Wii Resident Evil - The Darkside Chronicles

Der es auch so sieht, dass Capcom die Wii nicht wie versprochen mit Spitzenteams oder High Budget beehrt, sondern derzeit wohl mehr auf Blendergrafik, als auf anständiges Gameplay und eine gute Framerate setzt. Oder gar wie bei Dead Rising das halbe Gameplay entfernt. Naja, ich setze derzeit eigentlich nur auf einen Capcom Franchise meine Hoffnung und das ist MH3, aber ich kann mir schon denken, dass es dort auch Framerateeinbrüche und lange Ladezeiten geben wird. Mark my words.

Warum immer dieses Schubladen denken ? Wegen ein paar schlechten Previews/ Hands On zu RE:DSC ist Capcom auf der Wii direkt unfähig und gibt sich keine Mühe ? Was ist mit Titeln wie Zack n Wiki, Mega Man 9 oder Capcom vs. Tatsunoko ?

Und in Tri soll es also lange Ladezeiten und Framrateeinbrüche geben weil es sowas in DR gibt ? Oh man... dir ist aber schon klar das all diese Titel von komplett unterschiedlichen Teams unter unterschiedlichen Voraussetzungen entwickelt werden oder ?
 
Gab doch schon eine Demo.
Demos sagen aber nunmal nichts über ein Gesamtgame aus.
Warum immer dieses Schubladen denken ? Wegen ein paar schlechten Previews/ Hands On zu RE:DSC ist Capcom auf der Wii direkt unfähig und gibt sich keine Mühe ? Was ist mit Titeln wie Zack n Wiki, Mega Man 9 oder Capcom vs. Tatsunoko ?

Und in Tri soll es also lange Ladezeiten und Framrateeinbrüche geben weil es sowas in DR gibt ? Oh man... dir ist aber schon klar das all diese Titel von komplett unterschiedlichen Teams unter unterschiedlichen Voraussetzungen entwickelt werden oder ?

Saske, also echt, das hat nichts mit Schubladendenken zu tun, es ist einfach nur so, dass Capcom bisher viel geredet haben, aber wenig umgesetzt, von dem was sie gesagt haben.
Wo sind die Versprechungne von Dead Rising erfüllt wurden? Warum wird und nach RE4Wii und RE:UC noch ein RE Rail Shooter vorgesetzt, obwohl die Schreie nach RE5 oder RE2 Remake schon lange gewaltig laut sind.

Doch erstmal zu den bisherigen Games:
Capcom Vs. Tatsunoko kann ich noch nicht einschätzen, bisher allerdings nur postive Previews etc. gelesen. Man muss allerdings auch dazu sagen, dass das Spiel schon hervorragend auf Arcade gewesen sein soll und die Hardware Wii ähnlich war, somit war ein Port nicht abwegig.
Zack'N'Wiki ist ein hervorragendes Game, ein neuer Franchise und natürlich in meiner WIi Spielesammlung. EIn Nachfolger würde den Manjuice aus mir heraustreiben! :D
Und Mega Man 9 war eine Offenbarung für jeden Retrofan... sowohl für XBLA, PSN als auch WW.
Ich habe niemals gesagt, dass Tri diese Mankos hat, weil sie in DR sind. Ganz im Gegenteil, hab DR bei nen Kumpel gespielt und da waren keine Framerateeinbrüche, aber ja, lange Ladezeiten, das hatte das X360 Original auch.
Ich vermute derzeit nur, dass Capcom mit Grafik glänzen möchte, was ja auch gut ist, denn gerade wir Wii Fans, schreien schon lange nach spielen, die auch ein wenig die Hardware der Wii fordern, doch ich glaube fast, dass Capcom ein wenig überfordert ist. Denn es ist schwierig Gameplay, Grafik und den ganzen Rest gut zu vereinen...
 
das ist doch vollkommen blödsinn. warum sollen sie nur schöne grafik bringen wollen und dann für die wii entwickeln. sie haben bisher kein einziges wiispiel nur mit schöner grafik (und ohne gutes gameplay) gebracht.

du hast selbst alle wiispiele von denen aufgezählt (und auch noch gut gefunden :ugly). bis auf DR (und das ist jetzt sicher keine grafikbombe).
dir scheints also ausschließlich um ein einziges spiel zu gehen (und ich verstehe nicht, warum man ne firma runtermacht wenn einem 6 spiele von denen gefallen hat und eines nicht). es geht nämlich um RE: DSC. und das ist sicher keine grafikbombe ohne gameplay. ich hab UC gespielt, weiß also wovon ich rede und ich hab mir jetzt auch jeden trailer vom neuen angeschaut. es sieht aus wie ein besseres UC, dass es dann auch noch ne schöne grafik hat ist doch ein netter bonus und kein grund ein spiel auch noch runterzuputzen :neutral:
 
