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	<title>Remakes Are Going To Save Virtual Reality - 版の履歴</title>
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		<title>2025年11月23日 (日) 01:24にBeatrisBueno13による</title>
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		<updated>2025-11-23T01:24:44Z</updated>

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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;2025年11月23日 (日) 01:24時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;1行目:&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Given &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;trajectory &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Capcom’s admittedly stellar remakes thus far, I’m unsure it will do such a thing. It could be &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;opposite, with reimaginings &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 2 &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3 opting to trim the fat in favour &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tightly executed scares &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;chaotic action instead &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;giving us time to stew in our own horrific&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;b-movie circumstances&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Compared &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;everything that came before it, Resident Evil 4 was &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;completely different beast&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It took the clunky controls &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;franchise &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;morphed them into &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;third&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;person shooter experience that felt deviantly modern by 2005 standards&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It wasn’t afraid &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;push boundaries&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;setting &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bar so &lt;/del&gt;high that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I’d argue &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;genre is yet &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;surpass them even &lt;/del&gt;to&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;_ Resident Evil 4 _ ’s story is entertaining, but it’s far from good. _ RE4 _ may have fantastic game design, but its plot did irreversible damage &lt;/del&gt;for the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series. Leon’s &lt;/del&gt;time &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in Europe amounts to little more than an action movie&lt;/del&gt;, with the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;scares infrequent&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Worse&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;four &lt;/del&gt;games of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;build up are thrown out &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;window &lt;/del&gt;as &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;_ RE4 _ wipes &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;slate cl&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If this ends up being &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;case, &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remake of _ Code Veronica _ would not only have far more impact&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it could be used &lt;/del&gt;as a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;jumping off point into &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;full length game that focuses on Chris &amp;amp; Jill putting an end to Umbrella once &lt;/del&gt;and for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;When it comes &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gameplay, Code Veronica is almost two times longer than Resident Evil 3: Nemesis &lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;On average&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it takes about 11.5 hours &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;beat a Code Veronica campaign (X or original). Meanwhile&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it takes gamers about 6.5 hours &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;beat the original RE3 . The remake for RE3 takes even less time &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;beat&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with an estimated average six hours of gamep&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remake &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 4 decides &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;trim &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fat in a similar way &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2 and 3&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it will lose &lt;/del&gt;moments like this. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The original is the longest game in the franchise by &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;significant margin&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and this is for good reason&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Each major location is like &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game in itself&lt;/del&gt;, taking &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;introduce you to their threats, puzzles, and further intricacies before things inevitably descend into &lt;/del&gt;an &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;avalanche of action. You hurl grenades around like other modern entries, but here it feels earned, like you’ve triumphed over unstoppable horrors and can finally take your revenge. The campaign being cut short would rob these moments of their brilliance, and this isn’t how newcomers should experience one of the best survival horror games ever concei&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Don’t get me wrong&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Leon in &lt;/del&gt;Resident Evil &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 isn’t to be trifled with, but even as the game enters its final act, Capcom keeps finding new horrors to surprise you with&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Upon entering Umbrella’s labs&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;we stumble upon &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Regenedors for &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first time. These horrific&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;grey-skinned beasts are initially unstoppable, marching slowly toward you as otherworldly growls leave their infected lips&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The only option is to run&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or open fire and pray there is some way to bring this thing down. There isn’t&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not until you come across &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;thermal scope and uncover &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;secret behind its impossible power&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Scares force you to think smartly and find immediate solutions&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;instead &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pulling out your shotgun and blowing your problems a&amp;lt;br&amp;gt;&lt;/del&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cere Junda &lt;/del&gt;is a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;former Jedi from &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Star Wars Jedi: Fallen Order video game&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Junda was captured by Imperial forces not long after Order 66 and tortured until she divulged the location of her padawan&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Trillia&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;who would &lt;/del&gt;eventually &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;become &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Second Sister&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;many Inquisitors &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;canon &lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cere Junda used &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Force &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;escape her captors, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;eventually lived an anonymous life far removed from her origins&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;She would have remained so if not for meeting another Jedi survivor of Order 66, Cal Kes&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Another Jedi who runs afoul &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Darth Vader during his quest &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hunt down &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;survivors is Jocasta Nu&lt;/del&gt;. The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;librarian of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Jedi Temple on Coruscant is &lt;/del&gt;first &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;seen in Attack Of The Clones . In &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Darth Vader series &lt;/del&gt;from &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Marvel Comics, &lt;/del&gt;fans &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;discover that she survived Order 66 &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is &lt;/del&gt;on the &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;_ Code Veronica _ is almost &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;end of an era &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sorts for _ &lt;/del&gt;Resident Evil &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;_ &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and it in turn pays tribute &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;franchise’s many settings and recurring puzzles– going so far as to even feature a rendition &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the original game’s mansion during the climax&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s a nice nod for fans &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the series&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but it also means _ CV _ has &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;very derivative sett&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Star Wars movies, comics, books, and more have shown &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there are many Jedi survivors after the shocking betrayal by &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Clone Army in Revenge Of The Sith . Some &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;them are among the most powerful &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;important Jedi in the galaxy&lt;/del&gt;,  [https://Adventuregameland.com/posts/&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hidden&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gems&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rpgs&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rocked&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;after&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rough&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;launches RPG Redemption stories&lt;/del&gt;] &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;while others are just people trying to stay alive in a universe that has turned completely against t&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;With Resident Evil Village &lt;/del&gt;opting &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to retread this sacred ground and falling short in the process, I’m worried &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a full remake might fall &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same fate&lt;/del&gt;, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;considering the trend of Resident Evil remakes&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I imagine it’s going to happen whether we &lt;/del&gt;like &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it or not&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Now don’t get me wrong, I can’t wait to see what it does with Leon’s journey on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more powerful consoles, but I also don’t want &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;come away from it feeling underwhelmed, &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;feel that perhaps &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;past should have been left exactly where it belongs. Only time will tell, but right now, I remain unconvin&lt;/del&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As a VR enthusiast, it’s hard to understand why &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Oculus Quest 2 still hasn’t hit critical mass. It’s not a matter &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cost: the Quest 2 is half &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;price &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the PS5 and Xbox Series X &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;less than a third &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a 30-series GPU, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unlike all &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;those&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is widely available&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s not due &lt;/ins&gt;to a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lack of content either&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There are hundreds &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;games on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Oculus store, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;at least &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dozen I would consider must&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;plays&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There are even more if you have a decent computer to link &lt;/ins&gt;to, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like Half-Life: Alyx , Star Wars Squadrons, and my personal favorite, Insomniac’s Stormland. I don’t think it's an accessibility issue either - at least not for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;vast majority of potential VR players. Resolution and &lt;/ins&gt;high &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;refresh rates have virtually eliminated the disorientation of early VR, and even if you’re especially squeamish, every game has plenty of settings built in &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;help eliminate any discomfort. If you ask me, &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Quest 2 ought &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be as ubiquitous as the equally-priced Nintendo Switch, but as of this past July, the Quest 2 has only sold four million units &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Switch’s&lt;/ins&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I can’t play the Spyro trilogy &lt;/ins&gt;for the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first &lt;/ins&gt;time &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;again&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;nor can I approach it &lt;/ins&gt;with the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same innocence and sense of wonder that I did when I was ten years old&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I still love the series&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but &lt;/ins&gt;games &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have changed a lot since Spyro first came out. There have been 20 years &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;evolution and innovation since Spyro &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Dragon was made, and I’ve seen how games have been refined and enhanced since then. I’ve changed a lot too. I’m a critic now, and I pick games apart and analyze them for a living. I can revisit Spyro from a new perspective, but now I experience it &lt;/ins&gt;as &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an echo of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original - a snapshot of my childh&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Putting all of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;emotional analysis aside for &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;second&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Link is also fabulous &lt;/ins&gt;as &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hell, and pretty fly for &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Hero of Time. Breath of the Wild provided &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;selection of outfits &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;accessories &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;our protagonist &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;slip into after his century-long nap&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;His classical green garb was nowhere to be seen&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and players were expected &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;search for distinct pieces of clothing, armour&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and items &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;use that were relevant &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;exploring certain environments&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or provided essential protection against larger boss encount&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Spectacle is all well and good, but it’s short-lived, and doesn’t stick in your mind like &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;haunting corridors &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Raccoon City Police Station. I’m not going &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remember &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Lady Dimitrescu boss battle for years &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;come&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but Leon’s first hesitant steps into Raccoon City are already cemented into my mind. Resident Evil 4 is filled with &lt;/ins&gt;moments like this. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Despite being &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rollercoaster ride of gunfights and boss battles&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it never fails in making you feel vulnerable&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Leon could have &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fully upgraded arsenal at his disposal&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but not &lt;/ins&gt;taking &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;his surroundings into account would lead &lt;/ins&gt;to an &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;untimely de&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Earlier this year, Capcom released its latest remake&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which is a reimagining of the events of &lt;/ins&gt;Resident Evil &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3 &lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Of course&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;given &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;success of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RE2 remake one year prior&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fans had high expectations on the Resident Evil 3 remake&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Unfortunately&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;when the game finally released last April&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fans were a bit disappointed by how far &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RE3 remake strayed from &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original &lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sure&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it still retained the basic premise of RE3 but the sequence &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;events has been reshuffled so much that it is barely recognizable from the origi&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Hyrule &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;no longer &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;land of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unknown&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;We’ve explored it for literal days as we talked to citizens&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tackled shrines&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/ins&gt;eventually &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;saved &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world. People know who we are and what we’ve accomplished&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so take advantage &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that reputation and use it to shape &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;land &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;our image&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Link shouldn’t be given a voice, but for a narrative set in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;here and now to work his identity will need to be cemented in the surrounding landscape. I want to step back into reimagined versions of Zora’s Domain and Kakariko Village and be greeted with open arms by a populace who are happy &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;see me &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;perhaps want help with a few local issues as a larger conflict rages on in the background&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;But, assuming that Resident Evil 4 remake is in the works, how should Capcom approach its re-imagining? Well, given that Resident Evil 4 will be the fourth major remake &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a mainline Resident Evil game, it stands &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be one of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best&lt;/ins&gt;. The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reason for this is that Capcom has already remade &lt;/ins&gt;the first &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;three Resident Evil games, with each game giving &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;studio feedback &lt;/ins&gt;from fans and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;critics on which elements of the remake did or did not work. Now, based &lt;/ins&gt;on the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reception of each of the Resident Evil remakes, here are the lessons that Capcom should implement in the development of Resident Evil&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This train of thought originates from &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remake &lt;/ins&gt;of Resident Evil &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which was a painfully underwhelming successor &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;phenomenal remake &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 2&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The latter was one &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Capcom’s best games in years&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ushering in &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new era of survival horror brilliance &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I was confident it would build upon. With &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;arrival &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 3 &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Village&lt;/ins&gt;,  [https://Adventuregameland.com/posts/&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a-soulful-journey&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;through&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;elden&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ring&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cosplay&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;community Needle Knight Leda&lt;/ins&gt;] &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it seems it is &lt;/ins&gt;opting &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for an action-oriented approach &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;won’t risk alienating those who aren’t willing &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;negotiate with horror. It’s &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;smart move&lt;/ins&gt;, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;creatively&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it feels &lt;/ins&gt;like &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a hollow one&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil is at its weakest when &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;action ramps up&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;giving way &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;adequate gunplay instead of allowing its atmosphere and monsters &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;do &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;heavy lift&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>BeatrisBueno13</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Remakes_Are_Going_To_Save_Virtual_Reality&amp;diff=2004245&amp;oldid=prev</id>
		<title>2025年11月22日 (土) 18:45にCarsonSouthwickによる</title>
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		<updated>2025-11-22T18:45:59Z</updated>

