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Wanderer posted:Somebody on Reddit made the point that there are a lot of windows in the west hall in the RE2 remake that aren't just broken, but look like something punched in from outside. It'd be kinda neat if those ended up being Nemesis's point of entry. Cool idea, though. Would be nice if there were things like that which only make sense retroactively.
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# ? Feb 4, 2019 09:31 |
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# ? Jun 3, 2024 01:33 |
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Wanderer posted:Somebody on Reddit made the point that there are a lot of windows in the west hall in the RE2 remake that aren't just broken, but look like something punched in from outside. It'd be kinda neat if those ended up being Nemesis's point of entry. The shower rooms were smashed up quite a bit too, and they're close to the STARS office.
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# ? Feb 4, 2019 09:37 |
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Ferrous posted:The shower rooms were smashed up quite a bit too, and they're close to the STARS office. Now that you mention it, I was really expecting that giant hole in the wall to figure into something later on, and it didn't.
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# ? Feb 4, 2019 09:52 |
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Yeah the entire station has little details that hint at the gruesome stories that took place before the main characters arrived. In the west hallway there is something that appears to be a solid metal frame that probably had a door at some point. It's bent outward and has big clawmarks on both sides.
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# ? Feb 4, 2019 12:36 |
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Details is something this game is really good at. I love how Mr. X always takes exactly three steps at a time. You know, because he's really tall.
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# ? Feb 4, 2019 12:43 |
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Cardiovorax posted:Details is something this game is really good at. I love how Mr. X always takes exactly three steps at a time. He clears the ladder in the Library in two steps as well. Just straight up grabs the middle rung, hops up to the ledge, and climbs on up. Very quickly, I might add.
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# ? Feb 4, 2019 15:14 |
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Did you notice how Marvin keeps getting paler every time you see him, too? Really nice touch, that.
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# ? Feb 4, 2019 15:44 |
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Cardiovorax posted:Did you notice how Marvin keeps getting paler every time you see him, too? Really nice touch, that. Marvin is one of the few characters in video games that actually felt like he was dying. The animations, voice acting, pacing of his death; it was just so perfectly done. I legit felt bad every time I had to talk to him because it's rough seeing him die. I really wish there was a way to save him in this version of the game.
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# ? Feb 4, 2019 19:46 |
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You can also gradually see his left eye start to film over with the zombie color
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# ? Feb 4, 2019 22:57 |
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Slightly off-topic from the RE2 talk, but I finally got around to Darkwood and drat, the atmosphere in this game is fantastic. Definitely the creepiest thing I've played in recent memory.
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# ? Feb 4, 2019 23:40 |
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Would you look at that, a REmake HD pack for PC came out a day after I noticed all these up scaler projects springing up. I also saw someone on Twitter doing a horrifying texture pack for Morrowind where they run it through the DeepDreams AI. al-azad fucked around with this message at 05:28 on Feb 5, 2019 |
# ? Feb 5, 2019 05:26 |
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al-azad posted:Would you look at that, a REmake HD pack for PC came out a day after I noticed all these up scaler projects springing up. That's some fuckin' nice rear end poo poo. How are they going to handle the scenes that have animations? Do each frame?
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# ? Feb 5, 2019 07:08 |
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ZearothK posted:Slightly off-topic from the RE2 talk, but I finally got around to Darkwood and drat, the atmosphere in this game is fantastic. Definitely the creepiest thing I've played in recent memory. Darkwood is really good
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# ? Feb 5, 2019 08:05 |
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Mindblast posted:Well yes their hear SOMEthing they just don't know what it is, then they casually wonder about roughly towards it.
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# ? Feb 5, 2019 09:25 |
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Hey, al-azad, you said RE2make doesn't have locational damage, can you elaborate on that? I've been experimenting and it seems like kind of does - damage to any location will eventually kill a zombie, but if I'm careful, I can completely de-limb a zombie with an amount of damage that definitely wouldn't have been survivable if it had been headshots. Im thinking the damage model is basically like it was in RE4, it all feels very familiar and intuitive.