Es gibt auch positive Hands-On:

the Escapist

Hands On: Resident Evil The Darkside Chronicles
by Susan Arendt, 3 Jun 2009 3:40 pm

Rail shooters have it pretty tough. It's hard to get the player to feel immersed in your universe when you strap his virtual feet to roller skates and force him to move at your discretion. The Resident Evil franchise has dabbled with the format a few times already, most recently with The Umbrella Chronicles, but its the upcoming Darkside Chronicles that's really got a chance to make the rail shooter into an immersive, scary experience.
Darkside, exclusively for the Wii, fills in blanks and explains events that took place during Resident Evil 2 and Code Veronica, so you'll see plenty of familiar characters and locations as you shoot your way through the game. I played through two different levels; in one, Claire was partnered with Leon, in the other she was stuck with whiny toolbag Steve. You can play either solo, with AI taking up your partner's gun, or get a friend to watch your back. I played one level solo and the other with a human, and as you might expect, it's way more fun to play with people.
The game is a rails shooter, but you'll forget that pretty quickly once you start playing. Your movement still isn't under your control, but the in-game camera moves so quickly, looking here, glancing there, reacting to the what-the-hell-was-that-sound over there, that you feel fully immersed in your character.
The fast-moving camera not only increases the tension, it ups the challenge of Darkside, too. You pick up items like green herbs and ammo by targeting it with your reticle and hitting the A button, but you may only see an item for a split second as you glance around the room. You and your partner share items, so it doesn't matter who picks up what. You can access your joint inventory and decide who needs the herb more, or trade weapons with your pal. You can also assign favorite weapons to the Wii Remote's d-pad so that you can swap them on the fly.
Darkside Chronicles may not look quite as good as Resident Evil 5, but it's certainly one of the best-looking Wii games out there. The characters looked fantastic, and the zombies were their familiar, rotting, terrifying selves.
I couldn't hear any of the dialog, unfortunately, but Darkside Chronicles seemed like it fit snugly into Resident Evil canon, not like some random spinoff that borrowed a few key names and images. The fact that it took away virtually every choice that I had except what to fire and when, yet still managed to create a tense and intriguing experience, impressed me all the more. I'll be looking forward to seeing more of Darkside when it comes out this winter.
UGO

Our first look of Resident Evil: Darkside Chronicles came during Captivate 09. The second time around featured the same demo, but we were able to go hands-on with the title, and the time spent was filled to the brim with zombie fun.

Since the game no longer uses the Nunchuk attachment, you really need only sit back and aim for the head. Weapons and items can be assigned to the d-pad and you can pick up items with A.
Though we've really just seen the events of Resident Evil 2 chronicled in the game, Darkside actually covers the full Leon Kennedy storyline, with scenes taken from Code Veronica and (in all probability) Resident Evil 4.
There's not a whole lot to worry about while you're playing Resident Evil: Darkside Chronicles. It's one of those games where you just sit back on the couch and do some damage to the world of the undead. For fans of Resident Evil (and House of the Dead, for that matter), it's a return to simpler times. Look for it to drop later in 2009.
Destructoid

I liked Resident Evil: The Umbrella Chronicles a lot, but after finishing it, I had no desire to play a sequel. It worked for what it was, but there was nothing about the game that made me want to see more, so when Capcom announced Resident Evil: The Darkside Chronicles, I was pretty underwhelmed. My gut reaction was that it just didn't feel like a game that needed to be made.
Still, this is Resident Evil we're talking about. Other than the Outbreak games, which were of questionable quality, the series is yet to fail me. Plus, mining material from Resident Evil 2 and Resident Evil: Code Veronica is sure fire way to tickle my nostalgia bone. With both my initial disinterest and my always present love of the RE franchise, I gave Darkside Chronicles a spin.
Hit the jump for my thoughts.

