Well, for this article in my series about horror videogames, I’m going to talk about modding. I’ve been meaning to write a serious article about this topic for a while, examining how the genre’s console-focused history has lessened the number of mods (compared to PC games), the pros and cons of modding horror games, why the modern “Resident Evil [insert sequel number here] ruined by mods” genre of Youtube videos is so brilliantly funny etc… And then I happened to see an “Ink Ribbon” video that intrigued me.
It was a tutorial about how to do texture modifications to Gamecube games, using the port of “Resident Evil 2” as an example. So, inspired by this, I thought that it would be fun to ruin the excellent 2002 remake of “Resident Evil” with a mod of my own creation *Evil laughter*. After all, ill-advised scientific experiments are a long-running theme of the Resident Evil series.
For time reasons, I decided to focus on the early areas of the game… and, even then, I was surprised at just how many textures are required for just three rooms. Did you know that the lightning effects are caused by literally swapping out the entire background image with another one (with different lighting) for a second or so? Did you know that the stairwell room/corridor with the bird cage in it near the beginning of the game pretty much entirely consists of a ludicrous number of mostly-transparent textures, psychedelic lighting and/or depth maps etc..? Seriously, I am in even more awe at the sheer amount of detail and work that went into this game.
Anyway, with the ridiculous number of background textures to mod – I modded fifty-one of them, and I STILL missed some of them- for just three rooms, I realised that I’d have to do something simple and quick. But I also wanted to do something cool that I’ve always wanted to see. I am, of course, talking about a classic-style survival horror game with the type of lighting used in parts of Dario Argento’s 1977 art-horror masterpiece “Suspiria“. If you haven’t seen this film, one of the many cool things about it is the way that it uses vivid red, green and blue lighting for dramatic effect during some of the scarier parts.
This, of course, was very simple to do. Using the GNU Image Manipulation Program, I was quickly able to adjust the colours (using pre-sets to speed up adjustments to images from the same room), adjust the colour saturation levels, use the “dodge/burn” tool to lighten areas of the images and even add some basic digital lighting effects too.
Even paring down my changes to simple colour adjustments, saturation adjustments and some basic lighting changes, it still took me the best part of two hours to adjust most of the backgrounds in the first three rooms the player will encounter. I decided to go for blue lighting for the main hall, red lighting for the dining room and vivid green lighting for the corridor beside the dining room.
Also, whilst modding these textures, I noticed some clothing and weapon textures too. However, due to the confusing way that they were laid out, I was able to give Jill some gold-plated weapons (both in-game and in… parts… of the inventory screen), but my attempt at creating a cool purple and black outfit (with glowing orange highlights) was only a partial success due to also editing some of the wrong textures. But, on the plus side….
If you’re curious what this absolute mess of a mod actually looked like, then here are a few screenshots I took of it. They definitely make it look better than it actually was:
And, here’s a… well-edited… animated GIF of what it was supposed to look like….
And here’s a… less well-edited… animated GIF of what it actually looked like:
So, what was the point of all of this? Well, it was mostly just a combination of boredom, curiosity and amusement.
Seriously though, this experiment was a display of the value of fan creativity and how opening up game design to those from non-programming backgrounds allows for all sorts of creativity… and silliness. Not to mention that it has really given me an appreciation for the sheer amount of time and effort that both modders and the designers of the “Resident Evil” remake put into their work. Games are complicated!
Still, at least I have now satisfied my curiosity about what an old survival horror game would look like if it used a similar lighting style to parts of “Suspiria” (1977). That’s another one off the bucket list…..
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Anyway, I hope that you found this amusing 🙂