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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;VR enthusiast, it’s hard to understand  [https://adventuregameland&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;com/posts/elden-ring-s-hidden-wonders-secret-areas-you-absolutely-can-t-miss Moonlight Altar walkthrough] why &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Oculus Quest 2 still hasn’t hit critical mass. It’s not a matter &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cost: the Quest &lt;/del&gt;2 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is half &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;price &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the PS5 &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Xbox Series X and less than a third &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a 30&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series GPU, and unlike all of those, is widely available&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s not due &lt;/del&gt;to a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lack of content either&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There are hundreds &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;games on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Oculus store, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;at least &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dozen I would consider must&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;plays&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There are even more if you have a decent computer to link &lt;/del&gt;to, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like Half-Life: Alyx , Star Wars Squadrons, and my personal favorite, Insomniac’s Stormland. I don’t think it's an accessibility issue either - at least not for &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;vast majority of potential VR players. Resolution and &lt;/del&gt;high &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;refresh rates have virtually eliminated the disorientation of early VR, and even if you’re especially squeamish, every game has plenty of settings built in &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;help eliminate any discomfort. If you ask me, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Quest 2 ought &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be as ubiquitous as the equally-priced Nintendo Switch, but as of this past July, the Quest 2 has only sold four million units &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Switch’s&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A remake of &lt;/del&gt;Resident Evil 4 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;feels very different now I’ve played through the entirety of Resident Evil Village &lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The first-person sequel is essentially a modern successor to the survival-horror masterpiece&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;adapting many of &lt;/del&gt;its &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ideas and mechanics &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a new audience&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s a campy&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;overblown adventure filled &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;over-&lt;/del&gt;the&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-top villains and nonsensical plot developments that ape the series’ finest hour&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even if it sacrifices many &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its own ideas in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;process. Now&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unless this rumoured &lt;/del&gt;remake &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;completely overhauls the original vision&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I can’t help but think &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;might &lt;/del&gt;end &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;up feeling obsol&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The final moments still make me tear up&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;acting as the perfect distillation of why these characters are so excellent&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Zelda is steadfast in her resilience&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but willing &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fall victim to her emotions when &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;really matters&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;She’s vulnerable, but in a way that simply serves &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;make her stronger as she moves proudly into &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;future&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Breath of the Wild 2 presumably &lt;/del&gt;takes &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;place in the present&lt;/del&gt;, with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Link and Zelda exploring alongside one another as they rebuild &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;region into an image they can be proud &lt;/del&gt;of&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. This inevitably leads them &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;investigate some unusual occurrences beneath Hyrule Castle&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Because they’re &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unluckiest duo &lt;/del&gt;in the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world&lt;/del&gt;, this &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;releases yet another ancient evil as Zelda &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yeeted into &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pit &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Link finds himself adorned with a bad case &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;neon zombie arm&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Time to save &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world again, I gu&lt;/del&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This didn’t feel the same &lt;/del&gt;in Resident Evil &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3 or Village&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;due &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a forgiving focus on action and campaigns that were so short that &lt;/del&gt;you &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;never had enough &lt;/del&gt;time &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to feel overwhelmed&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;You’re on a relatively linear track of varying locations and setpieces&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;meaning Ethan Winters and Jill Valentine never feel lost or alone amidst foreign circumstances&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;They’re also armed &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the teeth&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so zombies &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;werewolves that would feel like &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;end of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world &lt;/del&gt;to a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;normal civilian are little more than pesky obstacles to our unstoppable her&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Rumors and leaks of &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 4 Remake currently point to a potential release date in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;year 2022&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;According to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rumors&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original director &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 4 &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Shinji Mikami, rejected &lt;/del&gt;an &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;offer to lead this new project&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but offered advice on the direction it should&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While there are a lot &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;questions that need &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be answered, overall, it does not require Capcom to drastically change Resident Evil 4's storyline if a Remake &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;being produced&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If anything, it allows Capcom to keep everything intact that was originally included in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 4 storyline and merely add more depth to the story already &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;place&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Even before Capcom made these revelations about &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nemesis' link to Resident Evil 4 &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there were still hardcore &lt;/del&gt;fans &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;out there who speculated the possibility &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Nemesis parasite could be linked to the Las Plagas parasites in Resident Evil 4 , given the rather shallow amount of information available &lt;/del&gt;on the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;background of the Nemesis paras&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Breath &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Wild followed the evolution &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RPGs across the industry - open-world, 3D&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;filled with side objectives &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;little tidbits &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;do besides &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;main story&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The difference was that it revolutionized open-world games&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as evidenced by the titles &lt;/del&gt;it has &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;since inspired like Genshin Impact&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Immortals Fenyx Rising&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Horizon Forbidden West, but Nintendo’s been &lt;/del&gt;there &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and done that… twice now. Whatever comes &lt;/del&gt;after &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Breath of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wild 2 will determine Zelda’s future trajectory &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a rather significant way&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For current generations, BOTW is what put &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;map&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I had friends &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;played the DS and Game Boy ones at school but it was never a part of my childhood. What really drew my eye &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the series was BOTW. Granted, I’m 21 so &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;my age group, I’m no doubt an anomaly. I imagine &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for those much younger, however, Zelda is known as that open-world jaunt on the Swi&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;We only see Princess Zelda fall into a pit &lt;/del&gt;in the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;trailer&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;presumably descending deeper into &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;castle’s inner sanctum. Can’t she just climb back out&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or is she stuck there until we fish her back out once &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;final boss is dealt with? &lt;/del&gt;I &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sincerely hope &lt;/del&gt;it’s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the former, &lt;/del&gt;or &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nintendo is throwing us a red herring and the true circumstances of the narrative are being cleverly hidden from view&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The company has said it’s holding &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;true title back for Breath of the Wild 2 in fear of spoilers&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and the skyward version of Link only ever being framed &lt;/del&gt;from the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;back has convinced me &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is another character entir&lt;/del&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Given the trajectory of Capcom’s admittedly stellar remakes thus far, I’m unsure it will do such &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;thing&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It could be &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;opposite, with reimaginings &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil &lt;/ins&gt;2 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and 3 opting to trim &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fat in favour &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tightly executed scares &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;chaotic action instead &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;giving us time to stew in our own horrific, b&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;movie circumstances&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Compared &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;everything that came before it, Resident Evil 4 was &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;completely different beast&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It took the clunky controls &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;franchise &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;morphed them into &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;third&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;person shooter experience that felt deviantly modern by 2005 standards&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It wasn’t afraid &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;push boundaries&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;setting &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bar so &lt;/ins&gt;high that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I’d argue &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;genre is yet &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;surpass them even &lt;/ins&gt;to&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;_ &lt;/ins&gt;Resident Evil 4 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;_ ’s story is entertaining, but it’s far from good&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;_ RE4 _ may have fantastic game design&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but &lt;/ins&gt;its &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;plot did irreversible damage &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the series&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Leon’s time in Europe amounts to little more than an action movie&lt;/ins&gt;, with the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;scares infrequent. Worse&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;four games &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;build up are thrown out the window as _ RE4 _ wipes the slate cl&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;If this ends up being &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;case&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a &lt;/ins&gt;remake &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of _ Code Veronica _ would not only have far more impact&lt;/ins&gt;, it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;could be used as a jumping off point into a full length game that focuses on Chris &amp;amp; Jill putting an &lt;/ins&gt;end &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to Umbrella once and for &lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When it comes to gameplay&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Code Veronica is almost two times longer than Resident Evil 3: Nemesis &lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;On average&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it takes about 11.5 hours &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;beat a Code Veronica campaign (X or original). Meanwhile, &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;takes gamers about 6&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;5 hours &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;beat &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original RE3 &lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The remake for RE3 &lt;/ins&gt;takes &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even less time to beat&lt;/ins&gt;, with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an estimated average six hours of gamep&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;If &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remake &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 4 decides to trim the fat in a similar way &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2 and 3, it will lose moments like this&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The original is &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;longest game &lt;/ins&gt;in the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;franchise by a significant margin&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/ins&gt;this is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for good reason. Each major location is like &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game in itself, taking time to introduce you to their threats, puzzles, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;further intricacies before things inevitably descend into an avalanche &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;action. You hurl grenades around like other modern entries, but here it feels earned, like you’ve triumphed over unstoppable horrors and can finally take your revenge&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The campaign being cut short would rob these moments of their brilliance, and this isn’t how newcomers should experience one of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best survival horror games ever concei&amp;lt;br&amp;gt;&lt;/ins&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Don’t get me wrong, Leon &lt;/ins&gt;in Resident Evil &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 isn’t to be trifled with, but even as the game enters its final act&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Capcom keeps finding new horrors &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;surprise &lt;/ins&gt;you &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with. Upon entering Umbrella’s labs, we stumble upon the Regenedors for the first &lt;/ins&gt;time. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;These horrific, grey-skinned beasts are initially unstoppable&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;marching slowly toward you as otherworldly growls leave their infected lips&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The only option is &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;run&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or open fire &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pray there is some way to bring this thing down. There isn’t, not until you come across &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;thermal scope and uncover &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;secret behind its impossible power. Scares force you &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;think smartly and find immediate solutions, instead of pulling out your shotgun and blowing your problems &lt;/ins&gt;a&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cere Junda is &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;former Jedi from &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Star Wars Jedi: Fallen Order video game&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Junda was captured by Imperial forces not long after Order 66 and tortured until she divulged &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;location of her padawan, Trillia&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;who would eventually become &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Second Sister, one &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the many Inquisitors in canon . Cere Junda used the Force to escape her captors&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and eventually lived &lt;/ins&gt;an &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;anonymous life far removed from her origins. She would have remained so if not for meeting another Jedi survivor of Order 66&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Cal Kes&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Another Jedi who runs afoul &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Darth Vader during his quest &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hunt down the survivors &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Jocasta Nu&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The librarian of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Jedi Temple on Coruscant is first seen &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Attack Of The Clones &lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Darth Vader series from Marvel Comics&lt;/ins&gt;, fans &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;discover &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;she survived Order 66 and is &lt;/ins&gt;on the &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;_ Code Veronica _ is almost the end &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an era &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sorts for _ Resident Evil _ &lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it in turn pays tribute to the franchise’s many settings &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;recurring puzzles– going so far as &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even feature a rendition of the original game’s mansion during &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;climax&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s a nice nod for fans of the series&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;also means _ CV _ &lt;/ins&gt;has &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a very derivative sett&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Star Wars movies, comics&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;books&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more have shown that &lt;/ins&gt;there &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;are many Jedi survivors &lt;/ins&gt;after the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shocking betrayal by the Clone Army &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Revenge Of The Sith &lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Some of them are among &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most powerful and important Jedi in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;galaxy,  [https://Adventuregameland&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;com/posts/hidden-gems-rpgs-&lt;/ins&gt;that&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-rocked-after-rough-launches RPG Redemption stories] while others are just people trying &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stay alive &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a universe &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has turned completely against t&lt;/ins&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;With Resident Evil Village opting to retread this sacred ground and falling short &lt;/ins&gt;in the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;process&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I’m worried that a full remake might fall to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same fate&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but considering &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;trend of Resident Evil remakes, &lt;/ins&gt;I &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;imagine &lt;/ins&gt;it’s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;going to happen whether we like it &lt;/ins&gt;or &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Now don’t get me wrong, I can’t wait to see what it does with Leon’s journey on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new, more powerful consoles&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but I also don’t want to come away &lt;/ins&gt;from &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it feeling underwhelmed, to feel that perhaps &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;past should have been left exactly where &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;belongs. Only time will tell, but right now, I remain unconvin&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>CarsonSouthwick</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Remakes_Are_Going_To_Save_Virtual_Reality&amp;diff=2004128&amp;oldid=prev</id>
		<title>2025年11月22日 (土) 17:49にClaribelWorsnopによる</title>
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		<updated>2025-11-22T17:49:41Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;2025年11月22日 (土) 17:49時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;1行目:&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Given how uplifting Spiritfarer looks at first glance&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it's honestly &lt;/del&gt;hard to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;imagine that this game deals with hard topics like death and mourning&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;However, viewers &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Studio Ghibli will feel right at home with this depressingly charming look at &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sadder parts &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;l&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;It &lt;/del&gt;all &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;depends on whether Capcom decides &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;double-down &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;making Resident Evil 4 Remake &lt;/del&gt;a more &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pure action&lt;/del&gt;-game in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;following on the elements &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;made &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original unique &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the series, or whether Capcom wants to create a more hybrid experience between action and realistic survival horror. The hybrid experience may &lt;/del&gt;be the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more likely trajectory&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;given that in the &lt;/del&gt;past, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;technology made it difficult &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;capture &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;realism and fast-paced action-oriented experience in &lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Capcom doesn't have to keep altering beloved classics. Instead &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;keeping fans locked in REmake territory, why not focus on bringing us into &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;next generation &lt;/del&gt;of Resident Evil &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with RE8 and beyond? &lt;/del&gt;The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;entertainment industry&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;whether video games or movies&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;should try &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;take more risks rather than constantly relying on remakes&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It's getting to be a bit too m&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;classic approaches weren’t bad or archaic&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s a common misconception&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;They often had janky controls, poor accessibility&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or even overly difficult game design - &lt;/del&gt;but the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;aesthetic was never to blame&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The industry has ironed out a lot &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;these creases over &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;years to create much smoother experiences&lt;/del&gt;, and the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;indie space is proof enough that 2D doesn’t mean old and obtuse&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Binding of Isaac takes &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original &lt;/del&gt;Zelda and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;makes it &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;roguelike&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even sharing its UI, dungeon format&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;item pickup animation - the inspirations ooze. Undertale is a 2D RPG &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has combat expressed through a small box &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has &lt;/del&gt;you &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;avoiding the bullet-hell barrage - it doesn’t rely &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fancy graphics&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Little Dew is a more comedic Zelda &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;feels &lt;/del&gt;like &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an HD rendition &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;classics with &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;quaint, cartoony art style. These &lt;/del&gt;are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all iconic titles, despite not being 3D triple-A blockbusters. Meanwhile, when Nintendo wants &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;revive its classic library, it does so by modifying its 2D approach, 3Dizing them instead. Look no further than the upcoming Brilliant Diamond and Shining Pearl Pokemon gam&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When &lt;/del&gt;Resident Evil 4 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first released on Gamecube &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2005&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it not only transformed &lt;/del&gt;the Resident Evil &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series into a third-person action game with horror elements&lt;/del&gt;, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 4 set &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bar for quality game design and technological achievement for action-gaming at the t&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This revelation &lt;/del&gt;not &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;only ties a potential &lt;/del&gt;Resident Evil 4 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Remake closer into the fabric of Resident Evil&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;universe and timeline&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but &lt;/del&gt;Resident Evil 4 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Remake could also provide a lot of possible background information &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;insights into &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;creation of &lt;/del&gt;the Nemesis &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in &lt;/del&gt;Resident Evil &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;specifically &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mysterious parasite &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;helped create &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nemesis in Umbrella's European facilities. The origins of this &lt;/del&gt;Nemesis parasite &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;will hopefully &lt;/del&gt;be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;addressed &lt;/del&gt;in Resident Evil 4 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Rema&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Facebook clearly sees &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;potential for VR versions &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;classic games&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;having announced GTA: San Andreas at last week’s Facebook Connect 2021&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;We should expect to see more PS2&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;era &lt;/del&gt;games &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Quest 2 (or Meta 2, I guess), hopefully a lot more. Games &lt;/del&gt;like &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Shadow of the Colossus , Metal Gear Solid 3&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Silent Hill 2&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Beyond Good &amp;amp; Evil are ripe for VR versions&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I’d love to see even older games like GoldenEye and Perfect Dark remade for &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Quest too&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A robust library of classic games &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;exactly &lt;/del&gt;what &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;VR needs to attract a wider audience, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 4 &lt;/del&gt;was &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;absolutely &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[https://Adventuregameland&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;com/posts/essential-items-&lt;/del&gt;for-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;elden-ring-new-game-plus-journey Elden Ring Best Talismans] place to st&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Capcom has already remade the first three games &lt;/del&gt;in the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series and updated their graphics for modern standards. If Capcom were to continue making their remakes in chronological order then Code Veronica should be next on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;list&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Claire's adventure on Rockfort Island and Antarctica takes place three months following the event of RE2 and RE3: Nemes&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Judging from the trailers we’ve seen thus far&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Breath of the Wild 2 &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;going to be rather similar to its predecessor - at least in terms of moment-to-moment gameplay. The version of Hyrule &lt;/del&gt;we &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;explored in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;last game &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;making a return, &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Link stumbling across familiar landmarks and enemies with an outfit and movements we recognise from the last game. &lt;/del&gt;I &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;imagine towns have been rebuilt and &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;region &lt;/del&gt;is a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;little more alive now Calamity Ganon has been vanquished, but &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;layout is likely similar. Because &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;way in which we explore this world should remain recognisable, so returning players feel welcome and newcomers aren’t alienated by a sequel that challenges some of its younger sibling’s most daring and creative ideas.