In the original RE4, there’s something so incredibly menacing about the area where you meet the regenerators for the first time, even compared to the rest of the game. Everything gets quiet, the detail on the environment gets jacked up a notch, it’s this lab environment filled with equipment that OUGHT to be sterile but there’s dark, ominous specks of something splattered all over, and nobody seems to be around despite this appearing to be a very high tech area that’s presumably important to the cult’s various plans. You just FEEL that something bad is happening even before the first ragged breath from the spooky boys.
Thank you so much. A lot of the videos on the channel are hit or miss with the algorithm. Have yet to figure it out! Thanks again tho, glad you enjoyed the video!
Your criteria for level design is more about story presentation. You don’t need to see where you’re going at the end of the game to have a good level. Does Mario have bad level design because of this? RE5 is an arcadey room to room game, but those rooms are well-designed for unique battles. That’s good design
I wasn't able to cover everything I wanted to in this video but your example of Mario isn't great. Mario literally uses Peach's Castle all the time in tons of Mario games for this exact reason. Look up what an environment map is in game design. Incredibly common to use reference locations in the background for points of reference. Is it an absolute? No, but it enhances the game world and lore compared to not doing it at all. I'll stand by RE5's bad level design. It's a random assortment of game areas glued together. No other RE game does this. Even RE6 does better. Agree to disagree I guess.
Code veronica problem is in its tyrant meet up. Resources. And never getting to really enjoy the arsenal you earned.its atmosphere is great though. For example the doctor scene and going down stairs to see that experiment torture basement. Whats crazy friends I have who are not into re liked cvx
Good Resident Evil level design comes in multiple flavors especially depending on the focus of the game. Here’s a couple key elements that makes a good Resident Evil. 1. Incentives exploration 2. Looping, shortcuts, and allows for backtracking(action oriented games such as RE4 and RE5 can deviate a bit) 3. Combat A- tight spaces with hard to down enemies and weighing the options of engaging in combat or avoiding enemies risking running into them again or losing health(for the survival horror titles) 4. Combat B- large interesting combat arenas, typically with a key item you need to progress somewhere where you have to kill enemies. Varying ways to tackle the arenas such as environmental hazards(for the action horror titles)
Re3remake wasnt just a let down because of clock tower but the amount of the city cut out. Theres alot cut out. It could have been the goat if it followed its 99 design. Capcom handed it down to m2 studios on limited time and budget. If it had been capcoms A team following the re2remake passion it could have been the best especially if it gave everything the 99 release had. Clock tower is just one of many things cut...if you want a real remake or more detail for re3remake...read s.d. perry novelization of re3. Believe me that is the best written version of re3
I imagine re4 remake and re8 were being around the same time and it borrowed from each other but being switched up enough. Re3remake was handed down to m2 studios and didn't get the love Capcom gave re2remake. If I'm going to say what impacted me the most...the tension suspension and horror of re2remake....it felt like I really made it through the impossible...the others felt like let's just get back to shooting enemies because that's the only entertainment in this...sad thing is...if you want a real remake or more detail for re3remake...read s.d. perry novelization of re3. Believe me that is the best written version of re3
RE 2 remake had William birkin dog form missing only to return that form to Nemesis in the remake, they didn't work with each other, but both of the team worked for the same studio and probably went with same ideas to make the games better than the original and they succeded.
Honestly i dont think RE5 level design is thaaat bad except for some later game parts. I agree with your points but when it comes to just visuals i think the atmosphere in general is fine. And i agree with Maisen that as coop, 5 especially is really really fun imo. Played every RE except for spin offs and Revelations. Great vid overall, man
Thanks, appreciate it. We all love different games for different reasons, even RE games. Just throwing my point of view as an artist and game designer. Thanks for watching!
For me it's always gonna b : spencer mansion,RC,nest,RC sewers,RPD station so far,tho I have a feelin I will add least the village from 4R to tht list;it looks more atmospheric,much more expanded upon and like it looks familiar yet so diff at same time,just like the contrast bet pg 2s rpd,and 2Rs rpd
Nice choices! The mansion and RPD hold up so well for me. I do actually like the castle and town in Village as well but just wished we had more time spent in those locations.
Tbh I really like re5 and 6. As co-op story shooters, they’re so damn fun. Especially with all the mechanics in 6. The whole time me and my friend played those games we were loving it and we also both played all the other Re’s (except 7 and 8) in advance, so we were both really interested in the story. We REALLY liked them and have a soft spot for them. Every time smth crazy would happen in 6 we were absolutely laughing our asses off. I acc really like them as a fun co-op action shooter. But that’s just my opinion, (tho I can say the level design in the other games is better and more scary lol)
Glad you like them and had fun with the co-op aspect of those two. Really the only reason they are discussed is only for level design purposes in this video, not the games overall. As a fan of the original games first, it's really hard to like the later games, basically everything post RE4. You'll see this trend across my channel and with older original RE fans as well. At the end of the day its what you like, I'm just trying to entertain with my opinion and perspective. Thanks for watching!
