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Resident Evil 4 Remake is the best VR game of recent years and this is absurd

Resident Evil 4 Remake did not care only a lazy: another exemplary remake from Capcom;Perhaps the best action from the third person over the past year – this is all clear. But for some reason, on the Russian-speaking Internet, few people talk about an excellent VR model for the same game. And not even from the position of the fact that this is one of the best VR IGR last year, if not a few years. And from the position of the fact that he is so good that it is absurd.

Video version for greater clarity

Simply, look, last year for virtual reality there were a lot of high -profile and large projects. The largest studios and veterans of the industry released their games. META* tried to make a revolution releasing a couple of blockbusters for her new headset – Quest 3. Enthusiasts released a bunch of cool games, I generally keep quiet about fakes on my knee. In short, a year is extremely rich in releases. And in the sea of ​​this content, one of the best games and my personal favorite is a fashion for a third -person game. That is, a game for VR, not developed from scratch, but an optional free mode that the few PlayStation VR2 owners can check out.

And it seems to me that it is absurd and even paradoxical. Indeed, for VR, the last “resident” is a weak game, but at the same time it is one of the best. What is generally happening in the VR IGR industry and what is the secret of the success of VR Fashion Resident Evil 4 Remake? Let’s try to figure it out.

New format

Let’s immediately indicate that I did not attend a circle. I rely only on my own sensations, an extensive experience in VR and several articles. Based on what, I do not pretend to the truth in the last instance. The nuances were understood – now they drove.

I will not completely disassemble the remake of the remake, but only concentrate on the fact that the change has undergone when transferred to VR.

The main difference is the change of prospects. Since playing the VR group, watching the character from behind the shoulder is not a very successful venture, now we see the world through the eyes of Leon. With the exception of a few points, the game is now completely in the first person. Therefore, all the tentacles ganados, the stars of flies and buzzing chainsaws shakely poke in your face. What to fight with enemies is really scary. Especially in the beginning, when I have not yet got used to local management.

To make it more immersionally, the arsenal is now not on the cross of the gamepad, but is located along your body: pistols in holsters on the belt, large guns behind the shoulders, knife and grenades on the chest. Grab the barrel, fire, recharge – now you need to do it with your own hands. Is it worth it to say how much such experience is more adrenaline than when playing from a third person? When the villages are fleeing at you at the beginning, a store falls from your shaking hands, you mistakenly grab a grant instead of a knife and you’ll undermine it – then the real cheerful begins. But there is also a parry. It in VR is much more effective and spectacular. Now you can freely wave a knife in front of the noses of the enemy and also stick it in their own neck with your handles.

The game allows a little to fit the arsenal for itself, as well as adjust its location. But even after a thorough setup, I got confused and often darken even from ordinary enemies, but when I got used to the inventory and arsenal, I learned to masterfully beat off even the chainsaws with a knife and without looking reloaded any gun – I felt like a real specialist.

Additionally, in VR you can interact with some puzzles, levers and a very small number of objects, but this is the whole of the functionality of the fashion is exhausted. Yes, a set of actions is modest – mix the grass with your own hands, give a bream to Luis or stroke Ashley, oh, that is, the dog will not work. Before us is still a mod, and not a full-fledged world created for your playful handles. And here I begin to be outraged.

Why VR is cool

I think the Gamdeses of the VR IGR is much more interesting than that of the “flat” games. Virtual reality is a unique interactive environment that can give the user an incomparable experience with classic gaming. The ability to twist the head without hindrance, to curse everything that is not pinned to the ground and watch the events with your own eyes – decides.

If you have a PlayStation VR2, then be sure to play in Synapse. This is the most tactile telekinesis that currently exists in the industry. Jedi is resting.

VR is obvious to deceive your brain. Whatever skepticism or disbelief you relate to the game – you are already captured by virtual reality. You can convince yourself that this is just a set of pixels and you are the main one here, but if in the game something sharply arrives in you or the earth begins to leave under your feet, you fight like a cute.