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# ? Feb 5, 2019 11:12 |
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Cardiovorax posted:Hey, al-azad, you said RE2make doesn't have locational damage, can you elaborate on that? I've been experimenting and it seems like kind of does - damage to any location will eventually kill a zombie, but if I'm careful, I can completely de-limb a zombie with an amount of damage that definitely wouldn't have been survivable if it had been headshots. To specify, headshots and body shots are lethal and based on internet people with far too much free time testing every weapon for hundreds of shots, the deviation between body and head shots for the pistol is like a savings of 20% (basically 1.2 bullets) which falls in line with the series’ random critical hit factor present in nearly every game. So headshots on zombies are statistically a wash except for the magnum which 100% pops but is still 80% likely to one-hit a zombie so it’s not worth the risk of missing. Even the shotgun isn’t a guaranteed one-hit kill to the head. Mr. X has an armored suit so headshots are most effective. Lickers have an exposed brain so you get a savings of like 4-5 pistol rounds but it’s 20 pistol shots to kill a licker so don’t ever do this. Magnum/shotgun don’t care where they hit a licker. Dogs take flat damage. So yeah, there’s no reason not to aim for center mass when killing zombies. If you miss a single headshot you immediately waste your savings. al-azad fucked around with this message at 12:59 on Feb 5, 2019 |
# ? Feb 5, 2019 12:56 |
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That meshes with the impressions I got just from playing. Thanks for clearing it up, that was bugging me somehow
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# ? Feb 5, 2019 13:11 |
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al-azad posted:To specify, headshots and body shots are lethal and based on internet people with far too much free time testing every weapon for hundreds of shots, the deviation between body and head shots for the pistol is like a savings of 20% (basically 1.2 bullets) which falls in line with the series’ random critical hit factor present in nearly every game. Oh, so don't aim for the head if you're bad, got it looks like i'm aiming for the body
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# ? Feb 5, 2019 15:51 |
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Aim for the legs, shooting one off makes zombs way easier to deal with
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# ? Feb 5, 2019 18:24 |
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Shoot an arm off afterwards and you basically neutralize them permanently. They can only kinda wiggle along the ground anymore.
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# ? Feb 5, 2019 18:33 |
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So I'm watching John Wolfe play Alien Blackout and this looks a lot more like Night Trap than 5 Nights at Freddy's. Almost like maybe wait for a game to come out before deciding you know everything about it? Like this thread alone has RE7 is a bad Outlast clone with no combat, The Evil Within has an immortal ghost that chases you constantly and one shot kills you, and RE2 Remake has only one playthrough and nothing else changes ever.
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# ? Feb 6, 2019 00:12 |
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:???: This feels like a strawman out of time.
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# ? Feb 6, 2019 00:45 |
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Bogart posted::???: This feels like a strawman out of time. I just remember it getting immediately dismissed as a FnaF clone and it doesn't really look like it based on what I saw of his playing it.
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# ? Feb 6, 2019 01:45 |
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We can only discuss a game's marketing before it's released and a lot of games have bad marketing. The RE7 demos featured no hints of combat besides an axe you could find, TEW lead with the mansion chapter and tried drat hard to make a Resident Evil connection despite being one short level, and Capcom intentionally dodged questions about A/B in RE2. As far as Blackout goes, its similarities to FNAF aren't negligible. The UI and iconography is similar, you need to drop the screen to keep the alien from getting you directly, and power/time management is a big part of the gameplay.
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# ? Feb 6, 2019 02:00 |
al-azad posted:We can only discuss a game's marketing before it's released and a lot of games have bad marketing. The RE7 demos featured no hints of combat besides an axe you could find, Didn't the demo have a gun you could find in the bathroom? I don't think you get any bullets though.
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# ? Feb 6, 2019 02:02 |
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CuddleCryptid posted:Didn't the demo have a gun you could find in the bathroom? I don't think you get any bullets though. And an axe that you could use to break things and then eventually something you could kill with it. Plus Capcom said "the gently caress are you guys on about there is absolutely combat" And people STILL Kramered into the thread going "guys this is a lovely Outlast clone"
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# ? Feb 6, 2019 02:04 |
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Len posted:And an axe that you could use to break things and then eventually something you could kill with it. The first demo was the first VHS tape you get in the game, completely on rails with little interaction. The second demo has the axe and empty gun. The third demo, released a full 5 months later, features combat with a single monster. Here's are the details you maybe don't remember about Resident Evil's marketing and the state of video games in 2016: 2016 was the big rollout of VR to consumer markets. Capcom was demonstrating the "Kitchen" demo at every major con leading people to believe they were doing a VR horror game which was largely the realm of stationary rail shooters. RE7 gets a surprise announcement at E3. The trailer features no supernatural elements and interviews with the staff have them deny there are any zombies. Jun Takeuchi posted:Resident Evil certainly started the whole zombie craze for games; but when we set out to create a horror game and thought about what current-generation hardware is capable of, and what is actually scary, we decided to focus on people. Zombies are, of course, scary—but that alone isn't enough to carry even a two-hour movie. Beyond the first hour or so, many movies start to focus more on the human ego and the darkness in our own hearts. The first demo is released. Outlast 2's demo is released the same week. An update to the demo is released later that summer. It has an axe and a hidden gun but no combat. December the Beginning Hour demo is released featuring combat, five months after the announcement marketing. So if you think people had no reason to speculate what RE7 was going to be the issue is Capcom because up until a month before release the game's marketing centered entirely around being tortured by the Bakers.
