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2025-03-29 Update From: SLTechnology News&Howtos shulou NAV: SLTechnology News&Howtos > IT Information >
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Shulou(Shulou.com)11/24 Report--
This article comes from the official account of Wechat: ID:chuappgame, author: DLS_MWZZ
To treat its advantages and disadvantages independently and rationally is the best respect for the work.
After more than ten hours of carefully sweeping the floor and trying to "three lights", I once again saved the "hindrance pear", looking at the familiar ending with a lot of emotion. Nearly 20 years later, the biochemical Evil 4 remake has maintained its excellent quality, and thankfully, this time CAPCOM did not follow the third-generation reproduction.
But while I miss it, I also have to break a little fantasy about it-to be honest, it doesn't deserve the "full score" evaluation circulating in the mainstream atmosphere, or take a step back, strictly speaking, it is because of today's rare single-threaded game background, coupled with the original high quality of "biochemical Evil 4" as the basis, it can barely be regarded as the 2023 version of the full score game.
Considering that there are enough voices praising how good it is, there is no need to say much, so I will focus on the more negative parts of the game, adding some weight of "forced calmness" to all readers. Anyway, all the old agents are about the first time to get into the game, no matter what I say will not affect them anything. However, considering that there is an obvious tendency to invite new players to the pit in the "biochemical Evil 4" reproduction, and I highly recommend players who have not come into contact with the "biochemical Evil" series to enter the pit from this work, it is important to have a correct understanding of it rather than over-inflating and touting it.
This article will try to keep the fun of friends' first experience without worrying about spoilers.
Dear folks, my "Li Sanguang" is back again! The beautiful novice village remaking plate has a strong intention to absorb new players, mainly reflected in the extremely restrained terrorist elements and the difficulty of being as friendly as possible.
Compared with the original works of the fourth generation, the sense of terror is much lower than that of the previous three generations, and it is often enhanced by lack of firepower and lattice crisis. The remaking plate refers to the style of the original work, and even the newly produced part does not excessively increase the proportion of horror elements, and the horror effect alone is lower than that of "biochemical Evil: village".
In the plot, there are not many dark scenes in the whole process of remaking plate, and the novice will not feel afraid naturally. The part that wants to feel the dark is not too long. Generally, two or three small rooms have seen light in the past, and the pressure has dissipated instantly, and there is no "face-jumping kill". For players who want to experience a horror game but are worried about being scared, there are few situations like the beginning of "biochemical Evil: the Village" that are dark and startled all the time-and may even be picked and said "not scary enough". The "biochemical Evil" series, which plays a leading role in the horror game industry, will certainly be beneficial to the development of future gamers.
To travel, of course, you have to see all the wonderful places of interest and historic sites. the lighting is very important, and there are obviously friendly places for newcomers in the design. When running the map, players have a lot of freedom on the whole, all roads lead to businessmen, people who are not familiar with the game can also "meticulous" a little push, sense of security full.
In combat, the enemy in many areas of the game has obvious limits on the scope of action, but the range of attack judgment of the player is very large, which can be seen. As a result, players can stand in a domineering position where the enemy will not attack at all, output easily and happily, and greatly reduce the sense of terror by the way.
For example, somewhere in the hall there are five violent parasitic enemies, serious fighting is very dangerous, it is not surprising that the novice was gnawed off a whole tube of blood here, it is almost the only place in the whole game where there are so many powerful enemies at the same time. I blew my hair the first time I opened the door. But the enemy here will not rush out of the hall, players can stand in the doorway and easily output.