The first thing that hits you when playing Darkside Chronicles is how much better it looks than it's prequel. Umbrella Chronicles looked alright, but in part because it relied so heavily on reusing of graphics from RE Remake and RE Zero, the whole visual experience was a little uninspiring. Darkside Chronicles suffers from no such issues. The game is clearly costing Capcom quite a chunk of change to make. It features all new, highly detailed polygon models, some nice bloom lighting tricks, great blood splatter effects, and so highly competent character animation. On the Nintendo show floor, the game is being presented right next to Dead Space Extraction, which just begs for a head to head comparison. I'd give Extraction the leg up on visual detail in regards to the backgrounds, but when it came to effects and character models, Darkside Chronciles had a slight edge, though both games looked pretty damn nice.
In terms of how the game plays, Darkide Chronicles' biggest improvement over Umbrella Chronicles that I noticed is the in-game camera. A lot of effort was made to give the game a Blair Witch Project/Diary of the Dead sort of feel. Water (or blood, depending on the situation) spatters realistically on the camera lens, which works well to explain to the player right off as to why they aren't in full control of the player movement. This isn't a game about being someone stuck in a zombie hell, it's about being the gun-toting arm of someone stuck in a zombie hell, who's also is filming a documentary about it.; a someone you're tasked to protect from danger, despite the fact that they are such a shitty cameraman.
It's this shitty camera work that really makes Darkside Chronicles a step up from the original in regards to tension and psychological believability. Being at the mercy of a camera direction of a terrified idiot does a ton to keep the game feeling real and unpredictable.
The first level I played through was based on Code Veronica, and featuring Claire Redfield and that doofus Steve Burnside bas the take in their surroundings and making a brief battle plan. This all takes place at the iconic Code Veronica graveyard that shows up early in the original game. Before you know it, zombies are rising from their graves left and right, but dumbass Steve Burnside (our camera man) is usually too freaked out to focus on any of them for long enough for the player to get a good shot in. He pans the camera to the left and sees a zombie standing in place, swaying harmlessly. Then he quickly pans over to the right, where two zombies are coming at Claire. You have enough time to get in maybe one shot before Steve pans over to the left again to see that the swaying zombie has come a lot closer. Just as you try to take a shot, Steve pans the camera to the right again, this time to see Claire getting attacked by a disgusting (but very well rendered) naked zombie. It only takes a couple of shots to get it off her, but by the time you do, you can bet your ass that that zombie to the left is going to be right in your face next time you get at look; and it is; and it takes a huge bite out of you; and it's awesome.
That wasn't the only well thought out use of the in-game camera that I witnessed in my brief time with the game. Whenever the game blesses you with one the classic RE "cheap scares" like the appearance of the first licker drooling on your head in RE 2 chapter, or the zombie being dragged off into the basement window in RE:CV, the camera felt extremely smart in its movement and timing. Maybe it's just nostalgia-goggles talking, but there was something extremely fitting about playing through classic RE scenes from the first person perspective, but without the ability to control the camera. The classic RE games never let you control the camera either. In fact, those games were well known for intentionally sticking the camera at odd angles in order to create a pseudo-cinematic sense of tension, as well as keep the player from seeing the location of enemies so they may more easily scare the hell out of you. Darkside Chronicles looks to maintain that tradition, only from a pseudo-documentary view, and so far, it's working.
The game is planned for a winter release, which I'm led to believe means early next year.
Und noch ein 17-minütiges Video mit vielen ungezeigten Szenen und einigen Anekdoten von einem Capcom-Typen.

http://e3.gamespot.com/video/6211343/?tag=top_stories;play_btn;17

Sehr interessant anzuschauen.
 
Zuletzt bearbeitet:
Auch wenn ich das in jeder News zu TDC tue, hab ich es in diesem Thread noch nicht gemacht. Das muss geändert werden. ;)

Claire :love2: Claire :love2: Claire :love2: Claire :love2: Claire :love2: Claire :love2: Claire :love2: Claire :love2: Claire :love2: Claire :love2: Claire :love2: Claire :love2: Claire :love2: Claire :love2:
 
sieht geil aus :o

finbds gut, dass so langsam aber sicher immer mehr Entwickler Games zeigen, die deutlich über LastGen sind :)
 
Ich weiß jetzt werd ich gleich gehatet, aber irgendwie ist das anfängliche Interesse an dem Game verflogen... Vor allem nach den ganzen Ankündigungen in letzter Zeit :hmm:
Und das liegt in der Tat an dem Genre OnRail. Versteht mich nicht falsch, das Spiel sieht sehr genial aus und das Szenario st einfach der Hammer... Aber dadurch wird es nur schlimmer, dass es OnRail ist...

Das Spiel wird aber sicherlich alles Andere als schlecht :) Fans und Genre-Liebhaber werden ihre Freude haben, aber leider ist das Interesse verflogen... War schon bei UC so :hmm:
 
Also mich interessiert das Spiel noch genauso, wie nach der Ankündigung. Aber eine hohe Priorität hat DSC bei mir auch nicht und das liegt natürlich am Rail-System. D. h. es wird erst dann gekauft, wenn gerade nichts Interessantes für mich rauskommt, und das wird wohl dieses Jahr nicht mehr der Fall sein.
 
