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Not a fair comparison.
edit:
I didn't get the no-heals achievement so I may do another full run sometime soon and do some proper full map captures taking a lot more care to get everything. it's a shame you can't see all the maps at the end of the game. for some reason they are not accessible when you are in Nest.
cause from the looks of it, you will have to remove the most if not all the north and north east area of the city from the original to accomidate the place, not mention it being somewhat near the power station in 3
it might be cool to combine the maps from re2 and 3 in both the originals and in the remakes.
I'll have a play around with it and see what works best.
might be a couple of days.
if he only knew how right he was
Not having a go at you though OP it's interesting to look at.
With today AAA standards, create an scenario is 10x, maybe way more, expensive than pre-rendered 1999 backgrounds.
You can't necessarily directly compare a modern game to a game more than a decade old in terms of work load.
I'm not saying it's better or worse, I'm just saying it needs to be taken into account.
Also anybody who thinks that prerendered content creation was any easier than modern map level design has no idea what they're talking about. Pre-rendered is much more difficult, splitting images over layers and controlling animated segments based on camera positions, etc. All you need to do differently in non-prerendered is collision detection in the engine. The asset creation and world design aspects are identical, one happens in a 3D modelling engine, and one happens in a game engine. There is however a difference between texture sizes since modern textures don't need to be crunched and squeezed into tiny memory allocations.