Nou hier is hij dan, previewtje RE0 :






Laat RE0 maar komen
Als bonus nog effe een paar pics ervan :Capcom Entertainment's next installment in the "survival horror" franchise, Resident Evil 0, recently made its way home to Japanese gamers as a Trial Edition demo. At that point, our Japanese correspondent dug into the game and served up his impressions. Now we've had the chance to delve deep into the zombie-infested trains of adventure and we've got our own thoughts about the title.
Oh, and we've also made available a wide selection of excellent new media downloads, from super-crisp 400x300 movies to lots of new dark and moody images.
Matt Casamassina
The latest Resident Evil title follows classic character Rebecca Chambers and newcomer Billy Coen as they fight to stay alive a speeding train which just so happens to be crawling with the undead. Billy is already my favorite character in the entire franchise. He's an ex-NAVY SEAL, first off, so he doesn't look the type for a starring role in a series whose heroes have usually been clean cut and often members of a police force. He's got longer hair; his arm is sleeved in tattoos and he wears a tank top and jeans. Capcom has indicated, too, that Billy has been accused of killing multiple people, which is why he's been arrested. It's pretty refreshing to play as a would-be hero who has a pair of broken handcuffs dangling from his arm.
I'm pretty excited about jumping into the final version of RE0 now, but I have to tell you, it wasn't always this way. When I wrapped up Capcom's remake of Resident Evil on GCN I had a good idea that RE0 would prove to be too similar to truly grab me. But the good news is that, from the demo I've played, there seems to be enough in there to warrant the time and effort of gamers. The developer has once again utilized the technology that made RE remake so beautiful, so that alone will probably sell the game to an army of survival horror fans. But it hasn't stopped with visuals, for REO has several new gameplay functions that alter the experience significantly.
Yes, gamers play as both Rebecca and Billy, which we've written again and again and everybody knows about it. But there are some details readers may not know. There are intricacies to this process that make it so much fun, at least in my experience. Players can actually control both characters simultaneously if they are in the same area together -- the analog stick for one and the camera stick for the other. But usually gamers will want to stick with one hero and let the other follow, which is done via commands like "let's split up" or "follow me," all mapped to one button on the controller. This actually works really well. When the two are in different areas, meanwhile, gamers can jump back and forth between them, a must. Specific puzzles require that both Rebecca and Billy be utilized at certain points, which makes it interesting. Also, when I first played, I accidentally left Rebecca by herself while I walked around as Billy, and before too long I heard her scream. I flashed back to her quickly and found a zombie munching on her neck. I imagine that Capcom will use these types of situations in the full game to really keep the action tense.
There are other things I like about it a lot. The pick up and drop anything at anytime system is fabulous. No more searching out some stupid chest located on the opposite end of the level. What's even better, though, is that gamers can even trade items between the two characters without dropping them if they are in close proximity to one another. It's much more intuitive than it's ever been before. There is even a point in which Rebecca cannot reach Billy, and must lower an item to her via small pulley system. Finally, I really like, but also fear the train theme of the game. On one hand, it's almost scarier to be moving about in such a closed in area as it's harder to run and avoid zombies. Yet, if the train portions take up the majority of the game, I'm sure that will get old. I'm fairly certain Capcom has said the train stops at various areas, though, at which point players can get off and explore around. That sounds very interesting indeed.
From a technical standpoint, RE0 has a lot of RE remake in it. It's still running pre-rendered backdrops. The control is still decidedly robotic, or digital if one prefers. The visuals are just as beautiful as they were in the last game and then some. Character models are high-polygon and skinned with crisp, defined textures, and the zombies in particular animate without flaw, wobbling from side to side with their arms outstretched. There are all sorts of lighting and shadow effects, from chandeliers that swing from ceilings to bounce light off walls to shadows that creep and project outward, adding immensely to the mood. Brilliantly, there are even more full-motion-animated backdrops than ever before. Walking through the train, gamers will notice that it actually jitters as it speeds along, which causes everything in the area to move ever so slightly. It's an amazing effect that goes a long way to disassemble the static feel of the pre-rendered style. But there's a lot more than just that. Shadows cast and speed by players as they walk through rooms with windows, as they reflect the outside environment which is also racing by. If one of the characters walks outside, they are engulfed in rain, which whips at them and splatters the ground ferociously -- it looks fantastic, and there are so much of these animations and motions. At one point Billy walks into the train kitchen and players can see the sink water rumbling and swaying. A couple of notes, though: the title doesn't seem to support either Dolby Pro Logic II or progressive scan, which earns Capcom a big "boo!" from me in that regard.
