Resident Evil Megathread: COMPLETE GLOBAL SATURATION!
1,352 replies, posted
Its bizarre how REmake Chris and RE5-6 Chris have the same exact facial structure, hairline, and mostly the same eyebrows but looks completely different because of his scrubble and that he's just so swole. Its kind of bizarre, like an Al Pacino thing.
[QUOTE=usaokay;51798169]It's like seeing your scrawny buddy turn into an overly buff dude.[/QUOTE]
and then [sp]going blonde and dropping the muscle[/sp]
[QUOTE=RikohZX;51795652]Honestly it bothers me that the main house is the most refined and well-developed part of the game, and the old house isn't bad but very same-y looking all around [sp]besides the children's room.[/sp] Lots of interconnected paths, holding onto keys can actually net you some neat bonuses if you know just where to look, the main house is actually a real joy to play through, even when backtracking later in the game. [sp]The fact that it's all thrown out for linearity and setpieces for a while, followed by the boring ship section, followed by what is almost literally a one-way gauntlet of enemies you're encouraged to just go gun-happy on essentially threw out all of the potential.[/sp]
There's a reason why RE1's mansion is so beloved; the entire place is filled with distinct rooms and areas with shortcuts galore, and even when you go down in a linear fashion to the labs and bottom areas towards the end, it's still a fairly consistent method of game design. RE7 tries to capture this, but drops it too soon for the sake of giving the Bakers individual sections that all look and play differently, distributed between an almost hub-like zone and then whisking you away to never be able to interact with all of it again if you advance too far.[/QUOTE]
Eh, I figured the level design to be more like RE3's, lot of throwaway areas during later parts, but I have to disagree with the baker's mansion, it's layout is instantly memorable IMO, each room has a flavour and purpose.
[QUOTE=kyle877;51798188]and then [sp]going blonde and dropping the muscle[/sp][/QUOTE]
I went through the stages of grief over that, I don't mind whether or not it is real
RE7 spoilers
My personal enjoyment of the game dropped as soon as [sp]the boat section[/sp] started but I think it's because I loved the hell out of the [sp]Lucas main house backtracking and gauntlet/puzzle sections.[/sp]
Those mentioned sections set a really high bar because it explained [sp]why the house is designed with so many strangely keyed doors and shadow puzzles[/sp] beyond gameplay reasons, and cementing the fact that [sp]besides Eveline, who's a pretty one-dimensional baddie, Lucas really is a 'bad seed' and is the true antagonist of the game, orchestrating every puzzle you've had to solve to escape.[/sp]
It really busts my balls though that [sp]he escaped and we're going to probably deal with him in a DLC.[/sp]
[editline]Like 5 minutes after I posted[/editline]
Speaking of the [sp]the Mia boat part of the game,[/sp] I actually enjoyed it and was pretty spooked and immersed on my first play through. After that though, it just felt like a chore in subsequent runs, while pretty much every other part of the game is still enjoyable. I feel like the only reason there's [sp]a choice between Mia and Zoe 2/3rds of the way through the game is because it was supposed to make the player think that mutated Jack was the final boss and that the game was about to end. Once the 'twist' of Eveline-Granny being the source of the infection is known, it just feels pointless since Zoe dies anyway.[/sp]
[QUOTE=Kirad;51800332]RE7 spoilers
My personal enjoyment of the game dropped as soon as [sp]the boat section[/sp] started but I think it's because I loved the hell out of the [sp]Lucas main house backtracking and gauntlet/puzzle sections.[/sp]
Those mentioned sections set a really high bar because it explained [sp]why the house is designed with so many strangely keyed doors and shadow puzzles[/sp] beyond gameplay reasons, and cementing the fact that [sp]besides Eveline, who's a pretty one-dimensional baddie, Lucas really is a 'bad seed' and is the true antagonist of the game, orchestrating every puzzle you've had to solve to escape.[/sp]
It really busts my balls though that [sp]he escaped and we're going to probably deal with him in a DLC.[/sp]
[editline]Like 5 minutes after I posted[/editline]
Speaking of the [sp]the Mia boat part of the game,[/sp] I actually enjoyed it and was pretty spooked and immersed on my first play through. After that though, it just felt like a chore in subsequent runs, while pretty much every other part of the game is still enjoyable. I feel like the only reason there's [sp]a choice between Mia and Zoe 2/3rds of the way through the game is because it was supposed to make the player think that mutated Jack was the final boss and that the game was about to end. Once the 'twist' of Eveline-Granny being the source of the infection is known, it just feels pointless since Zoe dies anyway.[/sp][/QUOTE]
There's actually a paper you can find in the attic about [sp]building a secret door for the Bakers, I think it's just above Lucas's room[/sp]
im literally wasting money because i can't muster the strength to open the launcher during the night-time. if i do, i'll sit in a corner and freak out over the ambiance.
[QUOTE=sYnced;51801875]im literally wasting money because i can't muster the strength to open the launcher during the night-time. if i do, i'll sit in a corner and freak out over the ambiance.[/QUOTE]
The game is scary at first, but after a while you get used to things. Plus once you start building up your arsenal enemies aren't nearly as intimidating.
i thought madhouse mode was just going be increased difficulty
i was wrong, the mold people have learned how to spook me once again
I'm hearing mixed reports that the [sp]Albert-01 unlockable pistol[/sp] sucks in damage output compared to most other guns?
[QUOTE=RikohZX;51802431]I'm hearing mixed reports that the [sp]Albert-01 unlockable pistol[/sp] sucks in damage output compared to most other guns?[/QUOTE]
From what I've heard [sp] its base damage is as much as the stronger pistol ammo, i haven't used it though because the magazine size is only three rounds [/sp]
Damn, how's that supposed to help me in my madhouse run?!
