The backgrounds were then swapped to prerendered visuals, which was whenever we decided to make use of the static camera too.The fixed camera system might be Resident Evil's most distinctive feature. Where did this method come from? Were other available choices created or considered? At first, i was developing RE like a fully 3D game. But the graphics level that i was going for didn't get on so well using the original PlayStation's specs. It was appearing like, as we didn't create a change somewhere, the project could wind up on indefinite hold.A room forever burned in to the collective consciousness of gamers everywhere.That was whenever we took a glance at Alone within the Dark. The environments were pre-rendered, and also the characters and the like were in real-time 3D. It appeared like that approach allows us to create the sport that we wanted, but there have been control issues, and also the changed perspective had an impact on immersion, making the ball player feel a little more detached. It took just a little bit of time for you to get my feelings so as and result in the call to alter it.