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another god
Joined: 04 Dec 2006
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Posted: Thu Feb 08, 2007 8:39 pm |
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With a completely revamped level design, Resident Evil 4 would make for a great rogue-like. _________________ interdimensional |
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SplashBeats Guest
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Posted: Thu Feb 08, 2007 8:48 pm |
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Ging, the Red9 is actually a Mauser C96.
"During World War I the Imperial German Army contracted Mauser for 150,000 C96 pistols, chambered for the 9 mm Parabellum. This variant was named the "Red 9" after a large number "9" burned and painted in red into the grip panels, to prevent the pistols' users from loading them with 7.63 mm ammunition by mistake."
Last edited by SplashBeats on Thu Feb 08, 2007 8:50 pm; edited 1 time in total |
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Adilegian Rogue Scholar

Joined: 05 Dec 2006 Location: Q*Bert Killscreen Nightmare
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Toups tyranically banal

Joined: 03 Dec 2006 Location: Ebon Keep
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Posted: Thu Feb 08, 2007 9:15 pm |
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| Joe wrote: |
Ging, the Red9 is actually a Mauser C96.
"During World War I the Imperial German Army contracted Mauser for 150,000 C96 pistols, chambered for the 9 mm Parabellum. This variant was named the "Red 9" after a large number "9" burned and painted in red into the grip panels, to prevent the pistols' users from loading them with 7.63 mm ammunition by mistake." |
I always use this as my handgun to the end of the game.
I don't care how much space it takes up! It's still awesome!
Also that Ashley death is fucking awesome. _________________
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EU03

Joined: 05 Dec 2006
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Posted: Thu Feb 08, 2007 10:14 pm |
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Speaking of which, does anyone have the link for the site that showed the hacked RE4 demo which unveiled some awesome stuff (i.e. Leon's super powers)? _________________
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SplashBeats Guest
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Posted: Fri Feb 09, 2007 12:03 am |
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| Mister Toups wrote: |
| Joe wrote: |
Ging, the Red9 is actually a Mauser C96.
"During World War I the Imperial German Army contracted Mauser for 150,000 C96 pistols, chambered for the 9 mm Parabellum. This variant was named the "Red 9" after a large number "9" burned and painted in red into the grip panels, to prevent the pistols' users from loading them with 7.63 mm ammunition by mistake." |
I always use this as my handgun to the end of the game.
I don't care how much space it takes up! It's still awesome!
Also that Ashley death is fucking awesome. |
It is more powerful than the other 9mms. |
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Toups tyranically banal

Joined: 03 Dec 2006 Location: Ebon Keep
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Posted: Fri Feb 09, 2007 12:05 am |
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| Joe wrote: |
| Mister Toups wrote: |
| Joe wrote: |
Ging, the Red9 is actually a Mauser C96.
"During World War I the Imperial German Army contracted Mauser for 150,000 C96 pistols, chambered for the 9 mm Parabellum. This variant was named the "Red 9" after a large number "9" burned and painted in red into the grip panels, to prevent the pistols' users from loading them with 7.63 mm ammunition by mistake." |
I always use this as my handgun to the end of the game.
I don't care how much space it takes up! It's still awesome!
Also that Ashley death is fucking awesome. |
It is more powerful than the other 9mms. |
Once you get the exclusive upgrade, yeah.
Then it's fucking unstoppable!! _________________
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Toto

Joined: 05 Dec 2006 Location: Australia
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Posted: Fri Feb 09, 2007 12:08 am |
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| The Chicago Typewriter broke the whole game for me :( |
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Adilegian Rogue Scholar

Joined: 05 Dec 2006 Location: Q*Bert Killscreen Nightmare
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Posted: Fri Feb 09, 2007 12:32 am |
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| Mister Toups wrote: |
Once you get the exclusive upgrade, yeah.
Then it's fucking unstoppable!! |
That and the very aesthetics of the gun, man. I have a deep fondness for old school charger magazine feeds on semi-automatics. For these reasons alone I always find myself, at the end of a new game, carrying either just the Mauser and the bolt action rifle--or those guns plus the starting shotgun.
Takes a steady hand to reload those guns.
In fact, the only thing that bothers me about the guns in RE4 is that almost all of the reloading animations are perfect, but the shotgun's animation is truncated. If that thing can hold more than two slugs, then it's got a semi-auto feed from beneath the double barrels. This requires either inserting each slug into the feed barrel by hand or using a shotgun charger magazine feed.
Would have also made for quite a bit more drama reloading that thing once you got its capacity maxed out. _________________
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SplashBeats Guest
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Posted: Fri Feb 09, 2007 12:43 am |
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| One of the things I always liked about the shotgun in Half-Life was that Freeman actually put 8 shells into the thing upon reload, and if you interrupted the reload animation by shooting, you had just as many shells in the shotgun as you put in. I appreciate attention to detail like that. |
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Adilegian Rogue Scholar