So once again, despite my initial reservations, I'm hooked. RE0, like the remake, is an absolute visual stunner, and unlike remake, it's all completely new. New story. New layouts. New characters. And new play styles. I'm really looking forward to getting back on the train and seeing where it goes.
Fran Mirabella
First off, I have to give Capcom due credit for releasing a demonstration of the game. Only those who pre-ordered a copy of Resident Evil 0 in Japan got one, though. Still, it's a great opportunity to cause a bit of a viral ad campaign. I imagine every GCN owner in Japan that got a copy of this demo have to be showing it to all of their friends and family. Why would they do that? I can tell you, despite my original belief that it might feel like the same old "been there done that" Resident Evil, it's not, and offers up even more stunning visuals than the RE1 remake before it.
I didn't get much of a chance to play it at E3, believe it or not. Nintendo's lineup was so strong I only got minutes with RE0. Now that our Japanese correspondent has sent us a copy of the demo, I've had all the time I needed to venture through it. Everything takes place on a train in the demonstration. Reports indicate that players will make frequent stops and see different places, but in this short trial version I wasn't able to experience any of that. What you have is a very basic sampling of things to come. In fact, there are really no major scares such as zombies busting through doors or windows. More than anything, the trial offering is designed to let you experience the new two-person dynamic. Capcom calls it the Zapper system, and it lets you switch between Rebecca and Billy at any time by pressing the X-button. Early on, the two are separated, cut off by locked doors. There's no explanation why the two are in separate rooms and furthermore no cut-scenes to detail it. Again, this is all likely due to the fact that it's a trial edition.
Getting back to the control system, you're able to switch at any time whereupon the screen blurs and warps as it loads the other person and their surroundings. Equipped with only a handgun and herb, you have to fight both heroes ways through the zombie-infested train. It's the usual puzzle work. You pick up a bag, a gold and silver ring, and some keys to progress forward. Capcom gives you a taste of the two-player dynamic by forcing you to send a few of the items up a dumbwaiter, as it's the only way to transfer something from Rebecca to Billy or vice-versa thanks to the locked doors. As you get the keys, you'll be able to meet up with one another in the same room. This is when things get a little weird. You can actually move both characters at the same time with the main analog and C-stick, as Matt noted. The character you've last transferred to with the X-button, is of course, the one you're able to attack with. That said, it's really odd at first walking around with both characters. It's a bit difficult and it's more or less used for strategy. For example, if one of the characters is just getting in the way or stands to be harmed you can push them away from the action while you fight off zombies. Oddly enough, it's a real pain when you use the X-button in the same room to switch characters. You could reason that because there's nothing to load, Capcom wouldn't waste your time with the same warp effect to signal the switch, but they do. Yes, just like with stairs and the opening and closing of doors, you're going to have to wait it out.
The reason you'd want to switch to the other character in the same room is to heal them or reload their weaponry. One character will always provide back-up if you want them too. To toggle this on and off you just tap the Z-button. The character you're playing will say either, "I'll handle this alone," "Let's regroup," or some variation on that. When you travel together, one of the characters will always trail the other. There's a few other new subtleties to this such as handing-off items. If you're in the same room you can enter the item screen, select something, and then choose to give it away and it moves right over to their item cache. Also new is the ability to drop items and weapons. You don't need to do this when you're in the same room, but it does come in handy when you're running out of space. There will be no more using herb to make room for a new weapon or item. Just drop it on the ground and have one of the characters pick it up later -- very cool.
Moving on to the visuals, I'd like to note that Resident Evil 0 is poised to look better than the last. We had heard as much before, but now we've seen with our own eyes that this is true. Capcom is using the same technology, only now with a lot more polish. The full-motion animations are vastly more detailed. In each of the frames you'll find that items on the train jiggle, roll, and shake slightly. The train is in motion and it shows. As you pass by lighting outside the train it shoots through the window and runs across the flooring and furniture. It's very faithful to the idea that you're racing along on a stormy night. The programmers have even added a little disruption to the camera so it jolts to and fro. Additionally, the shadows have been smoothed out. They don't look nearly as jagged as they did with the original remake. As a whole, everything is cleaned up. The only complaints I'd have is that Capcom still has no progressive scan support and no widescreen. Optimism has me hoping this is because we only have a trial version. If not, Capcom, please hear my and HDTV owners pleas. You could practically frame the game on your wall with these features.
Wrapping things up, I can say that I'm now once again excited for RE0. As aforementioned, I was thinking "more of the same." That's partly true, but managing two players at once is a whole new ballgame. And, I'll happily admit that I can't keep from gawking at all the beautiful art design. I can't wait to see more.


















Laat RE0 maar komen