Resident Evil
Capcom, PS1, 1996, dir. Shinji Mikami (originator of the look)
Capcom Resident Evil 1996 PS1 prerendered-room CGI. Fixed camera angles, baked-painting backgrounds, jagged polygon characters over hi-res mansion backdrops.
Visual reference frames for this look are being generated.
Capcom, PS1, 1996, dir. Shinji Mikami (originator of the look)
Capcom, PS1, 1998 (Leon and Claire, police station pre-renders)
Capcom, PS1, 1999 (Raccoon City pre-rendered streets)
Infogrames, PC, 1992 (precursor to the pre-rendered room technique)
Squaresoft, PS1, 1998 (pre-rendered NYC rooms with RPG system)
Capcom, GameCube, 2002 (real-time 3D recreation of 1996 camera angles)
Human Entertainment, PS1, 1995 (fixed-camera horror predecessor)
The exact knobs the renderer turns to produce this look.
hard cuts at 260ms, linear
Static frames
resi-evil-1-mansion-amber
Konami Silent Hill 1999 PS1 fog-bound CGI. Distance-culling fog as artistic atmosphere, low-poly rural-American horror, radio-static encounter dread.
Core Design Tomb Raider 1996 PS1 jagged-polygon CGI. Lara Croft pyramidal pony-tail, blocky bicep, fog-distance culling, Atlantean tomb adventure.
Chrono Cross PS1 mid-poly JRPG aesthetic. Pre-rendered tropical El Nido backgrounds, 3D character on 2D backdrop, Yasunori Mitsuda island-instrument score.
Curved CRT monitor simulation. Visible horizontal scanlines, RGB aperture grille subpixels, barrel distortion, phosphor bloom on highlights.
PlayStation 4 photoreal era. Horizon Zero Dawn, God of War 2018, Last of Us 2 photogrammetry, physically based rendering.
Capcom Resident Evil 1996 PS1 prerendered-room CGI. Fixed camera angles, baked-painting backgrounds, jagged polygon characters over hi-res mansion backdrops.