It's terrible down there. I want to be on top. What is a flash grenade? I don't know. Under the principle of being friendly to newcomers, the biggest trouble for players in the original is also the core goal of the game-Miss Ashley, the daughter of the president, has also undergone a comprehensive revision. In the original work, Ashley won the title of "hindrance pear" by virtue of her ability, accidentally dragging the player to death. Now the biggest change is to cancel the original HP design, Ashley will die after being knocked down by the enemy, but falling to the ground and the second trauma are low-probability events, players can concentrate on fighting wits with the enemy, and the game experience soars. Ashley's ability to break a trap and jump off two floors stunned players who were accidentally discovered. In a word, "getting in the way is finally out of the way." novice players not only don't have to worry about being a babysitter, but they even feel better to have Ashley in many cases.
It can be seen that the positioning of CAPCOM for remaking plate is very clear. Since the fourth generation of fried rice has been bought for so many years, it shows that its quality itself is reliable. Under the premise of the overall stability of the player group, why not use remaking as a series of business cards to attract new people and plan for the future?
I was really surprised when Ashley broke open the trap, but she occasionally got in the way and couldn't be careless. Can be called "shrewd" shrinking CAPCOM is a veteran factory in the industry, this remaking reflects its certain heritage. But in the game, the shrewd business laziness is also obvious. Speaking with high EQ, this is the accumulated experience in production and design, but from the player's point of view, some places are a bit too "cunning".
A typical example is the simplification of the process of character variation. Biochemical Evil has always had a tradition of rendering the variation of infected characters. The early CG animation and the later real-time calculus are very elaborate, increasing the sense of psychological pressure while visual impact, and sometimes even hinting at coping methods through mutated animation.
In the four generations of the original, the player's impressive scene is the "warm communication" with the big village head in the small dark room. Although the village head changes quickly, the ferocious and powerful camera language is so well explained that people who meet for the first time basically have to come up with an interjection to express their respect for the design of this scene.
It is very reassuring to see that the old village head is still so healthy and strong, but in the remaking plate, the transformation process of the village head is not only not modern, but even completely omitted, using very mature business practices. After an explosion covered the player's line of sight, the model was changed directly. Of course, it seems that specializing in the animation of the mutation process is indeed "not very economical" now, and it is possible to spend too much energy for a short moment, and considering that today's players have seen too much in the world, and no matter how scary the monster is, it is difficult to scare people, and it is better to use this "cost-effective" approach to take care of new players.
There is more than one similar treatment, mostly omitting or simplifying the profound variations in the original work, and this "shrewd shrinkage" is particularly conspicuous once it is realized. I seem to see in the project leader's mission statement, on one side is the restricted budget, the construction period, on the other side is the community feedback, is "these contents must not be less" list.
Is the "New Boss Battle" new? I guess. Did you enjoy it? Well... To be fair, many of the classic designs in the original "biochemical Evil 4" have also tried to reproduce, not as cleverly lazy as they were when "biochemical Evil 3" was reproduced, but not to the extent of "one more step" in the reproduction of "biochemical Evil 2". If you look forward to a completely new experience of the Boss war like the G2 in the second generation, you can't say there isn't none in the remake of Biohazard 4, but it may disappoint you a little bit. Take a step and a half back from time to time, which is really not what a full-mark game should do.
Of course, in today's weak industry environment, this may also get another kind of high praise, that is, it has indeed shrunk just right: those places that are bound to be scolded have been made as much as possible, and the finished product players can bear it and are basically satisfied. Even boast, so that it is suspected of being deliberately picky to point out minor problems like me.
"isn't it nice that all the colored eggs have been restored? still pick?" -- I know how to understand it, but I don't fully understand the ideas above. I don't know whether some of the designs in the remaking plate are due to cost, time limit, or other considerations, and the result is a feeling of "chess difference". In the absence of this, the production team really did not understand the secret, or understood that it had not been done well and could not be asserted, but the result was somewhat baffling. This is an important reason why I think the remaking plate can not achieve a full mark-if it is a full mark, there should be no mistakes and omissions.
Take the village head as an example. In the original work, when it came to the need for "warm communication" with the village head, the village head made a very iconic move-he "screwed" the door after entering a warehouse. On the one hand, this action reflects his superhuman strength, on the other hand, it encloses the players in a narrow space, showing a sense of desperate pressure that there is no way to escape.
