
Gamemoir's Nick D. explains why re-release developers shouldn’t mess around with the core mechanics of a game unless they understand what made the original tick in the first place.

GOG writes: "Resident Evil HD Remaster and Resident Evil 0 are now available fully DRM-free on our platform and are also joining the GOG Preservation Program!
We’re thrilled to continue this journey with Capcom and expand the Program with two survival horror icons. Thank you, Capcom, for believing in video game preservation, and to all the passionate people within the company who have dedicated a significant amount of their energy to making these releases possible."

Carl Williams writes, "If you are reading this then you are probably a fan of retro games. Just taking a stab in the dark there. Well, we just found out that Capcom, one of the better retro supporting companies out there, has this package with Humble Bundle full of Playstation 3 and Playstation 4 games. You better hurry and grab this one because time is running out."
I wish Sony would get the licenses for all the classic arcade games from the 80s and 90s for the PS4.. I dont see why they wouldnt want to make money? I miss those brawlers like xmen, tmnt, etc.. So many great games people are forced to play on mame

New deals and games added to PS Store.
I don't understand this argument at all. The new control scheme is simply optional just like the control schemes in most games. If you don't like it change it. It' not as if it's even the default scheme!
I never played the GameCube REmake so I thought this article was about the new rooms & enemies added to the remaster which I was about to agree with. I love the original RE & I love the idea that there would be new rooms & enemies but a lot of them come across as arcadey & in my opinion brings me right out of the nostalgia & reason I liked RE of old & into the action RE's of new & im not sure about them.
I've felt that the old style RE controls were actually a combination of two design choices: 1) The "tank-controls" that limit your turn circle options making your character hard to maneuver and 2) RC Car style controls where you have to hold up to advance your character irrespective of camera/character direction.
The former is a design choice that impacts game balance, the latter is a design fault that was (at the time) the best solution to work around avoiding player disorientation when switching between two radically different camera angles (cuts down on the kind of confusion that occurs when a player gets stuck moving back and forth between pre-renders whilst they get their bearings).
That the new optional control scheme rectified the latter is laudable and a smart, player-friendly addition. That it undoes the former is game-balance crushing, empowering the player in a way they were never intended to be.