Resident Evil Evolves
We compare the PS version of Resident Evil to the GCN one and contrast the differences (w/ images and video).

Capcom's Resident Evil franchise was born on PlayStation in 1996 and has seen dramatic visual improvements ever since. Probably the series reached an all-time graphic high when the Japan-based development studio released Resident Evil Code: Veronica for Dreamcast last year. The game ran in full polygonal 3D and with crisp, detailed texture work and impressive lighting effects to boot, a dark and eerie mood was realized with a level of realism impossible before.

On March 22, 2002 Capcom will take the creepy style of the Resident Evil franchise to the next level -- for GameCube. The company recently announced that it is under development with a remake of the original game for Nintendo's next-generation console and that the semi-sequel will feature a complete graphic overhaul, as well as a few gameplay tweaks. A movie of the mouthwateringly beautiful game can be found in our preview. Take the time to download and you'll see that the "survival horror" series is indeed being fully reborn.

But just how different will it ultimately look and play from the original game? We recently went back to the PlayStation effort that started it all and snapped some telling screens of the dusty product. We did our best to find identical locations in the newly revamped GameCube title, and we think you'll agree that in the side-by-side comparisons to follow the differences are absolutely drastic. Though it's plainly obvious, the PlayStation images of the game are on the left and the GCN ones on the right. Enjoy!


The PlayStation version (left) lacks the detailed geometry and texture quality of the GCN version (right)

Take a look at the two images above and note the improved lighting effects, texture quality and more detailed geometry. The blank window of the PlayStation original has been enhanced to feature a realistic set of drapes in the GCN game.


The lighting effects are in full effect in the GCN version (right)

Wow! Who turned out the lights? A scene shot of the same area illustrates just how moody and spooky lights and shadows can be. All of the shadows in the game affect surrounding environments and morph onto walls. The weather outside -- a constant thunderstorm, booms thunder and blazes flashes of lightning that illuminate the immediate area temporarily. The result is a sense of immersion that is much more apparent than in the original.


Chandeliers go a long way (right)

Above the lighting effects set the mood. The GCN game features fabulous light sources, both from the chandelier (which boasts a haze of illumination) and from the gun. The walls and surrounding environment are all affected, and it looks much improved. Also, notice the texture detail on the walls and the massively overhauled polygon models. What a change.


New windows and new light sources (right)

Capcom loves its lighting and shadow effects. The developer has actually changed the structure of the room from the PlayStation game (above, left) to include a new window that illuminates the area with flashes of lightning from outside, and casts creepy shadows. Again, the texture quality in the GameCube title is unsurpassed.


The mansion gets new wallpaper -- how lovely (right)

Though far from identical camera views, the above two screenshots are taken from the same general area in the two games. You can see that Capcom has upped the detail of the surrounding wallpaper immensely -- and, of course, injected new light sources via windows. Take a look at the zombie in the GCN title! Could he possibly be more lifelike?


Bye-bye blue (left), hello black (right)

Above you can see that the PlayStation version of Resident Evil featured somewhat cartoony colors, though we didn't notice it back in the day. By comparison, Capcom has re-created environments with new shades so that they look more realistic in the GCN game (right). The improvement is undeniable.


What you can't see can hurt you (right)

Above, another shot of the same area. Notice the shadows now fluent in the room in the GCN version. It's much more eerie this way.


The money shot (right)

Certainly the GameCube version of Resident Evil is vastly improved visually over its granddaddy, and no other screenshot comparison illustrates this fact better than the two above. The PlayStation version (left), with low polygon counts and low-grade textures, doesn't come close to the beauty of the GameCube one, which boasts a larger environment, lighting sources from every angle, real-time shadow casts, and beautiful looking reflections.

More Proof
Environments that didn't seem real before come to life via a combination of full-motion animated backgrounds that interact with the foreground. Higher character polygon counts and motion-captured animation come together for a visual style that is all the more scary because it looks lifelike. Take a look at a few more high-quality pictures of the GameCube title to better understand the advancements made:


You can see the lighting effects and shadows in the images above.

Lighting flashes cause the immediate area to be illuminated momentarily before going dark again. Imagine a zombie is hiding in the darkness...


Interestingly, in the GCN version of the game zombies can apparently open and charge at players through doors, adding a whole new element of suspense and strategy to the title. Moreover, judging by the video footage shown, it's now possible to take a knife and actually stab it into the side of an undead's head. It is not known how much damage this attack inflicts. See it demonstrated below.


It's clear that the Resident Evil franchise is being fully reborn on GameCube. And the only thing more certain than this game's undeniable beauty is that there are bound to be more surprises to come. We can't wait!

Real Movie : Biohazard Movie 400Kb

 

GameOPS 09142001