In the remaking, CAPCOM professionally recreated the detail of "twisting the door", but the location was changed to an open outdoor environment. In this way, the behavior of the village head can only send a signal to the player-"you should run to the side required by the director." But to convey such a message does not need to specially screw the door here, coupled with a more open space, it is difficult to create a great sense of desperation.
What is more interesting is that in the later process, the player still has to enter the warehouse and see the village head, but because he has screwed the door before and cannot repeat it, the tension and pressure of the scene are greatly reduced. Such a modification that weakens the expressiveness of the original work is really unnecessary.
The original classic is still there, but it is often handled very rigidly, such as here, if you don't look for it, you can't even notice it. This inevitably gives people an impression that in some places, the production team seems to mechanically reproduce things that everyone voted "must not be less" and "try not to be exactly the same as the original." in fact, we may not understand the original intention of their design-- from the player's point of view, it is difficult for us to guess whether the production team does not understand the original intention, or whether it understands it but does not deal with it properly. But there is no doubt that these places are flawed.
A similar situation exists in the newly added parts of some reproductions. Remaking has greatly enhanced the mine section, adding a high-speed moving paragraph with an obvious reference to call of Duty, which is supposed to be cool, but who doesn't want to "click" in all kinds of staggered high-speed sports-CAPCOM says, no, it's nominally a horror game, you have to use an old-fashioned pistol with only 10 rounds in a shuttle, in order to restore it.
However, the original version of this part of the player is free to use their own weapons, but does not provide a sense of speed, but since remaking gives me speed, why not also give me passion? "Dada" is not available, only the rather dispirited "da. Da." . Speculate that if players are allowed to use weapons freely, they will probably be tempted to pull out bazookas if they are so cool here, and it will be troublesome for that thing to work here-damned "shrewdness".
In contrast to the series of previous works, biochemical Evil: the Apocalypse is a part of Gatlin's machine gun fight against the sea monster-not without, not unpleasant. So, ladies and gentlemen, can you imagine the feeling that you can only use small pistols in this passage in biochemical Evil: apocalypse? Even if you can't give me a free heavy machine gun because the story is not coming to an end, isn't it too much for me to shoot the monster with the bullet I found on my own? Perhaps it can only be said that the design here is a good learning case, which can intuitively tell you why many passionate paragraphs of high-speed sports generally use automatic or powerful weapons.
In short, if you slightly raise the standard of appreciation, then this "know, but not fully understand" place in the remaking plate can still be detected, even if it can be understood that the process is too long and the cost is difficult, it will still be somewhat regrettable.
In this passage in "biochemical Evil: apocalypse", when it comes to cool words, it is really much better to put the misplaced new idea to play "biochemical Evil: village". When we old agents knew very well that it had learned a lot about "biochemical Evil 4", it even made people joke that this was used to reproduce "thunder" for "biochemical Evil 4". It is both a village and a castle, and almost all the materials can be copied. Now the remaking plate is really coming, but it always gives people a sense of emptiness in some small places-- what about the road stepped out by "biochemical Evil: village"?
A typical example is the animals in the village. "biochemical Evil: village", everyone has been a gourmet, hunting, what chicken, pork, fish will not miss, even a crow knows to give money to players. In a series of history, the concept of killing animals to obtain resources originated from "biochemical Evil 4", hence the playful name of "Li Sanguang". In the trial of remaking, players can also kill crows to get resources, and it seems that this system has also been done in the official version. So, as a sincere foodie, when I saw a live cow in the remaking, I poked it the first time.
As a result, there was nothing.
