Forum > Gaming Discussion > RE Darkside Chronicles (Wii) Reviews are coming in (Page 8)
RE Darkside Chronicles (Wii) Reviews are coming in (Page 8)
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Tue, 23 Jun 2009 20:29:07
Ace D-Vader, man winkle detective. Grinning

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Thu, 02 Jul 2009 17:46:31

New pics from the Japan expo, there is a trailer on IGN too.

Out of the Darkness Trailer

Resident Evil: The Darkside Chronicles Screenshot

Resident Evil: The Darkside Chronicles Screenshot

Resident Evil: The Darkside Chronicles Screenshot

It's Voldo Nyaa

Resident Evil: The Darkside Chronicles Screenshot

Resident Evil: The Darkside Chronicles Screenshot

Resident Evil: The Darkside Chronicles Screenshot

Resident Evil: The Darkside Chronicles Screenshot

Nice graphics

Resident Evil: The Darkside Chronicles Screenshot

Resident Evil: The Darkside Chronicles Screenshot

Resident Evil: The Darkside Chronicles Screenshot

Resident Evil: The Darkside Chronicles Screenshot

Resident Evil: The Darkside Chronicles Screenshot

Resident Evil: The Darkside Chronicles Screenshot

Resident Evil: The Darkside Chronicles Screenshot

Resident Evil: The Darkside Chronicles Screenshot

Last pic almost looks pre-rendered apart from the bottom left corner. Why Capcom, why on rails? Sad

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Thu, 02 Jul 2009 19:20:24

Looking quite nice. LOL @ Voldo.

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Thu, 02 Jul 2009 19:51:14

Capcom unlocked the some secret compartment of the Wii's graphics chip to make this game.  The game probably runs at 15 FPS or something. Nyaa

That Tyrant shot is amazing! PLEASE fix the issues with the game before it hits, if this one is not as good as UC1 I will cry.

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Fri, 03 Jul 2009 06:04:35

Dvader said:

Capcom unlocked the some secret compartment of the Wii's graphics chip to make this game.  The game probably runs at 15 FPS or something. Nyaa

That Tyrant shot is amazing! PLEASE fix the issues with the game before it hits, if this one is not as good as UC1 I will cry.

Shame even if it isn't that it won't be as good as OK. Nyaa

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Fri, 03 Jul 2009 09:39:40

Weird that the youtube footage looks better than the IGN video. I think the IGN video seems slightly off ratio which adds some tiny bits of pixellation around the edges.

RE Darkside Chronicles trailer this is smoother but not as sharp.

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Fri, 03 Jul 2009 13:31:39
I've got to admit that it does look great.

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Sat, 11 Jul 2009 14:30:47

IGN-preview

With the E3 season dead and gone (undead?) we're finally getting a chance to regroup, take copious amounts of hangover medication, and get to more coverage on all the big games from the show. As the next leg of our coverage quest begins, publishers are hitting us back up for more coverage and updated thoughts on the biggest games of the show – and when it comes to Nintendo, third party stole the show. Just this week we've had a chance to head over to Capcom and check out a new build of Spyborgs for Wii, and while we were there we took the opportunity to jump back into the survival horror Resident Evil: Darkside Chronicles for an additional playthrough of the first two levels being shown.

Normally we won't replay builds we've already written about just to weigh in on the game again, but Darkside Chronicles is one of those titles that – to be frank - just didn't impress us at E3 like we thought it would. As a huge fan of Resident Evil (and having played the original Umbrella Chronicles to death) I jumped on in, started blasting zombies back to death, but was ultimately left with more questions than answers on the game. With my second playthrough of the game some of those questions are answered, while others still remain to be seen.

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During cinematic transitions some zombies aren't required killing. These guys, however, very much are.


For starters, Darkside Chronicles feels like a more cinematic, hectic, movie-like experience when compared to Umbrella Chronicles. The addition of the shaky cam has been a huge back and forth for a few of us, as the game is much more fluid and unpredictable (no more train-like sliding through levels on an obvious rail) but it comes at a cost when aiming. The visuals have been improved over the original, and while I mentioned it in my initial E3 impressions it again rang true when checking the game out again; zombie deaths and reactions are much stronger this time around, and the havoc engine is to thank. Using a new physics engine zombies actually stagger back when shot, falls are more natural, and the overall movement and reaction is much better. Little things like blasting umbrellas in an outside café or knocking over cups on tables react, though it's certainly a specific set of in-game objects that react, much like the lighting system from Umbrella Chronicles and now Darkside as well. Some objects will react (lights dim when shot, or objects on a table shuffle around) while others won't.