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;As previously stated, remastered games &lt;/del&gt;are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;also quite profitable much like remakes&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 4 &lt;/del&gt;has &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;been ported and remastered to multiple different consoles, past and current gen. And this isn't because re-releasing games is a hobby &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Capcom. One &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more recent RE4 remasters&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;released for &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;PS4 and Xbox One in 2016, sold 1.6 million un&lt;/del&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As a VR enthusiast&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it’s &lt;/ins&gt;hard to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;understand  [https://adventuregameland.com/posts/elden-ring-s-hidden-wonders-secret-areas-you-absolutely-can-t-miss Moonlight Altar walkthrough] why the Oculus Quest 2 still hasn’t hit critical mass&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s not a matter of cost: the Quest 2 is half the price &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;PS5 and Xbox Series X and less than a third &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a 30-series GPU, and unlike &lt;/ins&gt;all &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of those, is widely available. It’s not due &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a lack of content either. There are hundreds of games &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Oculus store, and at least &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dozen I would consider must-plays. There are even &lt;/ins&gt;more &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;if you have a decent computer to link to, like Half-Life: Alyx , Star Wars Squadrons, and my personal favorite, Insomniac’s Stormland. I don’t think it's an accessibility issue either &lt;/ins&gt;- &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;at least not for the vast majority of potential VR players. Resolution and high refresh rates have virtually eliminated the disorientation of early VR, and even if you’re especially squeamish, every &lt;/ins&gt;game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has plenty of settings built &lt;/ins&gt;in that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;help eliminate any discomfort. If you ask me, &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Quest 2 ought &lt;/ins&gt;to be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as ubiquitous as &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;equally-priced Nintendo Switch&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but as of this &lt;/ins&gt;past &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;July&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Quest 2 has only sold four million units &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Switch’s&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A remake &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 4 feels very different now I’ve played through &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;entirety &lt;/ins&gt;of Resident Evil &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Village . &lt;/ins&gt;The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first-person sequel is essentially a modern successor to the survival-horror masterpiece&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;adapting many of its ideas and mechanics for a new audience. It’s a campy&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;overblown adventure filled with over-the-top villains &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;nonsensical plot developments that ape the series’ finest hour, even if it sacrifices many of its own ideas in the process&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Now, unless this rumoured remake completely overhauls the original vision, I can’t help but think it might end up feeling obsol&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;final moments still make me tear up, acting as the perfect distillation of why these characters are so excellent&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Zelda is steadfast in her resilience, but willing to fall victim to her emotions when it really matters&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;She’s vulnerable&lt;/ins&gt;, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in a way that simply serves to make her stronger as she moves proudly into &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;future&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Breath &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wild 2 presumably takes place in the present&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with Link &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Zelda exploring alongside one another as they rebuild &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;region into an image they can be proud of. This inevitably leads them to investigate some unusual occurrences beneath Hyrule Castle&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Because they’re the unluckiest duo in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world, this releases yet another ancient evil as &lt;/ins&gt;Zelda &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is yeeted into a pit &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Link finds himself adorned with &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bad case of neon zombie arm. Time to save the world again&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I gu&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;This didn’t feel the same in Resident Evil 3 or Village&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;due to a forgiving focus on action &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;campaigns &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;were so short &lt;/ins&gt;that you &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;never had enough time to feel overwhelmed. You’re &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a relatively linear track of varying locations and setpieces, meaning Ethan Winters and Jill Valentine never feel lost or alone amidst foreign circumstances&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;They’re also armed to the teeth, so zombies and werewolves &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;would feel &lt;/ins&gt;like &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the end &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world to &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;normal civilian &lt;/ins&gt;are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;little more than pesky obstacles &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;our unstoppable her&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Rumors and leaks of a &lt;/ins&gt;Resident Evil 4 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Remake currently point to a potential release date &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the year 2022. According to the rumors&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original director of &lt;/ins&gt;Resident Evil &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 , Shinji Mikami, rejected an offer to lead this new project&lt;/ins&gt;, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;offered advice on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;direction it should&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While there are a lot of questions that need to be answered, overall, it does &lt;/ins&gt;not &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;require Capcom to drastically change &lt;/ins&gt;Resident Evil 4's &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;storyline if a Remake is being produced. If anything&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it allows Capcom to keep everything intact that was originally included in the &lt;/ins&gt;Resident Evil 4 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;storyline &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;merely add more depth to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;story already in place. Even before Capcom made these revelations about &lt;/ins&gt;the Nemesis&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;' link to &lt;/ins&gt;Resident Evil &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 &lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there were still hardcore fans out there who speculated &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;possibility &lt;/ins&gt;that the Nemesis parasite &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;could &lt;/ins&gt;be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;linked to the Las Plagas parasites &lt;/ins&gt;in Resident Evil 4 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, given the rather shallow amount of information available on the background of the Nemesis paras&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Breath of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wild followed the evolution &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RPGs across the industry - open-world, 3D&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and filled with side objectives and little tidbits to do besides the main story&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The difference was that it revolutionized open&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world &lt;/ins&gt;games&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, as evidenced by &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;titles it has since inspired &lt;/ins&gt;like &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Genshin Impact&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Immortals Fenyx Rising&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Horizon Forbidden West&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but Nintendo’s been there &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;done that… twice now. Whatever comes after Breath of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wild 2 will determine Zelda’s future trajectory in a rather significant way&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For current generations, BOTW &lt;/ins&gt;is what &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;put the series on the map. I had friends that played the DS &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Game Boy ones at school but it &lt;/ins&gt;was &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;never a part of my childhood. What really drew my eye to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series was BOTW. Granted, I’m 21 so in my age group, I’m no doubt an anomaly&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I imagine that &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;those much younger, however, Zelda is known as that open&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world jaunt on the Swi&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;We only see Princess Zelda fall into a pit &lt;/ins&gt;in the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;trailer, presumably descending deeper into &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;castle’s inner sanctum&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Can’t she just climb back out&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;she stuck there until &lt;/ins&gt;we &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fish her back out once &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;final boss &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dealt &lt;/ins&gt;with&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;? &lt;/ins&gt;I &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sincerely hope it’s &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;former, or Nintendo &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;throwing us &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;red herring and &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;true circumstances &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;narrative &lt;/ins&gt;are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;being cleverly hidden from view&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The company &lt;/ins&gt;has &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;said it’s holding the true title back &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Breath &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wild 2 in fear of spoilers&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and the skyward version of Link only ever being framed from &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;back has convinced me it is another character entir&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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&lt;/table&gt;</summary>
		<author><name>ClaribelWorsnop</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Remakes_Are_Going_To_Save_Virtual_Reality&amp;diff=2003957&amp;oldid=prev</id>
		<title>2025年11月22日 (土) 16:31にBeatrisBueno13による</title>
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		<updated>2025-11-22T16:31:23Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;2025年11月22日 (土) 16:31時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;1行目:&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Undertale is an indie gem that took the world by storm&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/del&gt;it's &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;easy &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;see why people wanted more from its brilliant developer&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Toby Fox. He decided to drip-feed fans &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;content for a sequel that was split into different chapt&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ever since &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;release of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 3 remake earlier this year&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fans of the &lt;/del&gt;survival horror &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;franchise have been wondering which game will be re-imagined next&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Although there is still no official confirmation from Capcom, several leakers are claiming that Resident Evil 4 will &lt;/del&gt;be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Capcom's next remake after &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;release of Resident Evil 8 sometime next year. Of course&lt;/del&gt;, given the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;popularity of Resident Evil 4 &lt;/del&gt;, it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is no surprise that this would be &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;next game that Capcom is eyeing to remake &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the fut&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Remaking Code Veronica &lt;/del&gt;on next &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gen consoles would provide this cult classic &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a visual update that it has long deserved&lt;/del&gt;. It &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has been over 20 years since the game&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;initial release in February 2000 on Sega's Dreamcast. Although, visually enhanced in 2011, the graphics don't hold up well &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;today's standa&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A remake of RE4 is rumored for &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2022 release&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;But that doesn't mean Capcom won't bring us back &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the 2000 Dreamcast classic somewhere down the line&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;With next-gen hardware on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;horizon&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it's likely &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;any possible Code Veronica remake will find a home on the PS5 &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Xbox Series X&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Here are six reasons why Capcom should bring Code Veronica into &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;next generation &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;four reasons they should&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Now&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game did launch with &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fair few missing features &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;were included in previous entries, so &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;certainly wasn't (and still isn't) perfect&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Be &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as it may, New Horizons still provided millions &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;people &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an island escape &lt;/del&gt;when &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they needed &lt;/del&gt;it the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;m&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I can’t play the Spyro trilogy for the &lt;/del&gt;first &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time again&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;nor can I approach &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with the same innocence and sense of wonder that I did when I was ten years old. I still love &lt;/del&gt;the series, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;games have changed a lot since Spyro first came out. There have been 20 years of evolution and innovation since Spyro &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Dragon was made, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I’ve seen how games have been refined and enhanced since then. I’ve changed a lot too. I’m a critic now, and I pick games apart and analyze them &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a living. I can revisit Spyro from a new perspective, but now I experience it as an echo of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original - a snapshot of my childh&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It does something that &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remake or remaster can never do. No matter how much Mass Effect Legendary Edition or Spyro Reignited may look like how we remember them, they’ll never be able to capture &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;experience &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;playing games as a kid. Revisiting classics through remasters &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remakes definitely induces nostalgia&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they have &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;power to trigger all manner &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;memories and feelings from &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;past, but a fresh coat of paint just isn’t enough to truly bring me back. &lt;/del&gt;Resident Evil &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 VR&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;despite it being a completely different format, has moved me &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ways a normal remake never could&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This game makes me regress, and from talking to other people and watching streamers play it, it seems to &lt;/del&gt;be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;doing the same thing to everyone that grew up with Leon’s Spanish advent&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The remake &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 3 reportedly shipped two million units in five days&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There is an obvious hunger from consumers &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;relive &lt;/del&gt;games &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;past rebuilt for modern consoles&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The remake &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil &lt;/del&gt;2 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is currently Capcom's sixth best-selling game of all time&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with roughly 5.8 million units sold. Similarly&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original 1998 release &lt;/del&gt;of Resident Evil &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2 &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;PS1 is Capcom's seventh best&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;selling &lt;/del&gt;game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of all time. That game sold 4.96 million units worldwide, not counting the various ports and updated re&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;relea&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Since then, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil remake was ported to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wii before getting an HD remastered version &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the PS3, PS4, Xbox 360, and Xbox One&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It is worth noting that the only time the Resident Evil remake sold a significant amount of copies was when it was remastered &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;current-generation consoles. However, despite its lackluster initial sales, the Resident Evil remake is often regarded by most fans as &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best one yet, given that it stayed 90% faithful to the original material&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There were some minor additions to the game&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;story such as &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Lisa Trevor storyline, but most &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the changes were improvements such as a major graphical overhaul, a new script, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;better voice-over, which is a vast improvement over the infamous voice acting of the 1996 original g&lt;/del&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Is there anything that can save VR? Before I played Resident Evil 4 VR&lt;/del&gt;, I &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;probably would &lt;/del&gt;have &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;said this &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as good as it gets for &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Quest 2&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Now that I’ve got my hands on it&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;however&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I firmly believe &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remakes are the future &lt;/del&gt;of&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Updated February 18&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2024 by Mark Sammut: 2024 is underway&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nintendo has just released its first major exclusive of the year&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While Mario [https://adventuregameland.com/posts/star&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wars-gaming-needs-prince-of-persia-s-bold-experimentation AAA vs indie Gaming]&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Donkey Kong will probably not go down as one &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;biggest games of 2024&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it is still a solid first-party release that can keep someone engaged until &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;arrival of Princess Peach: Showti&lt;/del&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Given how uplifting Spiritfarer looks at first glance&lt;/ins&gt;, it's &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;honestly hard &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;imagine that this game deals with hard topics like death and mourning. However&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;viewers of Studio Ghibli will feel right at home &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this depressingly charming look at the sadder parts of l&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It all depends on whether Capcom decides to double-down on making Resident Evil 4 Remake a more pure action-game in following on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;elements that made the original unique to &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or whether Capcom wants to create a more hybrid experience between action and realistic &lt;/ins&gt;survival horror. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The hybrid experience may &lt;/ins&gt;be the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more likely trajectory&lt;/ins&gt;, given &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;past&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;technology made &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;difficult to capture &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;realism and fast-paced action-oriented experience &lt;/ins&gt;in &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Capcom doesn't have to keep altering beloved classics. Instead of keeping fans locked in REmake territory, why not focus &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bringing us into the &lt;/ins&gt;next &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;generation of Resident Evil &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RE8 and beyond? The entertainment industry, whether video games or movies, should try and take more risks rather than constantly relying on remakes&lt;/ins&gt;. It's &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;getting &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be a bit too m&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The classic approaches weren’t bad or archaic. It’s &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;common misconception&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;They often had janky controls, poor accessibility, or even overly difficult game design - but the aesthetic was never &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;blame&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The industry has ironed out a lot of these creases over &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;years to create much smoother experiences&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and the indie space is proof enough &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2D doesn’t mean old &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;obtuse&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The Binding of Isaac takes &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original Zelda &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;makes it a roguelike, even sharing its UI, dungeon format&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and item pickup animation - &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;inspirations ooze. Undertale is a 2D RPG that has combat expressed through &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;small box &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has you avoiding the bullet-hell barrage - &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;doesn’t rely on fancy graphics&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Little Dew is a more comedic Zelda &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;feels like an HD rendition &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the classics &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a quaint, cartoony art style. These are all iconic titles, despite not being 3D triple-A blockbusters. Meanwhile, &lt;/ins&gt;when &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nintendo wants to revive its classic library, &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;does so by modifying its 2D approach, 3Dizing them instead. Look no further than &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;upcoming Brilliant Diamond and Shining Pearl Pokemon gam&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When Resident Evil 4 &lt;/ins&gt;first &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;released on Gamecube in 2005&lt;/ins&gt;, it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not only transformed &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil &lt;/ins&gt;series &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;into a third-person action game with horror elements&lt;/ins&gt;, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 4 set &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bar for quality game design &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;technological achievement &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;action-gaming at &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;t&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This revelation not only ties &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;potential Resident Evil 4 Remake closer into &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fabric &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil's universe &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;timeline&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but Resident Evil 4 Remake could also provide a lot of possible background information &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;insights into &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;creation &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nemesis in &lt;/ins&gt;Resident Evil &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;specifically the mysterious parasite that helped create the Nemesis &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Umbrella's European facilities&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The origins of this Nemesis parasite will hopefully &lt;/ins&gt;be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;addressed in Resident Evil 4 Rema&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Facebook clearly sees the potential for VR versions &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;classic games, having announced GTA: San Andreas at last week’s Facebook Connect 2021&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;We should expect &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;see more PS2-era &lt;/ins&gt;games &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Quest 2 (or Meta 2, I guess), hopefully a lot more&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Games like Shadow &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Colossus , Metal Gear Solid 3, Silent Hill &lt;/ins&gt;2, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and Beyond Good &amp;amp; Evil are ripe for VR versions&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and I’d love to see even older games like GoldenEye and Perfect Dark remade for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Quest too. A robust library &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;classic games is exactly what VR needs to attract a wider audience, and &lt;/ins&gt;Resident Evil &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 was absolutely the [https://Adventuregameland.com/posts/essential-items-&lt;/ins&gt;for-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;elden-ring-new-&lt;/ins&gt;game-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;plus-journey Elden Ring Best Talismans] place to st&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Capcom has already remade &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first three games in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series and updated their graphics &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;modern standards&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If Capcom were &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;continue making their remakes in chronological order then Code Veronica should be next on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;list&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Claire&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;adventure on Rockfort Island and Antarctica takes place three months following &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;event &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RE2 &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RE3: Nemes&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Judging from the trailers we’ve seen thus far, Breath of the Wild 2 is going to be rather similar to its predecessor - at least in terms of moment-to-moment gameplay. The version of Hyrule we explored in the last game is making a return&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with Link stumbling across familiar landmarks and enemies with an outfit and movements we recognise from the last game. &lt;/ins&gt;I &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;imagine towns &lt;/ins&gt;have &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;been rebuilt and the region &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a little more alive now Calamity Ganon has been vanquished, but &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;layout is likely similar&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Because of this&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the way in which we explore this world should remain recognisable&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so returning players feel welcome and newcomers aren’t alienated by a sequel &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;challenges some &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its younger sibling’s most daring and creative ideas.&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As previously stated&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remastered games are also quite profitable much like remakes. Resident Evil 4 has been ported and remastered to multiple different consoles&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;past &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;current gen&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;And this isn't because re&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;releasing games is a hobby for Capcom&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;One &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more recent RE4 remasters&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;released for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;PS4 and Xbox One in 2016, sold 1.6 million un&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>BeatrisBueno13</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Remakes_Are_Going_To_Save_Virtual_Reality&amp;diff=2003065&amp;oldid=prev</id>
		<title>2025年11月22日 (土) 10:28に202.14.6.171による</title>
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		<updated>2025-11-22T10:28:44Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;2025年11月22日 (土) 10:28時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;1行目:&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I’ve played close to 100 VR games, and I’ve never had &lt;/del&gt;an &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;experience like Resident Evil 4. There are better-looking, more immersive, and higher quality games out there, but none have ever given me as much joy and nostalgia as playing Resident Evil in VR has. As soon as &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;opening cutscene ended and I took control of Leon, I was instantly transported. I know every inch of RE4’s village, castle&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;underground mines&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but I never felt like I’d been to these places until now&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RE4VR feels like the difference between looking at a picture of the Parthenon versus traveling &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Greece and standing in the center of it. Seeing RE4 on &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;screen is incomparable to seeing it in person, and experiences like this have the potential to sell VR to even the most reluctant play&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For example, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mysterious Weapons Merchant in &lt;/del&gt;Resident Evil &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;who happens to pop up at various intervals in Resident Evil 4 to help the player buy, sell and upgrade equipment, just seems out &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;place in Resident Evil's more realistic oracle. Whether &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;merchant and currency system &lt;/del&gt;will be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in a &lt;/del&gt;Resident Evil 4 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Remake &lt;/del&gt;will be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an interesting beacon point to keep an eye on over &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;direction &lt;/del&gt;of Resident Evil &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 Rema&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;To be sure&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;certain moments like &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;encounter with the regenerator stand out as among the scariest in the series &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but overall &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;atmosphere &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one of corny one-liners, martial arts kicks, and action movie setpieces. These elements are important &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the original game's appeal, but &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;keeping with the atmosphere of the previous two remakes, perhaps it's best to lean a little further into &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;horror eleme&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RE4 isn’t the first game to get &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;VR remake, but &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first to really capitalize &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the nostalgia potential&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Skyrim VR&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;No Man’s Sky, and LA Noire VR are all modified - and &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;some ways, compromised - versions of modern games, but RE4VR is entirely modernized and enhanced by VR. This isn’t just an alternate way to play RE4&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it’s &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best way &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;play it in 2&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As we learn more about Resident Evil 8: Village , &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;significant portion of the original rumors have proved accurate, and while &lt;/del&gt;that'&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s exciting news for the next-generation sequel, it gives far more credence to another project rumored to be in the works at &lt;/del&gt;Capcom&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. The success of Resident Evil 2 and Resident Evil 3 immediately led &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;speculation that a remake of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;genre-defining Resident Evil 4 would be &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;next game in &lt;/del&gt;line &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;after Resident Evil 8 &lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Based &lt;/del&gt;on the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 8 announcement&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;let&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;take &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;look at how &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rumors stacked up in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;end &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;what that could mean for Resident Evil 4 Rema&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil: Village is being developed using Capcom's famous RE Engine ( Resident Evil 7 , Resident Evil 3 Remake &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Devil May Cry 5 ) and will see &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;return of the first-person perspective &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;was introduced &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RE7&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt; [https://adventuregameland&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;com/posts/slash-and-freeze-my-beastly-cold-claw-build-in-elden-ring-s-dlc Beast Claw Build Elden Ring] will have no loading times thanks to the new hardware. Based on the RE8 announcement trailer &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the next-gen sequel will feature new types &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;enemies including werewolf-like beasts, a mysterious village cult, and witches, who are shown controlling a swarm of bugs and draining blood from Ethan. RE8 will also have a revamped inventory system that plays into the game's larger focus on action - although we don't know if that will be more in line &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 3 action or &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;balanced approach of Resident Evi&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Suffice to say&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 4 has definitely shown its age. Given &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 4 &lt;/del&gt;was &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;both a unique detour for &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil &lt;/del&gt;series, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as well as one &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best overall action &lt;/del&gt;games &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of that era&lt;/del&gt;, a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 4 Remake certainly has some big shoes to fill if &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is to ignite &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;necessary nostalgia, while also creating something refreshingly &lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;It does something that a remake or remaster can never do. No matter how much Mass Effect Legendary Edition or Spyro Reignited may look like how we remember them, they’ll never be able to capture the experience of playing games as a kid. Revisiting classics through remasters and remakes definitely induces nostalgia, and they have the power to trigger all manner of memories and feelings from the past, but a fresh coat of paint just isn’t enough to truly bring me back. Resident Evil 4 VR, despite it being a completely different format, has moved me in ways a normal remake never could. This game makes me regress, and from talking to other people and watching streamers play it, it seems to be doing the same thing to everyone that grew up with Leon’s Spanish advent&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Facebook clearly sees &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;potential &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;VR versions &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;classic games&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;having announced GTA: San Andreas at last week’s Facebook Connect 2021&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;We should expect &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;see more PS2-era games on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Quest 2 (or Meta 2&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I guess)&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hopefully &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lot more&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Games like Shadow &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Colossus &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Metal Gear Solid 3&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Silent Hill 2&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and Beyond Good &amp;amp; &lt;/del&gt;Evil &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;are ripe for &lt;/del&gt;VR &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;versions&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and I’d love to see even older games like GoldenEye and Perfect Dark remade &lt;/del&gt;for the Quest &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;too&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A robust library &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;classic &lt;/del&gt;games is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;exactly what VR needs to attract &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wider audience, and Resident Evil 4 was absolutely &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best place to st&lt;/del&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Undertale is &lt;/ins&gt;an &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;indie gem that took &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world by storm&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it's easy to see why people wanted more from its brilliant developer&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Toby Fox&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;He decided &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;drip-feed fans with content for &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sequel that was split into different chapt&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ever since the release of &lt;/ins&gt;the Resident Evil &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3 remake earlier this year&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fans &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;survival horror franchise have been wondering which game &lt;/ins&gt;will be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;re-imagined next. Although there is still no official confirmation from Capcom, several leakers are claiming that &lt;/ins&gt;Resident Evil 4 will be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Capcom's next remake after &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;release &lt;/ins&gt;of Resident Evil &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;8 sometime next year. Of course&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;given &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;popularity of Resident Evil 4 &lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it is no surprise that this would be &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;next game that Capcom &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;eyeing &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remake &lt;/ins&gt;in the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fut&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Remaking Code Veronica on next gen consoles would provide this cult classic with &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;visual update that &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has long deserved. It has been over 20 years since &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game's initial release in February 2000 &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Sega's Dreamcast&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Although&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;visually enhanced &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2011&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;graphics don't hold up well &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;today's standa&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A remake of RE4 is rumored for &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2022 release. But &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;doesn&lt;/ins&gt;'&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;t mean &lt;/ins&gt;Capcom &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;won't bring us back &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2000 Dreamcast classic somewhere down &lt;/ins&gt;the line. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;With next-gen hardware &lt;/ins&gt;on the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;horizon&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;likely that any possible Code Veronica remake will find &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;home on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;PS5 and Xbox Series X. Here are six reasons why Capcom should bring Code Veronica into &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;next generation &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;four reasons they should&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Now&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game did launch with a fair few missing features &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;were included &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;previous entries&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so it certainly wasn't (&lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;still isn't) perfect&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Be that as it may&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;New Horizons still provided millions &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;people &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an island escape when they needed it &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;m&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I can’t play the Spyro trilogy for the first time again&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;nor can I approach it with the same innocence and sense of wonder &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I did when I &lt;/ins&gt;was &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ten years old. I still love &lt;/ins&gt;the series, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but games have changed a lot since Spyro first came out. There have been 20 years &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;evolution and innovation since Spyro &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Dragon was made, and I’ve seen how &lt;/ins&gt;games &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have been refined and enhanced since then. I’ve changed a lot too. I’m a critic now&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and I pick games apart and analyze them for &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;living. I can revisit Spyro from a new perspective, but now I experience &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as an echo of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original - a snapshot of my childh&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;It does something that a remake or remaster can never do. No matter how much Mass Effect Legendary Edition or Spyro Reignited may look like how we remember them, they’ll never be able to capture the experience of playing games as a kid. Revisiting classics through remasters and remakes definitely induces nostalgia, and they have the power to trigger all manner of memories and feelings from the past, but a fresh coat of paint just isn’t enough to truly bring me back. Resident Evil 4 VR, despite it being a completely different format, has moved me in ways a normal remake never could. This game makes me regress, and from talking to other people and watching streamers play it, it seems to be doing the same thing to everyone that grew up with Leon’s Spanish advent&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The remake of Resident Evil 3 reportedly shipped two million units in five days. There is an obvious hunger from consumers to relive games of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;past rebuilt &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;modern consoles. The remake of Resident Evil 2 is currently Capcom's sixth best-selling game &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all time, with roughly 5.8 million units sold. Similarly&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the original 1998 release of Resident Evil 2 for PS1 is Capcom's seventh best-selling game of all time. That game sold 4&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;96 million units worldwide, not counting the various ports and updated re-relea&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Since then, the Resident Evil remake was ported &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wii before getting an HD remastered version for the PS3, PS4&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Xbox 360&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and Xbox One. It is worth noting that the only time the Resident Evil remake sold &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;significant amount of copies was when it was remastered to current-generation consoles. However, despite its lackluster initial sales, the Resident Evil remake is often regarded by most fans as the best one yet, given that it stayed 90% faithful to the original material&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There were some minor additions to the game's story such as the Lisa Trevor storyline, but most &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;changes were improvements such as a major graphical overhaul&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a new script&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and better voice-over&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which is a vast improvement over the infamous voice acting of the 1996 original g&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Is there anything that can save VR? Before I played Resident &lt;/ins&gt;Evil &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 &lt;/ins&gt;VR, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I probably would have said this is as good as it gets &lt;/ins&gt;for the Quest &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2. Now that I’ve got my hands on it, however, I firmly believe that remakes are the future of&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Updated February 18, 2024 by Mark Sammut: 2024 is underway, and Nintendo has just released its first major exclusive of the year. While Mario [https://adventuregameland.com/posts/star-wars-gaming-needs-prince-of-persia-s-bold-experimentation AAA vs indie Gaming]&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Donkey Kong will probably not go down as one &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the biggest &lt;/ins&gt;games &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of 2024, it &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;still &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;solid first-party release that can keep someone engaged until &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;arrival of Princess Peach: Showti&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>202.14.6.171</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Remakes_Are_Going_To_Save_Virtual_Reality&amp;diff=2002936&amp;oldid=prev</id>
		<title>2025年11月22日 (土) 09:44にClarkSutcliffe9による</title>
		<link rel="alternate" type="text/html" href="https://plamosoku.com/enjyo/index.php?title=Remakes_Are_Going_To_Save_Virtual_Reality&amp;diff=2002936&amp;oldid=prev"/>