It's not like there's no delicious food in the village, so why bother young people for themselves? At that moment, I even wondered whether I should boast enough to restore, or complain-worried about strange organizational attacks, so that killing animals was not encouraged. Even if we know that the fourth generation does not have a cuisine system, there is no reason to drop a piece of beef tendon meat, but can we at least lose a resource …... Other livestock in the game do not lose anything, only the chicken knows that it has been chased to lay an egg, to give you some comfort. Anyway, compared with Ethan, Lyon, which can only eat fish, snakes and eggs, still feels a little too miserable.
There are also some crows in the middle of the game, but shooting them down does not necessarily lose resources, or it is difficult to hit because of the strange shooting feel, and some things will fall in areas that players can't pick up. This is a game that is experiencing a resource crisis every day. Do you know how distressed it is for me to hit a pistol with 14 bullets?
But in "biochemical Evil: village", all the crows drop things and have a good sense of rules, so it is not difficult to achieve it again.
It feels like some of them will fall, some won't, neither will they, nor will they. Is this a whole new sense of insecurity? I thought the fourth generation of remaking would take a step forward and make more small innovations for animals, such as more animal types, or half a step back, just copy "biochemical Evil: village", but it didn't. In other words, the remaking plate chose another way, adding some content equivalent to killing animals directly in exchange for resources into the new task system and setting a lot of restrictions. Players first have to kill designated animals, hand over tasks to merchants in exchange for tokens, and then exchange tokens for rewards from merchants. It's not impossible, but it obviously lacks the pleasure of subjective initiative.
In short, it can be felt that some ideas inspired by four generations of original works have evolved iteratively in subsequent works, but they are not reflected in this remaking. In other words, the An and B schemes under similar conditions that we have obviously tried before, because "biochemical Evil: village" chose A, so the reproduction version chose B, but relatively speaking, An is actually the more fun one.
The task of catching bass is also easy to fail. Unlike the task crow, it is obviously very biased, "kill must die." friends familiar with the two-dimensional culture all know that "kill must die." these scenes that add entertainment to the works outside the plot are often essential in today's series of works. Similarly, CAPCOM is absolutely knowledgeable in business elements, "biochemical crisis" series as a cultural commodity has a lot of content to serve the audience, which should be, there is no problem. However, from the balance of the whole content, the service design of remaking plate may still be a little biased.
"biochemical Evil 4" is the enlightenment of many players'"handsome guys are abused", and Leon's legitimate moaning in the game has always been a textbook of death. Of course, CAPCOM has known this for a long time, and this is the intention of arranging all kinds of "gay collisions" between Lyons and their frail brothers and tyrants in biochemical Evil: curse. Remaking also knows how to use force. Lyon offers all kinds of wonderful sounds throughout the process. For example, when there is a heavy rain in the village, players can clearly feel that Leon hums much more frequently than Ashley behind him. It doesn't matter if it makes people think, "Why are the agents still afraid of the rain?"
Correspondingly, the preferences of another part of the players also need to be taken care of, so we can see Ashley, who is more beautiful than the original. When she was waiting for Lyon to shoot at the shooting range, she sat skillfully on the wooden box, making no secret of the lovely feeling of the young girl, and the silk stockings that became more and more broken as the plot became more and more broken.
Well, when the camera is given to Ada Wang, it may be a little awkward. With the foregoing, you can't say that CAPCOM doesn't know how to kill or die, but the dress of Aunt Wang alone is inexplicably worse than the temperament of the second generation remaking plate-neither heroic nor charming enough. According to the business routine, it is taken for granted that Ashley is responsible for the girl element and Sister Wang is responsible for the elder sister element.
Although it makes sense that on the scale of "biochemical Evil 4", CAPCOM writes "I want to make money out of all kinds of clothes" directly on the screen, but the feeling of being snubbed by Ida King in this article is a bit too obvious.
It's really a little complicated. In remaking, the content expression is indeed more biased towards Ashley. For the sake of the times, the image of Ashley in the original work is biased towards the princess who is waiting for someone to save, which is really useless. The new edition has made a lot of adjustments to fully highlight the "Girl Power", and in some places she will even help save Lyon. On social media, you can see a large number of players fall in love with authentic American girls who can encourage, rescue and even drive excavators.
