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Resident Evil 4
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boojiboy7
narcissistic irony-laden twat


Joined: 04 Dec 2006
Location: take me on a blatant doom trip.

PostPosted: Fri Feb 02, 2007 6:19 am    Post subject: Re: The Suplex    Reply with quote

Tezcat wrote:
The Suplex. Seriously, if you haven't done it yet, pop the game in and get a zombie to kneel (shoot the lower leg), run up, and enjoy.


Yeah, the first time I saw this, Goose was playing, and he kicked open a door on the island and just blasted the dude standing on the other side as just a reaction. and then hit a, and BAM, suplex out of nowhere. We spent like ten minutes trying to figure out what to do to make that happen. It was great.
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Mr. Pointy



Joined: 06 Dec 2006

PostPosted: Fri Feb 02, 2007 7:13 am        Reply with quote

Mikey wrote:
He should be a playable character in Nintendo Vs Capcom

fixed
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RussianLullaby



Joined: 02 Feb 2007

PostPosted: Fri Feb 02, 2007 3:15 pm        Reply with quote

Ebrey wrote:
I'd like to see the GTA series get the Resident Evil 4 treatment - you know, great controls and great gameplay without taking away any of what made the previous games awesome.


->
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parkbench



Joined: 12 Dec 2006

PostPosted: Fri Feb 02, 2007 5:02 pm        Reply with quote

Quote:

I'm pretty glad that I didn't play any of the Resident Evil games that came before this one. This game is the perfect entry point to the series for anyone else who missed the boat like I did.


I had the same experience, only very vaguely dabbling in other REs beforehand. I mean, the series interests me, and I've always wanted to play it, but avoided it because of the notorious control scheme/I'm a pussy.

Though, I found that RE4 wasn't all that scary. At first it was, but then I just kicked so much ass I couldn't be scared. I'd step up to them zombies, kicked them down, and shotgun straight to the face. Going back through the thread, this quote seems to sum it up:

Quote:
Part of the problem is that you ARE so badass, so you never feel like the zombies are much of a threat.


It's also pretty much the only survival-horror game I've played significantly in any way, besides Eternal Darkness (which I might venture to say can be scarier in a creepy way).
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Ebrey



Joined: 05 Dec 2006
Location: Los Angeles

PostPosted: Fri Feb 02, 2007 5:04 pm        Reply with quote

The GTA 2-> 3 jump was in immersion, not in controls. The RE series was always immersive but clunky, so the PS2 GTAs are in a similiar place right now.
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Adilegian
Rogue Scholar


Joined: 05 Dec 2006
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PostPosted: Fri Feb 02, 2007 6:32 pm        Reply with quote

Intentionally Wrong wrote:
Sometimes, I'd just stop and spend a minute reorganizing my inventory.


YES.

I almost want to nominate the RE4 inventory system for Minigame Status.

EDIT: But oh, oh! Favorite moments include:

Hunk's two special moves. Nothing says ALL AMERICAN MERCENARY like the neck-snap (with the great SFX and the horizontal lines across their face at the moment of snappage) and the nad-crunching punt.

One time I took out both of the Bella Sisters in the Village Merc game with the headsnap (within three seconds of each other) inside that barn that you can't access in the main game. During those animations, I had gathered lots of enemies inside the barn, so I climbed the ladder, chucked two grenades, and got massive points.

Also beating Krauser with the knife. And playing as Wesker.
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Mikey



Joined: 11 Dec 2006
Location: endless backlog

PostPosted: Fri Feb 02, 2007 6:45 pm        Reply with quote

parkbench wrote:
Quote:

I'm pretty glad that I didn't play any of the Resident Evil games that came before this one. This game is the perfect entry point to the series for anyone else who missed the boat like I did.


I had the same experience, only very vaguely dabbling in other REs beforehand. I mean, the series interests me, and I've always wanted to play it, but avoided it because of the notorious control scheme/I'm a pussy.

Though, I found that RE4 wasn't all that scary. At first it was, but then I just kicked so much ass I couldn't be scared. I'd step up to them zombies, kicked them down, and shotgun straight to the face. Going back through the thread, this quote seems to sum it up:



While I never found RE4 to be scary, in any way, there were definite moments of forboding where I was well aware that some shit was about to go down in a serious way. I would feel dread, although it was more akin to feeling like "aw, shit" than actual nervous tension.
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boojiboy7
narcissistic irony-laden twat


Joined: 04 Dec 2006
Location: take me on a blatant doom trip.