The shaky cam is going to be the biggest tug-of-war in this game by far, and I've got a feeling it'll affect different gamers in different ways. My first playthrough with the game was hugely shocking when it came to camera movement. I'd zero in on a zombie, and just as I took a shot the camera would spin. Entering into a room the character would search left, maybe even see a zombie, and then spin right anyways, leaving me to wish I had full-on control of the camera opposed to an on-rails path that didn't feel natural to how I personally would have entered the room. Playing through those sections again sparked a few of those same feelings – the shaky cam can still be a pain if you're trying to knock as many zombies out as you can in a single run – though there are also a few specifics worth noting.

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Combine gun with crotch!


First off, the camera seems to lock a bit better when actually engaging closing in zombies, using quick turns and odd angles mainly when showing off zombies that won't actually close the distance or be a real threat. It's more of a haunted house feel, where you see a set of monsters, the characters react, and then you set and shoot. It works in that context, but even still I would prefer less when firing (getting headshots is no easy task with the camera doing its own thing), and the ability to still pop off rounds and shoot at zombie fodder while the camera goes crazy is tempting, and you'll burn a lot of ammo if you decide to do anything but sit and watch during those segments. Bottom line though; when camera shakes are at their craziest the zombies you're seeing aren't a direct threat. If you don't take that to heart and ease off the trigger you'll be burning rounds and missing shots like crazy.

It's that line between cinematic feel and gameplay that Darkside Chronicles will need to tread, and really it's going to come down to a level-by-level basis. The storefront and surrounding area in Resident Evil 2 (which leads to the R.C.P.D station) is full of really fast movements, even having Claire and Leon sprinting at full speed down an alleyway during one portion. Granted you aren't blasting away at anything during those scenes (or don't have to, rather), but when you whip around to see a set of hungry zombies behind you the shake is still pretty heavy. On the flipside, however, Code Veronica has less shake to worry about, and while you'll still have the occasional issue of lining up a shot, going to fire, and having the camera shake ever so slightly and screw you up it's a lot less common and better for its subtlety.

One amendment to my original playthrough – and one that's not only good to see, but also could be tweaked and improved upon – is the head shot system. During E3 the build supposedly had headshots included, though I couldn't pop a single one, and figured it was simply omitted. That isn't the case. Darkside Chronicles does include a two-tier system, which first zooms the cursor in a small amount (the icon, not the camera) when hovered over the head. Fire from that position and you'll do more damage to the enemy than a normal shot, though there's no visual change. Hit that sweet spot that was included in the first Umbrella Chronicles, however, and you can blow heads off in a bloody display. During our 15 minute playthrough I only saw two of them happen (one with machine gun, and one with a pistol) but they are in fact in there. After the demo I mentioned to
Capcom – and very much stand by the idea – that with as much shaking as there is in the camera headshots could stand to be a bit more lenient, or the sweet spot itself could be made slightly larger.

resident-evil-the-darkside-chronicles-20090710025333090-000.jpg
Headshots are in. Hitting them is no easy task though.


They're great when they happen, but lining up that perfect crown shot is no easy task. It was tough in the first game until you got the feel for it, and with the camera movements this time around it looks to be even tougher; something I would personally tweak. From what I've seen in the demo, no other body parts can be blown off, though that's obviously a trade-off. House of the Dead Wii had full limb breaking and it lag-popped every time it did a major one, so I'd much rather see a game run smooth than have limb dismemberment. With that being said, the bar is raising, as HOTD does include it, and EA's own Dead Space Extraction is also going that route.

And while we're on the topic of smoothness, there was a huge difference in the cursor movement this time around than at E3. Capcom ensured me that this was the same build, so I can only assume the spotty cursor – which truly was worse on the show floor than the first Umbrella Chronicles was; puzzling at the time – was a victim of the insane bright lights, hundreds of remotes, and multiple systems all crammed into a controller's line of sight. Whatever the case may be, the cursor is smoother now, leaving only some slight framerate issues to tackle in the coming months.

resident-evil-the-darkside-chronicles-20090710025335574-000.jpg
A sign of things to come...