		<updated>2025-11-22T09:44:25Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;2025年11月22日 (土) 09:44時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;1行目:&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;However&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;while Resident Evil 4 has stood the test of time as a classic in horror games &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;among the best the Resident Evil franchise offers, none of this has not stopped &lt;/del&gt;Resident Evil 4 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;from being viewed as the series more odd standout in terms of storyline&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Not only did Resident Evil 4 completely change the game engine&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;controls&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;graphical style &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;turn it into a horror game that aligned closer to a third person action-horror game&lt;/del&gt;, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its disconnected storyline also helped make &lt;/del&gt;Resident Evil &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 feel &lt;/del&gt;as &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;if it reboot &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series in a large way, at the time &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its original rele&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Bowser's Fury takes a page from Super Mario Odyssey &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dropping the plumber in a large open space filled with things to collect and challenges to compete&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In terms &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gameplay&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it might just be the most unrestricted in the franchise&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;although Bowser does show up frequently to distract Ma&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;I can’t play the Spyro trilogy for the first time again&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;nor can &lt;/del&gt;I &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;approach it with the same innocence and sense of wonder that I did when I was ten years old&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I still love &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series, but games have changed &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lot since Spyro first came out. There have been 20 years &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;evolution &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;innovation since Spyro &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Dragon was made, and I’ve seen how games have been refined and enhanced since then&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I’ve changed &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lot too. I’m a critic now&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I pick games apart and analyze them for a living. I can revisit Spyro from a new perspective, but now I experience it as an echo of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original - a snapshot of my childh&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This latest revelation redefines &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;backbone of Umbrella's history of experiments by making the T-Virus&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;found &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;West Africa&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Las Plagas parasite&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;found &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Spain, a culminating factor&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For example, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;G-Virus , &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;everything that was created from its lineage, would not have been made possible without &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Las Plagas virus, since it was partially created through an accidental fusion &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the T-Virus and the Nemesis Parasite that was experimented on Umbrella's test subject, Lisa Tre&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Technically&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Luigi's Mansion 3 was not a first-party game when it came &lt;/del&gt;out &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;since it was developed by Next Level Games. However, &lt;/del&gt;as the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;studio has been working exclusively with Nintendo for years and, &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2021&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;was purchased by &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;latter, Luigi's Mansion 3 &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;essentially a first&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;party ti&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;It all depends on whether Capcom decides to double-down on making Resident Evil 4 Remake a more pure &lt;/del&gt;action&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-game in following on the &lt;/del&gt;elements &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that made &lt;/del&gt;the original &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unique to the series&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or whether Capcom wants to create a more hybrid experience between action and realistic survival horror. The hybrid experience may be &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more likely trajectory, given that in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;past&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;technology made &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;difficult &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;capture &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;realism and fast-paced action-oriented experience in &lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;RE4 isn’t the first game to get a VR remake, but it is the first to really capitalize on the nostalgia potential. Skyrim VR, No Man’s Sky, and LA Noire VR are all modified - and in some ways, compromised - versions of modern games, but RE4VR is entirely modernized and enhanced by VR. This isn’t just an alternate way to play RE4, it’s the best way to play it in 2&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nintendo Labo is fun for all ages &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is as simple or complex as the player&lt;/del&gt;'s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;imagination. By setting up &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;controllers on various bits of cardboard&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players get a level of immersion they'd ordinarily need VR &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;harness&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Ultimately, this release is difficult &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;recommend since it is &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;definition of an acquired taste, despite being fairly accessible as an idea&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While certainly fun&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Labo is also one of those concepts &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can grow old quic&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When &lt;/del&gt;Resident Evil &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 &lt;/del&gt;first &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;released &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Gamecube in 2005&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it not only transformed &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil series &lt;/del&gt;into &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a third&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;person action game &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;horror elements, but &lt;/del&gt;Resident Evil &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 set the bar for quality game design and technological achievement for &lt;/del&gt;action&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-gaming at &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;t&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The concept of &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;controller is &lt;/del&gt;one &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that Nintendo challenges. As &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world settles in on one way &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;charging their controllers or button locations&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nintendo questions why catching &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fish with a rod and reel shouldn't feel &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same &lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RE4VR doesn’t function like &lt;/del&gt;a remake or remaster &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;at all&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When I play it&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it's &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;way of experiencing something I’m intimately familiar with&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s somewhere between &lt;/del&gt;nostalgia and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;deja vu - like going somewhere you’ve only been in your dreams&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When I’m fully immersed in a &lt;/del&gt;VR &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game&lt;/del&gt;, it&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;'s the closest I ever get to that childhood feeling of getting totally lost &lt;/del&gt;in a game, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the familiarity of RE4 makes that even more profound. I know every inch of this game&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yet somehow I’m also seeing &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;all for &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first t&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Animal Crossing&lt;/del&gt;: &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;[https://Adventuregameland&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;com/posts/echoes-in&lt;/del&gt;-the&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-stardust-cal-kestis-renewed-odyssey Star Wars Jedi Survivor New Journey Plus] Horizons was inescapable when it debuted&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The game came out at the perfect time as a large percentage &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world was stuck indoors; removed from that context&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;New Horizons is a charming social sim that enjoyed roughly two years of frequent upda&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Furthermore&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;whether plenty of ammo will conveniently drop out of random enemies' pockets to be picked up by the player is also an unusual inclusion in a Resident &lt;/del&gt;Evil &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game in its context&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;though it is very common in third-person action-&lt;/del&gt;games &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in general, when they are not attempting to simulate any layer &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;realism compatible &lt;/del&gt;to a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;survival-horror game. Capcom could experiment with more contemporary trends in addressing enemy-drops&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;such as looting &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bodies, specifically their pock&lt;/del&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I’ve played close to 100 VR games&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I’ve never had an experience like &lt;/ins&gt;Resident Evil 4. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There are better-looking&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more immersive&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;higher quality games out there&lt;/ins&gt;, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;none have ever given me as much joy and nostalgia as playing &lt;/ins&gt;Resident Evil &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in VR has. As soon &lt;/ins&gt;as the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;opening cutscene ended and I took control &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Leon&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I was instantly transported&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I know every inch &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RE4’s village&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;castle&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and underground mines&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but &lt;/ins&gt;I &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;never felt like I’d been to these places until now&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RE4VR feels like &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;difference between looking at &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;picture &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Parthenon versus traveling to Greece &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;standing in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;center of it&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Seeing RE4 on &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;screen is incomparable to seeing it in person&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;experiences like this have the potential to sell VR to even &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most reluctant play&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For example, &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mysterious Weapons Merchant in Resident Evil 4 &lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;who happens to pop up at various intervals &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 4 to help the player buy&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sell &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;upgrade equipment&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;just seems out of place &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil's more realistic oracle&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Whether &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;merchant &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;currency system will be in a Resident Evil 4 Remake will be an interesting beacon point to keep an eye on over &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;direction &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 4 Rema&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;To be sure&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;certain moments like the encounter with the regenerator stand &lt;/ins&gt;out as &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;among &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;scariest &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the series &lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but overall &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;atmosphere &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one of corny one&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;liners, martial arts kicks, and &lt;/ins&gt;action &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;movie setpieces. These &lt;/ins&gt;elements &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;are important to &lt;/ins&gt;the original &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game's appeal&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but in keeping with &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;atmosphere of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;previous two remakes&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;perhaps &lt;/ins&gt;it&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;'s best &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lean a little further into &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;horror eleme&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;RE4 isn’t the first game to get a VR remake, but it is the first to really capitalize on the nostalgia potential. Skyrim VR, No Man’s Sky, and LA Noire VR are all modified - and in some ways, compromised - versions of modern games, but RE4VR is entirely modernized and enhanced by VR. This isn’t just an alternate way to play RE4, it’s the best way to play it in 2&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As we learn more about Resident Evil 8: Village , a significant portion of the original rumors have proved accurate, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;while that&lt;/ins&gt;'s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;exciting news for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;next-generation sequel&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it gives far more credence to another project rumored &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be in the works at Capcom&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The success of Resident Evil 2 and Resident Evil 3 immediately led &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;speculation that a remake of the genre-defining Resident Evil 4 would be &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;next game in line after Resident Evil 8 &lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Based on the Resident Evil 8 announcement&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;let's take a look at how the rumors stacked up in the end and what &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;could mean for Resident Evil 4 Rema&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Resident Evil&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;: Village is being developed using Capcom's famous RE Engine ( Resident Evil 7 , Resident Evil 3 Remake , Devil May Cry 5 ) and will see the return of the &lt;/ins&gt;first&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-person perspective that was introduced in RE7, and  [https://adventuregameland.com/posts/slash-and-freeze-my-beastly-cold-claw-build-in-elden-ring-s-dlc Beast Claw Build Elden Ring] will have no loading times thanks to the new hardware. Based &lt;/ins&gt;on &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the RE8 announcement trailer &lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;next-gen sequel will feature new types of enemies including werewolf-like beasts, a mysterious village cult, and witches, who are shown controlling a swarm of bugs and draining blood from Ethan. RE8 will also have a revamped inventory system that plays &lt;/ins&gt;into &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the game's larger focus on action &lt;/ins&gt;- &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;although we don't know if that will be more in line &lt;/ins&gt;with Resident Evil &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3 &lt;/ins&gt;action &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;balanced approach of Resident Evi&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Suffice to say, Resident Evil 4 has definitely shown its age. Given that Resident Evil 4 was both &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unique detour for the Resident Evil series, as well as &lt;/ins&gt;one &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best overall action games &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that era&lt;/ins&gt;, a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 4 Remake certainly has some big shoes to fill if it is to ignite &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;necessary nostalgia, while also creating something refreshingly &lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It does something that &lt;/ins&gt;a remake or remaster &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can never do&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;No matter how much Mass Effect Legendary Edition or Spyro Reignited may look like how we remember them&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they’ll never be able to capture the experience of playing games as &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;kid&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Revisiting classics through remasters and remakes definitely induces &lt;/ins&gt;nostalgia&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, and they have the power to trigger all manner of memories &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;feelings from the past, but a fresh coat of paint just isn’t enough to truly bring me back&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 4 &lt;/ins&gt;VR, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;despite &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;being a completely different format, has moved me &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ways &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;normal remake never could. This &lt;/ins&gt;game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;makes me regress&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;from talking to other people and watching streamers play it&lt;/ins&gt;, it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;seems to be doing &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same thing to everyone that grew up with Leon’s Spanish advent&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Facebook clearly sees the potential for VR versions of classic games, having announced GTA&lt;/ins&gt;: &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;San Andreas at last week’s Facebook Connect 2021&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;We should expect to see more PS2&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;era games on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Quest 2 (or Meta 2, I guess), hopefully a lot more&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Games like Shadow &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Colossus , Metal Gear Solid 3&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Silent Hill 2&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and Beyond Good &amp;amp; &lt;/ins&gt;Evil &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;are ripe for VR versions&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and I’d love to see even older &lt;/ins&gt;games &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like GoldenEye and Perfect Dark remade for the Quest too. A robust library &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;classic games is exactly what VR needs &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attract &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wider audience&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and Resident Evil 4 was absolutely &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best place to st&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>ClarkSutcliffe9</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Remakes_Are_Going_To_Save_Virtual_Reality&amp;diff=2002630&amp;oldid=prev</id>
		<title>2025年11月22日 (土) 07:53にBeatrisBueno13による</title>
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		<updated>2025-11-22T07:53:13Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;2025年11月22日 (土) 07:53時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;1行目:&lt;/td&gt;
&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot;&gt;1行目:&lt;/td&gt;&lt;/tr&gt;
&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In 2019&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Capcom released &lt;/del&gt;the Resident Evil &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2 remake&lt;/del&gt;, and it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is evident &lt;/del&gt;that the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;studio learned &lt;/del&gt;its &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lesson when &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;comes &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;importance &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;platforms this time around&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RE2 remake &lt;/del&gt;was &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;released to the PC&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;PS4&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Xbox One&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Given &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wide variety &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;platforms available&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 2 remake &lt;/del&gt;was &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;able to reach every single Resident Evil fan&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;except for &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nintendo Switch&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which is understandable given &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the franchise isn&lt;/del&gt;'&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;t that popular with most Nintendo players&lt;/del&gt;. However, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;apart from releasing &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;right platforms&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/del&gt;Resident Evil &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2 remake was heralded for staying true to &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;essence of &lt;/del&gt;the original &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Interestingly enough&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RE2 &lt;/del&gt;remake is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not a shot&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shot re-imagining &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the original&lt;/del&gt;, but it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;was still able &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;keep &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;essence &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the &lt;/del&gt;first &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game even if &lt;/del&gt;it&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;'s &lt;/del&gt;not &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as faithful as &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2002 &lt;/del&gt;Resident Evil &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rem&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;RE4VR doesn’t function like a remake or remaster at all. When I play it, it's a way of experiencing something I’m intimately familiar with. It’s somewhere between nostalgia and deja vu - like going somewhere you’ve only been in your dreams. When I’m fully immersed in a VR game, it's the closest I ever get to that childhood feeling of getting totally lost in a game, and the familiarity of RE4 makes that even more profound. I know every inch of this game, yet somehow I’m also seeing it all for the first t&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Though Resident Evil 4 has yet to be officially confirmed, these revelations linking the Nemesis to Resident Evil 4 come at an interesting time given the rumors abound&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It could appear out of place to suddenly make a significant link between the Nemesis and Resident Evil 4, unless perhaps Capcom has something relevant stirring &lt;/del&gt;in the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Resident Evil 8 new UI is said to resemble both Resident Evil 7 and Resident Evil 4 , and the sequel would feature a new currency system, a first&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;person perspective, and multiple returning characters including Ethan, Mia, and Chris Redfield&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While a few of the details are yet to be properly explained or elaborated on by Capcom, so far, all of the early rumors for Resident Evil: Village have been spot on. Additional rumors have also expanded on a new playable character called Emily that aids Ethan while searching for her missing father, the use of a flashlight (seen &lt;/del&gt;at the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;beginning of the trailer), large outdoor areas, and three new villains known &lt;/del&gt;as &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Alan R., Natalia, and the return of Alex Wesker from Resident Evil: Revelations&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Resident Evil's G-Virus was essentially &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fusion &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;various T-Virus samples and &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nemesis parasite that were tested on Lisa Trevor over many years. The various T-Virus samples in her body caused her immune system to kill the Nemesis parasite and fuse with it, resulting in the accidental birth of the mighty G-Virus, which Umbrella &lt;/del&gt;removed from &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The biggest reveal _ Resident Evil 4 _ makes is &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Umbrella dissolved following the events of _ Code Veronica _ . This incident wasn’t put into detail until _ Umbrella Chronicles _ released for the Wii&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remake &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;_ Code Veronica _ could make it so Umbrella’s downfall actually has some set&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In the mid-2000s&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;everybody and their mothers wanted to add in quick time events. It was supposed to immerse players more. While they still exist today, a lot &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;companies have learned not &lt;/del&gt;to be &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so strict with prompts meaning that a missed button press or two won’t result &lt;/del&gt;in a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game o&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;VR remakes like &lt;/del&gt;Resident Evil &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 are a much easier sell to non-VR players than other games &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the medium. I can preach about how remarkable Half-Life: Alyx is until everyone hates me (which happens often) but it's impossible to really understand how great that game is unless you play it for yourself. This has always been a huge barrier for VR&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which is why Oculus was so keen on developing a wireless model that could more easily be taken on the go and shared with friends. People need to try VR before they really get &lt;/del&gt;it&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, but remakes of classic games like RE4 might just be compelling enough to convince people to take the dive sight unseen. &amp;quot;It’s Resident Evil 4, but you’re actually walking through the village yourself&amp;quot; &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;easy to wrap your head around, and a pretty intriguing premise &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;I’ve played close to 100 VR [https://adventuregameland.com/ Adventure Games Walkthrough], and I’ve never had an experience like Resident Evil 4. There are better&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;looking, more immersive, and higher quality &lt;/del&gt;games &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;out there, but none have ever given me as much joy and nostalgia as playing Resident Evil &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;VR has. As soon as the opening cutscene ended and I took control of Leon&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I was instantly transported. I know every inch &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RE4’s village, castle, and underground mines, but I never felt like I’d been &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;these places until now. RE4VR feels like the difference between looking at &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;picture of the Parthenon versus traveling to Greece and standing in the center of it&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Seeing RE4 on a screen is incomparable to seeing it &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;person&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and experiences like this have &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;potential to sell VR to even the most reluctant play&lt;/del&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;However, while Resident Evil 4 has stood the test of time as a classic in horror games and among the best the Resident Evil franchise offers&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;none of this has not stopped Resident Evil 4 from being viewed as &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series more odd standout in terms of storyline. Not only did &lt;/ins&gt;Resident Evil &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 completely change the game engine, controls&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;graphical style &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;turn &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;into a horror game &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;aligned closer to a third person action-horror game, but its disconnected storyline also helped make Resident Evil 4 feel as if it reboot the series in a large way, at &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;time of &lt;/ins&gt;its &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original rele&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Bowser's Fury takes a page from Super Mario Odyssey , dropping the plumber in a large open space filled with things to collect and challenges to compete. In terms of gameplay, &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;might just be the most unrestricted in the franchise, although Bowser does show up frequently &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;distract Ma&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;I can’t play &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Spyro trilogy for the first time again, nor can I approach it with the same innocence and sense &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wonder that I did when I was ten years old. I still love the series, but games have changed a lot since Spyro first came out&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There have been 20 years of evolution and innovation since Spyro the Dragon &lt;/ins&gt;was &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;made&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and I’ve seen how games have been refined and enhanced since then. I’ve changed a lot too. I’m a critic now&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I pick games apart and analyze them for a living&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I can revisit Spyro from a new perspective, but now I experience it as an echo of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original - a snapshot &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;my childh&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;This latest revelation redefines the backbone of Umbrella's history of experiments by making the T-Virus&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;found in West Africa, and &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Las Plagas parasite, found in Spain, a culminating factor. For example, the G-Virus , and everything that &lt;/ins&gt;was &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;created from its lineage&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;would not have been made possible without &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Las Plagas virus&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;since it was partially created through an accidental fusion of the T-Virus and the Nemesis Parasite &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;was experimented on Umbrella's test subject, Lisa Tre&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Technically, Luigi&lt;/ins&gt;'&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;s Mansion 3 was not a first-party game when it came out since it was developed by Next Level Games&lt;/ins&gt;. However, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;studio has been working exclusively with Nintendo for years and, in 2021, was purchased by &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;latter&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Luigi's Mansion 3 is essentially a first-party ti&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;It all depends on whether Capcom decides to double-down on making &lt;/ins&gt;Resident Evil &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 Remake a more pure action-game in following on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;elements that made &lt;/ins&gt;the original &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unique to the series, or whether Capcom wants to create a more hybrid experience between action and realistic survival horror&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The hybrid experience may be the more likely trajectory, given that in the past&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;technology made it difficult to capture &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;realism and fast-paced action-oriented experience in &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;RE4 isn’t the first game to get a VR &lt;/ins&gt;remake&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, but it &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the first to really capitalize on the nostalgia potential. Skyrim VR, No Man’s Sky, and LA Noire VR are all modified &lt;/ins&gt;- &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and in some ways, compromised &lt;/ins&gt;- &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;versions &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;modern games&lt;/ins&gt;, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RE4VR is entirely modernized and enhanced by VR. This isn’t just an alternate way to play RE4, it’s the best way to play &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in 2&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Nintendo Labo is fun for all ages and is as simple or complex as the player's imagination. By setting up the controllers on various bits of cardboard, players get a level of immersion they'd ordinarily need VR to harness. Ultimately, this release is difficult &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;recommend since it is &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;definition &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an acquired taste, despite being fairly accessible as an idea. While certainly fun, Labo is also one of those concepts that can grow old quic&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;When Resident Evil 4 &lt;/ins&gt;first &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;released on Gamecube in 2005, &lt;/ins&gt;it not &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;only transformed &lt;/ins&gt;the Resident Evil &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series into a third-person action game with horror elements, but Resident Evil 4 set the bar for quality game design and technological achievement for action-gaming at the t&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The concept of a controller is one that Nintendo challenges. As the world settles in on one way of charging their controllers or button locations, Nintendo questions why catching a fish with a rod and reel shouldn't feel the same &lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;RE4VR doesn’t function like a remake or remaster at all. When I play it, it's a way of experiencing something I’m intimately familiar with. It’s somewhere between nostalgia and deja vu - like going somewhere you’ve only been in your dreams. When I’m fully immersed in a VR game, it's the closest I ever get to that childhood feeling of getting totally lost in a game, and the familiarity of RE4 makes that even more profound. I know every inch of this game, yet somehow I’m also seeing it all for the first t&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Animal Crossing: [https://Adventuregameland&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;com/posts/echoes-&lt;/ins&gt;in&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-&lt;/ins&gt;the-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stardust-cal-kestis-renewed-odyssey Star Wars Jedi Survivor New Journey Plus] Horizons was inescapable when it debuted&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The game came out &lt;/ins&gt;at the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;perfect time &lt;/ins&gt;as a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;large percentage &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world was stuck indoors; &lt;/ins&gt;removed from that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;context&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;New Horizons is &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;charming social sim that enjoyed roughly two years &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;frequent upda&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Furthermore&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;whether plenty of ammo will conveniently drop out &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;random enemies' pockets &lt;/ins&gt;to be &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;picked up by the player is also an unusual inclusion &lt;/ins&gt;in a Resident Evil &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its context&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;though &lt;/ins&gt;it is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;very common in third-person action&lt;/ins&gt;-games in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;general&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;when they are not attempting to simulate any layer &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;realism compatible &lt;/ins&gt;to a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;survival-horror game&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Capcom could experiment with more contemporary trends &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;addressing enemy-drops&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;such as looting &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bodies, specifically their pock&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>BeatrisBueno13</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Remakes_Are_Going_To_Save_Virtual_Reality&amp;diff=2002461&amp;oldid=prev</id>
		<title>2025年11月22日 (土) 07:08にBeatrisBueno13による</title>
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		<updated>2025-11-22T07:08:28Z</updated>

		<summary type="html">&lt;p&gt;&lt;/p&gt;
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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;2025年11月22日 (土) 07:08時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;1行目:&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;It’s a symbolic gesture of growth&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a sign she &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;able &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;move forward with an appearance that abandons &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;regal pretense &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;her namesake and the royal family she &lt;/del&gt;was &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;born &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;serve no matter &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cost&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Zelda has long been bound by &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shackles &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;her own lineage&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and it’s something this iteration of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;character will not be constrained by. She’s confident&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bossy&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and compassionate in a way &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Zelda has seldom been before, and cutting ties &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;these other versions of herself through abandoning her golden locks is a fitting end to a character arc filled with misplaced doubt regarding exactly where she belongs in the world&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;RE4 isn’t &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first &lt;/del&gt;game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to get a VR remake&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but it is &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;really capitalize on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;nostalgia potential&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Skyrim VR&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;No Man’s Sky, and LA Noire VR are all modified &lt;/del&gt;- &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and in some ways, compromised &lt;/del&gt;- &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;versions &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;modern games&lt;/del&gt;, but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RE4VR is entirely modernized and enhanced by VR. This isn’t just an alternate way &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;play RE4, it’s &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best way to play &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in 2&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Judging from the trailers we’ve seen thus far&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Breath &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Wild 2 is &lt;/del&gt;going &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to be rather similar to its predecessor - at least &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;terms of moment-to-moment gameplay&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The version of Hyrule we explored &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the last &lt;/del&gt;game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is making a return&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with Link stumbling across familiar landmarks and enemies with an outfit and movements we recognise from &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;last &lt;/del&gt;game&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;. I imagine towns have been rebuilt &lt;/del&gt;and the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;region is a little &lt;/del&gt;more &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;alive now Calamity Ganon has been vanquished,  [https://Adventuregameland&lt;/del&gt;.&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;com/posts/whispers-of-the-lands-my-unblemished-dance-through-elden-ring Ng+1000 Run] but the layout is likely similar. Because &lt;/del&gt;of this, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;way in which we explore this world should remain recognisable, so returning players feel welcome and newcomers aren’t alienated by a sequel that challenges some of its younger sibling’s most daring and creative ideas.&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Facebook clearly sees the potential for VR versions of classic games, having announced GTA: San Andreas at last week’s Facebook Connect 2021. We should expect &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;see more PS2-era games on the Quest 2 (or Meta 2&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I guess), hopefully a lot more. Games like Shadow of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Colossus , Metal Gear Solid 3, Silent Hill 2, and Beyond Good &amp;amp; &lt;/del&gt;Evil &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;are ripe for VR versions, and I’d love to see even older games like GoldenEye and Perfect Dark remade for &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Quest too&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A robust library &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;classic games is exactly what VR needs &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;attract &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wider audience, &lt;/del&gt;and Resident Evil 4 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;was absolutely &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best place to st&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Hyrule &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;safe once more&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but so much was lost to acquire even &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;semblance of peace. Now&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Zelda must emerge from the ruins of destruction &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;build something from the wreckage&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;heartbreaking conclusion &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;her destiny&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and Zelda is left with &lt;/del&gt;so &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;much emotional and physical baggage that it’s easier just to cut it &lt;/del&gt;all &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;away - this detachment has &lt;/del&gt;been &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;presented in &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rather literal sense with &lt;/del&gt;her new &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hairstyle&lt;/del&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Men are already in positions &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;power &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;these scenarios, so women are left &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;comprehend &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;opposite gender’s mistakes &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;find a way forward of their own accord. It’s empowering to an extent&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;although the fact that women are made to throw away what is seen as conventional beauty purely to grow into something one would define as independent still leaves a bad taste &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;my mouth. On &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;flipside, this rejection &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;traditional femininity is equally as groundbreaking, showcasing that societal norms aren’t something these heroines have to abide by. Other characters are often left shocked and outraged at these changing tides, but that’s &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;whole point &lt;/del&gt;- &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it’s a statement that’s supposed to inspire.&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As mentioned earlier, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game can get pretty intense with the number &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;villagers hounding after Leon&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Some areas, like &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;early village sections&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;are interesting puzzles. Where is the best place to &lt;/del&gt;set &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;up shop in order to take the horde out most effectively? It makes the player really th&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;With &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;release of the Resident Evil 3 __ remake&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fans are wondering what’s coming next&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Will Capcom release Resident Evil VIII ? &lt;/del&gt;It &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has been three years since its predecessor launched &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2017. Rumors are already swirling about the &lt;/del&gt;game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;suggesting that it could be even more drastically different from Resident Evil V&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Breath of the Wild is so special because every moment feels &lt;/del&gt;like a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;discovery you made on your own terms&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A mixture of basic yet impactful abilities like stopping time and lifting metal objects allows &lt;/del&gt;you &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to &lt;/del&gt;play &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with the game’s definition of physics in ways that are still being discovered to this day&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;You can build &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;chain of metal weapons &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;charge them &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lightning &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;activate a distant switch instead &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;following &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;traditional solution&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;showing that &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game’s systems are built &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be toyed with &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;taken advantage of in ways that have near limitless potential&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nobody will play Breath of the Wild in the same way&lt;/del&gt;, and given the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;open world genre largely remains defined by chasing down icons &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;completing repetitive objectives&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this is a breath &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fresh air that remains unmatched&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;You could argue &amp;quot;it doesn’t feel &lt;/del&gt;like &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Zelda&amp;quot; because its dungeon design abandons tradition, but &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rewarding discoveries of Breath &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wild are intentionally spread throughout &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;entirety &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Hyrule&lt;/del&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In 2019, Capcom released the Resident Evil 2 remake&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and it &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;evident that the studio learned its lesson when it comes &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;importance &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;platforms this time around. RE2 remake &lt;/ins&gt;was &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;released &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;PC, PS4, and Xbox One&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Given &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wide variety &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;platforms available&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 2 remake was able to reach every single Resident Evil fan&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;except for the Nintendo Switch&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which is understandable given that the franchise isn't &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;popular &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most Nintendo players&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;However, apart from releasing &lt;/ins&gt;the game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;on the right platforms&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 2 remake was heralded for staying true &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;essence of the original game&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Interestingly enough&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the RE2 remake is not a shot-for&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shot re&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;imagining &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the original&lt;/ins&gt;, but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it was still able &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;keep the essence of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first game even if &lt;/ins&gt;it&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;'s not as faithful as the 2002 Resident Evil rem&amp;lt;br&amp;gt;&lt;/ins&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RE4VR doesn’t function like a remake or remaster at all. When I play it&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it's a way &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;experiencing something I’m intimately familiar with. It’s somewhere between nostalgia and deja vu - like &lt;/ins&gt;going &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;somewhere you’ve only been &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;your dreams&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;When I’m fully immersed &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a VR &lt;/ins&gt;game, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it's &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;closest I ever get to that childhood feeling of getting totally lost in a &lt;/ins&gt;game&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;and the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;familiarity of RE4 makes that even &lt;/ins&gt;more &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;profound&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I know every inch &lt;/ins&gt;of this &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yet somehow I’m also seeing it all for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first t&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Though Resident Evil 4 has yet &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be officially confirmed&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;these revelations linking &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nemesis to Resident &lt;/ins&gt;Evil &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 come at an interesting time given &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rumors abound&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It could appear out &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;place &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;suddenly make &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;significant link between the Nemesis &lt;/ins&gt;and Resident Evil 4&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, unless perhaps Capcom has something relevant stirring in &lt;/ins&gt;the &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;Resident Evil 8 new UI &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;said to resemble both Resident Evil 7 and Resident Evil 4 , and the sequel would feature a new currency system&lt;/ins&gt;, a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first-person perspective, and multiple returning characters including Ethan, Mia&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Chris Redfield&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;While &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;few of the details are yet &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be properly explained or elaborated on by Capcom&lt;/ins&gt;, so &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;far, &lt;/ins&gt;all &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;of the early rumors for Resident Evil: Village have &lt;/ins&gt;been &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;spot on. Additional rumors have also expanded on &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;new playable character called Emily that aids Ethan while searching for &lt;/ins&gt;her &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;missing father, the use of a flashlight (seen at the beginning of the trailer), large outdoor areas, and three &lt;/ins&gt;new &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;villains known as Alan R&lt;/ins&gt;.