
And thankfully, in 2014 the new port using Gamecube / Wii assets was released! Of course, the quality standards for that project weren’t as high as the ones for our current project… During the 2008-2014 period I did research about the sources of many of the game’s textures. By that time, my goal was to use the Gamecube textures as much as possible (the old PC port used PS2 textures, which were lower resolution), and then I just upgraded the textures that looked too blurry using replacements that were sometimes not faithful to the original. On my side, the project actually began back in 2007 when the first PC port was released. RQ: How was RE4HD born? Did you just think “i’m sure this should have better quality assets for a HD remaster” and then start the ball rolling? We catch up with them to get the skinny on Capcom’s groundbreaking action/survival shooter and how they plan on making it visually awesome. It was an awesome version, save for the lack of “true HD” textures… this is where Cris and Albert’s story began. This version actually contained real time cut-scenes, 60FPS option and many other enhancements. One such member, Albert, made the game look 100% more awesome looking by exporting the original Gamecube game’s textures, then painstakingly modding them into the oh-so inferior PC version.įast forward a few years, Capcom handled the “HD” version, which was a drastic improvement.


Many gamers were stung when SourceNext/Ubisoft released the abomination that was Resident Evil 4 on PC in 2007. The modding community didn’t take this shoddy port laying down though, oh no. So, I was lucky enough (well, cheeky, in that I took the liberty of e-mailing/pestering) the guys behind the phenomenal-looking labour of love that is the RE4HD Project.