I was just from such unbelievers. At one time he worked in a VR club and with a laugh watched people who ran into a helmet in the wall or screeching with fright when it was necessary to take a step into the abyss. “Well, I will definitely keep everything under control I thought. But then he himself noticed that I want to lean on something in the game or kick the object with his foot, because the boundaries of the worlds were erased.

And for the game to work as it should, you feel like the part of the game world in which you are, and not just watched interactive cinema in a helmet – it is very important to maintain the effect of immersion. This can be done in different ways, for example, narrative or gameplay. So that you understand, I will tell you on the example of two wonderful VR games: Half-Life: Alyx and Red Matter 2 .

Putting the camera through a sharp mounting gluing: explosion, darkening or vice versa. The most obvious example from Alyx is an explosion of the machine in which you are driving at the very beginning of the game.

Or you can use other characters: if someone in the frame sharply looks at a certain point, then the player will have a desire to look there.

Agree, this is much more original than just turning on the KAT-scene.

Unfortunately, in Russian there are not many materials that would https://casinosnotongamcare.co.uk/review/spin-time/ describe narrative and staged techniques in the VR, but for those interested, I can advise the book “White Mirror”. In it, the principles of steritelling in immersive environments are basically explained in it

The diet is also affected by the dietary interface – that is, the one that exists in the world of the game. Alyx – One of these examples. The necessary information is highlighted in a gravitational glove: on it you can see the amount of health, how much resin you have or what item is in the storage. She highlights all active objects in the game.

And if the object is not illuminated, then the game must understand that they can be interacted with them, for example, through an emphasis or light element. Another simple way to cause you to interact with the subject – to build an associative connection in you. For example, to place markers next to a transparent glass on which there are already drawings, or put a jar with a stern next to an alien boys.

Visualization – entirely about Half-Life: Alyx. Weapons stores have a visual charge indication. You can see each cartridge in the clip separately. If there is no indication, then the game will force you to drive the cartridge into the barrel yourself so that you remember their number, as in the case of a shotgun.

Photo: Road to vr

Photo: Road to vr

One of the destructive immersion of elements is the interaction with objects. Yes, in Alyx It’s insanely cool to grab bottles and gas cylinders, but there are one “but” – controllers are not able to transfer the weight of objects. In VR, to indicate that this item is “heavy” use inertia. Small objects can be wiped quickly in their hands, and the heavy ones will move with a delay and much slower. But we will still not feel the weight. This problem was gracefully solved in Red Matter 2.

The main advantage of this cosmic puzzle is the in -game controllers with which the player interacts with the virtual world. If in most VR games virtual hands simply imitate your own, then in Red Matter 2 The player by default holds manipulators in his hands, which imitate the design of the joystick of the headset in which he is located. Even the center of gravity of virtual controllers is the same as in physical. This creates reliable experience. The player feels in his hands the weight of what he holds in the game.

All interaction with the world occurs using manipulators: they grab objects and protrude a layer between the real and virtual world. Due to the fact that the player holds objects not “hands”, but futuristic claws, the problem of weight does not seem so critical. And if something cannot be touched, then the developers simply remove it from the level. Or, for example, remove the pen from the cabinets so that you do not have a temptation to feel them. So nothing breaks the dive.

All inventory is skillfully hidden inside the same controllers and looks organic. The necessary interface is placed in them. And if you record the gameplay, you will find that there is no HUD on the footage because it is completely built into the game.

That is, now you understand how to strengthen the player’s immersion and allow him to completely dissolve in the virtual world? And so Capcom She took a virtual narrative, a thought out interface, the interactivity of the world and laid a delicious ganados on them.

Friendship Resident Evil and VR

“Residents” is not a new guest in VR. The quest set has an exclusive port of the original Resident Evil 4 . On the PC craftsmen concocted mods to remakes 2 and 3 parts. A Sony And Capcom We made a deal profitably, so the PlayStation headset has exclusive Biohazard, Village and the Four Remark directly. But, see what joke.

