Another improvement was a better screen resolution compared to the PS1 versions' 320 by 240. The characters and enemy models also have a slight improvement with the texturing and have less jagged edges sticking out. Unlike the other versions, the N64 title has slightly improved graphics that shows sharper and smoother detail in the pre-rendered backgrounds. Angel Studios was able to add all of the CGI cutscenes and voice acting from both Leon’s and Clair's scenarios. The Nintendo 64 version looks similar to the PS1 editions, but there were a couple improvements to the graphics as well. Even though the gameplay mechanics from Resident Evil 3 were not designed in, the N64 version offers superior controls and exclusive features. It would’ve made the gameplay so much better by having dodge mechanics, moving up a set of stairs smoothly and perform a 180-degree turn. ![]() ![]() There is no excuse for this since both the N64 version and RE3 had at least a year and a half to develop. If Capcom asked Angel Studios to do an N64 port while developing RE3, then they could've at least told them to add these new mechanics too. For any issues, it would have to be that some of the newer gameplay mechanics from Resident Evil 3 like dodging enemies weren't added. The cartridge format helped the game load faster which is something that always took the PS1 editions a good couple of minutes. One of my favorite features is I didn't need a memory card to save the game since it has a battery pack inside the cartridge. The two scenarios are also included as the player can pick to play as either Leon or Clair in any order. This version also supports the Rumble Pak and the Expansion Pak that adds a better frame rate and textures compared to the PS1 versions. It was a better feature to have because that made the game more challenging to find these items in different places across the two scenarios. The Arrange mode was a nice addition and would switch the items in the main game around. Yeah, in a way they don’t impact the gameplay, but it's funny to kill an enemy with no gore and blue blood pouring out. The new features of changing the blood color and setting the violence to low or high levels were really fun to play around with. Just try Resident Evil: Director’s Cut and the Dual Shock edition of RE2, and it's apparent these games were never originally designed for these controls. The problem I had with the first PlayStation Dual Shock controller was how tacked on its controls were with some of the earlier releases on the system. It’s like this type of game was made for the analog stick of N64 which many titles on the system have already proved. ![]() The N64 port did come off superior to the PS1 versions, and it's because the controls weren't clumsy when I used the controller's analog stick. ![]() In 1999, Capcom ported the original released game to the Nintendo 64 two years later. I didn't remember that the MoSys FX sound from Factor 5 was used in the conversion.With the success of Resident Evil 1 on PS1, Nintendo wanted in on the series as well. Randomizer - After the game is played once, items will be relocated randomly, adding additional replay value.Īnalog controls and alternate control scheme (allowing for quick turn).ĤMB Expansion Pak Support for high-resolution mode.ĮEPROM saving - no need for a Controller Pak. Nintendo 64 players can access dozens of items and game information from stories published on the entire Resident Evil series, and save in the scrapbook to view at any time. In previous versions of Resident Evil 2, players found clues in books and files to help them complete the game. Here are some facts from the N64 version.Ĭustom feature that allows players to adjust the intensity of the game.Ĭhange the color of your enemies' blood and adjust the level graphic content.
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |