That's part of the reason I enjoyed them mechanically. You never know if one of them is going to die in just a few shots or tank an entire clip and it makes them much more terrifying on top of how quickly they can kill you if you screw up. But a lot of people don't seem to understand that and complain about how annoying they are.
i actually really love that re2 has a bunch of obtuse highly technical mechanics, it's so classic and rewarding after the domination of Amnesia/Outlast clones that barely had any gameplay at all. i seriously hope this becomes the new horror thing, just good simple action-horror design but done with real character and detail.
I like how variable the damage (taken?) is, especially coupled with the fact you can only be certain a zombie will stay down if you've popped their heads. You're never sure exactly how many rounds you might need (not even counting possible misses) so it encourages you to pick your fights.
What I'm very torn on is Mr. X. I didn't play any of the originals for more than 20 minutes so I'm not sure if the implementation was any different, but here (And in RE7 with Jack) it feels like it inadvertently makes gameplay tedious. I get that it's meant to instill a sense of urgency and it achieves that to a degree, but it also clashes with the pretty restrictive level design. It's basically "kite him into attacking a corner so you can run past", or "wait (a) minute(s) for them to fuck off so you can proceed".
In the original Mr X was an "optional boss" that you encountered multiple time in Scenario B only. As in, you can take him down or run past him (there some areas that you might want to take down because the corridor is too tight and he can combo you to death). If you do take him down, you get plenty of ammunition from him so it's not a bad idea.
Anyone else prefer shooting zombies' arms off? They're super easy to dodge.
the new ones aren't bad, they can be pretty scary, but for some reason they seem to get old quicker than UHHHHHHHH
I don't know, I think it was because they weren't so fonetic or something. They don't sound so complex like screeches and such. They sound a lot more detached from a personality or something like that. Less human like. They also sound like the person is in pain, which kind of creeps me out, instead of sounding mad.
I also miss the HUGE MESS zombies made when feeding on corpses. All the crunching sounds and huge HUGE bloodsplatters.
Shooting their legs makes them easy enough.
Shooting the legs is better because they no longer can move fast and go through door, and you can knife them to death to conserve ammo.
I killed a licker with a knife yesterday.
I was out of ammo and terrified.
How many playthroughs did it take you guys until you were able to S+ hardcore (both A/B)?
Almost finished my first A/B run and iunno how I'm gonna be able to do it. This game feels a bit longer than the original which wasn't too hard to get under 3 hours as long as you got a vague idea on what you're doing.
I did it on my third playthrough. The two and a half hours you get is pretty generous.
I went:
Claire A Hardcore: B rank
Leon A Hardcore: B rank
Leon A Standard: S rank
Claire A Standard: S rank
Leon B Standard: A rank
Claire A Hardcore: S+ rank
Tomorrow or on the weekend I'm going to try to S+ rank Leon A Hardcore.
Actually that's the preferred method, just like many wedding nights it's a stun lock if you get them from behind.
I did it. I completed Resident Evil 6 all on my own. *groan*
This game is evidence that RE4 made Capcom stupid. It's such a terribly designed game, constantly forcing you into cheap damage or instant death situations for no reason other than fuck you and "ACTION™". The act of getting grabbed by a zombie alone takes an entire block off your health, the same amount as getting shot by a sniper j'avo, and Leon's first chapter has places where zombies play dead and when you walk past, you just immediately eat shit and you can't even walk around or shoot them beforehand, you just have to take that damage.
There's also too many dumb setpieces where you run from a thing and the camera is fixed at an angle, that makes it almost impossible to see what the hell you're actually doing and because of the genius control scheme, the button you use for climbing stuff is the same button you use for sprinting so you'll climb up a crate, hold the button down to run and as you start running, you trigger the action for climbing DOWN and fucking die.
For what it's worth, the story is very enjoyable in that "I can't believe they're doing this with a straight face" sort of way and the pacing is very good, there's no parts that truly outstay their welcome like lengthy minecart puzzles or 5 minute elevator holdouts but for every hilarious moment come a dozen moments of immense pain and displeasure at the dysfunctional controls and cheap tricks. With how people have warmed up to it after getting rid of those survival horror expectations, I thought I was gonna play a diamond in the rough, it's more like a ruby in a barrel of glass shards. Admittedly, it's completely my fault for choosing to go it alone but I seriously thought this game wouldn't be as frustrating as it was.
