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File: 1758073976509452.jpg (25 KB, 300x452)
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Post Resident Evil trivia
>>
I (Anon) want to fuck Jill and Rebecca.
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it's the spiritual successor to sweet home
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The intro with the dogs stalking people in the grass, and arguably the whole setup of being trapped in a mansion by pissed off dogs, is heavily inspired by Monster Dog.
https://www.youtube.com/watch?v=AaudNInMoDE
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>>12032294
What are the mansion crests based on?
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Kenneth's gnawed off face is a Night of the Living Dead reference.
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Devil May Cry came about because of a physics bug in an early draft of RE4 causing gun juggling. kamiya thought this was too cool to not use in something so he made DMC1.
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I've seen people say that Stallone looks like Chris in Daylight, which is true, but the movie actually came out months after Resident Evil. Chris' model was finished in late 95, as confirmed by the many prototypes of RE out there.
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>>12032423
goes to show that there are similarities in life and not everything people think is correct. If the movie had came out before there would a pic in this thread saying 'THIS IS WHERE THEY GOT CHRIS!'
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>>12032294
What's the movie on top?
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>>12032467
Bait or Zoom?
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>>12032286
I dunno if it really counts as trivia, but supposedly the magnum was much weaker earlier in development and that's why the zombie Barry kills tanks 3 rounds when it's an instant decapitation in the final game.
>>
>>12032470
Never heard of it?
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>>12032513
Why do zoomers put question marks at the end of statements?
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>>12032370
Ah Claudio Fragasso. Same director as Troll 2 (also using a pseudonym). Also wrote a couple of my favorite Bruno Mattei joints (Virus and Rats)
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>>12032470
>>12032513
Judge Dredd

For more similarities, watch Aliens (1986) and Terminator 2 (1991) after playing Resident Evil 2 (1998).
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>>12032370
Isn't the dog sound when he opens the window at about 11 seconds the same exact ambient dog sound you hear in the Courtyard? And that clip right after that is literally Joseph getting eaten lmao.
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>>12032538
The Flamethrower in RE1 is taken directly from Aliens and this elevator is very similar. And now that I think about it, the fact both are timed escape sequences while an alarm and automated voice play.
https://www.youtube.com/watch?v=W2kB_CnsxYY
https://youtu.be/sTzV88Ug7jY?t=18899
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>>12032610
>The Flamethrower in RE1 is taken directly from Aliens
Everything from Aliens is taken from Them!
>>
File: RE3 Nemmy blocked.webm (2.77 MB, 640x480)
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People always said "the GC versions of RE2-RE3 are straight ports of the PSX version", because people are dumb and only look at things at surface level and claim things they know nothing about and other people parrot that.
They're actually ports of the PC versions, the file structure is identical (unlike the PSX version) though in the case of RE3 uses it also PSX versions data fo fix certain things that were wrong in the PC version like some backgrounds that were wrong (that's another rabbit hole you don't want to get into because once you know about that, you can't unsee it and you won't enjoy the PC version anymore even though you currently probably believe it's the best version of the game; but I'll be happy to oblige if you really want to know).

Anyway what I'm getting at is that the 2 costumes that were exclusive to the PC version of RE3 (I'm not counting the DC version because the DC literally is the PC version running on Windows CE) are actually present in the data of the GC version even though they were made inacessible to the player to imitate the PSX version.
And within those files there is more, there is a third costume which doesn't exist in the actual PC version, costume which was therefore presumably made for the PC version but went unused and was left in the files of the GC version by accident. You can copy paste and rename that costume to use it as is in the PC version, webm related.
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Speaking of alt costumes, did you ever notice that in RE1 in the costume room there are 2 different triggers to change costume yet only 1 alt costume per character? Prototypes show that they wanted to make 2 costumes per character but never got around to finish it, webm related

This is the reason why every port of RE1 adds their own second alt costume: everything for it was already programmed into the game, there is the second trigger in the costume room, and both Jill and Chris have another 3D model for that in the files except that the texture for them is identical to the original model. All the ports devs had to do was change that texture and that's it. Easy peasy.
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>>12032649
Anyway, in that same prototype Chris sadly didn't have his 2nd alt costume started (he probably never did). But in its place there is this awesome doodle of Mega Man.

