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Post by Deleted on Jan 20, 2016 6:10:29 GMT 10
re4 would be amazing if was released like this! would be more like re even with new cams and controls..
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Posts: 1,862
Original Join Date: Sep 20 2011
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Post by LuciaGTAVI on Jan 20, 2016 6:19:55 GMT 10
That's why this is my fav RE of all time. Nope never seen it.
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Don't ask me if I care because I always do
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Post by Shiroyashi Nagateru on Jan 29, 2016 5:23:43 GMT 10
Hell.. late to reply again, lol.
Guess if Shigu has deleted his OP again. So, I'm sure he posted this video :
Talking about this ultimately canceled game :
The biggest mistake that leads this game into the trash bin is because of its "Enemies". You know, dolls possessed by demons, lol.. 100% not failed experimental specimens. I meant, where are the zombies or big ass freaks ? Other than these dolls and empty armor dudes ? Maybe the devs would like to turn the Resident "Evil" series into a "Ghost/Demons Mansion/Manor" series ?
Hell, so umm, the concept of place, atmosphere, character, and story are good to go. Just pointing that one out, to make everyone understand and hopefully free from this chaos, lol.
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Posts: 738
Original Join Date: May 20 2009
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Post by Overseer on Jan 29, 2016 18:46:33 GMT 10
If Demento/Haunting Ground's concept art (as staff were scattered across that and Bio4 from Production Studio 1) was anything to go by and clearly reused assets from '3.5' winding up in retail Demento - there was concept art for zombies including a decay transition similar to that of Biohazard 3.
Though that also had clothing damage making a return, only to be scrapped again in the later versions as there's earlier textures for Fiona that look more like the classic textures.
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Post by Deleted on Jan 30, 2016 6:03:55 GMT 10
no, not supernatural enemies, i was talking about that atmosphere, that cams and that darkness ambience with that shader style! re4 like is now is a good game but with that would be far better!!
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Original Join Date: Jan 9, 2013
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Post by Shigu on Jan 31, 2016 16:23:34 GMT 10
Hell.. late to reply again, lol.
Guess if Shigu has deleted his OP again. So, I'm sure he posted this video :Talking about this ultimately canceled game :
The biggest mistake that leads this game into the trash bin is because of its "Enemies". You know, dolls possessed by demons, lol.. 100% not failed experimental specimens. I meant, where are the zombies or big ass freaks ? Other than these dolls and empty armor dudes ? Maybe the devs would like to turn the Resident "Evil" series into a "Ghost/Demons Mansion/Manor" series ?
Hell, so umm, the concept of place, atmosphere, character, and story are good to go. Just pointing that one out, to make everyone understand and hopefully free from this chaos, lol. I did delete my post, but that is not the video I uploaded.
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From my experience, yes.
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Post by sharontubul on Feb 1, 2016 0:53:05 GMT 10
If Demento/Haunting Ground's concept art (as staff were scattered across that and Bio4 from Production Studio 1) was anything to go by and clearly reused assets from '3.5' winding up in retail Demento - there was concept art for zombies including a decay transition similar to that of Biohazard 3. Though that also had clothing damage making a return, only to be scrapped again in the later versions as there's earlier textures for Fiona that look more like the classic textures. Tell me more. Are there any pictures? I loved Haunting Ground. Still waiting for the remaster lmao
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Posts: 738
Original Join Date: May 20 2009
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Post by Overseer on Feb 1, 2016 1:13:42 GMT 10
If Demento/Haunting Ground's concept art (as staff were scattered across that and Bio4 from Production Studio 1) was anything to go by and clearly reused assets from '3.5' winding up in retail Demento - there was concept art for zombies including a decay transition similar to that of Biohazard 3. Though that also had clothing damage making a return, only to be scrapped again in the later versions as there's earlier textures for Fiona that look more like the classic textures. Tell me more. Are there any pictures? I loved Haunting Ground. Still waiting for the remaster lmao I just grabbed the concept art from my server: I'd have to go through my early Demento/Haunting Ground stuff to go and find the PS1 looking textures that have the clothing damage transition and bruising/injuries along with it but the costume is earlier than that concept art that depicts the same thing. Another odd thing to note is that the game also uses sequenced music files, which they basically weren't using for quite some time. Unfortunately, despite collecting Demento/Haunting Ground I've yet to get any earlier builds to rip into and do comparisons on but I already know there were changes to some of the puzzles among other things. As for the asset reuse, there's little items all over the place that have been reused. Though there's some where textures and perhaps some area models have been reused from a quick look. I can't find my screenshots on-hand at the moment but if you feel like doing a replay or I can get screenshots but off the top of my head: 1. The external hallway section you see early on (that has blood on a pillar) within the game and later on within the House of Truth. 