Joined: 05 Dec 2006 Location: Q*Bert Killscreen Nightmare
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Posted: Fri Feb 09, 2007 12:57 am |
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| Joe wrote: |
| One of the things I always liked about the shotgun in Half-Life was that Freeman actually put 8 shells into the thing upon reload, and if you interrupted the reload animation by shooting, you had just as many shells in the shotgun as you put in. I appreciate attention to detail like that. |
Goddamn straight. Let 'em pay the fare if they want to ride the bus.
The... shot... bus?
I don't know. I just don't know. _________________
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Toups tyranically banal

Joined: 03 Dec 2006 Location: Ebon Keep
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Posted: Fri Feb 09, 2007 1:16 am |
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| Joe wrote: |
| One of the things I always liked about the shotgun in Half-Life was that Freeman actually put 8 shells into the thing upon reload, and if you interrupted the reload animation by shooting, you had just as many shells in the shotgun as you put in. I appreciate attention to detail like that. |
Yeah, this is the ideal solution to that problem. Would've been nice if RE4 did it, but, ah well. _________________
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Baines banned
Joined: 10 Dec 2006
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Posted: Fri Feb 09, 2007 3:06 am |
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| Joe wrote: |
| One of the things I always liked about the shotgun in Half-Life was that Freeman actually put 8 shells into the thing upon reload, and if you interrupted the reload animation by shooting, you had just as many shells in the shotgun as you put in. I appreciate attention to detail like that. |
TimeSplitters 2 tried to do that with the Tactical 12-Gauge.
Except the game only kept one ammo value for unequipped weapons, not separate loaded and unloaded values. (Probably because a few guns used the same ammo type.) Equipping a weapon loaded it instantly, unequipping it effectively unloaded it. So you could circumvent the Tac Shotgun's load animation just by switching weapons and immediately switching back. |
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Ratoslov

Joined: 05 Dec 2006
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Posted: Fri Feb 09, 2007 9:29 am |
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| google wrote: |
| But when it comes to shit like Half Life, Resi 4, and other shit like that, I just cant shake the feeling that im always one magazine away from being out of ammo... |
If you want to do well in RE4, there is one basic trick to the game:
If you always act like you're gonna run out of bullets soon, you will never run out of bullets.
You can ignore this during special sequences and whatnot, but if you're just in a fight with some Ganados, kill them with the minimum number of bullets. Flash grenades, the knife, and the infamous Zombie Suplex are great for this. |
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shrugtheironteacup man of tomorrow

Joined: 06 Dec 2006 Location: a meat
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Posted: Fri Feb 09, 2007 10:22 am |
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| Baines wrote: |
| Joe wrote: |
| One of the things I always liked about the shotgun in Half-Life was that Freeman actually put 8 shells into the thing upon reload, and if you interrupted the reload animation by shooting, you had just as many shells in the shotgun as you put in. I appreciate attention to detail like that. |
TimeSplitters 2 tried to do that with the Tactical 12-Gauge.
Except the game only kept one ammo value for unequipped weapons, not separate loaded and unloaded values. (Probably because a few guns used the same ammo type.) Equipping a weapon loaded it instantly, unequipping it effectively unloaded it. So you could circumvent the Tac Shotgun's load animation just by switching weapons and immediately switching back. |
One thing that always bothered me about the Half-Life games: If you put a weapon away for more than about ten seconds it will be fully loaded if you switch back. _________________
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Quick Shot II Turbo

Joined: 05 Dec 2006 Location: ---
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Posted: Fri Feb 09, 2007 10:47 am |
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| shrugtheironteacup wrote: |
| One thing that always bothered me about the Half-Life games: If you put a weapon away for more than about ten seconds it will be fully loaded if you switch back. |
... Really? I've played through both HL's (plus addons like Blue Shift) and never noticed that. _________________

Last edited by Quick Shot II Turbo on Fri Feb 09, 2007 11:10 am; edited 1 time in total |
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Adilegian Rogue Scholar

