Albert Marin has taken some very specific vacations. In Wales, he visited Raglan Castle to snap pictures of its stone wall. At the Palau Güell in Barcelomãng cầu, he took meticulous photos, not of the building itself, but of the marble floor và its unique veins.

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His trips followed in the steps of Capcom, which put bits of real-world architecture found across Europe into lớn Resident Evil 4, which was originally released over 16 years ago. “I collected a great number of locations the game’s developers use as source material,” Marin told The Verge.

Fast forward to lớn 2021, and Marin is now seven years inlớn a project lớn remaster Resident Evil 4’s blurry GameCube-era graphics into crisp HD, in part using high-resolution photos he’s taken of everything from surfaces & doors to lớn general architecture that seemed lớn have sầu made their way into lớn the original game. Even though Capcom published its own PC remaster in 2014, it wasn’t Marin’s idea of a true HD version of the game, so he và a small team have been poring through the game’s files to lớn faithfully update every texture.


Screenshots showing the original Resident Evil 4 và the improved graphics of the HD Project.","image_left":"ratio":"*","original_url":"https://cdn.vox-cdn.com/uploads/chorus_asset/file/22342336/CHAPTER5_043A_resultabởi.jpg","network":"verge","bgcolor":"white","pinterest_enabled":false,"caption":null,"credit":null,"focal_area":"top_left_x":0,"top_left_y":0,"bottom_right_x":1920,"bottom_right_y":1080,"bounds":<0,0,19trăng tròn,1080>,"uploaded_size":"width":1920,"height":1080,"focal_point":null,"asset_id":22342336,"asset_credit":"Albert Marin","alt_text":"","image_right":"ratio":"*","original_url":"https://cdn.vox-cdn.com/uploads/chorus_asset/file/22342338/CHAPTER5_043B_resultavị.jpg","network":"verge","bgcolor":"white","pinterest_enabled":false,"caption":null,"credit":null,"focal_area":"top_left_x":0,"top_left_y":0,"bottom_right_x":19trăng tròn,"bottom_right_y":1080,"bounds":<0,0,19trăng tròn,1080>,"uploaded_size":"width":19trăng tròn,"height":1080,"focal_point":null,"asset_id":22342338,"asset_credit":"Capcom","alt_text":"","credit":"Albert Marin and Capcom"}">
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Albert Marin standing in front of Raglan Castle, specifically, in front of the wall he says is used in a few Resident Evil titles. Photo: Albert Marin
What are some of the biggest và smallest changes your team has made to RE4 during this project?

The biggest change by far is an entire piece of area created from scratch in the Separate Ways mini-game. The transition between one room and the other made no sense. I combined the 3D structure of the connecting areas and I found out a portion of the path was missing.

The smallest changes are any small texture và small 3 chiều improvement done here and there. In fact, there are hundreds of small edits I’m sure most people won’t ever notice.

As an example, I rethành viên some kiến thiết changes in certain ammo boxes. This PC port has a HD textures option. The HD textures are 95 percent an upscaled and filtered version of the original textures, but some of the textures are redone or slightly adjusted.

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Marin’s team restored some of Capcom’s original texture work that had been lost in later ports, then enhanced it.

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Image: Albert Marin In the image (above) you can see how they altered the TMPhường ammo box thiết kế. The “J” and the wolf drawing on the side are different. So, while I was upscaling that texture I took the opportunity khổng lồ restore the original kiến thiết from previous versions of the game.

What have been your favorite sections of the game khổng lồ upscale textures for?

The castle area, by far, because I used a lot of pictures I took myself during the trips I did around Spain và Wales. It was really satisfying lớn identify & improve all those architectural surfaces!


The Raglan Castle-inspired wall as it appears in the original game (left), và the team’s version based on photography (right).","image_left":"ratio":"*","original_url":"https://cdn.vox-cdn.com/uploads/chorus_asset/file/22342355/254700_20210224200505_1.png","network":"verge","bgcolor":"white","pinterest_enabled":false,"caption":null,"credit":null,"focal_area":"top_left_x":0,"top_left_y":0,"bottom_right_x":19trăng tròn,"bottom_right_y":1080,"bounds":<0,0,19đôi mươi,1080>,"uploaded_size":"width":19đôi mươi,"height":1080,"focal_point":null,"asset_id":22342355,"asset_credit":"Albert Marin","alt_text":"","image_right":"ratio":"*","original_url":"https://cdn.vox-cdn.com/uploads/chorus_asset/file/22342358/254700_20210224200321_1.png","network":"verge","bgcolor":"white","pinterest_enabled":false,"caption":null,"credit":null,"focal_area":"top_left_x":0,"top_left_y":0,"bottom_right_x":1920,"bottom_right_y":1080,"bounds":<0,0,1920,1080>,"uploaded_size":"width":19đôi mươi,"height":1080,"focal_point":null,"asset_id":22342358,"asset_credit":"Capcom","alt_text":"The improved version, based on Albert’s photography.","credit":"Albert Marin and Capcom"}">
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AI upscaling looks far better than the original texture, but not as good as what Marin & the team eventually accomplished manually. Image: Albert Marin You currently accept donations to help fund the RE4 HD project, but vị you plan khổng lồ sell the finished project once it releases?

No, it will be for không tính phí. Modding and remastering this game is also a game for me.

What sort of reception have sầu you gotten from this project, and who vì you hope khổng lồ reach with it?

It surpasses anything I’d imagined. I guess some people, sites, & communities have sầu spread its existence. But after all, Resident Evil has a huge fanbase, so I guess it’s quite understandable a few thousands of this fanbase is interested in the remaster process of one of the best games of all history.

About our target audience, I’d say, everyone who likes the remasters for the sake of the visual pleasure; or playing their favorite game you like with no trace of blurriness, or simply the people who lượt thích this kind of tín đồ project but don’t like the game at all!

Because this project is more about the journey than the final result. After all, it can’t compete with any next-ren game in terms of visuals, no matter how crisp the textures are or how round the models look.

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One of Resident Evil 4’s laboratory environments, with upscaled textures applied. Image: Albert Marin Have sầu you worked in any capacity with Capcom (or any of its current or former employees) on this project?

No. We were in tương tác with them at the beginning. Someone at Capcom was interested in our project, and he took the time to skết thúc a planning document, but I guess the other Capcom people in Japan were not interested because the communication ended there. Other than that, there was no help on making the project.

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Given that Capcom recently released the RE3 remake, it’s likely that an RE4 remake is in development. Does your team worry about Capcom eventually stealing your thunder, so to speak, with an improved version of the game?

No, the remakes are really different games. Even now, the original Resident Evil 2 & 3 receive their own mods & visual improvements (Resident Evil 2 and 3 HD Seamless Project) They are different & complementary experiences. Just think about any Hollywood remake. Most of them don’t hurt the original movie, and they are alternative visions of the older title.