2. The initial stairway in the courtyard. 3. The dining area/doll room/hallway with a stone decoration which is slightly further away but the stone decoration between the dining room and the restroom are very clearly from the mirror between the dining room and the doll room from the E3 build. 4. The chapel and another hallway section match up to the snippet where you see Uroboros looking things shoot through a doorway. 5. The spiral stairs match up to the Water Tower, but the oddly angled section also matches to the stairwell section from the underground Crypt to the Grand Library. Other odd things: The game itself, Clock Tower 3, Devil May Cry also all share the same menu sound effects too. The opening song was written by Seiko Kobuchi also mentions "I'm still hu...man..." (it's layered with "I'm here, I need to leave") which is a little odd, before it goes into the rest of it regarding escape and that sort of thing. Kobuchi also sang it - she's also the composer for Zero, did a couple of tracks that were used in Bio4 (or, reused for that matter as there's one the same as Demento practically in that, another used in one of the Outbreak games - File #2 I believe) and she also did some voice over for 4... Speaking of her voice over: here's a curious thing, the voice over for 4 she specifically said she recorded was "Female Zombies" when I spoke with her a few years back. I know a good chunk of audio was also re-recorded for Demento too as there was also some sort of a casting change for Debilitas mainly that survived into the retail version. Anyway, I'm just rambling on. It'd just be particularly nice to have an earlier build on hand for reference.
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Enjoy!
Posts: 1,266
Original Join Date: Nov 21, 2012
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Post by Mister T on Feb 1, 2016 1:16:38 GMT 10
Hell.. late to reply again, lol.
Guess if Shigu has deleted his OP again. So, I'm sure he posted this video :Talking about this ultimately canceled game :
The biggest mistake that leads this game into the trash bin is because of its "Enemies". You know, dolls possessed by demons, lol.. 100% not failed experimental specimens. I meant, where are the zombies or big ass freaks ? Other than these dolls and empty armor dudes ? Maybe the devs would like to turn the Resident "Evil" series into a "Ghost/Demons Mansion/Manor" series ?
Hell, so umm, the concept of place, atmosphere, character, and story are good to go. Just pointing that one out, to make everyone understand and hopefully free from this chaos, lol.
That would be closer to Silent Hill or something... I don´t dislike it but I don´t like it as well!
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Posts: 1,862
Original Join Date: Sep 20 2011
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Post by LuciaGTAVI on Feb 1, 2016 6:23:52 GMT 10
OverseerThanks for sharing all the info. Really interesting indeed.
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From my experience, yes.
Posts: 420
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Post by sharontubul on Feb 1, 2016 7:05:45 GMT 10
You know so much Overseer. I love how passionate you are. I wish I had time to reply in detail. I think Haunting Ground was a great game, truly. It explored a really innovative lore, it's a gem of its time no doubt.
I am surprised the game dated back to PS1 days. I wonder why CAPCOM never gave it any love. Do you think the engine is the same used for Outbreak or RE4?
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Posts: 738
Original Join Date: May 20 2009
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Post by Overseer on Feb 1, 2016 21:15:21 GMT 10
Overseer Thanks for sharing all the info. Really interesting indeed. Ah, well, I wish I had more to share or show on the matter. Still no early builds thus far which is a pity. You know so much Overseer. I love how passionate you are. I wish I had time to reply in detail. I think Haunting Ground was a great game, truly. It explored a really innovative lore, it's a gem of its time no doubt. I am surprised the game dated back to PS1 days. I wonder why CAPCOM never gave it any love. Do you think the engine is the same used for Outbreak or RE4? Oh no, no worries about that. I really enjoyed it, just a shame that it's been intentionally ignored - there was supposed to be a mini soundtrack released for it's 10th anniversary last year but fans voted for yet ANOTHER bloody Rockman soundtrack set instead so my little favourite game was utterly ignored aside from finally being put onto PSN (Japan only) as a PS2 classic. It's been classified internationally for a couple of years for a PSN PS2 Classic for PS3 but has yet to actually be released in other regions. I'm not really surprised, sound and other general design for it and Clock Tower 3 (mainly CT3, but some of the staff mentioned earlier dates for Demento than what I initially expected) date back to 2000-2001 or so which brings us to very late PS1, very early PS2 period. The engine handles gameplay and room mechanics closer to the Outbreak series - we have numerous roomfiles but we have a very nearly seamless loading of them whereas 4 requires areas to be loaded in chunks giving us an interrupting loading screen and enemies cannot progress between these roomfiles whereas they can follow in both Demento and Outbreak. Of course, both use similar camera mechanics but 4 did originally have them and still does within the JP version