@@hittobox yeah for sure. As I said I’ll agree their level design ain’t the best. Me and my friend still have a blast with them tho! Also this was a really cool video and you’ve earned a sub from it :). Don’t forget about me when you blow up lol
One of the most underrated maps is RE7’s shipwreck. I see so many people down on the tanker and I don’t get it. I absolutely love it. It’s got everything I love about classic RE. 1. You stripped completely at the start of it but because you aren’t Ethan, it doesn’t feel like what you’ve built up is lost. You’ve gotta work your way back up again. 2. Large looping level design with a great emphasis on verticality as you navigate each floor requiring map awareness and keeping track of what you’ve done and where you’ve been. 3. Exploration and puzzle solving, both optional and necessary. In fact I’m pretty sure it’s possible to miss all weapons in this section if you don’t have a keen eye which is great that it doesn’t hold players hands. 4. Decision making in combat encounters weighing your health and ammo. 5. And the visual story telling is great! It’s an awesome spooky map that tells a story and the more you go, you have a revelation so to speak(I hate Mia). It’s a great and unique area. The real worst part of 7 is the salt mine but by that point you have enough ammo and weapons to rip through every obstacle and make it a short affair
It felt tacked on imo just to wrap up time worthy .it's climax was with the blair witch rip off. But the beginning of the game run is home run. More of that would have been perfect
I would love the wrecked ship if they didn't force you to do that tape for the lore. The rest of the tapes aren't forced, but add to the lore knowledge of the player, this one is. It kills replay ability. I would have loved if they made the ship more expansive and interconnected between high and low levels, with more complex puzzles instead of the tape being made. But optimally I think if possible I woulda preferred the entire game being on the baker estate, with more hidden passageways and whatnot between the old house, main, even guest with new stuff to find. Even though it might takeaway from the feeling of being trapped, I could see different ways of restricting those passages early on, or repopulating enemies as a way to make that balanced.
What are your favorite levels or locations in the Resident Evil franchise?
The mansion from Resident Evil remake. Like commented and subscribed 👍
In the original RE4, there’s something so incredibly menacing about the area where you meet the regenerators for the first time, even compared to the rest of the game. Everything gets quiet, the detail on the environment gets jacked up a notch, it’s this lab environment filled with equipment that OUGHT to be sterile but there’s dark, ominous specks of something splattered all over, and nobody seems to be around despite this appearing to be a very high tech area that’s presumably important to the cult’s various plans. You just FEEL that something bad is happening even before the first ragged breath from the spooky boys.
Great video, I’m surprised that this doesn’t have more views,it’s just probably that the algorithm has caught it yet. Thank you!
Thank you so much. A lot of the videos on the channel are hit or miss with the algorithm. Have yet to figure it out! Thanks again tho, glad you enjoyed the video!
Your criteria for level design is more about story presentation. You don’t need to see where you’re going at the end of the game to have a good level. Does Mario have bad level design because of this?
RE5 is an arcadey room to room game, but those rooms are well-designed for unique battles. That’s good design
I wasn't able to cover everything I wanted to in this video but your example of Mario isn't great. Mario literally uses Peach's Castle all the time in tons of Mario games for this exact reason. Look up what an environment map is in game design. Incredibly common to use reference locations in the background for points of reference. Is it an absolute? No, but it enhances the game world and lore compared to not doing it at all.
I'll stand by RE5's bad level design. It's a random assortment of game areas glued together. No other RE game does this. Even RE6 does better. Agree to disagree I guess.
Code veronica problem is in its tyrant meet up. Resources. And never getting to really enjoy the arsenal you earned.its atmosphere is great though. For example the doctor scene and going down stairs to see that experiment torture basement. Whats crazy friends I have who are not into re liked cvx
Good Resident Evil level design comes in multiple flavors especially depending on the focus of the game. Here’s a couple key elements that makes a good Resident Evil.