&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, Natalia, and the return of Alex Wesker from Resident Evil: Revelations&lt;/ins&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil's G-Virus was essentially a fusion &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;various T-Virus samples and the Nemesis parasite that were tested on Lisa Trevor over many years. The various T-Virus samples &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;her body caused her immune system &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;kill &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nemesis parasite &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fuse with it&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;resulting &lt;/ins&gt;in the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;accidental birth &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mighty G&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Virus, which Umbrella removed from &lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The biggest reveal _ Resident Evil 4 _ makes is that Umbrella dissolved following &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;events &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;_ Code Veronica _ &lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This incident wasn’t put into detail until _ Umbrella Chronicles _ released for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wii&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but a remake of _ Code Veronica _ could make it so Umbrella’s downfall actually has some &lt;/ins&gt;set&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mid-2000s&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;everybody and their mothers wanted to add in quick time events&lt;/ins&gt;. It &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;was supposed to immerse players more. While they still exist today, a lot of companies have learned not to be so strict with prompts meaning that a missed button press or two won’t result &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a &lt;/ins&gt;game &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;o&amp;lt;br&amp;gt;&lt;/ins&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;VR remakes &lt;/ins&gt;like &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 4 are &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;much easier sell to non-VR players than other games in the medium&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I can preach about how remarkable Half-Life: Alyx is until everyone hates me (which happens often) but it's impossible to really understand how great that game is unless &lt;/ins&gt;you play &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it for yourself&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This has always been a huge barrier for VR, which is why Oculus was so keen on developing &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wireless model that could more easily be taken on the go &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shared &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;friends. People need &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;try VR before they really get it, but remakes &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;classic games like RE4 might just be compelling enough to convince people to take &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dive sight unseen. &amp;quot;It’s Resident Evil 4&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but you’re actually walking through &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;village yourself&amp;quot; is easy to wrap your head around, and a pretty intriguing premise &amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;I’ve played close &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;100 VR [https://adventuregameland.com/ Adventure Games Walkthrough], &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I’ve never had an experience like Resident Evil 4&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;There are better-looking, more immersive&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;higher quality games out there, but none have ever &lt;/ins&gt;given &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;me as much joy and nostalgia as playing Resident Evil in VR has. As soon as &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;opening cutscene ended &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I took control of Leon&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I was instantly transported. I know every inch &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RE4’s village, castle, and underground mines, but I never felt like I’d been to these places until now&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RE4VR feels &lt;/ins&gt;like the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;difference between looking at a picture &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Parthenon versus traveling to Greece and standing in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;center &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Seeing RE4 on a screen is incomparable to seeing it in person, and experiences like this have the potential to sell VR to even the most reluctant play&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>BeatrisBueno13</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Remakes_Are_Going_To_Save_Virtual_Reality&amp;diff=1998579&amp;oldid=prev</id>
		<title>2025年11月21日 (金) 13:58にElinorBluett0による</title>
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		<updated>2025-11-21T13:58:01Z</updated>

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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;2025年11月21日 (金) 13:58時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;1行目:&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;We only see Princess Zelda fall into &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;pit in the trailer&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;presumably descending deeper into the castle’s inner sanctum. Can’t she just climb back out, or is &lt;/del&gt;she &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stuck there until we fish her back out once the final boss &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dealt &lt;/del&gt;with&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;? I sincerely hope it’s &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;former, or Nintendo is throwing us a red herring &lt;/del&gt;and the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;true circumstances of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;narrative are being cleverly hidden from view&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The company &lt;/del&gt;has &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;said &lt;/del&gt;it’s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;holding the true title back for Breath &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wild 2 &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fear of spoilers&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the skyward version &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Link only ever being framed from the back has convinced me it &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;another &lt;/del&gt;character &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;entir&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In 2019, Capcom released &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 2 &lt;/del&gt;remake, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/del&gt;it is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;evident that &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;studio learned its lesson when it comes &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;importance of platforms this time around&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RE2 remake was released to the PC&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;PS4&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Xbox One. Given the wide variety &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;platforms available&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Resident Evil 2 remake was able &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reach every single Resident Evil fan&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;except for &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nintendo Switch, which is understandable given that the franchise isn't that popular with most Nintendo players. However, apart &lt;/del&gt;from &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;releasing the game on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;right platforms&lt;/del&gt;, the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil &lt;/del&gt;2 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remake was heralded for staying true &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;essence of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original &lt;/del&gt;game. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Interestingly enough, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RE2 remake &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shot&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shot re&lt;/del&gt;-&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;imagining of the original, &lt;/del&gt;but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it was still able to keep &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;essence &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first game even if it's not as faithful as the 2002 Resident Evil rem&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;The exploration &lt;/del&gt;in this world &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is a blast&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;with &lt;/del&gt;players &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;discovering several new areas, tackling &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;host &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;powerful enemies, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gathering materials to expand their settlement&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This, coupled with multiplayer gameplay and mod support, leads to a title that players will be enamored with for hours on &lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;However, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;one thing that disappointed fans the most is the content &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the original that never made it &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remake. Several locations such as the Raccoon City park&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Undead factory&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Clock Tower were either scrapped&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;replaced&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or unexplored. A few enemies such as the giant worm&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;spiders&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;many more were also not featured in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remake&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Of course, the overall plot &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;still the same&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but fans were not happy that the &lt;/del&gt;Resident Evil &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3 remake &lt;/del&gt;was &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;split in two with &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first half being the main game&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and the second half featuring Resident Evil Resistance, which some fans blame &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be the reason for Resident Evil 3's demise&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Despite the criticisms though&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Capcom said that while &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;commercial performance &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 3 remake pales in comparison &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its predecessor&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;what the studio expected, given &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RE2 &lt;/del&gt;has &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;always &lt;/del&gt;been &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more popular than R&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;&amp;lt;br&amp;gt;Star Wars movies, comics, books, and more have shown that there &lt;/del&gt;are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;many Jedi survivors after the shocking betrayal by the Clone Army &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Revenge Of The Sith . Some &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;them &lt;/del&gt;are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;among &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most powerful &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;important Jedi in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;galaxy, while others &lt;/del&gt;are &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;just people trying &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stay alive &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a universe that has turned completely against t&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Is there anything that can save VR? Before I played Resident Evil 4 VR&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I probably would have said &lt;/del&gt;this is as &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;good as it gets for the Quest 2. Now that I’ve got my hands on it&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;however, I firmly believe &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remakes &lt;/del&gt;are the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;future of&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The final moments still make me tear up&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;acting as &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;perfect distillation &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;why these characters are so excellent&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Zelda is steadfast in her resilience&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but willing to fall victim to her emotions when it really matters. She’s vulnerable&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but in a way that simply serves to make her stronger as she moves proudly into the future&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Breath of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wild 2 presumably takes &lt;/del&gt;place in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the present, with Link and Zelda exploring alongside one another as they rebuild the region into an image they can be proud of. This inevitably leads them &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;investigate some unusual occurrences beneath Hyrule Castle. Because they’re &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unluckiest duo in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world, this releases yet another ancient evil as Zelda is yeeted into a pit and Link finds himself adorned with a bad case of neon zombie arm. Time to save the world again, I gu&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Breath &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wild 2 seems to follow a similar trajectory&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;except Hyrule Castle is floating &lt;/del&gt;in the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sky this time. See, &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;makes all &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;difference&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Except it doesn’t really, &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I can’t help but feel that potentially relegating Princess Zelda into &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;role &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a helpless damsel &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;distress once again does &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;disservice to what is easily the best iteration &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this character &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;date. In many ways, Zelda is the star &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;show&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;especially in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;previous &lt;/del&gt;game’s &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;flashbacks where her struggle &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;accepting royal power &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the inevitable loss &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;her friends becomes a crux for the unfolding narrat&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;That said, why actually bother? Umbrella’s downfall happens &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a spin-off game and not even Capcom was all &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;interested in telling this story&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;By _ Code Veronica _ , it’s clear the series wanted to move on from Umbrella. Come _ Resident Evil 5 _ , Wesker’s more or  [https://Adventuregameland.com/posts/elden-ring-s-hidden-wonders-secret-areas-you-absolutely-can-t-miss Elden Ring secrets] less taken over as the face &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;antagonists. Keeping &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mind how much extra focus antagonists like Birkin &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nikolai were &lt;/del&gt;given &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in their remakes&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it’s perhaps safe to assume &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;_ RE _ wants a face for their villains&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;not just a societal concept&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s a bit disappointing considering how critical _ Resident Evil _ is of big pharma and capitalism, otherw&lt;/del&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;symbolic gesture of growth&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a sign &lt;/ins&gt;she is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;able to move forward &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an appearance that abandons &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;regal pretense of her namesake &lt;/ins&gt;and the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;royal family she was born to serve no matter &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cost&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Zelda &lt;/ins&gt;has &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;long been bound by the shackles of her own lineage, and &lt;/ins&gt;it’s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;something this iteration &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;character will not be constrained by. She’s confident, bossy, and compassionate &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a way that Zelda has seldom been before&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cutting ties with these other versions &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;herself through abandoning her golden locks &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a fitting end to a &lt;/ins&gt;character &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;arc filled with misplaced doubt regarding exactly where she belongs in the world.&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RE4 isn’t &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first game to get a VR &lt;/ins&gt;remake, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but &lt;/ins&gt;it is the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;really capitalize on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;nostalgia potential&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Skyrim VR&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;No Man’s Sky&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;LA Noire VR are all modified - and in some ways, compromised - versions &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;modern games&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but RE4VR is entirely modernized and enhanced by VR. This isn’t just an alternate way &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;play RE4&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it’s &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best way to play it in 2&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Judging &lt;/ins&gt;from the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;trailers we’ve seen thus far&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Breath of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wild &lt;/ins&gt;2 &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is going to be rather similar to its predecessor - at least in terms of moment-&lt;/ins&gt;to&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-moment gameplay. The version of Hyrule we explored in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;last game is making a return, with Link stumbling across familiar landmarks and enemies with an outfit and movements we recognise from &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;last &lt;/ins&gt;game. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I imagine towns have been rebuilt and &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;region &lt;/ins&gt;is a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;little more alive now Calamity Ganon has been vanquished,  [https://Adventuregameland.com/posts/whispers-of-the-lands-my-unblemished&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;dance&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;through&lt;/ins&gt;-&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;elden-ring Ng+1000 Run] &lt;/ins&gt;but the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;layout is likely similar. Because &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this, &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;way &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;which we explore &lt;/ins&gt;this world &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;should remain recognisable&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so returning &lt;/ins&gt;players &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;feel welcome and newcomers aren’t alienated by &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sequel that challenges some &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its younger sibling’s most daring &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;creative ideas&lt;/ins&gt;.&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Facebook clearly sees &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;potential for VR versions &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;classic games, having announced GTA: San Andreas at last week’s Facebook Connect 2021. We should expect &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;see more PS2-era games on &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Quest 2 (or Meta 2&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I guess)&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;hopefully a lot more. Games like Shadow of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Colossus &lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Metal Gear Solid 3&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Silent Hill 2&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and Beyond Good &amp;amp; Evil are ripe for VR versions&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I’d love to see even older games like GoldenEye and Perfect Dark remade for &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Quest too&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A robust library of classic games &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;exactly what VR needs to attract a wider audience&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/ins&gt;Resident Evil &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;4 &lt;/ins&gt;was &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;absolutely &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best place to st&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Hyrule is safe once more&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but so much was lost &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;acquire even a semblance of peace&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Now&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Zelda must emerge from &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ruins &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;destruction and build something from the wreckage. It’s a heartbreaking conclusion &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;her destiny&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and Zelda &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;left with so much emotional and physical baggage &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it’s easier just to cut it all away - this detachment &lt;/ins&gt;has been &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;presented in a rather literal sense with her new hairstyle.&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Men &lt;/ins&gt;are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;already &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;positions &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;power in these scenarios, so women &lt;/ins&gt;are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;left to comprehend &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;opposite gender’s mistakes &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;find a way forward of their own accord. It’s empowering to an extent, although &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fact that women &lt;/ins&gt;are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;made to throw away what is seen as conventional beauty purely &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;grow into something one would define as independent still leaves a bad taste &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;my mouth. On the flipside&lt;/ins&gt;, this &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rejection of traditional femininity &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;equally &lt;/ins&gt;as &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;groundbreaking&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;showcasing &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;societal norms aren’t something these heroines have to abide by. Other characters &lt;/ins&gt;are &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;often left shocked and outraged at these changing tides, but that’s &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;whole point - it’s a statement that’s supposed to inspire.&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As mentioned earlier&lt;/ins&gt;, the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game can get pretty intense with the number &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;villagers hounding after Leon&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Some areas&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;like the early village sections&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;are interesting puzzles&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Where is &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;best &lt;/ins&gt;place &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;to set up shop &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;order &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;take &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;horde out most effectively? It makes &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;player really th&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;With the release &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 3 __ remake&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fans are wondering what’s coming next. Will Capcom release Resident Evil VIII ? It has been three years since its predecessor launched &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2017. Rumors are already swirling about &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game suggesting that &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;could be even more drastically different from Resident Evil V&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;Breath of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wild is so special because every moment feels like a discovery you made on your own terms&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;A mixture of basic yet impactful abilities like stopping time &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lifting metal objects allows you to play with &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game’s definition &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;physics &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ways that are still being discovered to this day. You can build &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;chain &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;metal weapons and charge them with lightning &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;activate a distant switch instead &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;following &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;traditional solution&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;showing that &lt;/ins&gt;the game’s &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;systems are built to be toyed &lt;/ins&gt;with and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;taken advantage &lt;/ins&gt;of in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;ways &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;have near limitless potential&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nobody will play Breath &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wild &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the same way, &lt;/ins&gt;and given &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the open world genre largely remains defined by chasing down icons and completing repetitive objectives&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;this is a breath of fresh air &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remains unmatched. You could argue &amp;quot;it doesn’t feel like Zelda&amp;quot; because its dungeon design abandons tradition&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but the rewarding discoveries of Breath of the Wild are intentionally spread throughout the entirety of Hyrule&lt;/ins&gt;.&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;