for the Ashley area and we all know that it can be turned back on at the loss of decapitations/gore scenes of Leon by tweaking the JP flag in international versions. Regarding Demento/Haunting Ground itself:The game has soundbanks per roomfile, then soundbanks per character, there are soundbanks per area and/or stalker/enemy tracks which due to being sequenced files they DO actually increase and decrease in speed to add further effect to the whole Panic Mode and Stamina mechanics used. There's unused sound effects and VO lines for the stalkers floating around as well. Then there are more common formats for the in-game cutscenes which feature the backing music, sound effects and voice over mixed into single tracks. There are actually a couple of scrapped variant cutscene tracks in there for an earlier build. This is how the music within the Secret Room/Gallery is handled once the game is completed. I already have all of the soundbanks and audio files dumped, also manually made some versions of the stalker tunes from the actual soundbanks for my own comparison against the retail soundtrack so that's how I can confirm that one. There are a couple of programming cues for additional in-game cutscenes/events to go down and the remnants of a puzzle which I've only found mentioned in a Chinese unofficial guidebook that references a few things that match up with information on an earlier build ― but I've yet to be able to find and obtain this or any earlier builds. (There were screenshots in this very guidebook that match early marketing for the game which had some slight tweaks on character models, animations and even the clock to save the game was different in another build). I've tried editing the game to get the puzzle working again, but the second half of it's calls are missing in the code so it's impossible to remove the no-op code or to switch it with another trigger without the game crashing once you actually trigger it. The models, textures and animations are completely different formats to either game and use multiple channels for stuff (off the top of my head). I don't believe the format for the roomfiles has been figured out as it's likely that the smaller models are probably packed into the roomfiles with their textures whereas character, enemy and npc models were all standalone. So if there was to be anything else found within retail builds: it's likely in the roomfiles, but I've no idea on how to get into those and have them in formats I could actually make use of. Sadly, the stuff I have on the game's development is mainly regarding storyboard work done for the cutscenes, motion-capture to cutscene progression and sound work on the game and are more towards the polished final version of the game so it's not really of much help on this topic, ahaha.
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From my experience, yes.
Posts: 420
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Post by sharontubul on Feb 2, 2016 0:34:32 GMT 10
Wow. Have you shared your soundtrack extractions?
One of the things in HG/Demento that was strange to me was the 8-bit-esque quality of the voice overs. But it sort of contributed sometimes.
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Original Join Date: May 20 2009
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Post by Overseer on Feb 2, 2016 2:23:30 GMT 10
Wow. Have you shared your soundtrack extractions? One of the things in HG/Demento that was strange to me was the 8-bit-esque quality of the voice overs. But it sort of contributed sometimes. No one's ever really asked for them, I've really only been asked for the voice over lines. Part of it is that some of them have really shitty compression, though I think that may due in part to fake 'distance' in terms of sound - they've been doing that in the current series by compressing numerous layers of audio into files on different volumes and and favouring particular channels which is in part for surround sound but can also help fake the whole distance thing in contrast to a lot of games on say the Unreal Engine that use Wwise to do this. I can upload them if you'd like, I'd just need to dig them out of my fiels. Though, the soundtrack versions are pretty much spot on for the in-game tunes for their 'full' versions as things like the 'Final' and 'Closed Mind' (Panic Mode) tunes have distorted enemy voice over that layers in as you progress through the game so you'll get more of the stalkers' voices mixed into it. There is also however, an unreleased track that I spoke with the composers and got to the bottom of it: This is the original music for the carousel room composed by Hideaki Utsumi and called "The Merry-Go-Round" which was later replaced by "W→R carousel" written by Seiko Kobuchi and used within the retail game. From what I've been told, I wouldn't be surprised if a few of the earlier builds had quite a lot of different songs in parts of the game. [Edit: If you do want them uploaded, let me know what format is fine with you. I probably won't be able to post them today as I may be dragged around by relatives for my birthday.]
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From my experience, yes.
Posts: 420
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Post by sharontubul on Feb 2, 2016 2:55:48 GMT 10
Hey happy birthday Overseer! I wish you a happy and healthy life. Mainly I'd like to listen to the in-game versions of Daniella and Ricardo's themes, and Hewie's theme? Is there a different version of it? Maybe also the unreleases tracks. How come you have all these contacts with the game creators? I have seen you posting in Japanese, is it your native language?
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