00:07Grazie per la visione!
00:30So the scene I'm about to show you, many of you will recognize this, it is part of the graveyard
00:34behind the mansion itself and underground here.
00:37There's a specific room that has very, very dynamic lighting, which presented a bit of a challenge to us.
00:42So in the original game, this part was handled as a video file, basically, that played in the background.
00:49We realized this is a good opportunity on current and next-gen systems to do something more special than that.
00:54That lighting itself has advanced so much in the interim that it was kind of wasteful to just play a
00:58movie where we could do something cooler.
01:00So we wanted to do something really neat with the lighting in here.
01:02And we thought, you know what, rather than just put some fancy lighting on top of a 2D background,
01:06we decided for this particular room, and once again, this is kind of a rare case, we decided to go
01:09whole hog.
01:10We basically recreated this entire area here entirely in polygons to make this work the way we wanted.
01:15We did this specifically because the lighting here was so dynamic.
01:18We saw this as a really good chance to do some cool shadows and some cool lighting suitable for current
01:22and next-gen systems,
01:23while still respecting the original source material.
01:25So you hear me say this, and many of you at home might be wondering,
01:27well, why didn't you just do the entire game like this in polygons?
01:30There's a good reason for that.
01:31It's something we had thought about, but ultimately, if our main goal here is to recreate the game with the
01:35exact same tone,
01:36with the exact same atmosphere as the original,
01:39we thought that it wouldn't be appropriate to recreate the entire thing like that.
01:42It would come off looking a little different, maybe a little soulless.
01:46So what we did here, once again, we went on a completely case-by-case basis.
01:49Each room, each camera angle, what would be the best way to make this look good and refined and remastered
01:56without treading on what has come before and make sure that we're maintaining that atmosphere and that tone,
02:00that tone that is so important to this title and to this series.
02:04So thank you very much, everybody, for tuning in to Part 2, our final chapter here,
02:08in this kind of behind-the-scenes look at how we remastered Resident Evil.
02:13You know, I showed you last time some more orthodox methods.
02:15This one was kind of an exception in that it was very in-depth.
02:18In addition to all these methods, there's lots of other things we're doing to make this the best possible HD
02:23experience we can
02:25and to deliver to you the Resident Evil game that you love.
02:27I certainly hope you're looking forward to it.
02:29Thanks again for watching.
02:30Thank you.
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