Reading through the unlockables in Resi7 feels kind of lackluster, actually. Like wheres the infinite rocket launcher?
The shotgun seems very inconsistent. Either they die in one headshot, or I have to shoot them 5 more times.
[QUOTE=WillerinV1.02;51802454]Damn, how's that supposed to help me in my madhouse run?!
Reading through the unlockables in Resi7 feels kind of lackluster, actually. Like wheres the infinite rocket launcher?[/QUOTE]
Unfortunately RE7 tried to really make its arsenal tame compared to the earlier games, so the closest you get is an Infinite Ammo unlockable and then finding the Grenade Launcher. If you can get the .44 Magnum, though, that + infinite ammo is so fucking ridiculous that there shouldn't ever be a threat to you again.
[QUOTE=RikohZX;51802458]Unfortunately RE7 tried to really make its arsenal tame compared to the earlier games, so the closest you get is an Infinite Ammo unlockable and then finding the Grenade Launcher. [/QUOTE]
I noticed this, and I have to say, I'm incredibly appreciative of them [sp] still managing to work in a "OP weapon is thrown to you from a helicopter at the last minute [/sp] trope.
[QUOTE=A B.A. Survivor;51802457]The shotgun seems very inconsistent. Either they die in one headshot, or I have to shoot them 5 more times.[/QUOTE]
you gotta physically shove it in their eyeball for a guaranteed kill
[QUOTE=RikohZX;51802431]I'm hearing mixed reports that the [sp]Albert-01 unlockable pistol[/sp] sucks in damage output compared to most other guns?[/QUOTE]
no, it's way stronger than all the other pistols sans magnum
[QUOTE=RikohZX;51802431]I'm hearing mixed reports that the [sp]Albert-01 unlockable pistol[/sp] sucks in damage output compared to most other guns?[/QUOTE]
I love it. It's the only pistol I've been using ever since I unlocked it.
[editline]10th February 2017[/editline]
Also, holy fuck, I'm playing on madhouse, and how do you kill the [sp]two fat molded in the barn fight[/sp]? I've never felt so helpless in my life.
Shooty with the magnum.
I deeply regretted choosing the .44 Magnum over one of the two upgrades the first time I came into contact with the "upgrade cages".
It's not like I don't enjoy high caliber pistols (I really do), but the very few ammo you can find for it isn't really worth the investment and the weapon itself occupies two slots of the inventory: at this point you may as well use them for the shotgun, the burner or the granade launcher, which ammo is much more accesible through the game
as soon as i got infinite ammo the first thing i did was buy the magnum immediately next playthrough
what a blast
[editline]10th February 2017[/editline]
in a normal playthrough, i feel as if the way the ammo is distributed you're pretty much supposed to use the mangum right at the end of the game. which is a bit shit.
[QUOTE=EliaMoroes;51803248]I deeply regretted choosing the .44 Magnum over one of the two upgrades the first time I came into contact with the "upgrade cages".
It's not like I don't enjoy high caliber pistols (I really do), but the very few ammo you can find for it isn't really worth the investment and the weapon itself occupies two slots of the inventory: at this point you may as well use them for the shotgun, the burner or the granade launcher, which ammo is much more accesible through the game[/QUOTE]
The flamethrower is garbage though.
Woo, just finished madhouse mode. The salt mine area was probably the worst part. I nearly ripped my hair out. The circular saw really makes the rest so much easier though. Every time Jack showed up, I just instantly sawed him to death.
[QUOTE=EliaMoroes;51803248]I deeply regretted choosing the .44 Magnum over one of the two upgrades the first time I came into contact with the "upgrade cages".
It's not like I don't enjoy high caliber pistols (I really do), but the very few ammo you can find for it isn't really worth the investment and the weapon itself occupies two slots of the inventory: at this point you may as well use them for the shotgun, the burner or the granade launcher, which ammo is much more accesible through the game[/QUOTE]
It's a resident evil game. You need the magnum. It's the boss buster.
You made the right choice, the upgrades are shit.
So, for the "walk it off" achievement, do herbs, steroids, and stabilizers also count, or is it just the first aid bottles?
[QUOTE=MightyLOLZOR;51804035]So, for the "walk it off" achievement, do herbs, steroids, and stabilizers also count, or is it just the first aid bottles?[/QUOTE]
Herbs count, the other two are free to abuse.
You know, I don't really like the upgrade cages. They felt a bit out of place. I would have liked for those upgrades to be scattered around the existing locations with additional puzzles.
Something felt so anti-climatic about just "unlocking" the magnum.
My problem was that we could only buy three things. I was really wanting a full on creepy trader like from RE4. Like, maybe [sp] Lucas[/sp] could've done it for the hell of it? He seems chaotic enough to do it.
[QUOTE=jimbobjoe1234;51804347]My problem was that we could only buy three things. I was really wanting a full on creepy trader like from RE4. Like, maybe [sp] Lucas[/sp] could've done it for the hell of it? He seems chaotic enough to do it.[/QUOTE]
I was hoping the RE4 Merchant in all his Plaga infected glory would return, and he would roam around the house with his little mobile shop and the Baker's would just have letters scattered questioning who the fuck the creepy guy with the cockney accent is, and why [sp]Eveline, cant control him. And for comedic value she's afraid of the Merchant for the fact she can't control or infect him[/sp] So the Bakers just keep their distance.
*knocks on bathroom door* 'Got some rare things on sale'
"CAN I GET 5 MINUTES FOR CHRIST'S SAKE"
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