RE4 is simply liked for its first two act (the village and the castle) then it completely fall flat when you get to the island. It's a fairly isolated resident evil with not much relationship to the other aswell so it didn't hurt the serie too badly - Not much umbrella or anything, it's all isolated.
But I can go further and say that it most likely apply to RE1 and RE2 aswell, it seems like both game also fall flat after their respective first act once you get to the lab, and even RE7 fell flat when you get
to the tanker. RE5 and RE6 are irredeemable, sorry that you had to play these: Before replaying RE1, I replayed RE4 and you know it has been so long since I played a game with QTE as a legitimate
mechanic, and it feels awful and i'm glad we went beyond the QTE phase, something that RE5 and RE6 have a lot of. But Capcom proved with RE7 that they still got it, the "resident evil spirit", good ol' creepy and scary survival horror with lots of mechanic and player freedom with secret, easter egg to enjoy in a huge map with lots of monsters and also lots of backtracking.
I'm hoping resident evil 8 will be even more like RE1/RE2 than ever. The first person move is great, sure, but I think there's more creepyness associated with having your camera in the back of your
character (or even a fixed camera, I wonder if they're ever going to try that again in a RE, maybe a smaller RE game).
i really wish re2 had fixed camera angles as an option. i really appreciate the third person camera for initial playability, but i'm still really hankering for that fixed angle experience. it's what i love. like once you're good at this game it's a joke. i want stressful angles.
Unfortunately it wouldn't work too well. For normal enemies perhaps, but when it comes to the boss fights, the absolute necessity of shooting weak points with the over-the-shoulder aim means that fixed camera and even auto aim assist wouldn't really work for those encounters.
Dunno how tricky it would be, but just under the assumption of how the game is built, maybe modify existing enemies on a different game mode with fixed camera angles. I think a way it could work is for regular zombies to pretty much have all their hit boxes uniform, with headshots just being tied to the critical shot to bypass the reliance of aiming to the head first on the regular game. And for specific boss fights remove or alter the weak points to accommodate for the fixed camera gameplay.
The entire point to playing re6 is for coop. Alone it would be a very meh 3rd person shooter, but with friends you can break the game constantly and fuck with dumb features.
In the original version of RE2, Mr. X was effectively a slightly lamer Nemesis. He wasn't anything truly interesting to face, he was just a Big Boy Threat, unlike his new integration which is so fucking good.
I am so fucking scared about RE3make's Nemesis now.
one thing i am actually scared of (in a meta sense) is Capcom wanting to play into the Mr X memes with Nemesis, and turning him into the BOW equivalent of Poochie. like giving Nemesis a boombox or using DMX in the trailer or something
See thats bullshit because the island had regenerators and iron maidens. Those were terrifying.
I kinda wish the RPD had more evidence of Nemesis, since the first half of RE3 takes place before RE2. Like, the window before the stairs near the dark room should be busted where he jumped through, and maybe there could be some big holes in the wall where he fired his rocket launcher, and some purple blood splattered on the ground in some areas.
I'm not seeing anything wrong with that.
I did not find those scary, and you're definitely downplaying the lameness of the island as a whole. It was pure RE5-like action.
I laughed pretty hard at the "RE6 is bad because of RE4" thing.
That was not said or implied at all. I simply said that RE4 shifts in tone massively after you get to the island, which doesn't make it a bad game yet can be taken as an hint of where the serie would go
from there with RE5 and RE6 basically being glorified action shooter in third person.
The only thing about the island that I thought was goofy were the fat minigun dudes. Other than that, there were still some tense moments. Most of the indoor areas still retained that creepy feel. It was the outdoor sections that were action packed.
Hardly. I mean, yeah it become more of a gauntlet but it's an army base it make sense setting wise.
I admit it's been a while since I've gone through RE4 but I don't remember getting to the army base and going "Huh, this feels like a different game".
Well perhaps I wasn't talking about you?
"I did it. I completed Resident Evil 6 all on my own. *groan*
This game is evidence that RE4 made Capcom stupid."
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