The seventh and eighth part of the franchise stand out greatly from the other games by the fact that they are in the first person. The companies initially planned to make VR games out of them. That is why in them so often something climbs into your face, and therefore in Village Ethan closes his face with his hands, and the shovel that flies in front of your nose in the seventh part is not just a shovel, but a wow effect from which you must come in.

I will only say that the seventh and eighth parts Resident Evil-Good VR games with some conventions. They scare the moments to the plain, they have good interactivity, they look cool, and their main weakness is KAT scenes. Here Capcom I decided not to invent the bicycle, so the videos are also shown on behalf of the protagonist, but without the possibility of managing. It caused me a strong dissonance because my hands hang, and virtual hands are pumping a child. And it also gave rise to funny moments. The developers obviously did not count on the fact that you would twist your head in such dramatic scenes, so if you look the wrong way, you can see how the characters appear and disappear from the air.

Much worse with “virtuality” at Re4 Remake. Since the game initially from a third party arises staged nuances. 7 and 8 part of the problem with KAT scenes? Know. We look at the world in the first person, but every time Leon does something besides shooting and walking, the camera will fly away to the side. Knocks down from rhythm and disorients? Fuck with him – tolerate. Every time Leon performs finishing, the camera is ridiculous, causing the effect of strong motion. This is comparable to KAT scenes from the previous parts. By the way, here KAT-scenes are stupidly Kinchik, which is demonstrated in a separate screen and is completely deprived of interactivity. This is a normal video on the footage, and in the helmet I sat in the dark and stuck into the rectangle.

You play, play, and then once the camera flies off somewhere in the slander. And so every time with: knockout, climbing stairs, turntable, trap, opening the gate, falling. 100% still forgot something

But that’s okay. The most disappointing fact at the beginning was the complete absence of at least some interactivity. Why I love VR-worlds? For the opportunity to touch everything with your own hands. In the “Four” with your own hands, you can touch only levers and ammunition. If in Village The buttons and handles of the door could be pressed and pulled by yourself, then in the remake all activity is produced by pressing on “x”. Even barrels are more efficient to break into a button, not a knife. Here in front of me lies a bottle, what do you think, is it possible to take it? Of course not. Nothing but supplies can not be taken. But look what a nuance. The game makes it possible to raise conditional herbs and grenades with your own hands. But at 80% they just lie on the floor and you need to squat behind them, for which your knees “thank you” will not say. In other games, supplies are either more often located at a more accessible distance, or are attracted to you. Therefore, it is simply more convenient to vacuum loop to press a button.

The knife will also not cause any harm to the environment. Although, it would seem, let’s take the same bottle. She does not respond to a knife, but if you shoot at it, she will fly to fragments. The only interactive elements on the locations that respond to your touch are hanging chains from the ceiling, trigger of blind enemies. Made spectacularly, wade through them scary, but on the scale of such a game as Resident Evil 4 – This is nothing. I want the world to react to you.

You can’t give Ashley’s hand, push the enemy or do at least something except the main mechanic. But each gun is reloading unique. The crossbow in the VR is noticeably more difficult and requires two manipulations for each shot. But this shotgun was disposable for me. Reload it in battle equivalent to suicide. Well, yes – pebbles can be inserted into jewelry with your own hands.

Even interaction with levers has been done through one place. Everyone who played in any iteration of the fourth “rubber” is probably remembered by the bossfight with two giants. Когда нужно хитростью затащить их на центр арены и дернув рычаг, сбросить в лаву. He also has a remake. And in the first person looks very impressive. But here is a nuance. I am next to the lever and calmly reach him with my hand, but it was not there! The game does not register for my touch. It turns out that for interaction with the subject you need to stand clearly opposite it. With a measured gameplay, this is not so sharply striking, but on the bossfite pancake!

There is another unpleasant element here. The game does not react to your position in space. You will not be able to sit down or dodge the body, as in some kind . All to press the stick.