1. Incentives exploration
2. Looping, shortcuts, and allows for backtracking(action oriented games such as RE4 and RE5 can deviate a bit)
3. Combat A- tight spaces with hard to down enemies and weighing the options of engaging in combat or avoiding enemies risking running into them again or losing health(for the survival horror titles)
4. Combat B- large interesting combat arenas, typically with a key item you need to progress somewhere where you have to kill enemies. Varying ways to tackle the arenas such as environmental hazards(for the action horror titles)
thanks, chatGPT
Re3remake wasnt just a let down because of clock tower but the amount of the city cut out. Theres alot cut out. It could have been the goat if it followed its 99 design. Capcom handed it down to m2 studios on limited time and budget. If it had been capcoms A team following the re2remake passion it could have been the best especially if it gave everything the 99 release had. Clock tower is just one of many things cut...if you want a real remake or more detail for re3remake...read s.d. perry novelization of re3. Believe me that is the best written version of re3
I imagine re4 remake and re8 were being around the same time and it borrowed from each other but being switched up enough. Re3remake was handed down to m2 studios and didn't get the love Capcom gave re2remake. If I'm going to say what impacted me the most...the tension suspension and horror of re2remake....it felt like I really made it through the impossible...the others felt like let's just get back to shooting enemies because that's the only entertainment in this...sad thing is...if you want a real remake or more detail for re3remake...read s.d. perry novelization of re3. Believe me that is the best written version of re3
RE 2 remake had William birkin dog form missing only to return that form to Nemesis in the remake, they didn't work with each other, but both of the team worked for the same studio and probably went with same ideas to make the games better than the original and they succeded.
Honestly i dont think RE5 level design is thaaat bad except for some later game parts. I agree with your points but when it comes to just visuals i think the atmosphere in general is fine. And i agree with Maisen that as coop, 5 especially is really really fun imo. Played every RE except for spin offs and Revelations. Great vid overall, man
Thanks, appreciate it. We all love different games for different reasons, even RE games. Just throwing my point of view as an artist and game designer. Thanks for watching!
For me it's always gonna b : spencer mansion,RC,nest,RC sewers,RPD station so far,tho I have a feelin I will add least the village from 4R to tht list;it looks more atmospheric,much more expanded upon and like it looks familiar yet so diff at same time,just like the contrast bet pg 2s rpd,and 2Rs rpd
Nice choices! The mansion and RPD hold up so well for me. I do actually like the castle and town in Village as well but just wished we had more time spent in those locations.
couldn't have said it better
Tbh I really like re5 and 6. As co-op story shooters, they’re so damn fun. Especially with all the mechanics in 6. The whole time me and my friend played those games we were loving it and we also both played all the other Re’s (except 7 and 8) in advance, so we were both really interested in the story. We REALLY liked them and have a soft spot for them. Every time smth crazy would happen in 6 we were absolutely laughing our asses off. I acc really like them as a fun co-op action shooter. But that’s just my opinion, (tho I can say the level design in the other games is better and more scary lol)
Glad you like them and had fun with the co-op aspect of those two. Really the only reason they are discussed is only for level design purposes in this video, not the games overall. As a fan of the original games first, it's really hard to like the later games, basically everything post RE4. You'll see this trend across my channel and with older original RE fans as well. At the end of the day its what you like, I'm just trying to entertain with my opinion and perspective. Thanks for watching!
@@hittobox yeah for sure. As I said I’ll agree their level design ain’t the best. Me and my friend still have a blast with them tho! Also this was a really cool video and you’ve earned a sub from it :). Don’t forget about me when you blow up lol
@@maisensayle3820 Appreciate it! Just keep commenting and then I won't be able to forget! Thank you!
@@hittobox for sure I will. I’ll go on a wee binge of ur channel tmrw before I go into work in the evening :)
Great and insightful video :)
Thank you!
@@hittobox no thank you for making the video! Brilliant insights :) God bless
One of the most underrated maps is RE7’s shipwreck. I see so many people down on the tanker and I don’t get it. I absolutely love it. It’s got everything I love about classic RE.
1. You stripped completely at the start of it but because you aren’t Ethan, it doesn’t feel like what you’ve built up is lost. You’ve gotta work your way back up again.
2. Large looping level design with a great emphasis on verticality as you navigate each floor requiring map awareness and keeping track of what you’ve done and where you’ve been.
3. Exploration and puzzle solving, both optional and necessary. In fact I’m pretty sure it’s possible to miss all weapons in this section if you don’t have a keen eye which is great that it doesn’t hold players hands.
4. Decision making in combat encounters weighing your health and ammo.
5. And the visual story telling is great! It’s an awesome spooky map that tells a story and the more you go, you have a revelation so to speak(I hate Mia).
It’s a great and unique area. The real worst part of 7 is the salt mine but by that point you have enough ammo and weapons to rip through every obstacle and make it a short affair
100% agree, it became one of my favorite sections upon replaying the game
It felt tacked on imo just to wrap up time worthy .it's climax was with the blair witch rip off. But the beginning of the game run is home run. More of that would have been perfect
I would love the wrecked ship if they didn't force you to do that tape for the lore. The rest of the tapes aren't forced, but add to the lore knowledge of the player, this one is. It kills replay ability. I would have loved if they made the ship more expansive and interconnected between high and low levels, with more complex puzzles instead of the tape being made. But optimally I think if possible I woulda preferred the entire game being on the baker estate, with more hidden passageways and whatnot between the old house, main, even guest with new stuff to find. Even though it might takeaway from the feeling of being trapped, I could see different ways of restricting those passages early on, or repopulating enemies as a way to make that balanced.