Resident Evil

Resident Evil

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qbarr 16 DIC 2022 a las 8:15 a. m.
Door animation skip mod improves the game. Thoughts?
First time player here, this game is a masterpiece, what a great experience! After playing for a couple of hours I decided to activate the door animation skip mod and now it is feels so much more seamless and smoother to play! With so many doors and backtracking in the game, I am not sure why Capcom made this design choice, what do ya'll think about the door animations? Why not let them be skipped with an interact button or let them run by default for example?
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Mostrando 16-30 de 41 comentarios
EEddiii323 27 ABR 2023 a las 7:39 a. m. 
The door animation was not for loading the next area or room, but to build tension and making the player anxious and worried of what is behind the door and It is also used to isolate rooms or areas from each other, which gives the player a false sense of security especially when he's running away from a monster , so it's an essential and indispensable element of the classic Resident Evil games. and It is impossible for these door animation to be tedious in the first run.
Silamon 27 ABR 2023 a las 7:48 a. m. 
Publicado originalmente por EEddiii323:
The door animation was not for loading the next area or room, but to build tension and making the player anxious and worried of what is behind the door and It is also used to isolate rooms or areas from each other, which gives the player a false sense of security especially when he's running away from a monster , so it's an essential and indispensable element of the classic Resident Evil games. and It is impossible for these door animation to be tedious in the first run.
It absolutely was to hide loading screens man. It did it in a very thematic way that I think is indeed an essential element of classic resident evil games, but that doesnt change the reason why it was added. It's like the thick fog in Silent Hill that was added to hide the low render distance of the ps1 but it became iconic of the franchise.
Última edición por Silamon; 27 ABR 2023 a las 7:51 a. m.
EEddiii323 27 ABR 2023 a las 8:32 a. m. 
Publicado originalmente por Silamon:
Publicado originalmente por EEddiii323:
The door animation was not for loading the next area or room, but to build tension and making the player anxious and worried of what is behind the door and It is also used to isolate rooms or areas from each other, which gives the player a false sense of security especially when he's running away from a monster , so it's an essential and indispensable element of the classic Resident Evil games. and It is impossible for these door animation to be tedious in the first run.
It absolutely was to hide loading screens man. It did it in a very thematic way that I think is indeed an essential element of classic resident evil games, but that doesnt change the reason why it was added. It's like the thick fog in Silent Hill that was added to hide the low render distance of the ps1 but it became iconic of the franchise.
No, this is not true. If what you say is true, they would have removed it in the Resident Evil Remake and in code veronica. In addition to this, in the Remake you find one of the doors on the first floor broken or destroyed and when you enter through the frame, the place of the broken door, the game does not load anything.
Silamon 27 ABR 2023 a las 12:34 p. m. 
Publicado originalmente por EEddiii323:
Publicado originalmente por Silamon:
It absolutely was to hide loading screens man. It did it in a very thematic way that I think is indeed an essential element of classic resident evil games, but that doesnt change the reason why it was added. It's like the thick fog in Silent Hill that was added to hide the low render distance of the ps1 but it became iconic of the franchise.
No, this is not true. If what you say is true, they would have removed it in the Resident Evil Remake and in code veronica. In addition to this, in the Remake you find one of the doors on the first floor broken or destroyed and when you enter through the frame, the place of the broken door, the game does not load anything.
They added it in those games because it was already iconic at that point. It was added in the older games to hide a load screen. You can skip the scenes in some of the newer RE titles that feature them, but only after the game finished loading the next area, which is nearly instant on a decent hdd or any sdd now.
Última edición por Silamon; 27 ABR 2023 a las 12:35 p. m.
BaLuX 27 ABR 2023 a las 1:30 p. m. 
Publicado originalmente por Silamon:
Publicado originalmente por EEddiii323:
No, this is not true. If what you say is true, they would have removed it in the Resident Evil Remake and in code veronica. In addition to this, in the Remake you find one of the doors on the first floor broken or destroyed and when you enter through the frame, the place of the broken door, the game does not load anything.
They added it in those games because it was already iconic at that point. It was added in the older games to hide a load screen. You can skip the scenes in some of the newer RE titles that feature them, but only after the game finished loading the next area, which is nearly instant on a decent hdd or any sdd now.
That's correct.
When RE1 Remake was released on GameCube, the console was powerful enough to load the rooms quickly and didn't require any door animations.
But they added them for novelty reasons. And that's great imo.
Lanzagranadas 27 ABR 2023 a las 3:39 p. m. 
GC RE games still used door animations to mask loading times, just probably not all of them, as they could load a bunch of rooms simultaneously, but surely not entire maps. PS1 RE games probably loaded one room at a time.
EEddiii323 27 ABR 2023 a las 8:21 p. m. 
Publicado originalmente por Silamon:
Publicado originalmente por EEddiii323:
No, this is not true. If what you say is true, they would have removed it in the Resident Evil Remake and in code veronica. In addition to this, in the Remake you find one of the doors on the first floor broken or destroyed and when you enter through the frame, the place of the broken door, the game does not load anything.
They added it in those games because it was already iconic at that point. It was added in the older games to hide a load screen. You can skip the scenes in some of the newer RE titles that feature them, but only after the game finished loading the next area, which is nearly instant on a decent hdd or any sdd now.
This is not true unless you provide proof of this. We are not talking about 3D graphics here. We are talking about 2D backgrounds. I don't think the PlayStation 1 was unable to load them quickly. They are just pictures and not real 3D graphics.
if they added it to the remake and code veronica because it is iconic then why do the door animation in the remake and code veronica feel slower or as slow as the door animation in the original? If this was the reason for adding this animation, why didn't they make it faster in the remake and code veronica?!
Última edición por EEddiii323; 27 ABR 2023 a las 8:33 p. m.
Silamon 27 ABR 2023 a las 9:01 p. m. 
Publicado originalmente por EEddiii323:
Publicado originalmente por Silamon:
They added it in those games because it was already iconic at that point. It was added in the older games to hide a load screen. You can skip the scenes in some of the newer RE titles that feature them, but only after the game finished loading the next area, which is nearly instant on a decent hdd or any sdd now.
This is not true unless you provide proof of this. We are not talking about 3D graphics here. We are talking about 2D backgrounds. I don't think the PlayStation 1 was unable to load them quickly. They are just pictures and not real 3D graphics.
if they added it to the remake and code veronica because it is iconic then why do the door animation in the remake and code veronica feel slower or as slow as the door animation in the original? If this was the reason for adding this animation, why didn't they make it faster in the remake and code veronica?!
I believe you are greatly overestimating the power of the ps1.
But if you want Proof I guess I can google it for you... not like it is hard to find the obvious answer.
https://www.gamedeveloper.com/design/resident-evil---loading-screens-and-doors
The loading screens in Resident Evil, the older ones with the fixed camera, don’t display any text; in fact, they’re usually just doors opening. Every time you enter a new room, you’d be sure to see it. And they’re always whatever door you’re actually interacting with. No, seriously, there’s apparently 267 of them in Resident Evil HD REMASTER.