Based on what we've seen thus far Darkside Chronicles is sgoing to be a whole lot more of the same from what fans of Umbrella Chronicles expected. In its preliminary state the game still has some of the same "usual suspects" of the first game, including some iffy framerate, similar weaponry, and the must-have cheesy voiceover that RE fans have come to expect, but it's also improving on a few specific elements as well. The game is very much a tour of the Resident Evil world, and if you were anything like me when the first game came out it was as much about seeing the worlds recreated as it was leveling up guns or actually "gaming" with the product at all. A few specifics, such as the weapon sharing system and the ability to keep herbs for when they're needed are nice additions as well, so while I still consider myself in the "cautiously optimistic" category as far as Darkside nailing all the must-have elements of a AAA light gun shooter it still oozes fan service and is an obvious step above what the original game offered.

Hopefully the team can keep the often-chaotic shaky cam in check, and slightly easier headshots with a locked framerate would go a long way in my book. Other than that, bring on the lickers.

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Sat, 11 Jul 2009 14:33:42

Also:

RE Darkside Chronicles Alexia's rebirth blog EditDelete

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Sat, 11 Jul 2009 15:38:16

Triple update today for all you.........

Resident Evil: The Darkside Chronicles Picture

Resident Evil: The Darkside Chronicles Picture

Resident Evil: The Darkside Chronicles PictureResident Evil: The Darkside Chronicles Picture

Resident Evil: The Darkside Chronicles Picture

Resident Evil: The Darkside Chronicles Picture

Resident Evil: The Darkside Chronicles Picture

Resident Evil: The Darkside Chronicles Picture

Resident Evil: The Darkside Chronicles Picture

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Sun, 12 Jul 2009 08:44:00
It's still loooking pretty good, but I just can't get excited about it. 

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Sat, 18 Jul 2009 00:19:41

Foolz said:
It's still loooking pretty good, but I just can't get excited about it.

I can.

WOOOOOOOOO YESYESYESYESYES OH YEAH OH YEAH OH YEAH! *Dances*

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Thu, 23 Jul 2009 16:17:40
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Fri, 24 Jul 2009 01:29:19
Jaw on the floor. Did you see that video of the encounter with the first licker, holy crap. Atmosphere to the max, imagine a real remake *cries*
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Fri, 24 Jul 2009 11:45:07
There are quite a few too many slow moments in the game. I think HOTD overkill has ruined me. When I was watching the trailer all I could think was, in those 30 seconds of downtime I could have blown away 30 guys in Overkill by now.

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Fri, 24 Jul 2009 21:43:03

gamingeek said:
There are quite a few too many slow moments in the game. I think HOTD overkill has ruined me. When I was watching the trailer all I could think was, in those 30 seconds of downtime I could have blown away 30 guys in Overkill by now.

My biggest fear by far, its like they want this game to be unplayable after a first playthrough. I do not want to sit around, i want to play.

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Sat, 25 Jul 2009 13:18:24

They entered the womans house, then it was like 4 minutes before they walked up the stairs.

As an experience first time through okay, but repeat play throughs are going to pee people off.

BTW I didn't post it here but in GGWeekly I posted a ton of new comicon footage. Some nice stuff there, IGN is the place to go.

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Tue, 28 Jul 2009 12:40:18

“Graphics” best feature of Resident Evil: DC says developer

Monday, July 27, 2009

Many developers are taking a liking to rail shooters on Wii, not only because they just fit in with the motion controls, but also to squeeze more graphical power out of the console. Producer of Resident Evil: The Darkside Chronicles, Masachika Kawata shares his favorite feature of the new game:


“Graphics. From the beginning of the project, we thought that the game has to have that immersive-ness in order to create that atmospheric world. We knew we had to come up with great graphics. Cavia (developer) kept boasting to everyone that they had created the same quality of graphic of the next generational console on the Wii. The only regrettable point would be that it isn’t in HD. Cavia had to use all it’s resources to create those types of graphics.”


Well we must admit that from gameplay footage and screens the game does look good, but we also find it funny how lately every dev needs to talk about the graphics on the Wii. We know what to expect from the Wii in terms of good graphics, just remember devs, make the gameplay great.


Source


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Wed, 29 Jul 2009 11:40:08

Given the success of Resident Evil 4, you might be wondering why the developers decided to stick with the lightgun elements in The Darkside Chronicles rather than something similar to the style of RE4. Masachika Kawata, chief producer of Darkside Chronicles, addressed this question in a Q & A session with Capcom-Europe.

“Yes, naturally Resident Evil 4 on Wii was a huge success. Having said that, Umbrella Chronicles didn’t do badly either. However, we regretted the fact that all the scenarios, storyline were not included in that particular title, so therefore that was our regret and we wanted to work on a new title in the same style and we worked on Resident Evil 2 and Code Veronica.”

FUCK you Kawata


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