Not only Ashley in the lead role, but also "the Dead Man in this episode" Louis, which appears in every series, has greatly enhanced the proportion of the plot, and has indeed done a good job, as well as Officer Marvin in the remake of "biochemical Evil 2". It's not the nonsense of the biochemical Evil 3 remake. There are also the villains Krausse and Lyon's various "men plus men" are also very strong, at the time of writing this article, I have already brushed a lot of people.
Conscience? It's my conscience, but I always feel too shrewd. What about King Ada? It is supposed to be the spokesman of the sexy and espionage elements in the series, but almost nothing has been added throughout the article. We can see that CAPCOM clearly said "stay in DLC", but this article even gave a little new content at the end without even typing the advertisement, and even put the original lines that reflect the complex feelings between Lyon and Ada Wang, "Hey, woman." It was deleted.
Just a few months ago, DLC of biochemical Evil: village just got mixed reviews based on his ability, which makes people rest assured of Ida King DLC promised by CAPCOM.
As mentioned earlier, this work has an obvious novice village tendency, which leads to a lot of controversial designs, such as the "expanded treasure map" included in the collection edition.
The specific function of this treasure map is to add additional treasure in the game, note that it is extra treasure, the display on the map with a "+", especially in the early stages of the game in the village. From the perspective of well-intentioned design, this is obviously to make it easier for the new generation of players to play, but from the point of view of seriously experiencing the essence of the game, Zangbao map is destructive to the originally well-designed sense of crisis of resources. players can have much more money than the normal process, and it is too leisurely to play, even if the game is dynamic and difficult.
What's more, there is no obvious reminder that the treasure map is bundled with the collection version, and if players don't notice it and turn it off manually, it's too late to realize they have too much money.
Although it can be big or small, why does it have to be bound by default? so, under the effect of quietly affecting the core experience, this treasure map with a single selling price of 25 yuan is not so important as the Pay to Win that foreign players hate. The reproductions of "biochemical Evil: village" and "biochemical Evil 2" have also released official plug-ins that affect the experience of this article, rewarding them to be completely unlocked, but at least they are two or three months late, giving players time to play well. This time, the effect of the treasure map is similar, but it is listed at the same time, or it is bound with the collection version, it is a little awkward to look at it-it can only be said to be very shrewd. As a player, I had to be smarter. I was glad I didn't buy the collection version and avoided this "backstab".
To be fair, it is not easy to do a single machine these days, and it is understandable for manufacturers to find ways to get more paid props, such as the handsome "Governor's belief" shotgun, but this treasure map. Is this what a full-mark game should look like.
Believe in Grandpa's gun, the old agent pretends to be cool, not strong, but handsome! Fun, but not perfect "biochemical Evil 4" reproduction is beset with difficulties, it has a long process, huge internal capacity, so the remaking of the content of varying degrees of shrinkage, or unreasonable adaptation, are inevitable. However, although the difference is only 0.1 on a scale of 9.9 to 10, the effort required is huge. CAPCOM shrewdly did not pay this 0.1 for a variety of reasons, which is perfectly understandable and acceptable from a business point of view, but therefore, it should not be overpraised.
All in all, remaking is fun, and it should even be one of the most fun games of the year, needless to say, but it does have some outstanding problems. If this is an introduction to new players who have never come into contact with "biochemical crisis", please do not understand this work as "perfection" in the real sense-especially in the face of a story with a theme that happens to express and satirize madness and blind obedience. I think, it is the best respect for the work to look at its advantages and disadvantages independently and rationally.
Maybe it will be remade in the next 10 or 20 years? Who knows. Advantages
+ the content of the classic original works of all-round evolution
+ A lot of new content with sincerity
+ be friendly to new players
Shortcoming
− is shrewdly lazy and doesn't take one more step.
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