Ich finde als RE-Fan ist DSC genauso ein Pflichtkauf wie UC - überhaupt nach dem imo total vermurksten RE5. Ich freu mich drauf, vor allem weil ich das Setting liebe. :-D
 
Neuer Talking Evil Blog:

The Impact of Veronica

The world of Resident Evil: Code Veronica also appears in Darkside Chronicles. This is one of my favorite games. You probably think that I’m just saying that, but it’s true. I guess that can’t be helped though ;-) Even though Resident Evil has so many titles in its ever expanding franchise, I still think that Code: Veronica stands out among them.


Claire was captured by Umbrella and sent to a prison on a solitary island while investigating the disappearance of her brother Chris. While planning her escape, she meets a teenage boy named Steve. The two of them learn of a sudden and mysterious biohazard outbreak on the island, and a story stitched together from madness and terror begins to unfold.

What is it that makes Code: Veronica stand out so?

When I think about it from the standpoint of a fan, I just remember the huge impact it had on me back when the game came out. Until then, the games in the series were numbered. However, Code: Veronica broke the mold and used a “codename” in its title – and a female name to boot. The title also didn’t give anything away, which only added to the game’s enjoyment. The fact that you didn’t learn what Code: Veronica actually meant until you reached the end of the game was a brilliant twist. This is the standard I want to hold Darkside Chronicles to.

The setting itself was also very different from that of other games in the series. Code: Veronica got away from the Raccoon City setting. It started out on a solitary island in the distant sea below the equator, and then moved even further south to Antarctica. No game in the series had ever experienced such a dramatic change of scenery. It broke the pattern of having a story start and finish in one place, and it put the player in a completely different world at the end of the game than the one they were in at the beginning.

I think that Code: Veronica was created to go against everything that had come before in the Resident Evil series.

I didn’t just want to bring that game to Darkside Chronicles, I wanted to everything that made it great! I wanted to give additional meaning to that story and to more closely knit it together with Resident Evil 2. I found that it wasn’t so difficult once I dissected both of them.

Code: Veronica itself is already on the darker side of the Resident Evil series. Its story is more emotional, more insane: Steve’s crush on Claire, the life-and-death struggles in a place all but forgotten by the rest of the world, and families on the verge of falling apart – Steve’s family and the insane Ashford family. These are stories that you can’t just chart on a timeline.

Including Code: Veronica in Darkside Chronicles was, in a way, inevitable.

■Yasuhiro Seto’s Profile
Lives in Osaka, but doesn't speak the local Osaka dialect.
Has directed titles such as RE: Umbrella Chronicles and Beat Down.
A fan of horror movies, especially the unforgettable masterpiece, "Phenomena."
He enjoyed it so much that he decided to use the band Goblin in the score.



2009.06.05
Goblin für den Soundtrack anheuern?!? Das wäre echt cool!

Wer sie nicht kennt; Goblin ist eine italienische ProgRock Band, die unter anderem den Soundtrack für Dawn of the Dead oder eben Phenomena gemacht haben.

http://www.youtube.com/watch?v=QuYUo6bVAQ8

http://www.youtube.com/watch?v=ihb5QwqDwWk

http://www.youtube.com/watch?v=emvyRB9G1YM


Neue Bilder:

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Obwohls nur ein Rail-Shooter ist bin ich sehr angetan von dem Spiel.
Wird wohl gekauft!

@nasa: "Geiles" gif xD
 
Allein wegen den Ashfords und
natürlich Claire :love2:
muss das Spiel in meine Sammlung. :blushed:
 
Steve pwned mehr als Claire :evil: Endlich wieder mit Steve gamen,sorry das Ich damit nerve,habe seinen Tod einfach net verkraftet xD Deswegen freue Ich mich vielleicht auf Hintergrund Infos :D
 
Die letzten zwei Talking Evil-Blogs und Hunk kehrt zurück!

Veronica’s Darkness

Code: Veronica’s music is very distinctive. Especially the song called Alexia’s Lullaby. This song seems to paint the world in Veronica’s colors. Like the word “lullaby” suggests, it’s a very simple song, but you hear it a number of times during the game and it leaves quite a strong impression. Anybody who has played Code: Veronica and hears it will think “Oh yeah, that song.”


Other Resident Evil games are set in America and have a corresponding American feel to them, but Veronica carries more of a European gothic feel. This comes out not only in the rich gothic ornamentation in many of the game’s settings, but also in the story of the fall of an aristocratic family. So many elements, such as the German-style weaponry, the Central European carvings, the lone island and forlorn mansion create a complete backdrop for the gothic horror story of a noble lady who should have died long ago.