https://residentevil.fandom.com/wiki/Door_mechanics
In the earliest Resident Evil games until Resident Evil CODE:Veronica, doors, staircases, elevators, and trapdoors have a special "loading screen" animation upon interacting with them. Each of them separates the rooms, while preventing some enemies from entering.
https://residentevil.fandom.com/wiki/Loading_screens_(RE1)
On PC, PSX, or on DS (Resident Evil: Deadly Silence), when walking through a door, a door will appear and open to indicate loading. The background is blank. On Sega Saturn, the door takes really long to open. In the unreleased Game Boy Color version (not Resident Evil Gaiden), the door is shaded differently and its color is pinkish.

https://www.ign.com/articles/2004/03/18/resident-evil-4-14 That one is from 2004!
We spotted a watchtower nearby and decided to climb to the top. Resident Evil fans will be happy to learn that the open door load times are gone completely. No more waiting for a room to load or to walk downstairs. Everything takes place in real-time so when we climbed the ladder to the top of the tower we could watch our character perform the action.
https://www.dreadxp.com/editorial/pathways-to-ruin-the-masterful-design-of-resident-evils-doors/
As such, these memorable door-opening transitions (really just fancy loading screens) would impose these long, tense moments of dread that helped build the incredible atmosphere that would make this such an important game in horror.


I'm sure I could find more examples... but fact is... it was a loading screen. A clever one, that built tension, but a loading screen nonetheless. You can see the same kind of thing in modern games too it is just less obvious.
Última edición por Silamon; 27 ABR 2023 a las 9:07 p. m.
EEddiii323 27 ABR 2023 a las 9:30 p. m. 
Publicado originalmente por Silamon:
Publicado originalmente por EEddiii323:
This is not true unless you provide proof of this. We are not talking about 3D graphics here. We are talking about 2D backgrounds. I don't think the PlayStation 1 was unable to load them quickly. They are just pictures and not real 3D graphics.
if they added it to the remake and code veronica because it is iconic then why do the door animation in the remake and code veronica feel slower or as slow as the door animation in the original? If this was the reason for adding this animation, why didn't they make it faster in the remake and code veronica?!
I believe you are greatly overestimating the power of the ps1.
But if you want Proof I guess I can google it for you... not like it is hard to find the obvious answer.
https://www.gamedeveloper.com/design/resident-evil---loading-screens-and-doors
The loading screens in Resident Evil, the older ones with the fixed camera, don’t display any text; in fact, they’re usually just doors opening. Every time you enter a new room, you’d be sure to see it. And they’re always whatever door you’re actually interacting with. No, seriously, there’s apparently 267 of them in Resident Evil HD REMASTER.