PostPosted: Fri Feb 02, 2007 6:51 pm        Reply with quote

Ebrey wrote:
The GTA 2-> 3 jump was in immersion, not in controls. The RE series was always immersive but clunky, so the PS2 GTAs are in a similiar place right now.


you do realize that the controls, with the exception of the suplex and QTE's, is the same in RE4 as it was in previous RE's. The perspective changed though.
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Adilegian
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Joined: 05 Dec 2006
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PostPosted: Fri Feb 02, 2007 6:54 pm        Reply with quote

boojiboy7 wrote:
you do realize that the controls, with the exception of the suplex and QTE's, is the same in RE4 as it was in previous RE's. The perspective changed though.


In the Castle, right before you fight the Predator-type boss, and right after Salazar drops Leon down to those spikes. You climb a ladder, and the camera stalls before switching to Leon's shoulder, so it's at a fixed point like in olden days.

I think someone made a small video with the camera hacked so it would stay at fixed points in a level. It made RE4 look just like a standard RE game, only with the new aiming system, which would be hell to control without an off-FPS perspective.
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boojiboy7
narcissistic irony-laden twat


Joined: 04 Dec 2006
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PostPosted: Fri Feb 02, 2007 6:56 pm        Reply with quote

Yeah, even the aiming system isn't that different, just refined to allow a bit more freedom in how you go about it. This doesn't diminish the game for me at all. Hell, it is still the only RE I have finished. Twice.
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Baines
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Joined: 10 Dec 2006

PostPosted: Fri Feb 02, 2007 8:36 pm        Reply with quote

There are some differences beyond the camera.

The areas are designed to be less restrictive, for one. Prior REs flat out abused the fixed cameras in enemy placement.

Leon is more mobile. Prior RE characters would have to walk around the smallest objects. When I first saw a low fence in RE4, I was certain that I'd have to walk all the way around to the opening. But then I found Leon could just hop right over it. (And the enemies as well.) There were all sorts of mobility touchs that classic RE games did not allow.


Still, it is mostly the camera change. Which is understandable. The problem with classic RE controls wasn't the controls themselves. It was those controls combined with that view system.
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SuperWes



Joined: 04 Dec 2006
Location: St. Louis, Missouri

PostPosted: Fri Feb 02, 2007 8:38 pm        Reply with quote

Here to request a Dino Crisis 3 with an RE4 camera.

-Wes
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boojiboy7
narcissistic irony-laden twat


Joined: 04 Dec 2006
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PostPosted: Fri Feb 02, 2007 10:09 pm        Reply with quote

True enough baines, there were some other minor changes, though the game did make effective use of going back to the old more closed spaces of the other RE games at times.
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Sklabah



Joined: 05 Dec 2006
Location: behind you...

PostPosted: Sat Feb 03, 2007 1:00 am        Reply with quote

SuperWes wrote:
Here to request a Dino Crisis 3 with an RE4 camera.

-Wes


You mean, a remake of Dino Crisis 3? Or a new game altogether? Never played 3, though now that my X-Box works again, I'm kinda glad you mentioned it.
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Frequent Pilgrim



Joined: 04 Dec 2006

PostPosted: Sat Feb 03, 2007 3:15 am        Reply with quote

Playing assignment Ada, I realized that it pretty much plays like a classic RE except with the new controls. Enemies you dont have the right weapons for, narrow corridors and limited ammo. It's also got the classic lock and key progression mixed with cheap scare tactics and extremely limited health.

I liked assignment Ada more than the whole rest of RE4. Not that I didn't think the main game was pretty amazing on its own, but I kind of wish they had made the whole game like assignment Ada. It kept that whole "Oh god, I really can't survive this. I'm just not going to make it, even if I had ammo I probably can't kill the enemy before he gets to me. The situation is so hopeless" that only Resident Evil has really been able to capture.
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another coma
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PostPosted: Sat Feb 03, 2007 5:28 am        Reply with quote

Sklabah wrote:
SuperWes wrote:
Here to request a Dino Crisis 3 with an RE4 camera.

-Wes


You mean, a remake of Dino Crisis 3? Or a new game altogether? Never played 3, though now that my X-Box works again, I'm kinda glad you mentioned it.


the game might have been doable, but the biggest slap to the player's face was the platforming segments. I just called it a day after that.
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Slonie



Joined: 07 Dec 2006

PostPosted: Sat Feb 03, 2007 8:17 am        Reply with quote

Bitch this ain't a cutscene indeed...