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		<author><name>ElinorBluett0</name></author>
	</entry>
	<entry>
		<id>https://plamosoku.com/enjyo/index.php?title=Remakes_Are_Going_To_Save_Virtual_Reality&amp;diff=1997953&amp;oldid=prev</id>
		<title>2025年11月21日 (金) 11:27にBeatrisBueno13による</title>
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		<updated>2025-11-21T11:27:42Z</updated>

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				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;← 古い版&lt;/td&gt;
				&lt;td colspan=&quot;2&quot; style=&quot;background-color: #fff; color: #202122; text-align: center;&quot;&gt;2025年11月21日 (金) 11:27時点における版&lt;/td&gt;
				&lt;/tr&gt;&lt;tr&gt;&lt;td colspan=&quot;2&quot; class=&quot;diff-lineno&quot; id=&quot;mw-diff-left-l1&quot;&gt;1行目:&lt;/td&gt;
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&lt;tr&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;−&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #ffe49c; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I can’t play &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Spyro trilogy for &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;first time again&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;nor can &lt;/del&gt;I &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;approach it with &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same innocence &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sense &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;wonder that I did when I was ten years old&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I still love &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series, but games have changed a lot since Spyro first came out. There have been 20 years &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;evolution and innovation since Spyro &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Dragon was made&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I’ve seen how games have been refined and enhanced since then. I’ve changed a lot too. I’m a critic now, and I pick games apart and analyze them for a living. I can revisit Spyro &lt;/del&gt;from &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a new perspective, but now I experience &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as an echo of the original - a snapshot of my childh&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I couldn’t get into Breath of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wild &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I couldn’t get into Ocarina &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Time&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I’ve had zero luck with 3D Zeldas&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but I get why they’re popular &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;beloved&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I used to boot up Breath &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wild simply &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;throw things into &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;cooking pot for &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sweet jingle. It’s teeming &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;satisfying little quirks, but it just didn’t click for me&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2D Zelda&lt;/del&gt;, on the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;other hand&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is my jam. I love A Link &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Past, Link’s Awakening, and even &lt;/del&gt;the original &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;‘80s release&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Given that we’ve been on &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3D high &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;so long&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;maybe it’s time &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;return to that classic appro&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;If Zelda goes back to 2D, it stands alongside the indie scene. It showcases that these older takes shouldn’t be abandoned due to their age. Many other games are doing &lt;/del&gt;this &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;already&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but none have the clout of Zelda. Going back to 2D &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its next main entry - not a remake&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remaster, or spin-off - would set &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;major precedent: not every new triple-A title needs to splash out to make a big blockbuster. It could be a hybrid like Octopath Traveler with its 2D sprites on top &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;its paper-like background&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or it could go the full mile &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be completely 2D&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Whatever it does&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;going back would be refreshing for gaming &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it could pave the way for other studios &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;do similar things &lt;/del&gt;with &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;their own catal&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;One &lt;/del&gt;thing &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even Resident Evil 4 's biggest &lt;/del&gt;fans &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tend &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;lament &lt;/del&gt;is the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fact &lt;/del&gt;that the game &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;simply isn't that scary. While preceding &lt;/del&gt;Resident Evil &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;titles certainly had action elements &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;them, &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;campy action movie romp in &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;fourth installment was a departure from &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rest &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;franchise&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;choosing to emphasize action over well-crafted sca&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;As a silent protagonist - with the exception of all manner of grunts&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yelps&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;screams - Link is only able to communicate &lt;/del&gt;in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a certain number of ways&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;However, all &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;characters around him speak fluently&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;expressing their struggles and motivations through eloquent dialogue as Link can do nothing but stand and watch. But he doesn’t need &lt;/del&gt;to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;talk, his baby blue eyes and determined body language saying all &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;needs to be said when it comes to establishing an unwavering promise to help his loved ones and save the wo&lt;/del&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;VR &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;remakes like &lt;/del&gt;Resident Evil 4 &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;are a much easier sell to non-&lt;/del&gt;VR &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players than other games in the medium. &lt;/del&gt;I &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;can preach about how remarkable Half-Life: Alyx &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;until everyone hates me (which happens often) but it's impossible to really understand how great that game is unless you play &lt;/del&gt;it for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;yourself&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This has always been a huge barrier for VR, which is why Oculus was so keen on developing a wireless model &lt;/del&gt;that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;could more easily be taken &lt;/del&gt;on &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the go and shared with friends. People need to try VR before they really get &lt;/del&gt;it, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but &lt;/del&gt;remakes of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;classic games like RE4 might just be compelling enough to convince people to take the dive sight unseen. &amp;quot;It’s [https://Adventuregameland.com/posts/resident-evil-remakes-a-gamer-s-take-on-chronological-storytelling Resident Evil 2 remake] Evil 4, but you’re actually walking through the village yourself&amp;quot; is easy to wrap your head around, and a pretty intriguing premise &lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;_ Code Veronica _ is almost &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;end &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;an era of sorts for _ Resident Evil _ &lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;and &lt;/del&gt;it in &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;turn pays tribute &lt;/del&gt;to the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;franchise’s many settings &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;recurring puzzles– going so far &lt;/del&gt;as to &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;even feature a rendition of &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;original game’s mansion during &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;climax. It’s &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;nice nod for fans &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but it also means _ CV _ has a very derivative sett&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Breath of the Wild &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;followed the evolution of RPGs across the industry - open-world&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;3D, and filled with side objectives and little tidbits to do besides &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;main story&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The difference was that &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;revolutionized open-world games, as evidenced by &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;titles &lt;/del&gt;it &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has since inspired like Genshin Impact, Immortals Fenyx Rising&lt;/del&gt;, and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Horizon Forbidden West, &lt;/del&gt;but &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nintendo’s been there and done that… twice now. Whatever comes after Breath &lt;/del&gt;of &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Wild 2 will determine Zelda’s future trajectory &lt;/del&gt;in a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;rather significant way&lt;/del&gt;. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;For current generations&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;BOTW &lt;/del&gt;is &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;what put &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;series on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;map. I had friends that played &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;DS &lt;/del&gt;and &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Game Boy ones at school but it was never &lt;/del&gt;a &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;part of my childhood. What really drew my eye to the series was BOTW. Granted, I’m 21 so in my age group, I’m no doubt an anomaly. I imagine that &lt;/del&gt;for &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;those much younger, however, Zelda is known as that open-world jaunt on &lt;/del&gt;the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Swi&lt;/del&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;One of our editors has &lt;/del&gt;said that &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Breath &lt;/del&gt;of the &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wild 2 could be teasing two alternate versions of Link , &lt;/del&gt;and given &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;how the airborne and land adjacent versions of our protagonist are so aesthetically distinct&lt;/del&gt;, perhaps &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;there is some truth &lt;/del&gt;to that. &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Alternatively, Link’s newfound abilities are something that only work in certain environments&lt;/del&gt;, &lt;del style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;requiring an outfit change and flowing golden hair to make specific feats possi&lt;/del&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;td class=&quot;diff-marker&quot; data-marker=&quot;+&quot;&gt;&lt;/td&gt;&lt;td style=&quot;color: #202122; font-size: 88%; border-style: solid; border-width: 1px 1px 1px 4px; border-radius: 0.33em; border-color: #a3d3ff; vertical-align: top; white-space: pre-wrap;&quot;&gt;&lt;div&gt;&amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;We only see Princess Zelda fall into a pit in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;trailer, presumably descending deeper into &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;castle’s inner sanctum. Can’t she just climb back out&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;or is she stuck there until we fish her back out once the final boss is dealt with? &lt;/ins&gt;I &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sincerely hope it’s &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;former, or Nintendo is throwing us a red herring &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the true circumstances &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the narrative are being cleverly hidden from view&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The company has said it’s holding &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;true title back for Breath &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Wild 2 in fear of spoilers&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the skyward version of Link only ever being framed &lt;/ins&gt;from &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the back has convinced me &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;is another character entir&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In 2019, Capcom released &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 2 remake, &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it is evident that the studio learned its lesson when it comes to the importance &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;platforms this time around&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;RE2 remake was released to the PC, PS4&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Xbox One&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Given the wide variety &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;platforms available, &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 2 remake was able &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reach every single Resident Evil fan, except for the Nintendo Switch, which is understandable given that &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;franchise isn't &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;popular &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;most Nintendo players&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;However&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;apart from releasing the game &lt;/ins&gt;on the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;right platforms&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Resident Evil 2 remake was heralded for staying true &lt;/ins&gt;to the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;essence of &lt;/ins&gt;the original &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;game&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Interestingly enough, the RE2 remake is not &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;shot-&lt;/ins&gt;for&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;-shot re-imagining of the original&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but it was still able &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;keep the essence of the first game even if it's not as faithful as the 2002 Resident Evil rem&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The exploration in &lt;/ins&gt;this &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world is a blast&lt;/ins&gt;, with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;players discovering several new areas&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;tackling &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;host &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;powerful enemies&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gathering materials to expand their settlement&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;This&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;coupled with multiplayer gameplay &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;mod support, leads &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a title that players will be enamored &lt;/ins&gt;with &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;for hours on &lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;However, the one &lt;/ins&gt;thing &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;that disappointed &lt;/ins&gt;fans &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the most is the content of the original that never made it &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the remake. Several locations such as the Raccoon City park, the Undead factory, and the Clock Tower were either scrapped, replaced, or unexplored. A few enemies such as the giant worm, spiders, and many more were also not featured in the remake. Of course, the overall plot &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;still &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;same, but fans were not happy &lt;/ins&gt;that the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 3 remake was split in two with the first half being the main &lt;/ins&gt;game&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, and the second half featuring &lt;/ins&gt;Resident Evil &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resistance, which some fans blame &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;be &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;reason for Resident Evil 3's demise. Despite &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;criticisms though, Capcom said that while &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;commercial performance &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Resident Evil 3 remake pales in comparison to its predecessor, it is what &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;studio expected&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;given that RE2 has always been more popular than R&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Star Wars movies, comics&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;books&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;more have shown that there are many Jedi survivors after the shocking betrayal by the Clone Army &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Revenge Of The Sith &lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Some &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;them are among the most powerful and important Jedi in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;galaxy&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;while others are just people trying &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;stay alive in a universe &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;has turned completely against t&amp;lt;br&amp;gt;&lt;/ins&gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Is there anything that can save &lt;/ins&gt;VR&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;? Before I played &lt;/ins&gt;Resident Evil 4 VR&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, &lt;/ins&gt;I &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;probably would have said this &lt;/ins&gt;is &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;as good as &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;gets &lt;/ins&gt;for &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the Quest 2&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Now &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I’ve got my hands &lt;/ins&gt;on it, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;however, I firmly believe that &lt;/ins&gt;remakes &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;are the future &lt;/ins&gt;of&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;The final moments still make me tear up, acting as &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;perfect distillation &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;why these characters are so excellent. Zelda is steadfast in her resilience&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;but willing to fall victim to her emotions when &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;really matters. She’s vulnerable, but &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a way that simply serves &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;make her stronger as she moves proudly into &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;future. Breath of the Wild 2 presumably takes place in the present, with Link &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Zelda exploring alongside one another &lt;/ins&gt;as &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;they rebuild the region into an image they can be proud of. This inevitably leads them &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;investigate some unusual occurrences beneath Hyrule Castle. Because they’re &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unluckiest duo in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world, this releases yet another ancient evil as Zelda is yeeted into a pit and Link finds himself adorned with &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;bad case &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;neon zombie arm. Time to save &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;world again&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I gu&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;Breath of the Wild &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;2 seems to follow a similar trajectory&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;except Hyrule Castle is floating in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;sky this time&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;See, &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;makes all &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;difference. Except &lt;/ins&gt;it &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;doesn’t really&lt;/ins&gt;, and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;I can’t help &lt;/ins&gt;but &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;feel that potentially relegating Princess Zelda into the role &lt;/ins&gt;of &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;a helpless damsel &lt;/ins&gt;in &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;distress once again does &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;disservice to what is easily the best iteration of this character to date&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;In many ways&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Zelda &lt;/ins&gt;is the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;star of &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;show, especially in &lt;/ins&gt;the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;previous game’s flashbacks where her struggle with accepting royal power &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;the inevitable loss of her friends becomes &lt;/ins&gt;a &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;crux &lt;/ins&gt;for the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;unfolding narrat&lt;/ins&gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt; &amp;lt;br&amp;gt;&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;That &lt;/ins&gt;said&lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;, why actually bother? Umbrella’s downfall happens in a spin-off game and not even Capcom was all &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;interested in telling this story. By _ Code Veronica _ , it’s clear the series wanted to move on from Umbrella. Come _ Resident Evil 5 _ , Wesker’s more or  [https://Adventuregameland.com/posts/elden-ring-s-hidden-wonders-secret-areas-you-absolutely-can-t-miss Elden Ring secrets] less taken over as the face &lt;/ins&gt;of the &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;antagonists. Keeping in mind how much extra focus antagonists like Birkin &lt;/ins&gt;and &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;Nikolai were &lt;/ins&gt;given &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;in their remakes&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;it’s &lt;/ins&gt;perhaps &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;safe &lt;/ins&gt;to &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;assume &lt;/ins&gt;that &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;_ RE _ wants a face for their villains, not just a societal concept&lt;/ins&gt;. &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;It’s a bit disappointing considering how critical _ Resident Evil _ is of big pharma and capitalism&lt;/ins&gt;, &lt;ins style=&quot;font-weight: bold; text-decoration: none;&quot;&gt;otherw&lt;/ins&gt;&amp;lt;br&amp;gt;&lt;/div&gt;&lt;/td&gt;&lt;/tr&gt;
&lt;/table&gt;</summary>
		<author><name>BeatrisBueno13</name></author>
	</entry>
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