https://residentevil.fandom.com/wiki/Door_mechanics
In the earliest Resident Evil games until Resident Evil CODE:Veronica, doors, staircases, elevators, and trapdoors have a special "loading screen" animation upon interacting with them. Each of them separates the rooms, while preventing some enemies from entering.
https://residentevil.fandom.com/wiki/Loading_screens_(RE1)
On PC, PSX, or on DS (Resident Evil: Deadly Silence), when walking through a door, a door will appear and open to indicate loading. The background is blank. On Sega Saturn, the door takes really long to open. In the unreleased Game Boy Color version (not Resident Evil Gaiden), the door is shaded differently and its color is pinkish.

https://www.ign.com/articles/2004/03/18/resident-evil-4-14 That one is from 2004!
We spotted a watchtower nearby and decided to climb to the top. Resident Evil fans will be happy to learn that the open door load times are gone completely. No more waiting for a room to load or to walk downstairs. Everything takes place in real-time so when we climbed the ladder to the top of the tower we could watch our character perform the action.
https://www.dreadxp.com/editorial/pathways-to-ruin-the-masterful-design-of-resident-evils-doors/
As such, these memorable door-opening transitions (really just fancy loading screens) would impose these long, tense moments of dread that helped build the incredible atmosphere that would make this such an important game in horror.


I'm sure I could find more examples... but fact is... it was a loading screen. A clever one, that built tension, but a loading screen nonetheless. You can see the same kind of thing in modern games too it is just less obvious.
Is this proof?! You do not know what proof means, this is just an articles or "opinions", I want an official statement from the game developer himself saying that the door animation was for loading, and I am not overestimating the power of PlayStation 1, as I am talking about 2D images and not 3D graphics, so definitely the PlayStation 1 does not have any problem of loading these images very quickly or instantly.
And if it was for loading, why is the door animation not faster in the PC version?!
The PC is much more powerful than the Playstation 1, but those animations takes the exact same time on the PC version! This definitely means that adding these animations was for Gameplay purposes and not for loading.
and if these animations is for loading, then why does it take the same time in all the doors despite the different sizes of areas and rooms?!
Última edición por EEddiii323; 27 ABR 2023 a las 9:37 p. m.
Silamon 27 ABR 2023 a las 9:45 p. m. 
Publicado originalmente por EEddiii323:
Is this proof?! You do not know what proof means, this is just an articles or "opinions", I want an official statement from the game developer himself saying that the door animation was for loading, and I am not overestimating the power of PlayStation 1, as I am talking about 2D images and not 3D graphics, so definitely the PlayStation 1 does not have any problem of loading these images very quickly or instantly.
And if it was for loading, why is the door animation not faster in the PC version?!
The PC is much more powerful than the Playstation 1, but those animations takes the exact same time on the PC version! This definitely means that adding these animations was for Gameplay purposes and not for loading.
and if these animations is for loading, then why does it take the same time in all the doors despite the different sizes of areas and rooms?!
And what are you expecting? Words taken from the developers brains? It's been common knowledge for decades now. To the point it was barely even worth googling it for you. The PS1 struggled loading much at all, and RE1 was no different just because it had some still images. PCs were much weaker back in the ps1 days as well, but even then you could skip the door opening if you had a nicer machine. I guess the reason for that would be... Consistency?

I am sure the rooms did not need to be quite so small every time, but do you really think the game could have loaded the entire map at once on a ps1? Again... they had the animation on every door for... consistency. When did the game load then, if not during those door opening scenes?

