
Just finished Resident Evil 7 and was feeling nostalgic for the original games. This was just what I needed.
I love this series!
Been waiting on someone to cover the Resident Evil series! I'm hype!
Superb spot on analysis! I too for the first time in YEARS gave this game a go and can honestly say that you made a video expressing how I felt after I beat it.
Excellent analysis! Looking forward to the rest! One thing I would argue with is that ammunition isn't scarce once you know where every ammo is located. During your first playthrough it certainly evokes that feeling.
It’s been years and it would not be crazy to say that this is my comfort playlist
"Like in the movies, the guy clinging to his guns and ammo isn't likely to survive."
Burt Gummer: Am I a joke to you?
That's a really good start. I'll be sure to follow the whole series.
Great job man. I really like your RE videos. Keep 'em coming!
I'm late to RE4's Road to the Rocket Launcher... welp, time to rewatch the whole series again! Love the videos!
0:43 I love some of those Director's Cut's tracks, like Save Room, Tyrant, and Forest is Dead. Good shit.
That's it, you're great and I love your channel. I wasn't sure at first but DAMN, now I'm sold.
This video is so interesting. I am still a huge fan of the classic Resi games. And in 2017 I am still so fascinated by the workings of the design and gameplay. Thanks for this vid! :)
Such a great video series! I love your appreciation for the location of the original game and how they look. It's very nostalgiac!
Also worth mentioning: You can actually skip the first Yawn Boss Fight, you can go grab the medal and get the heck outta there, that is one option and applies to the decision factor you were mentioning, unless you want to trigger some cutscenes then you just fight it and kill it.
Great video as always, and I'm really looking forward to this series. Are you also going to do videos on REmake, Zero, and Code Veronica?
5 years later we got zerooooo's
You make stellar content. Can't wait for the sequel!
Can't wait for RE2, 3, and 4 reviews! ^^
Well really, all of them.
Great video. Can't wait for the rest of the series.
The direction for this game was downright amazing, and yet they somehow managed to improve (arguably) upon every aspect in the sequel.
Props to the whole development team for this masterpiece of entertainment.
20:43 that demonic face jill...
This is really cool. Prior to this year, I never played any of the RE games. After a few of my friends wouldn't stop begging, I decided to play the series, and I made it a challenge to play all the main games plus a few of the spin offs in release order, and so far I've been enjoying them, for the most part anyway. Just recently completed RE5, which definitely felt like a let down compared to the previous games, and now I've started with Revelations. It's going to be great watching this video series, because I'll get to see your fantastic analysis and will be interesting to see if my perspective of the games matches yours. Definitely looking forward to this.
Man where has this channel been all my life!?
I really wish this kind of game design could make a comeback someday. I dunno, I've just never felt anything more satisfying then beating an old school survival horror game as fast as possible while taking little to no damage on the highest difficulty, unlocking all kinds of awesome costumes and unlockables as a result. It just really makes you feel like you've truly overcome and mastered the game while rewarding you for doing so in a way I've yet to see replicated.
Holy shit , the quality and effort are really something outstanding.
This was fantastic. Can't wait for eposode 2.
this is one of the most in depth video game videos ive ever seen lmao i love it bro ! can you please mention in your RE 3 video that RE 3 wasnt actually meant to be the 3rd numbered game in the series rather RE:code veronica was actually meant to be the third game but was changed due to licensing issues or something like that , RE 3 nemesis was just basically a huge DLC to RE 2 , which is why alot of the same areas were used. jus a pet peeve lol
I miss the days where survival horror meant disempowering players, resource scarcity and letting players get lost. Compare it to the "gameplay" loop of modern dogshit like Outlast and it's just depressing where the genre's gone.
At least RE7 mostly returned to that formula, even though it still felt like they had to make some compromises in a few areas.
People say taking away all weapons makes the games scarier, but I think that's bullshit. It simplifies the gameplay situations to 2 possibilities: run or hide. The only thing you ever need to think about is whether to stay still to get out, which makes the gameplay repetitive and predictable.