But with all its meager interactivity. Despite the tricks with the camera. The game is felt just amazing. From the first person everything seems more dangerous and exciting. The pursuit of the trolleys is one of the best VR-attractions in recent years. And what emotions does the first fight with a giant cause: to observe from below how the barn is thrown at you now – just fuck!

In fact, all we have is the first person’s perspective and an interactive combat system. Everything else is like in the original game. And if you evaluate how the game is treating VR techniques, then it is very meager. But she is still felt by the most exciting VR-experience of last year. But then what is wrong with the main games? Do they really not know how to do them in the industry? Let’s figure it out.

What is happening in the VR industry?

VR definitely has cool games that have already become a classic. Yes, and among fresh releases there are enough suitable projects: last year’s Arizona Sunshine 2 and Synapse – my respect. But let’s evaluate the overall situation in the industry.

VR has strategies, racing simulators, and educational programs, but the most numerous and profitable games are casual. What are the most popular and sold titles in VR?

In the first place is the Beat Saber-a rhythm game in which you need to chop multi-colored cubes. And the most appreciated and profitable game on autonomous Quest not so long ago Gorilla Tag – Variation of a stall with monkeys in the main roles.

It is understandable. VR industry, despite the rapid pace with which it is developing, is still a young and very risky business. Therefore, companies strive to make the most massive product that will like more users. They are afraid that you are around. They are afraid that it will be difficult for you and you will not go through the game. And rarely when a truly large-scale game pays off.

Because of which most games seem to be some kind of toothless. Take last year’s Assassin’s Creed Nexus VR – META new headset systems and the first game of the famous franchise in a new format. They promised open locations, entertaining parkour, stealth and an interesting plot. As a result, it turned out just a set of mission from a mobile phone sewn with white threads. The game is too sorry for you. The enemies are incredibly stupid and helpless. Even bosses and elite opponents are killed by a sword with a sword in front of their nose. The game does not offer any call.

In the beginning it was very intriguing, but all the romance disappeared half an hour after the start. Assassin’s Creed Nexus VR

I can say the same thing about the main exclusive PlayStation VR2 – Horizon: Call of the Mountain . This is a very beautiful, technological experience that spares you at every step. The first -aid kits are scattered everywhere and constantly respond. It’s extremely difficult to break into the abyss – Sloumo in the game as much as it will not be typed in all Bondarchuk films. The feeling that the game wants you just to go from A to B and admire the landscapes.

It seems that the main advantage of these projects is that they allow you to survive interactive experience. Yes, you can now stick a hidden blade in the guard yourself or look at Gromosev’s mouth at an extreme distance. But with the exception of interactivity, we are very weak games.

There is a feeling that all the games that go away by proven concepts are doomed to be sparing and very accurate. You know what game received the most laudatory reviews of Western media? – Vertigo 2 . This is a simple, Valve-Like shooter with absurd plot and scenery. There is practically no interactivity in it and everything that the game entertains – responsive shooting and funny scenes. Well, muzl. Synthwiv – offset.

And against the background of this exists Resident Evil 4 Remake. Yes, for VR the game is too castrated. He cannot boast of interactiveness or new mechanics that were not implemented in the industry before the nonsense. But it is packed under the eyeballs with steep game moments, it has an exciting plot and adrenaline gameplay, which does not hesitate to challenge you. “Rubber” is so kept in good shape that if I was indignant at the fact that there was little “viarity” in the game, I quickly forgot about it.

Capcom takes and makes just a high -quality game that works great in all planes. And this is exactly what the game is remembered. It is unlikely that I will remember how cool it was to twist a pot of red grass in my hands, but the battle with a blind berserker or a trip on the trolley will remain in my memory for a long time. I used to think that good VR games must be as interactive and encouraging your desire to touch every stone, but Resident Evil 4 Remake I was convinced and became a new point in the perception of the VR IGR.

P.WITH.
More small notes about virtual reality can be found in the TG channel.

* The activities of the META organization are recognized as extremist and prohibited in the Russian Federation

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