The genre of “gothic horror” has a lot of different definitions, but the main themes include a horror story rooted in and accented by the old culture of Europe. It might include old castles, ruins, mansions, and ghosts as well. All of these elements are present in Code: Veronica and tied up in a unique Resident Evil way.

While the first Resident Evil borrowed some of these elements, the Resident Evil games before Code Veronica were more of an American-style horror heavily influenced by the sense of panic imbued in American horror films. The fear in those earlier games was focused on the monsters, zombies, and the cruel organization controlling events from the shadows.

The fear in Code: Veronica focuses on the madness of man, and the fate of a noble bloodline. The story of that madness is told partly through Alexia’s Lullaby. The song holds something akin to an unexplainable dread that even some Mother Goose tales hold. As that music plays, you can hear the European operatic undertones that highlight the gothic story, which underpins the story of a bloodline’s collapse told in the game. That style of gothic horror is original to Code: Veronica.

The music in Darkside Chronicles is all original or else newly arranged, but I think we have been able to capture the essence of Code: Veronica very well. That’s because we are lucky to have Takeshi Miura working as the sound director for the portions of Darkside’s music that have to do with the Veronica story. He was the composer of the original songs in Code: Veronica.

Having the composer of the original music has really helped us keep the spirit of Code: Veronica, and heighten the darkness we are trying to bring out in this title.

■Yasuhiro Seto’s Profile
Lives in Osaka, but doesn't speak the local Osaka dialect.
Has directed titles such as RE: Umbrella Chronicles and Beat Down.
A fan of horror movies, especially the unforgettable masterpiece, "Phenomena."
He enjoyed it so much that he decided to use the band Goblin in the score.



2009.06.12



Steve’s Shadow

If you’re talking about Code:Veronica, you can’t forget about Steve.
I mean, when most people think of Code: Veronica, they think of Steve, right!?

Just like Claire, Steve too had been caught and imprisoned on Rockfort Island. The two of them work together to plan their escape from the island following a biohazard emergency. Steve a brand new character for Code: Veronica, together with Claire, must fight his way out of this insane world.


What really stands out about Steve is his youth. He’s younger than Claire, and she sees him kind of like a little brother. With his slender build, red haired, thin face, Steve is one of the more attractive men in the Resident Evil universe. Perhaps because of his young age, Steve was well received by women; at the time of Code: Veronica, he was quite popular.

His wannabe delinquent disposition was a departure from other characters.
“Wannabe” is the key word here. Steve is actually a pure-of-heart, straight-shooting individual who wears an exterior that belies that truth.
The relationship between Steve and Claire often breaks down to a typical big-sis versus snotty younger brother situation that I remember made me grin more than a few times.
The combination of Steve’s slightly awkward manner, and desire to look cool, contrasted against Claire’s rough-and-tumble beauty inevitably makes for an interesting drama between the sexes.

The feelings Steve has for this beautiful woman he has met through sheer chance are painfully obvious. No matter how critical the situation may be, men are creatures that have a natural response to women. Steve’s self consciousness about his age and the clash between his natural impulses is something that we all have experienced. Though he is still quite wet behind the ears, he is interesting to watch from the point of view of an outsider.

For this game we had Shigechiyo handle Steve’s redesign as well


SHIGECHIYO’s Design​
steve_00.jpg


Steve will be given a more modern makeover, without tarnishing his original look. In addition to some extra “wild” touches, we are incorporating minute details that make him a more realistic looking prisoner. There was also the question of what Umbrella’s original purpose was for having this facility. This time around, to a certain degree we try to convey a sense that the prisoners are being supervised.

One more thing that makes Steve hard to forget is that he carries with him some baggage; a shadowy secret in his past, a dark side, related to why he was imprisoned on that island. At first he tries to hide its very existence, but little by little it comes to light. We learn that this dark side actually stems from Steve’s relationship with his father. Shadows are a product of light, and light cannot be completely separated from darkness. So in keeping with the “Darkside” theme, this is a tale of shadows and family.

What is Steve’s fate? Will he be able to escape his dark past?

■About me
Lives in Osaka, but doesn't speak the local Osaka dialect.
Has directed titles such as RE: Umbrella Chronicles and Beat Down.
A fan of horror movies, especially the unforgettable masterpice, "Phenomena."
Enjoyed that movie so much that he decided to use the band Goblin in the
score.



2009.06.19



Keith Silverstein, Hunk's Sprecher aus UC kehrt für den neuen Teil zurück, das bestätigt jedenfalls seine Website.

http://www.keithsilverstein.com/resume.html
 
mir gefällts :) aber mir hatte re:uc auch schon sehr gut gefallen, ist also kein wunder^^
 
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