|Burning Typhoon said:
The 'from scratch' part was mainly to distinguish the difference between creating a new engine for a home console game, over something like some of their lower budget 3DS sequels they were working on at the same time, like Phoenix Wright 6. Which I left out of the equation for that reason. They don't even make changes to the UI there. So as much as they had re-used animations in Marvel Infinite, it's still in a different league compared to games like that. Especially considering the licensing they had to do with Marvel.
That's still not true, because Marvel Vs. Capcom wasn't from scratch, it was made with Unreal 4. Marvel Vs. Capcom 3 was made with MT Framework, which had been in use since 2006? So that's not a new, from scratch engine, either. I really don't understand what you mean, to be honest.
I think you understood that I was talking about Capcom's finances and management, right?
So did you consider how 'from scratch' fits into that discussion?
If so what was your thought process?
This would be my thought process:
The question was how Capcom went from not giving Ono an R&D budget for Street Fighter 5 (something that at that point in time would seem like a safe bet), to developing multiple large scale games, and even a sequel to a remake that they initially wouldn't allow, before they even see how fans receive the first one.
Why was SF5 not a viable option, while games like Professor Layton and Phoenix Wright for 3DS were at the time?
Development cost seems to be a likely correlation.
Phoenix Wright, especially if it's a sequel, seems significantly less expensive to produce.
The games referenced under 'from scratch' were SFV, MVC:I, and RE7. And the poster emphasized 'console game'.
Obviously none of those games were literally made from scratch. Even for the fact that characters like Ryu, Dante and Chris Redfield were already conceived.
So it sounds like hyperbole, indicating that a lot more work had to be put into these games, than some of the lower budget 3DS sequels.
And yes, MVCI used Unreal Engine. So did Street Fighter 5.
It's not very important for the point what shortcuts these games used, unless that made them significantly cheaper to the point where Capcom would have comfortably said yes to a game like Street Fighter 5.
And I don't think any of those games fall under that category. MVCI in particular had to use the Marvel license, which I'm sure Capcom are weary of. Especially after Marvel suddenly decided to forbid Capcom from selling MVC3 a few years back.
And it is a fighting game, which requires a lot of extra work that there is no obvious equivalence for in a game like Phoenix Wright. Balancing of frame data between dozens of characters. Maintaining 60fps. Netcode. Etc.
And even if licensing Unreal Engine (which also costs money) speeds up development, they still have to mold it into a functioning Marvel engine.
That's quite different than say, Phoenix Wright 6, where they mainly just change the text, art and music from the previous game.
Burning Typhoon said:
If memory serves, Resident Evil: Code Veronica was renamed (It was supposed to be resident evil 3) Because Sony had a deal with Capcom to have a resident evil trilogy released on the PS1. Resident Evil 3 was developed probably by an outsourced studio. Of course they had access to everything used in RE2's development, but rendering the same scenes at different angles no doubt took a while.
Remake 3 isn't going to have pre-rendered backgrounds, and will take place in much of the same areas as resident evil 2. Items like handguns, cranks, etc don't need to be redone either. same area, same time period. Some things will be marginally different as the setting collapses to the zombie outbreak, but these are minor things that aren't the same as creating entirely new areas and scenes.
Not that it's important, but it says here that RE3 was developed internally by Capcom. It was just a different team than before.
Though about REmake 3, I haven't played the original in a long time, but I feel like it mainly takes place in different environments. I skimmed through a speedrun on the original RE2 and RE3 to refresh my memory, and that seems to be the case. I'm not sure how many of the Raccoon City street areas were the same as before, but from a different angle. Because a lot of what I saw looked completely different.
And according to the developers, the intention was to make it feel different from the RE2 environments. "The developers noted that the city setting allowed them to create more varied environments."
Even if there was a street in the original RE3 that was the same as in RE2, but from a different angle (still need to find verification on that), I'm not so sure they'll commonly just re-use that street from REmake 2. (Not that you spend much time in the streets in RE2 or REmake 2 anyway.)
Because in those cases the player was supposed to see an environment they'd never seen before.
Considering how much of REmake 2 takes place in areas you didn't see even in the original RE2, I wouldn't be surprised if they made such a street an entirely new one instead. Because there will already be some overlap in the game. Most notably part of the Police Station.
So I think they'll be mindful to keep that from getting out of hand.
They already have a lot of other assets to re-use to speed up production.
|Burning Typhoon said:
So RE3's development time really shouldn't be a surprise to anyone.
It depends on when they started. If they started after REmake 2, then even if it comes out at the end of 2020, that does seems quick to me for a game of this caliber, even all things considered.
Last edited by Hiku - on 07 December 2019
For example, Persona 5 Royal came out 3 years after Persona 5. And that game is literally the same game as the original, but with extra content. And to render a character, object or background in P5 obviously takes a lot less effort than in a game like REmake that sports highly detailed textures.
If REmake 3 began development 2.5 years ago, then it makes me wonder what changed at Capcom around that time to make them comfortable making decisions like that again.