N64 BioHazard 2 (Japan) N64

tonyhoro

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An absurd conversion by Angel Studios (later Rockstar San Diego), converting a 2-CD game (totaling 1.2 GB) into a 64 MB ROM. The video cutscenes were kept, even if at a lower quality. The game looks excellent when using the Expansion Pack, especially on a CRT. MVG made an excellent video about this port for the N64:

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The best version imo, specially due to being the most complete in terms of content and even lore tie ups.(Ex-Files)
 
the n64 port of re2 actually had a massive budget for it's time of about a million dollars If I recall correctly, in a world of decentralized hardware architecture that was a must, nowadays it's much easier in theory since consoles and PC share the same hardware and can run similar code, the problem lies in the optimization of the game itself rather than the quality of X or Y port.
You say this. Yet look at the people who did the optimisation for Mortal Kombat 11. It's over 100GB and there's a reason for that. You look at who did the work on it and it tells you everything.

We don't have talented or skilled experts working like mad scientists today like what we used to
 
Devs back then:
We need to port RE2 to the N64. It can be done and will be done. Is done without too much loss or sacrifice made. Shows what devs with actual talent can do with proper optimisation, time and skill.

Devs Today:
Tekken 7 and 8 are almost 100GB.
Look at the shitty people they've hired to do the task. The laziest optimisation you can imagine. Memory leaks, random crashing then the insult of being told you don't even have the full game because they plan to sell you 'season' DLC crap.

I really wish we could go back to a time when there was skilled people in these jobs
the n64 port of re2 actually had a massive budget for it's time of about a million dollars If I recall correctly, in a world of decentralized hardware architecture that was a must, nowadays it's much easier in theory since consoles and PC share the same hardware and can run similar code, the problem lies in the optimization of the game itself rather than the quality of X or Y port.
 
Devs back then:
We need to port RE2 to the N64. It can be done and will be done. Is done without too much loss or sacrifice made. Shows what devs with actual talent can do with proper optimisation, time and skill.

Devs Today:
Tekken 7 and 8 are almost 100GB.
Look at the shitty people they've hired to do the task. The laziest optimisation you can imagine. Memory leaks, random crashing then the insult of being told you don't even have the full game because they plan to sell you 'season' DLC crap.

I really wish we could go back to a time when there was skilled people in these jobs
 
I don't know if that's mentioned in the attached video, but RE2 being a genuine 2 discs game is actually a false assumption. It was meant to be a single disc product since the very beginning. Unfortunately, they miscalculated the size of some audio assets, which forced them to suddenly change their plans. This is mentioned in the Alex Aniel book "Itchy, Tasty" where he interviewed many devs including the director himself Kamiya (if I remember correctly, he's the one who commented about this in said book).
However, being forced to go for the 2 discs format also made the game look "bigger" and more appealing to the audience, so you could say that from this accident the game was perceived in a better way and as a de-facto evolution of the first title of the series.

Yeah, MVG mentions this, which helped a lot in the making of this N64 port.

A lot of assets were optmized to be used on both scenarios, including a later cutscene (the one where your character jumps into the train) that should have two versions (one with Claire jumping and other with Leon) but they just used Leon's in both scenarios to save cartridge space.
 
I don't know if that's mentioned in the attached video, but RE2 being a genuine 2 discs game is actually a false assumption. It was meant to be a single disc product since the very beginning. Unfortunately, they miscalculated the size of some audio assets, which forced them to suddenly change their plans. This is mentioned in the Alex Aniel book "Itchy, Tasty" where he interviewed many devs including the director himself Kamiya (if I remember correctly, he's the one who commented about this in said book).
However, being forced to go for the 2 discs format also made the game look "bigger" and more appealing to the audience, so you could say that from this accident the game was perceived in a better way and as a de-facto evolution of the first title of the series.
 

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