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# ? Feb 6, 2019 03:17 |
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al-azad posted:The first demo was the first VHS tape you get in the game, completely on rails with little interaction. The second demo has the axe and empty gun. The third demo, released a full 5 months later, features combat with a single monster. The axe was absolutely in the original demo. https://youtu.be/T0ky23papQk But yeah there was all the reason to believe Capcom was cutting combat out of a Resident Evil game simply because they didn't show you in the first trailer that you would get to fight stuff. That's a reasonable assumption to make
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# ? Feb 6, 2019 03:24 |
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Len posted:The axe was absolutely in the original demo. If you seriously think obfuscating your gameplay is a good marketing move then there's no need to continue the conversation.
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# ? Feb 6, 2019 03:26 |
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al-azad posted:If you seriously think obfuscating your gameplay is a good marketing move then there's no need to continue the conversation. It's not a good marketing move but a no point did my thought process go "yes Resident Evil will have no combat" Capcom makes dumb decisions but I feel like a RE with no combat wouldn't get a mainline number and would instead be a side game like Survivor or Darkside Chronicles. And they were right, there were no zombies in 7. Edit: also Until Dawn was a garbage game. That was another one this thread beat to death until it ended up not being true Len fucked around with this message at 03:42 on Feb 6, 2019 |
# ? Feb 6, 2019 03:31 |
What the gently caress is the point to life if I can't Kramer into places with "news" to deliver to people.
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# ? Feb 6, 2019 03:41 |
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The criticism wasn't "there is no combat" it was "where is the combat?" You have this long running AAA series that was all about fighting monsters and for the past 10 years evolved into a bombastic action game. So the 7th installment is announced and it looks and plays like a Frictional style horror game. Capcom leads with the running and hiding style (the second gameplay trailer at Gamescom was the lantern VHS where you're running from Marge) and in every interview when asked about combat it's "It's there, but we don't want to talk about it." People were worried that the game would end up like Amnesia when really it ended up like Condemned but neither of those styles are what you think of when you bring up Resident Evil. The true irony is that if anyone in 2016 played the ending sequence they would be shaking their fists "LESS COMBAT"
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# ? Feb 6, 2019 03:42 |
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Len posted:Edit: also Until Dawn was a garbage game. That was another one this thread beat to death until it ended up not being true Unfortunately I don't have the cure for bad opinions.
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# ? Feb 6, 2019 03:44 |
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al-azad posted:The criticism wasn't "there is no combat" it was "where is the combat?" You have this long running AAA series that was all about fighting monsters and for the past 10 years evolved into a bombastic action game. So the 7th installment is announced and it looks and plays like a Frictional style horror game. Capcom leads with the running and hiding style (the second gameplay trailer at Gamescom was the lantern VHS where you're running from Marge) and in every interview when asked about combat it's "It's there, but we don't want to talk about it." That I can agree with because everything up to that point was a nice middle ground and then just nope gently caress you guns. How did the dlc end up being for RE7? I rented the game when it first came out so never bothered to buy it but the gold edition has been going on sale a lot recently and I never played that al-azad posted:Unfortunately I don't have the cure for bad opinions. To be clear I dug the game but there was a very vocal group swearing it was trash. Then the game came out and turns out it wasn't
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# ? Feb 6, 2019 03:45 |
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I feel like I did Until Dawn a disservice by dropping it after the prologue, but the flame thrower guy is really obviously not a killer and having the character I control die because the game forces me to think he is sucks rear end. Like logically I know it's a prologue and if I'm right I just short circuited pretty much the entire game, but it still sucks me out of the game hard enough that I cant be arsed to replay that section after so many years
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# ? Feb 6, 2019 03:51 |
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Until Dawn was another victim of bad marketing as it was a horrendous looking Move exclusive before it got a face-lift practically overnight to be quietly released the week before MGS5. It was a huge surprise it came out so well because every detail about its development was a red flag.
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# ? Feb 6, 2019 03:57 |
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Until Dawn was a lot of fun. Really looking forward to Man of Medan.
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# ? Feb 6, 2019 05:33 |
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https://youtu.be/F1ARVKm34-4
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# ? Feb 6, 2019 07:20 |
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Danaru posted:I feel like I did Until Dawn a disservice by dropping it after the prologue, but the flame thrower guy is really obviously not a killer and having the character I control die because the game forces me to think he is sucks rear end. Like logically I know it's a prologue and if I'm right I just short circuited pretty much the entire game, but it still sucks me out of the game hard enough that I cant be arsed to replay that section after so many years It's a really short prologue dude.
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# ? Feb 6, 2019 10:18 |
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# ? Jun 3, 2024 01:33 |
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al-azad posted:Until Dawn was another victim of bad marketing as it was a horrendous looking Move exclusive before it got a face-lift practically overnight to be quietly released the week before MGS5. It was a huge surprise it came out so well because every detail about its development was a red flag. Which further backs my original point of "maybe wait for it to come out before you write it off as trash"
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# ? Feb 6, 2019 11:17 |