Traditional Culture Encyclopedia - Traditional stories - The development history of monsters in Resident Evil: the transition from a hobbled Promethean to a magical monster

The development history of monsters in Resident Evil: the transition from a hobbled Promethean to a magical monster

In all kinds of games, in addition to the gameplay itself, the monster design of the game is often a topic that players talk about. Speaking of the famous monsters in the game, Resident Evil series is definitely on the list. Whether it's the gangster in the game or the BOSS, the monster in Resident Evil always has a different style from other zombie games. Although the zombie settings in recent movies have become more and more magical, at first, the zombie design in the game was still very traditional. So, how did the monsters in the biochemical series start to "stop being zombies" step by step?

1. Resident Evil 1: The perfect combination of science fiction zombies and Japanese horror.

1996 When zombie culture flourished in the film and novel industry, it was at this node that Resident Evil 1 was released. With the clever camera angle and advanced 3D technology at that time, this game became the leader of zombie games. In terms of monster design, the zombie style of 1 generation is still relatively conservative, following George? Answer? The zombie setting created by Romero, that is, "Zombies are the product of human technology", has continued to this day, and many games are still in use.

And 1 BOSS Lisa of this generation has a strong Japanese horror style. Lisa was originally the daughter of a foreign museum designer in the game. Her father was silenced by Ann brera, because she knew the secrets of foreign museums, and she was kidnapped to do biochemical experiments in foreign museums. During the experiment, Lisa's mind was gradually distorted by the virus, and she began to attack others and peel their faces under the psychology of missing her mother. The act of peeling her face is very similar to the "white-faced woman" in Japanese mysterious stories. Lisa's background story. This monster image with sci-fi settings and supernatural templates left a deep impression on players at once, second only to looking back and smiling.

2. Resident Evil 2,3: Conservative design plus a little innovation

The success of Resident Evil 1 has brought considerable fame to this place, and the development of the sequel has become a natural thing. The mobs in Resident Evil 2 and Resident Evil 3 are not much different from those in 1 generation, and they still belong to the more traditional "living dead in science and technology", except that monsters such as "tyrants" and "stalkers" are added in the sequel. Its chasing characteristics and invincible mechanism make players face a sharp increase in the sense of oppression during the game. At the same time, the monsters of the second generation are more curious in appearance than those of the 1 generation. Both the licker exposed to the brain and William infected by G virus are very classic, especially the multi-stage transformation setting of G William has aroused the discussion of many monster lovers, and these quite novel designs at that time have also appeared frequently in subsequent sequels.

3. Resident Evil 4, 5, 6: Zombies who can't communicate are not good aliens.

I believe many old biochemical players know that at the beginning of the development of Resident Evil 4, the style of this generation was too different from the previous works, which led to the anecdote that the fourth generation was overthrown and redone on a large scale. In the remake, although many very "supernatural" settings have been abandoned, the fourth generation is still the sequel with the biggest difference from the first three. Among them, the most outrageous is the zombie who can exchange weapons, which is quite amazing for players who are tired of traditional zombies at that time. The gangsters who frequently explode insects in the game and the chainsaw brothers who are full of initial oppression also bring a unique sense of "alien" and "chainsaw fright".

Judging from the fighting style of monsters, in order to ensure the rich experience in the fighting process, most mobs in the 5th and 6th generations almost follow the design of the 4th generation, that is, they can communicate and use melee and even hot weapons, while the design of boss is the design of the 2nd and 3rd generations, that is, multi-stage conversion and frequent harassment of players during the game. Capcom should also understand that eating too much of the same dish will make you tired. Boss's efforts in modeling are getting bigger and bigger every time, from four generations of silly music to six generations of transformers. Generation 6 has become a standard Hollywood movie, and because of this, this series has gradually been turned into an action shooting game by some old players.

3. Resident Evil 7 and 8: boos Design of "Theme Haunted House"

Perhaps Capcom realized that the qte and sloppy checkpoint in Resident Evil 6 had begun to break away from the core gameplay of Resident Evil. From the seventh generation, the narrative style of maps began to return to the tone of 1 and the fourth generation, but in terms of monsters, the monster designs of the seventh and eighth generations were obviously bolder and different than before, such as the map of Lucas and his mother-in-law's house, and Lucas's house was full of institutional traps. My mother-in-law's botanical garden is full of disgusting bugs, especially in the eighth generation. Closer to Resident Evil 1, the Castle in Timite and the lady who has the same mechanism as the tyrant are obviously restoring the old biochemical style. In Donna's dollhouse, the painting style was changed to "escape", and in the fisherman Moro's site, it became a "gram" san-style parkour. The 7th and 8th generations actually feel more like a playground, and the exclusive map of each boos is the theme haunted house in the playground. No matter what kind of player, you can almost find your favorite monster type in the game.

Perhaps because of this, although in the design of monsters, the design of 7 and 8 are the two sequels that deviate from the zombie theme most in the past, but they still get a lot of praise. After all, the most important thing in playing games is experience, and the settings can always be restored slowly.