Dino Crisis (2014 Remake)

Dino Crisis is a remake of the 1999 survival horror video game Dino Crisis, developed and published by Capcom for the Xbox 720, PlayStation 4, and WiiU. The remake includes state of the art visuals, as well as a variety of new gameplay elements, enviornments, and story details.

The game was made after a huge clamoring by fans for a new Dino Crisis entry, after being absent for 9 years. This remake also spawned a Dino Crisis 4.

The game was released to very positive reviews, but was not a commericial success.

Gameplay
The game is notable for its nearly photorealistic environments, all of which are fully interactable. The remake features all-new graphics and sound, and also incorporates gameplay elements from the later installments in fellow series Resident Evil, borrowing the dodging and overall increased mobility of Resident Evil 6. In addition, it introduced a new running style that was also used in Resident Evil 6, and several new areas were added to the game, such as a dinosaur nest.

Gameplay mechanics are largely the same although most of the puzzles have been changed.

It also features an unlockable difficulty setting called Real Survival, which eliminates auto aiming and the "fourth dimensional" emergency box system, effectively forcing the player to plan their actions even more carefully ahead in order to avoid heavy backtracking.

Plot
The overall plot remains largely unchanged, featuring members of a special operation team trapped in a mystery facility filled with dinosaurs and puzzles. The original CGI segments were redone, with the voice acting done by a new cast. The script was rewritten to have a more serious tone and improved translation, as opposed to the slightly wooden dialogue of the original.

Additionally, the remake features many unlockable game modes, secrets, and various endings not found in the original. It also includes the Dylan Morton subplot, and retroactively splices other major characters of the Dino Crisis games, such as Patrick Tyler, into the game's backstory.

Development
Backgrounds are meticulously realized and lack the staleness of past iterations thanks to the layers of FMV thrown in to simulate effects such as laser walls and bloody corpses, while characters models are an equally sumptuous visual feast, with both enemies and humans alike casting ominous shadows across the game’s light but decrepit environments. The next gen systems also facilitated dynamic particle affects such as blood, with the near indiscernible line between pre-rendered and real-time a fine testament to the fact that there is still alot of talent emanating from the Capcom code house.