Okay guys, you're really making me want to finish RE4 now. I started it on a borrowed gamecube and got up to the first time you're forced to play as a defenseless little girl. Ashley, I mean (to show I really did play it). Despite the utter awesomeness of the game, I just couldn't pick it up and continue at that point. Then my friend sold his GC so I had to give it back.

Now I've got a Wii and a hankering to make good on my previous behavior!
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dongle



Joined: 04 Dec 2006
Location: Berkeley, CA

PostPosted: Sat Feb 03, 2007 6:02 pm        Reply with quote

I bought this game solely on your recommendations and I do not regret my purchase one bit.
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JamesE
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PostPosted: Sat Feb 03, 2007 6:33 pm        Reply with quote

Ebrey wrote:
The GTA 2-> 3 jump was in immersion, not in controls. The RE series was always immersive but clunky, so the PS2 GTAs are in a similiar place right now.


Mouselook and keyboard for on-foot, joypad for cars. San Andreas on Xbox controlled pretty well with a pad on foot, even.
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Baines
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PostPosted: Sat Feb 03, 2007 7:38 pm        Reply with quote

Frequent Pilgrim wrote:
Playing assignment Ada, I realized that it pretty much plays like a classic RE except with the new controls. Enemies you dont have the right weapons for, narrow corridors and limited ammo. It's also got the classic lock and key progression mixed with cheap scare tactics and extremely limited health.


I can't speak for the PS2 version, but that is only true at the beginning of the GC version.

The enemies of the island were designed for an extremely powerful Leon. Ada arrives with the weak version of the handgun and minimal ammo. Her kick also isn't as good as Leon's. she can't power up her weapons.

The real killer is that she doesn't have a knife. She has to dodge or shoot things that Leon could knife. She even has to shoot to set up her kick. If you really wanted to make Leon's game more dangerous, you wouldn't just have to reduce the amount of ammo, you'd likely have to remove the knife as well.

You have to be cautious at first. But then the same thing happens with her as with Leon, particularly if you do play cautious. You start amassing more ammo and healing than you'll ever need. Near the end, you'll be dropping and leaving stuff. Krauser isn't an issue even without a knife, as you should have a ton of TMP ammo to waste. (Particularly if you know how close to the end you are, and thus can judge when you can best afford to drop the handgun to make more room.)
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dongle



Joined: 04 Dec 2006
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PostPosted: Sun Feb 04, 2007 4:06 am        Reply with quote

my friend on resident evil 4: "this game is better than girls. i mean, i can't shoot my girlfriend in the head and get such a visceral response"

(he got dumped recently)

(we felt really guilty about the misogyny afterward)
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shrugtheironteacup
man of tomorrow


Joined: 06 Dec 2006
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PostPosted: Sun Feb 04, 2007 5:56 am        Reply with quote

This thread inspired me to go back and make a run at Professional Mode on GC.

As it turns out a year or so of not playing plus the fact that my last few playthroughs were with chicago typewriter/infinite RPG has left me in no state to try Pro Mode.

My ass was handed to me in the village. Repeatedly.
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Pavement
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Joined: 07 Dec 2006

PostPosted: Sun Feb 04, 2007 7:13 am        Reply with quote

I thought the game effectively maintained tension throughout. In the beginning you'd be relatively low on firepower, and every battle is tactical and intense. Right after getting into the castle, when Leon becomes a one-man army, the game throws more inventive set-pieces and enemies at you, preventing you from abusing your stats in rote combat. The castle is like a bottleneck, holding you back from plowing through the rest of the game. When the island comes in, the arcadey pump-up feel kicks in, and the ending of the game becomes cathartic run and gun. It's very well-paced.

I did think the difficulty levels were badly managed, however. Professional is not all that much harder than Normal, and New Game++ does not have a corresponding raise in enemy stats. I wanted more of the original, first-time-through-the-village feel, so I did a Pro run without using the Merchant. That was a perfect recreation of classic Resident Evil.

Also I just finished a playthrough without using any healing items, but it wasn't as gratifying. Almost all of my 200+ deaths were from being hit by random projectiles, and almost all of them occured in the same room.
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EU03



Joined: 05 Dec 2006

PostPosted: Sun Feb 04, 2007 7:36 am        Reply with quote

I felt the same. Whenever I got a new shotgun or pistol, I felt like the king of the world...until ammo got sparse really quickly. Though I never did run out, there were times that I felt compelled to use only the knife. There were some seriously nerve-wracking moments in the castle, especially in the large room were the priests seem to spawn endlessly (though they do stop). I would restart if I felt that I used too many bullets and shells. I ended up using up almost all of my grenades and using the rocket launcher in the initial rush of baddies with the shields.