You want more proof of the obvious, go find it yourself I guess.
Última edición por Silamon; 27 ABR 2023 a las 9:48 p. m.
EEddiii323 27 ABR 2023 a las 10:44 p. m. 
Publicado originalmente por Silamon:
Publicado originalmente por EEddiii323:
Is this proof?! You do not know what proof means, this is just an articles or "opinions", I want an official statement from the game developer himself saying that the door animation was for loading, and I am not overestimating the power of PlayStation 1, as I am talking about 2D images and not 3D graphics, so definitely the PlayStation 1 does not have any problem of loading these images very quickly or instantly.
And if it was for loading, why is the door animation not faster in the PC version?!
The PC is much more powerful than the Playstation 1, but those animations takes the exact same time on the PC version! This definitely means that adding these animations was for Gameplay purposes and not for loading.
and if these animations is for loading, then why does it take the same time in all the doors despite the different sizes of areas and rooms?!
And what are you expecting? Words taken from the developers brains? It's been common knowledge for decades now. To the point it was barely even worth googling it for you. The PS1 struggled loading much at all, and RE1 was no different just because it had some still images. PCs were much weaker back in the ps1 days as well, but even then you could skip the door opening if you had a nicer machine. I guess the reason for that would be... Consistency?

I am sure the rooms did not need to be quite so small every time, but do you really think the game could have loaded the entire map at once on a ps1? Again... they had the animation on every door for... consistency. When did the game load then, if not during those door opening scenes?

You want more proof of the obvious, go find it yourself I guess.

What you brought is BS, these are all opinions that may be correct or may be wrong, I want to know what the developer himself says in this case. And it is not true that the PC was weaker, the PC was much stronger and you can see this by comparing the textures quality between the two versions, so why does the door animation in PC version take exactly the same time?!
If these animations was for loading, why does it take the same time to load all areas and rooms? If it was for loading, the door animation that lead to small rooms would take less time than the door animation that lead to large rooms or halls.
And yes, the game could have loaded the entire map at once on PlayStation and that did happened with games with fully 3D graphics, for example the levels of the Tomb Raider games that were rich in diversity and very large in size, These levels are fully loaded before they begin, And when you play a level, you don't feel at all that something is loading, although one level may take hours to complete, and one level in Tomb Raider is much larger than the entire mansion in Resident Evil, playing hours without a single loading screen proves that playstation 1 could've loaded the entire resident evil 1 map , and of course, static 2D backgrounds don't take much longer to load than 3D environments.
And you should bring proof because you are the one who claimed that these door animations were for loading.
BaLuX 27 ABR 2023 a las 10:48 p. m. 
Publicado originalmente por EEddiii323:
If these animations was for loading, why does it take the same time to load all areas and rooms? If it was for loading, the door animation that lead to small rooms would take less time than the door animation that lead to large rooms or halls.
Because you had to watch the whole door animation even after the game was done loading. This is really obvious and consistent.
Última edición por BaLuX; 27 ABR 2023 a las 10:48 p. m.
Silamon 27 ABR 2023 a las 11:08 p. m. 
Publicado originalmente por EEddiii323:
What you brought is BS, these are all opinions that may be correct or may be wrong, I want to know what the developer himself says in this case. And it is not true that the PC was weaker, the PC was much stronger and you can see this by comparing the textures quality between the two versions, so why does the door animation in PC version take exactly the same time?!
If these animations was for loading, why does it take the same time to load all areas and rooms? If it was for loading, the door animation that lead to small rooms would take less time than the door animation that lead to large rooms or halls.
And yes, the game could have loaded the entire map at once on PlayStation and that did happened with games with fully 3D graphics, for example the levels of the Tomb Raider games that were rich in diversity and very large in size, These levels are fully loaded before they begin, And when you play a level, you don't feel at all that something is loading, although one level may take hours to complete, and one level in Tomb Raider is much larger than the entire mansion in Resident Evil, playing hours without a single loading screen proves that playstation 1 could've loaded the entire resident evil 1 map , and of course, static 2D backgrounds don't take much longer to load than 3D environments.
And you should bring proof because you are the one who claimed that these door animations were for loading.
I'm not going to entertain the idea of finding developer commentary for you... Because it is obvious to anyone looking at it what the door animations were for. Be my guest if you care that much though.
I never claimed the pcs were weaker... in fact I claimed the opposite. You could skip the cutscenes if you had a nicer machine. Again, it took the same time for consistency, and if it skipped part of the opening it would ruin the effect.

Tomb raider did not load the entire game in one go... it had loading screens. The maps were large, but were mostly empty corridors witha few objects strewn about. Resident evil had far more decorations around the mansion. You can see the same thing in racing games like Gran Turismo, big map, amazing graphics for the ps1, but there were no decorations just the ground textures and wall textures repeated over most of the map and the occasional objects to break up the monotony.
How long it took you to beat a level is irrelevant, you could stand in one room in RE and claim the map was huge I guess.