In the devs there were two artists that worked on RE1 as their first game who went to work on MM games later on.
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Fun fact: Wesker's "ultimate lifeform" was, in reality, an ultimate failure.
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Speaking of artists... in 3 Yuki signed his work. Twice.
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>>12032643
>that's another rabbit hole you don't want to get into because once you know about that, you can't unsee it and you won't enjoy the PC version anymore even though you currently probably believe it's the best version of the game; but I'll be happy to oblige if you really want to know
i doubt anyone else is as autistic as you are
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>>12032667
Oh yeah? Look at this mess. This is just a random example, plenty of backgrounds are completely fucked in the PC version. Once you see it you can't unsee it.
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There isn't supposed to be two signs...
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>>12032679
>>12032683
Are those in all PC versions? There's like 4 different releases now
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>>12032686
There are 2 PC versions, original and Sourcenext. They both have the same backgrounds. I don't know what other 2 versions you're talking about, maybe some recent GoG/Steam releases but those are probably just the original PC version as is

anyway here is the PSX version of this >>12032679
for comparison
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This is in the final version of RE2, unused. RE3 powder mixing is probably inspired by this.
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>>12032652
What are the differences between Code Veronica and Code Veronica Kanzenban?
>>
Unfinished Calico gun in the (original) final version RE2, using the same weapon ID number as Claire's colt.

This gun would make its way into Parasite Eve 2 if you want to know how it should have felt to use it check that, the behaviour in this video is obviously unintended as it's just the animation for the regular handgun.
>>
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Zombies in 2 are capable of roaming around and coming to you... if you wait long enough.

Some Lickers also *slowly* walk in circle around the room they're in

>>12032704
I don't know anything about CV because I hate that game
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The PC version of RE3 also has this glitched Nemesis behaviour
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>>12032721
he spazzes out like that when he's supposed to run to the next room, closer to where Jill is, which as a consequence, makes this (webm) entire sequence much harder to be triggered in the PC version
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Oops sorry, better video of this glitch >>12032721
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>>12032691
Sourcenext here, I don't have this problem
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>>12032746
Is RE3 the only game with 640 x 480 backgrounds?
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>>12032289
There were more things taken straight from Sweet Home that were dropped during dev
>having 2 characters side by side
during dev at first Chris & Jill were exploring the mansion together, like the protags of Sweet Home were doing as a group
>wood log item
>pick axe item
Both straight from Sweet Home and both dropped

In the end the only two things left that are straight from SW are the door animations and the giant boulders
>>
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>>12032746
Where did you get this version? Pic related is an old screenshot of mine straight from Sourcenext
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>>12032764
It's Classic Rebirth patched but now that I think about it, it might have been fixed by something optional that came with the high quality audio mod I use (all vanilla PC versions of RE1-2-3 have fucked audio quality for some reason)
>>
>>12032789
Yes that's what I was thinking also, probably a mod, good to know some of that shit got a fix though.

I haven't checked those mods but it'd be great if they fixed all the background masks: all (I mean most of) the backgrounds are 640*480 but all the background masks, pieces of backgrounds that are added on top of the background so that they can obfuscate models, were kept low-res.
I mean, that sign is a mask, so if modders have the means to fix that they may have the means to turn all the masks high res too, that'd be great
>>
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>>12032796
>turn all the masks high res
That's what this mod does
But the few backgrounds (not masks) that are fucked and lower res in vanilla Sourcenext are still fucked. Found the mod readme and it claims there's no AI upscaling involved, which I believe because the masks look no different from the 480p backgrounds. I'm just wondering where they got them from
The backgrounds that are still fucked lead me to believe the mod only uses real assets that they got from another version or something
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>>12032807
Does Deadly Silence have Longbox difficulty or Japanese difficulty? Can anyone check?
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>>12032806
>which I believe because the masks look no different from the 480p backgrounds

The masks are identical to what the backgrounds look underneath them, so all they had to do was cut the backgrounds parts that correspond to the masks and replace the masks with that. Assuming the game system allows for high res masks too or they'd have to program that in also.

