bryanthunder
Ryonani Teamster
- Joined
- Feb 23, 2010
Surely by now atleast some of us have come across this article on IGN.com: http://ps3.ign.com/articles/112/1128727p1.html
In short, it explains how both the Onimusha series and the Dino Crisis series are effectively on the back burner over at Capcom, and may very well be there for many years.
The general consensus seems to be that no one has a "burning" desire to work on the series, and that there's not a lot innovative anyone can think of doing with them.
I'm a huge Dino Crisis fan, so this sits odd with me. While it is nice to get a straight answer for once, it's a bummer it's on the back burner.
I've been giving it some thought; how could one make a reboot/sequel/whatever of Dino Crisis, and I can't help but think I've got a few good ideas.
First, bring it back to it's roots: in two ways: Reboot the series with an enhanced remake of the original, and also make sure it's survival horror. I know that tank controls and fixed camera angles aren't considered innovative, but I think they'd work better than what the current alternative is... because do we really want another over-the-shoulder-shoot-everything-that-moves game like RE4 or RE5?
I say keep the tank controls, the limited controls actually help add horror to the game. And as for the camera, well, an ideal solution to those that hate the old cameras, and those that like it, would simply be to have two camera options: fixed camera, and free camera.
Furthermore, Dino Crisis had "Danger Events" in which the word would flash across the bottom of the screen, and you'd have to mash the buttons to survive. Resident Evil 4 "revolutionized" the survival horror genera through the overuse of Quick Time Events... That are now in every game and are often considered simply annoying.
There should be a sense of danger in a cut scene, a sense that you are never safe. However QTE's and button mashing aren't the only way to act in a cut scene. I propose something much simpler: In a game like this perhaps playing on the primal instincts of fight of flight would be ideal.
Let's say Regina is walking along, and out pops the t-rex. You're prompted that the situation is dangerous, maybe by a flash on screen, or the borders of the screen turning red, something simple. At this point pressing either the Run button, or the Attack button will choose Regina's course of action, like wise you can choose to do nothing to take a third action. Depending on the situation running of fighting may be more ideal than the other. It'd be simple and not very evasive; you think: "I need to run" and usually you'll find yourself sliding your finger over the run button... no on-screen prompt of "Press X To Not Die!"
I dunno... just seems like a no brainer to me: Old fans want a classic RE/Survival Horror game, new fans may want to try something different. RE is an action game, DC could be a survival game.
I wonder what your thoughts are on all this...
Oh, I would have talked about Onimusha, but I regret to say I've yet to finish even a single game in the series, so that topic is better left for someone else to cover.
In short, it explains how both the Onimusha series and the Dino Crisis series are effectively on the back burner over at Capcom, and may very well be there for many years.
The general consensus seems to be that no one has a "burning" desire to work on the series, and that there's not a lot innovative anyone can think of doing with them.
I'm a huge Dino Crisis fan, so this sits odd with me. While it is nice to get a straight answer for once, it's a bummer it's on the back burner.
I've been giving it some thought; how could one make a reboot/sequel/whatever of Dino Crisis, and I can't help but think I've got a few good ideas.
First, bring it back to it's roots: in two ways: Reboot the series with an enhanced remake of the original, and also make sure it's survival horror. I know that tank controls and fixed camera angles aren't considered innovative, but I think they'd work better than what the current alternative is... because do we really want another over-the-shoulder-shoot-everything-that-moves game like RE4 or RE5?
I say keep the tank controls, the limited controls actually help add horror to the game. And as for the camera, well, an ideal solution to those that hate the old cameras, and those that like it, would simply be to have two camera options: fixed camera, and free camera.
Furthermore, Dino Crisis had "Danger Events" in which the word would flash across the bottom of the screen, and you'd have to mash the buttons to survive. Resident Evil 4 "revolutionized" the survival horror genera through the overuse of Quick Time Events... That are now in every game and are often considered simply annoying.
There should be a sense of danger in a cut scene, a sense that you are never safe. However QTE's and button mashing aren't the only way to act in a cut scene. I propose something much simpler: In a game like this perhaps playing on the primal instincts of fight of flight would be ideal.
Let's say Regina is walking along, and out pops the t-rex. You're prompted that the situation is dangerous, maybe by a flash on screen, or the borders of the screen turning red, something simple. At this point pressing either the Run button, or the Attack button will choose Regina's course of action, like wise you can choose to do nothing to take a third action. Depending on the situation running of fighting may be more ideal than the other. It'd be simple and not very evasive; you think: "I need to run" and usually you'll find yourself sliding your finger over the run button... no on-screen prompt of "Press X To Not Die!"
I dunno... just seems like a no brainer to me: Old fans want a classic RE/Survival Horror game, new fans may want to try something different. RE is an action game, DC could be a survival game.
I wonder what your thoughts are on all this...
Oh, I would have talked about Onimusha, but I regret to say I've yet to finish even a single game in the series, so that topic is better left for someone else to cover.