Jogo vinte, Resident Evil (remaster HD).
Autor: Elias Figueiroa | Publicado: 2015-01-30T05:22:00-08:00


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O game japonês Biohazard, pouco conhecido aqui por este nome, teve sua versão ocidental (leia-se: americana) "traduzida"
para Resident Evil. Sua criação foi semeada por duas fortes fontes de
inspiração. Sweet Home (1989), jogo do nes 8bits, baseado em um romance
japonês e o game para PC, Alone in the dark (1992)*, que também foi baseado em um
romence, mais especificamente na obra de H. P. Lovecraft. Esta soma deu toda a
"inspiração" necessária para o pessoal da Capcom (coincidência?)
lançar o que seria o divisor de águas no mundo dos games de survival/horror.
Afinal, a ideia de explorar uma casa povoada por monstros humanoides, sensação
de claustrofobia, abrir e fechar portas, resolver puzzles e armadilhas e,
principalmente, tentar sobreviver, já apareceu em outros games antes de 1996.






E não é que a Capcom melhorou sua própria ideia?




Em tempo, para quem, como eu, jogou muito Alone in the Dark antes do 
Resident Evil, vemos que a fórmula dos citados jogos é muito similar, as
 vezes até demais, o que me faz pensar até onde o RE foi, de fato, o 
"boom" do gênero. Na verdade, como fã das duas séries, credito os 
méritos do gênero ao Alone in the Dark. Mas, vou pular a polêmica e 
continuar como o texto...






Casa, portas, monstros antes do RE de 1996.




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<![endif]-->



Joguei o original no Playstation (Psone) e confesso que o
jogo me deixava tenso. Logo no início, me lembro de ter ficado impressionado
quando há um "close" no zumbi devorando uma pessoa. Embora hoje este
tipo de cena tenha se tornado cômica e remeta a filmes-trash-B, na época (ainda
mais por minha idade) aquilo deixava o jogo horripilante. O medo se intensifica por se
tratar de um jogo que mantém a câmera fixa, ou seja, assim como num filme de
terror, você não sabe o que te espera até dar o próximo passo. A versão beta
deste game, entretanto, era ainda mais macabra. Por exemplo, mensagens nas
paredes como "não gosto de respirar, por favor acabe com meu
sofrimento", fez com que o público teste sugerisse que o jogo saísse mais
"suave" em sua versão final.




o "close" original e o novo.






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Hoje, jogando a última versão (Remaster HD), vejo com o jogo
era difícil e eu não sabia (ou, os jogos de hoje são MUITO fáceis). Munição
limitada, saves limitados, limite pequeno de itens para portar, a não
possibilidade de "clicar em um determinado ponto do mapa e seu personagem surgir
lá num passe mágica", sem contar os puzzles inteligentes, monstros
"chatos" e o fato de que uma decisão errada muitas vezes te faz
querer começar o jogo do zero a ter que continuar. Enfim, se
fizermos uma rápida comparação aos jogos atuais onde temos: tutorial, câmera dinâmica,
munição infinita, saves + autosave + save point etc. vemos que éramos
guerreiros ao jogar o RE na sua versão original.&nbsp;




Bom, mais uma comparação entre o original e o atual





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Mas nem tudo são flores... Melhor, espinhos. Nesta nova
versão, justamente para agradar a geração que se acostumou com o nível de
dificuldade dos jogos next-gen, temos três opções de dificuldade. Embora não
fique claro no jogo, eu traduzi como: Dificuldade normal (original), fácil e
muito fácil. Além, claro, da dificuldade natural do jogo entre jogar com Jill ou Chris.






Em qual dos dois você confia sua jornada?




Mas clama, para aqueles que são hardcore, há conquistas em
terminar o jogo usando apenas faca, não salvando, com monstros invisíveis etc.
tudo para deixara aqueles gamers que "decoraram" o jogo com a
possibilidade de se divertirem. Aqui eu incluo outro detalhe: algumas ações do
jogo mudaram de lugar ou timming para surpreender aqueles que já sabem o que
vai acontecer, por exemplo, no corredor onde os cachorros quebram a janela e
atacam o personagem há uma diferença entre o "timming" do evento
original e o desta nova versão, tudo para continuar dando susto no jogador. Outra novidade presente nesta versão HD Remaster é a melhoria na A.I. dos inimigos, agora, por exemplo, eles sabem abrir portas. 






O querido cãozinho também é estrela do filme




Os novos gráficos e sons deixaram o jogo lindo, é ótimo
reviver aquela cena que jogamos em 1996 e ver como seria ela hoje de forma,
digamos, mais realística. Os controles mudaram para acompanhar a jogabilidade e
os joysticks atuais, porém há a opção de jogar com o controle "tank"
como no original. Pelo menos no Xbox one, console que estou usando para desfrutar deste belo jogo,&nbsp; as conquistas e o hub do game (para
você comparar como você joga em relação aos seus amigos), deixam ainda mais divertida a experiência
com o jogo.&nbsp;&nbsp;&nbsp;&nbsp;




"que mansão!"