I am claiming the obvious, which has been obvious since the 90s. The door scenes hid loading screens, it became iconic of RE and other games imitated it as well. If you want evidence or proof that loading screens are being hidden by the door opening from the developer mouths themselves, find it yourself.
Última edición por Silamon; 27 ABR 2023 a las 11:09 p. m.
EEddiii323 28 ABR 2023 a las 1:24 a. m. 
Publicado originalmente por BaLuX:
Publicado originalmente por EEddiii323:
If these animations was for loading, why does it take the same time to load all areas and rooms? If it was for loading, the door animation that lead to small rooms would take less time than the door animation that lead to large rooms or halls.
Because you had to watch the whole door animation even after the game was done loading. This is really obvious and consistent.
What about the PC version?! Why did they have to keep the duration of this animation the same?! they could have reduced the time of the door animations in the PC version but the intention of this animations was not for loading
EEddiii323 28 ABR 2023 a las 2:20 a. m. 
Publicado originalmente por Silamon:
Publicado originalmente por EEddiii323:
What you brought is BS, these are all opinions that may be correct or may be wrong, I want to know what the developer himself says in this case. And it is not true that the PC was weaker, the PC was much stronger and you can see this by comparing the textures quality between the two versions, so why does the door animation in PC version take exactly the same time?!
If these animations was for loading, why does it take the same time to load all areas and rooms? If it was for loading, the door animation that lead to small rooms would take less time than the door animation that lead to large rooms or halls.
And yes, the game could have loaded the entire map at once on PlayStation and that did happened with games with fully 3D graphics, for example the levels of the Tomb Raider games that were rich in diversity and very large in size, These levels are fully loaded before they begin, And when you play a level, you don't feel at all that something is loading, although one level may take hours to complete, and one level in Tomb Raider is much larger than the entire mansion in Resident Evil, playing hours without a single loading screen proves that playstation 1 could've loaded the entire resident evil 1 map , and of course, static 2D backgrounds don't take much longer to load than 3D environments.
And you should bring proof because you are the one who claimed that these door animations were for loading.
I'm not going to entertain the idea of finding developer commentary for you... Because it is obvious to anyone looking at it what the door animations were for. Be my guest if you care that much though.
I never claimed the pcs were weaker... in fact I claimed the opposite. You could skip the cutscenes if you had a nicer machine. Again, it took the same time for consistency, and if it skipped part of the opening it would ruin the effect.

Tomb raider did not load the entire game in one go... it had loading screens. The maps were large, but were mostly empty corridors witha few objects strewn about. Resident evil had far more decorations around the mansion. You can see the same thing in racing games like Gran Turismo, big map, amazing graphics for the ps1, but there were no decorations just the ground textures and wall textures repeated over most of the map and the occasional objects to break up the monotony.
How long it took you to beat a level is irrelevant, you could stand in one room in RE and claim the map was huge I guess.

I am claiming the obvious, which has been obvious since the 90s. The door scenes hid loading screens, it became iconic of RE and other games imitated it as well. If you want evidence or proof that loading screens are being hidden by the door opening from the developer mouths themselves, find it yourself.

What you're saying is pure nonsense, no, it's not obvious that this animations was for loading, that's just what you think without bringing any proof, 90% of the old Resident Evil games were just 2D images , they don't need loading time between each room and the other, there were games that are much bigger than Resident Evil and didn't have loading screens like that.
And the possibility of skipping this animations in the PC version proves my point, because the animations is still the same as it is in the Playstation version, and this means that it was originally programmed to be a gameplay element. that is why they added in the PC version the ability to skip it but not removing it completely, It's just like adding a new controls to the remaster version of the remake and keep the tank controls as is . If these animations was intended for loading, they would have removed it completely from the PC version or shorten its duration.
And what you say about Tomb Raider proves that you don't know anything and argue just for the sake of arguing! In the Tomb Raider levels, The whole level is loaded before it starts in a loading screen with a progress bar, when you enter new areas and open new doors within the same level, there is no loading, and how are the Tomb Raider levels empty when they are full of monsters and enemies and 3D assets?!! the whole map is 3D graphics?! and there's a great diversity in each level, there is water, plants, rocks, fire, buildings, etc. Resident Evil map is empty because it's just a 2D images with some 3D assets, that's it.
And I repeat what I said at the beginning, No, it is not obvious as you claim, this is just your belief, it seems that you have not played any game from the PlayStation 1, go and play some 3D games in the PlayStation 1 and see how the levels of those games are very large and have variety in the graphics and environments and there is no loading screens in the levels.
Also, go learn the difference between 3D and static backgrounds because you're clearly think they are the same thing!
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Publicado el: 16 DIC 2022 a las 8:15 a. m.
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