Resident Evil 1 Yell Magazine

Recently I had a chance to go back to Resident Evil 1 Remastered edition. This was Capcom rebuilding the original game for the Gamecube back in the day. This version turned out to be one of the best games in the Resident Evil franchise; thanks to a new layout and design.

Going back over it, there is one detail that I don’t think was given enough credit, and that was the development of “Crimson Head” zombies, and how it solved a problem that modern horror designers are struggling with.

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This week’s Dissecting Design returns to one of my all-time favorite games — Resident Evil 4. RE 4 was a major innovator for the game industry at the time, and introduced a number of standards for action and horror gameplay; for good and for ill.

  • 0:00 — Intro
  • 1:16 — Design Basics
  • 6:19 — How Resident Evil 4 Changed Things
  • 10:24 — Resident Evil’s transition into action and changing design
  • 18:48 — Resident Evil 4’s Troubled Development
  • 20:54 — Resident Evil 4’s Polarized Action Horror Design
  • 40:11 — Final Thoughts
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Today’s Critical Thought is a look back at the Resident Evil franchise in honor of the Resident Evil 7 demo. I talked about the history of the main games and how the series has been a major influence for action and horror games. I ended with my thoughts on Resident Evil 7 after finishing the demo and watching additional footage.

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The Evil Within (4)

Recently on the Perceptive Podcast, we had an excellent discussion on the horror genre. When we got to the state of modern horror, the three of us each expressed our disdain for modern horror; specifically for jumpscare-focused horror. During the cast, we came to the realization of the problem with modern horror games: They’re not about the player, but the audience.

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