Or maybe I just suck with ammo conservation.

Then again, the last sequence was pretty easy, seeing how I sold everything except for my Blacktail and Striker to get a Broken Butterfly (yes, I missed the free one) and pump it up to 50 damage.

Man, I really need to go back and actually finish Mercenaries!
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BotageL
pretty anime princess


Joined: 04 Dec 2006
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PostPosted: Sun Feb 04, 2007 8:00 am        Reply with quote

This game is just damn fun. It did oh-so-much right - the controls are simple and easy to grasp, combat's a thrill, the cutscenes are the good and awesome kind of campy, context-sensitive actions are awesome, and it led to my GOTY 2006, God Hand. Hell yeah.

One of my favorite moments of my original RE4 playthrough was the time I spent all my ammo fighting the (GC) disc 1 ending boss, in a challenging and lengthy showdown, and then I went to #IC to talk about the fight and found out that he went down in about two rocket launcher blasts. Then I loaded my next-most-recent save, charged through the area leading up to him, grabbed me two rocket launchers, and blew the everloving fuck out of him. It felt good. So good.
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les meat



Joined: 17 Dec 2006
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PostPosted: Sun Feb 04, 2007 12:57 pm        Reply with quote

I could never stand the RE games, all that fixed camera and videos of doors opening and not scary at all because all the events were so predictable because the room would be so obviously set up for it.

But RE 4 fucking hell everything about it is perfect

I love the restricted control system, I can't believe some fools were moaning because it wasn't fps style controls. Can they not see that things are not scary if they're easy to get away from, fuck circle strafing its a ridiculous concept.

A friend of mine shot the shopkeeper first time he met him then saved and I think he than had to play through without a shop.

I would love Silent Hill if it played like this.
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boojiboy7
narcissistic irony-laden twat


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PostPosted: Sun Feb 04, 2007 3:06 pm        Reply with quote

BUt if Silent Hill played like RE4, it would not be Silent Hill.
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les meat



Joined: 17 Dec 2006
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PostPosted: Sun Feb 04, 2007 9:12 pm        Reply with quote

boojiboy7 wrote:
BUt if Silent Hill played like RE4, it would not be Silent Hill.


I suppose what I should have said was, if there was a game with the art direction of Silent Hill but the gameplay of RE 4 then I would be very happy.
So great action but also more horror and less KICK ASS ZOMBIE FILM styling :)

not that I disliked RE4s art direction or styling , its more that I want a silent hill game that I can enjoy
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Baines
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PostPosted: Sun Feb 04, 2007 10:18 pm        Reply with quote

boojiboy7 wrote:
BUt if Silent Hill played like RE4, it would not be Silent Hill.


I don't know. It might work.

On the InsertCredit forums I made a similar post describing a RE1 remake in the RE4 engine that would avoid the "never in danger" feeling.

For Silent Hill, you'd need to tone down the player's advantage even further.

Ammo would have to be cut severely. The knife would need depowering and/or complete replacement. The situational attacks would need depowering.

Situational attacks are easy enough to deal with. Leon's advantage is that they do good damage on their own and the kick even handles entire crowds. Replace them with something that does little or no damage. Instead of a kick, what about a panicked shove? Maybe you can knock back one (or two if you are lucky) enemies and buy a few seconds of time.

Reducing ammo on its own isn't a certain solution. On the RE1 idea, I went further with mostly ditching ammo boxes in general. Instead, you'd more likely find entire guns, maybe with some spare ammo and maybe empty. No upgrading of weapons, but rather a large variety in the weapons themselves, not all of which are in top shape. Even if you find a favorite, there would also be a variety of shell types. Run out of ammo for something, and maybe you should just ditch it or use it as a club until it breaks.

Which leads into the knife. The knife has to go, or at least be depowered. Instead of a permanent knife, let the player grab whatever might be useful. But whatever they grab can break and can be lost. A board might last a few swings. A pipe might be grabbed by an enemy, and maybe even then used by that enemy. Many objects wouldn't do much damage, rather just staggering or knocking down an enemy if lucky. And all such objects would take inventory space, just like everything else.