Horror games with combat, on the other hand, put you under constant stress by giving you important decisions every minute. Do I kill this monster, or save ammo for later? Is a grenade more valuable than a medkit? Should I return to a safe room, or push forward hoping to find a new one soon? Do I risk running through a group of enemies that might easily overwhelm me? Do I pick up a stronger weapon with less ammo? Each of those dozens and hundreds of decisions can be lethal, which keeps you on your toes and helps the immersion. You can actually ask yourself "what would I do?", unlike in modern horror games where protagonists can't even pick up a stick to swing around. When you see an imposing enemy, you know you can kill or at least affect him, and the possibility of success makes the failure all the more terrifying, because you know that it's gonna be your fault, not an unavoidable scripted moment.
Mattchester 100% agree ! I was never interested in those run and hide horrorgames because of what you said...a fight and the choice if you should fight is much more stressfull than just turn around anf run and a jumpscare here and there plus ive seen some games, i think outlast was one of them, where a jumpscare appears...but you couldnt play actively, it was just a passive sequence ! Ok you are maybe frightend for a shorttime but you quickly realize that your action isnt required and you can lean back and rest for a while instead of fighting and have to struggle :/
RE 4 ruined everything, RE 5-6, uuuuuuuuuuuuuuuuuuuuuuuuh.........................
RE 4 still ruined everything, me 3 years later.
That was too close. You were almost a TheGamingBritShow sandwich.
That director's cut music with the legendary acting makes me love this game to death.
Looking forward to the next video in the series. :)
Most excellent! Love your videos dude, all of em. Even to games I don't even like, they're entertaining.
I'm pretty sure that in the original UK version there wasn't a lock on either. That got added in the director's cut I believe. Still I'm new to your channel and I think it's amazing, so I have subscribed! I really look forward to your Resident Evil 2 video in this series as that is my favourite and holds a lot of nostalgia for me.
Really impressive work! Looking forward to the rest :)
Love this series. Can't wait for the re 1 remake next 😁😁😁😁😁
Nothing beats going to the gamingbrit's channel to start a marathon of his videos only to find out he made a new one 4 days ago.
Excellent graphs, loved the video
Hell yes! I love the resident evil series and this in depth look into the series level design is the perfect cure for my boredom!
so excited for the rest of these!
Aww, that's going to be a lovely series, I feel it.
12:23 "If you're in a ROOT where she doesn't show up, though, Chris has to fight the plant without her intervention."
Nice pun. =P
@TheGamingBritShow Code: Veronica and 0 are main series entries, dont forget those.
I like every entry in the mainline series,and personally think it's the most consistent quality wise of any game franchise. I know 6 had a miss matched approach but it's still not an abortion of a game,it's just different. I'm currently playing nemesis through again since only finishing it once as a 16 year old and loving the tank controls just as much as all those years ago.
drink everytime he says "key"
great video btw.
Good job including the rather obscure, alternate save room music from RE2 Dual Shock Edition! :-)
can be described as Chris Redfield going from that brother Chris to Chris "the bojack get jacked boulder punching" Redfield
I've never played the original but am in love with the GC remake and have been speed running it for years.
That being said, it's interesting to hear what changes they've made, meaning if I tried the PS1 game I might as well be starting a new adventure
You'll have to correct me if this isn't true in the PS1 version, but Chris is supposed to be stronger, so he can take more hits and is a better with a gun making him more likely to get a headshot.
I also hope you count Code Veronica as a main part of the series because outside of Steve, that game is fantastic. It feels far more complex and more like a sequel than the actual sequels.
Bought a nintendo ds and the ds version of re1 for arround 50 euro. NO REGRETS. Its that well designed.
in the exact way.
It should be mentioned though there is a trigger for not being able to get the shotgun for free, if I remember correctly, if you go upstairs first instead and trigger a chat with barry upstairs he won't show up to save you in the trap room.
A light note on the versions for anyone interested (restricting it to the PSX), the original version of both the PAL and NTSC were considerably harder than the JPN version, lacking the auto aim, enemies had more health, dealt more damage (or the Player had less health I forget which it is), ammo was scarcer and you got less ink ribbons. Apparently in the JPN version enemies were also less aggressive but I'll admit I didn't notice much of a difference in that regard. There's also the Director's Cut Arrange Mode that rearranged the item layouts added back in the auto-aim for international releases and I believe opted for the JPN versions difficulty for the Original Mode.
Great video can't wait for Ep.2
GREAT! I want to see more!
As always, a thorough and entertaining video. Thanks!