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Fico feliz que este game, originalmente do Playstation one e
outrora exclusivo da Nintendo, tenha dado as caras em 2015 para o PS4,
o Xbox one e o PC. Aqui vale incluir um detalhe curioso: no remake exclusivo
para o Game Cube, em 2002, o leitor de cartão, que aparece em determinado momento do jogo, foi redesenhado para ficar igual ao então
console da Nintendo. Nesta atual versão, este leitor de cartão foi refeito para
não lembrar console algum, afinal, a Nintendo (quem diria) ficou de fora desta
última versão.




"brain"



Enfim, é um jogo muito bom. O tipo de game onde vencer os
desafios é gratificante e sobreviver ainda mais. Recomendo até para que não
jogou o original, afinal, é uma opção de jogo diferente das que temos hoje, uma
experiência nova... e paradoxalmente antiga. 

&nbsp;&nbsp;&nbsp; 








* No processo da produção deste texto, descobri que já houve
uma tentativa de remake do primeiro jogo da série Alone in the Dark. Infelizmente
este projeto não saiu do papel, mas temos um vídeo mostrando os primeiros
passos do design do game. O vídeo é parte do portfólio do então responsável
pelo projeto gráfico do jogo. Confira:











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   UnhideWhenUsed="false" Name="Medium List 2 Accent 5"/>
  <w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1 Accent 5"/>
  <w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2 Accent 5"/>
  <w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3 Accent 5"/>
  <w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List Accent 5"/>
  <w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading Accent 5"/>
  <w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List Accent 5"/>
  <w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid Accent 5"/>
  <w:LsdException Locked="false" Priority="60" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Shading Accent 6"/>
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   UnhideWhenUsed="false" Name="Light List Accent 6"/>
  <w:LsdException Locked="false" Priority="62" SemiHidden="false"
   UnhideWhenUsed="false" Name="Light Grid Accent 6"/>
  <w:LsdException Locked="false" Priority="63" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 1 Accent 6"/>
  <w:LsdException Locked="false" Priority="64" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Shading 2 Accent 6"/>
  <w:LsdException Locked="false" Priority="65" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 1 Accent 6"/>
  <w:LsdException Locked="false" Priority="66" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium List 2 Accent 6"/>
  <w:LsdException Locked="false" Priority="67" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 1 Accent 6"/>
  <w:LsdException Locked="false" Priority="68" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 2 Accent 6"/>
  <w:LsdException Locked="false" Priority="69" SemiHidden="false"
   UnhideWhenUsed="false" Name="Medium Grid 3 Accent 6"/>
  <w:LsdException Locked="false" Priority="70" SemiHidden="false"
   UnhideWhenUsed="false" Name="Dark List Accent 6"/>
  <w:LsdException Locked="false" Priority="71" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Shading Accent 6"/>
  <w:LsdException Locked="false" Priority="72" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful List Accent 6"/>
  <w:LsdException Locked="false" Priority="73" SemiHidden="false"
   UnhideWhenUsed="false" Name="Colorful Grid Accent 6"/>
  <w:LsdException Locked="false" Priority="19" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Subtle Emphasis"/>
  <w:LsdException Locked="false" Priority="21" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Intense Emphasis"/>
  <w:LsdException Locked="false" Priority="31" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Subtle Reference"/>
  <w:LsdException Locked="false" Priority="32" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Intense Reference"/>
  <w:LsdException Locked="false" Priority="33" SemiHidden="false"
   UnhideWhenUsed="false" QFormat="true" Name="Book Title"/>
  
  
 
<![endif]--><!--[if gte mso 10]>

 /* Style Definitions */
 table.MsoNormalTable
 {mso-style-name:"Tabela normal";
 mso-tstyle-rowband-size:0;
 mso-tstyle-colband-size:0;
 mso-style-noshow:yes;
 mso-style-priority:99;
 mso-style-qformat:yes;
 mso-style-parent:"";
 mso-padding-alt:0cm 5.4pt 0cm 5.4pt;
 mso-para-margin-top:0cm;
 mso-para-margin-right:0cm;
 mso-para-margin-bottom:10.0pt;
 mso-para-margin-left:0cm;
 line-height:115%;
 mso-pagination:widow-orphan;
 font-size:11.0pt;
 font-family:"Calibri","sans-serif";
 mso-ascii-font-family:Calibri;
 mso-ascii-theme-font:minor-latin;
 mso-fareast-font-family:"Times New Roman";
 mso-fareast-theme-font:minor-fareast;
 mso-hansi-font-family:Calibri;
 mso-hansi-theme-font:minor-latin;}

<![endif]-->