And with Silent Hill, you could easily get away with more invulnerability in enemies. RE4 lets you kill everything, even the Iron Maidens. Silent Hill need not run that path.

Weapons would be unreliable. They'd take a lot of space but often have limited uses. The player wouldn't have a "sure kill," at least not for long. You wouldn't find a hand grenade by shooting a crow. On the other hand, scrap weapons might be all over the place.

Would it work for Silent Hill? I don't know. Maybe it would. The above could be tweaked in a way that takes most of the power away from the player, returning him to a state of defense and avoidance except when pushed into a corner.

The other aspects like the camera view shouldn't be a problem. You can still have sneak attacks and strange noises. Vague things can come out of the fog, drop from a ceiling, or shuffle behind the player out of sight. Maybe even bump into the player. And with a weaker player character, the player would presumably worry even more about those unseen enemies. Areas can still look freaky.

The biggest problem might come from the RE4 continue system, where you can find out how dangerous something is and quickly get back into the game after death. I'd hate to see it go, but some things might need to be altered.
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Kriv



Joined: 03 Jan 2007

PostPosted: Sun Feb 04, 2007 10:49 pm    Post subject: Re: Resident Evil 4    Reply with quote

I've avoided this on the grounds of the god awful control schemes of the previous versions on the cube. Has RE4 actually come up with a decent scheme?
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Dracko
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PostPosted: Sun Feb 04, 2007 10:55 pm        Reply with quote

It's managed to work with its tank controls to make it something else altogether. It's really quite brilliant.
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BotageL
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PostPosted: Sun Feb 04, 2007 11:02 pm    Post subject: Re: Resident Evil 4    Reply with quote

Kriv wrote:
I've avoided this on the grounds of the god awful control schemes of the previous versions on the cube. Has RE4 actually come up with a decent scheme?

The scheme is essentially the same as it ever was, they just fixed the CAMERA. It's now locked behind and slightly to the side of Leon, which makes an absolutely incredibly difference. Oh, and now there are a bunch of context-sensitive actions, like hitting the action button near a fence to leap over it, or knock a ladder down so an enemy can't climb up it to get to you, or suplex somebody. The emphasis now is on exciting action, and not on solving stupid puzzles while getting killed by the camera angles changing suddenly so you can't see where the enemies striking you are properly.
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Baines
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PostPosted: Sun Feb 04, 2007 11:26 pm        Reply with quote

Indeed, the few classic RE puzzles present really stick out. Mainly I think of the one behind the church.
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winkerwatson
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PostPosted: Mon Feb 05, 2007 12:36 am        Reply with quote

Resident Evil 2 is still brilliant guys.
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Toto



Joined: 05 Dec 2006
Location: Australia

PostPosted: Mon Feb 05, 2007 1:03 am        Reply with quote

I very much like RE4,, but the highlight is most definitely Mercenaries.
Apparently REWii is modelled after the Mercenaries so I'm quite excited.
RE2 is good but I was always bad at the old RE games.
Maybe I should go back, 6 years later, and HAMMER this game.
Like get the Gatling Gun.
And unlock Tofu.
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Predator Goose



Joined: 19 Dec 2006
Location: Oversensitive Pedantic Ninny

PostPosted: Mon Feb 05, 2007 1:13 am        Reply with quote

Baines wrote:
Indeed, the few classic RE puzzles present really stick out. Mainly I think of the one behind the church.


Wasn't that one entirely optional though? I'm pretty sure it just gave you a shiny for the Beer Mug.
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Adilegian
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PostPosted: Mon Feb 05, 2007 1:26 am        Reply with quote

EU03 wrote:
There were some seriously nerve-wracking moments in the castle, especially in the large room were the priests seem to spawn endlessly (though they do stop).


This was maybe the best area in the whole castle segment.

The technology felt *somewhat* plausible. I guess that it makes more sense for a castle to have internal defense structures (indoor drawbridge, mainly) as opposed to those giant acid/fire-breathing dragon heads later on. I can't really say the same about the submersible platforms, but, still.

But the seeming endlessness of the enemies--on top of their smart placement--really gave the sense that you've come to a different place than the village.

Earlier RE games didn't show a lot of need to cohere enemy placement with the environment, especially with respect to the order of the levels. Your character in earlier RE games had always come upon the scene AFTER the main scuffle had reached its peak, so you only needed to navigate through the remains of someone's defense--and those were usually the GOOD GUYS' remains, literally and otherwise.

