
| The
Introduction Resident Evil for the PlayStation launched in early 1996, and quite literally introduced the world to the new face of survival horror. The Sega Saturn version would launch a year and a half after Sony's version. Could time hamper an amazing game, or was there a hidden trick up Capcom's sleeve? BATTLE COMMENCE! |
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Evidence A: That's a chin scratch indeed!
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This is usually
where I show a video clip that is hands down better on the
PlayStation version. However, Capcom maxed out the video compression
technology and allows the Saturn to provide an almost exact match to
the PlayStation's feed. Only the compression artifacts that are
barely there hamper the Saturn's production.
Considering the system specs and histories, the Saturn is actually more impressive - when you can show you can do more than what most allow, it's a better example of how the game was handled. A stunner of an opening volley, we award this to the underdog. Conclusion: Saturn |
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Evidence B-1: Redfield on Red Background
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Character models
on the Saturn are always going to face problems. Unlike other
systems that use triangles to create 3D shapes, the Saturn used
quads - essentially squares. Here we have Chris front facing us in a
lighted area. In the PSX version, he looks much better, with more
overall detail and smoothness.
However, his textures are somewhat
muted - note on the Saturn version you can see the vest's rib area,
button line, and knife suspender more prominently. Also, Sega's
Chris has better defined fingers. Perhaps this needs a new angle -
Chris honey, spin around for us will you? |
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Here we go girls, just for you! Chris' tush-side allows us to see the true shortcuts and short-comings of the Saturn version. Chris's knife suspender is properly 3D on Sony's machine, his leg adornments are more detailed, and his body structure isn't as stiff as Sega's.
Sometimes you just can't get an old dog
to teach new tricks, and in this case, the big grey monster shows
how to render a character.
Conclusion: PlayStation |
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So here we have the same
room, but backed up so the worm's eye view allows us to sneak a peak
at an oddity in both games. Technically, Chris should be fairly
bright due to that light source from above, but he's only lit in the
Saturn version.
That said, the problem is that he's
always that well lit in the Saturn version. The degree of lighting
doesn't change enough in various rooms, so you and the zombies stand
out like a sore thumb. This issue also causes the Saturn textures to
become fairly muddy.
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This actually caught me
off-guard and wasn't going to be a part of the comparison test until
I noticed the red dot was off. All the in-game weapons and items have been completely redesigned in the Saturn version. Notice the red dot, the thumb part, and the detail on the barrel. There's actually more detail in the Saturn version to a degree thanks to the remodel - another interesting poke for the underdog.
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If you haven't caught on
to the odd difference between the two games, this one provides the
best angle, literally. Note the left most wall, and the angle it is
in each version. All screenshots are untouched...yet there's this
odd angle difference in all the backgrounds. Also note the lack of transparencies makes the glass shelf in the Saturn version look more like mesh wire. Oddly enough, the characters themselves don't look too bad from this far out.
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This here sums up the
battle entirely - the PlayStation has better character models, the
Saturn's backgrounds can keep up and the sound is just fine.
However...the Saturn got an exclusive
Battle Mode (Seriously!) that's essentially a timed survival mode.
It's a pretty cool mode, which can be accessed with a code so long
as you have a save file. Otherwise you'd have to beat the game.
Final Verdict: Flip
for it While the graphics are to be had on the PlayStation, the fact that the Saturn has the Battle Mode and only one version to worry about (rather than variants and Director's Cuts) it does make it equally appealing. Itchy. Tasty. |
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