Glad to know this exists, low res masks always bothered me. This should fix most of the background issues in the PC version of RE3... though not all of them, there are a couple of cases where the correct backgrounds are missing entirely, for instance in the two streets where enemies burst through the window, the background of the streets are supposed to change to variants that have debris on the floor but the PC versions don't have those background variants at all. Still, that's nothing compared to the discrepencies the wrong low res masks would lead to.
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>>12032806
Post the RE1-3 PC icons
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Why did they redraw their hair?
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Sky face
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>>12032653
>t. Chris Redfield
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>>12032286
what entry was the first game where the lore and story started going way off the rails? I would say CV
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>>12032895
Nice catch, that's interesting
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>>12032691
For RE3 there's more than 2 PC versions. From what I can remember there's a difference version for NA, EU, and JP from what I remember it doesn't even matter what version you play because every single one is fucked up and doesn't have a way to unlock bonus items.
>>
>>12032807
Not really trivia, but the RE1 director's cut versions on PS1 are 99% just the original game. The dual shock version being an even worse game than the original because it ruins the soundtrack.

They are not "uncensored", the FMV sequences are exactly the same. The only difference is the alternate advanced mode that changes the location of some items and enemies.

They re-released the exact same game a year later for the full price.
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>>12033292
And a load of new camera angles and Forrest as a zombie.
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>>12032704
Steve's haircut and extra or changed cutscenes related to Wesker. In terms of gameplay content they’re identical.
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>>12032370
a lot of Italian horror films influenced Resident Evil and I refuse to believe otherwise
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>>12032860
It does not
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An underrated Resident Evil 2 labs like movie https://youtu.be/7ZvXT97nXLQ
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>>12033634
Yeah I don't know exactly how to articulate it, but the first game has this kind of sleazy Italo horror feel to it the sequels lack.
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It was an exponentially better experience if you ammo cheated with Gameshark on release.
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>>12032286
>>
>>12032643
>the GC versions of RE2-RE3 are straight ports of the PSX version
Nobody has ever said this
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>>12032370
>>12034060
Monster Dog is especially very Resident Evil like but there’s a bunch of other Italian films with conspicuously similar things
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>>12033292
People bought it for the RE2 Demo.
>>
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Code Veronica originated from an unsuccessful attempt to port Resident Evil 2 to the Sega Saturn. After producer Shinji Mikami and his team learned they would be unable to port the game without making a large sacrifice to quality, Mikami was asked by his leadership to create something else for Sega fans, and so development began on an original game.

Originally, Alfred and Alexia Ashford were to be Hilbert and Hilda Krüger, a prominent, aristocratic German family who fled Germany before Soviet capture. (Like the Thryssen's and Krupp's) Many German weapons (Halberd, Rugers, Tiger 2 tank which leads to Harrier Jet Hallway) are visible as well as German Neuschwanstein Castle. (visible in the playroom above the Private Residence) The Ashford Family crest (German imperial eagle) is also the same colors as the Nazi flag

The prison was based on concentration camp design, equipped with the Mengele-like sadistic doctor, LARGE CORPSE BURNING OVENS (Daschue design) , and a GAS CHAMBER! The numerous vehicles shown in the game are German design, the PRISON is nearly identical to Auschwitz. The Archaic "old military items" in the Steve Luger room were all GERMAN issue.

Mikami described Code Veronica as 50-60% of his perfect vision for Resident Evil in February 2001, and he cited that future Resident Evil projects may make up the other half resulting in RE4.

Another Fun Fact:- Code: Veronica's 70-person development staff was outsourced because Capcom resources had been tied up working on Resident Evil 3. By September 1999, Sega was sending some of its own developers to help add final touches to the game. Sega assisted Capcom with the game's programming to help keep a good framerate.
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>>12033292
>RE1 director's cut versions on PS1 are 99% just the original game
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>>12034931
>>12033292
>No True Director's Cut for the original Longbox

Bros...
>>
>>12032396
Don't forget Onimusha is just ninja RE lol
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>>12034927
>By September 1999

Amazing how far graphics improved from RE1 to Code Veronica
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>>12032807
Dual Shock version actually pauses the gameplay timer in the inventory screen, while original and DC did not. Which made a difference if you were chasing that infinite rocket launcher on real hardware.
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>>12032758
Yeah Zero is actually pretty close to how RE1 was originally envisioned, right down to all the boring giant animal enemies. It's the perfect example of why shit gets cut and reworked during development. I guarantee if RE 1.5 made it to release it would have been an equally terrible game.



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