It was only a week ago that Capcom officially announced that Resident Evil 4 would be coming to Oculus Quest 2 in 2021. With the Oculus Gaming Showcase today, Facebook has released further details regarding how Armature Studio and Oculus Studios are bringing this 16-year old videogame to life in virtual reality (VR).
The first Oculus Quest 2 exclusive videogame – sorry original Quest owners – Resident Evil 4 will have completely remastered art with Armature Studio either repainting or increasing the resolution on over 4,500 textures. Fans of the fourth instalment will also notice the character animations remain untouched, staying true to the Capcom original. Plus all the cutscenes maintain the same format.
As for the gameplay, it’s now first-person, playing through Leon’s eyes. As VR players have become accustomed to interacting with virtual worlds Resident Evil 4 ensures that’s still the case, with weapons and other items rebuilt so you can pick them up. The world of Resident Evil is known for its inventory systems but in VR your weapons won’t be hidden away, they’ll be on your person ready to quickly grab. You can even dual wield if you want to.
When it comes to the important mechanic of movement the teams aim to ensure Resident Evil 4 is going to be as comfortable as possible for all players. There will be normal continuous locomotion for the most immersive experience, alongside teleportation and room-scale movement for maximum flexibility. “With plenty of comfort options at your disposal, you can also play through the game comfortably while seated,” notes the Oculus Blog.
You’ll be able to see in the video that information like health and ammo is displayed on a wristwatch so there’s no HUD to spoil the view, and the guns manually reload, so you can pump shotgun shells into those raging enemies. What’s not been shown are the QTE’s (quick-time events) and how they been handled – or possibly removed completely?
From the details shared so far, Resident Evil 4 for Oculus Quest 2 seems to be shaping up nicely, and could very well help to shift a few headsets when it launches. Still no date at the moment, just later this year. For continued updates on the project, keep reading VRFocus.
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