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Digital Foundry: Hands-on with the Resident Evil Zero HD Remaster

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  • Digital Foundry: Hands-on with the Resident Evil Zero HD Remaster

    After the excellent Resident Evil remaster on PS4, Xbox One and PC last year, Capcom's restoration efforts are now directed to Resident Evil Zero. Due next week, this prequel has so far only graced Nintendo's GameCube and Wii - a gem of an exclusive that boasted some of the best-looking pre-rendered backdrops at the time. Now it's coming to Xbox One, PC and PS4 with a full 1080p widescreen presentation, upgrades to lighting and model detail, plus a new control scheme.
    We've taken an initial look at the PS4 version and the new edition is looking good. The Zero remaster is largely based on the 4:3 aspect ratio backgrounds used in the 2002 GameCube release. To hit the spec of a 16:9 presentation here, Capcom resorts to panning the camera up and down, dependent on character movement. It's a smart approach and one that's adjusted on a scene-by-scene basis, giving the benefits of a full widescreen experience while still showing the entirety of the original background art. Ultimately this is the best way around the problem, and the scrolling effect doesn't distract. For purists though, a 4:3 aspect ratio mode is still included.
    Resident Evil Zero's video sequences are dealt with in a rather more straightforward manner. The original cut-scenes were rendered at 16:9 at the time of production, in a bordered format as they were output by the Wii and GameCube. Fortunately, this format works out perfectly for the remaster, and each cut-scene now simply fills a widescreen space on PS4 - with nothing cropped, or lost in the transition. In truth, these video sequences aren't as crisp as the in-game backdrops, but they still link in seamlessly with the in-game action. It's also a telling sign of how diligently Capcom's archived this source material, after the project had drawn to a close.
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