Pretty decent review. I however don't agree that RE4 was the best they could have made throwing the best of everything in it.
Resident Evil had a set formula, and it required you to get used to it (controls namely) and for the most part was not to hard to learn.
IMO, the worst changes were the type enemy. Going from scarey ass monsters that out numbered you 20 to 1 as far as feeling and far more special types of them. (Hunters, Lickers, spitters, crawlers, spiders, sharks, leeches, crows, dogs, snakes, plants, bugs ect...) To something that feels like the Goonies meets Tim Burton and Steven King.
Then the camera angle, and I'm not saying it's [i]bad[/i] per se because it's different from the classic stationary camera, not at all. I'm saying that a transitionary move from stationary to something else would have been a better move, such as what Resident Evil Code Veronica did. Giving a solid mix of "Don't move but follow" dynamics still leaving the opportunity to add in jump scares in some locations while switching to a follow type camera.
Despite how alien it was for me at first I enjoyed it. But after the third time around it just left me wanting more, and feeling as though I was suckered out of something that could really stick in my mind for years to come.
[QUOTE=Scientwist;44575466]Pretty decent review. I however don't agree that RE4 was the best they could have made throwing the best of everything in it.
Resident Evil had a set formula, and it required you to get used to it (controls namely) and for the most part was not to hard to learn.
IMO, the worst changes were the type enemy. Going from scarey ass monsters that out numbered you 20 to 1 as far as feeling and far more special types of them. (Hunters, Lickers, spitters, crawlers, spiders, sharks, leeches, crows, dogs, snakes, plants, bugs ect...) To something that feels like the Goonies meets Tim Burton and Steven King.
Then the camera angle, and I'm not saying it's [i]bad[/i] per se because it's different from the classic stationary camera, not at all. I'm saying that a transitionary move from stationary to something else would have been a better move, such as what Resident Evil Code Veronica did. Giving a solid mix of "Don't move but follow" dynamics still leaving the opportunity to add in jump scares in some locations while switching to a follow type camera.
Despite how alien it was for me at first I enjoyed it. But after the third time around it just left me wanting more, and feeling as though I was suckered out of something that could really stick in my mind for years to come.[/QUOTE]
I disagree, I think the fact that you were being chased and hunted by a bunch of weird seemingly soulless villager cultists and weird looking monstrosities was much more interesting and creepy than Zombies and cliche horror film-esque monsters.
By the time classic RE peaked zombies were already starting to feel played out, and RE needed to reinvent itself, and I think it did that perfectly. I would be absolutely fine with RE4's formula if all the good developers didn't leave capcom before RE5 came out. RE5 could have actually lived up to RE4 if they did it right.
[QUOTE=BenJammin';44577143]I disagree, I think the fact that you were being chased and hunted by a bunch of weird seemingly soulless villager cultists and weird looking monstrosities was much more interesting and creepy than Zombies and cliche horror film-esque monsters.
By the time classic RE peaked zombies were already starting to feel played out, and RE needed to reinvent itself, and I think it did that perfectly. I would be absolutely fine with RE4's formula if all the good developers didn't leave capcom before RE5 came out. RE5 could have actually lived up to RE4 if they did it right.[/QUOTE]
I don't really mind the soulless villager angle (not that in and of them selfs are too dissimilar from zombies), my beef with that is the severe lack of variety of said baddies. There are quite a few, but some kinda felt unbalanced. An example: monster head + flash grenade = 1 hit kill. Then the idea of making them tougher while retaining the lack of ammo aspect tended to cause more retreats then advances during play.
Shinji Mikami should have stayed on team through the whole life of RE, had he not left after resident evil 2 (during development actually, see RE 1.5) the whole series would have taken a very different path. One I think would have been for the better.
5 may also not have been what it should have, but it still had it's "Holy shit" moments. ( I'm not gonna bring up the whole controlling to characters or roid-rage hulk sized no brain (AI) Lickers no one really expected)
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