In the village, you catch everyone off-guard most of the time, except in such places where you're expected to show. You get much fewer chances like that in the Castle, and I think that particular room draws that out very well. Right when you open the doors, you've got a general (the red guy) surrounded by tank goons (guys with shields), flanked above by two gunners (crossbow guys), with plenty of niches for their reserves to hide in. They knew you were coming, and they've prepared a battle arrangement. There's almost nowhere in that area where you can hide without also being vulnerable to new guys entering the field.

EDIT: I always found this very funny from RE2....



Notice the person slumped face-down over his table in the pavilion's cafe. Zombies don't use weapons. This meant that someone took advantage of the general chaos to settle a blood-score.
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another coma
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Joined: 05 Dec 2006
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PostPosted: Mon Feb 05, 2007 1:32 am        Reply with quote

winkerwinker wrote:
Resident Evil 2 is still brilliant guys.


more please?
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SuperWes



Joined: 04 Dec 2006
Location: St. Louis, Missouri

PostPosted: Mon Feb 05, 2007 2:01 am        Reply with quote

B coma wrote:
Sklabah wrote:
SuperWes wrote:
Here to request a Dino Crisis 3 with an RE4 camera.

-Wes


You mean, a remake of Dino Crisis 3? Or a new game altogether? Never played 3, though now that my X-Box works again, I'm kinda glad you mentioned it.


the game might have been doable, but the biggest slap to the player's face was the platforming segments. I just called it a day after that.


Dino Crisis 3 is a horrible, horrible game. But the reason is 100% tied to the camera. If they fixed the camera it would have been pretty great. The problem is that the camera is too close and preset. So you're up against super fast dinosaurs that you can't see, using a super mobile jetpack-wearing character that has to make platforming jumps with a camera that change mid-jump.

RE4's camera would have made it an amazing game.

-Wes
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another coma
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PostPosted: Mon Feb 05, 2007 2:42 am        Reply with quote

regarding dino crisis 3,

It's like they tried to apply a band-aid to the fixed angles by having it swoop all over the place, but they actually made it worse because even then the camera seems to pick new dramatic angles to sit at constantly, making it difficult to work around the problem through memorization.

It's like they couldn't let go of that damn camera but developed a game that was built around a fixed one anyway. and then they had to go and retain some of the arcade like stuff from part two on top of that to make you feel more hopeless! it's a shame, because blasting dinosaurs IN SPACE is such a good concept but the game is so unplayable.
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Baines
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PostPosted: Mon Feb 05, 2007 2:53 am        Reply with quote

Predator Goose wrote:
Baines wrote:
Indeed, the few classic RE puzzles present really stick out. Mainly I think of the one behind the church.


Wasn't that one entirely optional though? I'm pretty sure it just gave you a shiny for the Beer Mug.


Without a FAQ, you just see something the equivalent of a giant flashing neon sign saying "PUZZLE HERE!! SOLVE TO DO SOMETHING!!"

If you are using a FAQ... Well, first of all, why? RE4 doesn't need a FAQ. Second, how much can you judge puzzles when you read the solutions or read whether they are worth the effort?

Adilegian wrote:
The technology felt *somewhat* plausible. I guess that it makes more sense for a castle to have internal defense structures (indoor drawbridge, mainly) as opposed to those giant acid/fire-breathing dragon heads later on. I can't really say the same about the submersible platforms, but, still.


It feels more plausible when you consider the castle is owned and run by a complete madman. Salazar was presumably quite insane ever before running into Las Plagas.

He seems like the kind of guy that would install catapults as an internal defense system. And construct giant flamethrowing dragons that hang from chains. And have a mine cart ride from one arbitrary room to another arbitrary room.

Adilegian wrote:
Earlier RE games didn't show a lot of need to cohere enemy placement with the environment, especially with respect to the order of the levels.


The Castle did have some nice touches there. At the far end of the Water Room (the giant room with the equally large number of cultists) is a little cubbyhole room. You can run there with Ashley and hole up. Leon seemingly just has to guard the door to ride out the enemies, which is an easy task. Try this, and you'll probably hear Ashley scream. Turn around, and you'll see a couple of cultists in the room. You'll likely get mad that the game just spawns enemies in the otherwise safe room. But it doesn't. They actually drop through trap doors in the ceiling. If you watch, you can see it happen. The room itself is a trick to catch the player. (Mind, once you know of the trick, you can still use the room as a safe house.)
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