Joined: 05 Dec 2006 Location: Q*Bert Killscreen Nightmare
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Posted: Fri Feb 09, 2007 10:54 am |
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| Ratoslov wrote: |
| You can ignore this during special sequences and whatnot, but if you're just in a fight with some Ganados, kill them with the minimum number of bullets. Flash grenades, the knife, and the infamous Zombie Suplex are great for this. |
I tend to do better when I firing sparingly after the Village. Leon doesn't perform the Suplex on any of the Villagers, though I'm not sure why. Maybe they thought it would look too brutal for him to suplex a woman and burst her skull like an overripe pomegranate?
Anyway, I try to blast the hell out of everyone in the Village, though the Castle is a different story. Luckily, Leon's suplex gets replaced with a strong sidekick, and that can be good for clearing space. _________________
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shrugtheironteacup man of tomorrow

Joined: 06 Dec 2006 Location: a meat
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Posted: Fri Feb 09, 2007 5:45 pm |
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| Quick Shot II Turbo wrote: |
| shrugtheironteacup wrote: |
| One thing that always bothered me about the Half-Life games: If you put a weapon away for more than about ten seconds it will be fully loaded if you switch back. |
... Really? I've played through both HL's (plus addons like Blue Shift) and never noticed that. |
Yeah. I think it has to be de-equipped for the same amount of time as a full reload would take.
I might just be hyper-sensitive to ammo details in FPSs since my first was Marathon and it actually bothered simulating clips instead of just having a great big pool of ammo. In 1994.
If you discarded a half-empty clip you lost those bullets forever. _________________
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Dracko a sapphist fool

Joined: 06 Dec 2006
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Posted: Fri Feb 09, 2007 6:00 pm |
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| Adilegian wrote: |
| Mister Toups wrote: |
Once you get the exclusive upgrade, yeah.
Then it's fucking unstoppable!! |
That and the very aesthetics of the gun, man. I have a deep fondness for old school charger magazine feeds on semi-automatics. For these reasons alone I always find myself, at the end of a new game, carrying either just the Mauser and the bolt action rifle--or those guns plus the starting shotgun.
Takes a steady hand to reload those guns. |
It's the only way to play. The Mauser is one of by favourite firearms ever. Beautiful stuff.
I'll sometimes make the odd exception for a TMP, because sub-machinegunning can be much fun. _________________
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Adilegian Rogue Scholar

Joined: 05 Dec 2006 Location: Q*Bert Killscreen Nightmare
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Posted: Fri Feb 09, 2007 6:20 pm |
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| Dracko wrote: |
| I'll sometimes make the odd exception for a TMP, because sub-machinegunning can be much fun. |
Everytime I try the TMP, I totally forget how to play the game. And I'm kinda serious. I'll just fire and spray, until I realize that I'm running dangerously low on ammo and I sold my semi-auto pistols to make room in the S-Attache Case.
This would work if a TMP slug had more penetration power than, like, cheese. But I know, I know. That's how the weapon balances out.
Am I the only one who's annoyed that RE4's development team had the prankish impulse to make eggs equippable, but not enough imagination to RUN with that idea like (I think) Kojima might have? I would love to be able to blind a ganado with eggface.
One time I even saved five eggs for the last boss in hopes that Saddler had latent anaphylaxis.
But no. Goddammit, no. _________________
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Toups tyranically banal

Joined: 03 Dec 2006 Location: Ebon Keep
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Posted: Fri Feb 09, 2007 6:32 pm |
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| Ratoslov wrote: |
| google wrote: |
| But when it comes to shit like Half Life, Resi 4, and other shit like that, I just cant shake the feeling that im always one magazine away from being out of ammo... |
If you want to do well in RE4, there is one basic trick to the game:
If you always act like you're gonna run out of bullets soon, you will never run out of bullets.
You can ignore this during special sequences and whatnot, but if you're just in a fight with some Ganados, kill them with the minimum number of bullets. Flash grenades, the knife, and the infamous Zombie Suplex are great for this. |
headshots and kicks work well too, as well as spamming all of your money into the firepower of your weapons. _________________
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Craptastic!

Joined: 05 Dec 2006 Location: Canada
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Posted: Fri Feb 09, 2007 6:33 pm |
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| Adilegian wrote: |
I tend to do better when I firing sparingly after the Village. Leon doesn't perform the Suplex on any of the Villagers, though I'm not sure why. Maybe they thought it would look too brutal for him to suplex a woman and burst her skull like an overripe pomegranate?
|
It's been a while since I last played the game, but from what I can recall, you can make Leon consistently suplex enemies by capping them in the knee, and while they're kneeling, you'll be able to suplex them. Either that, or it had something to do with attacking them from behind, or it was just kind of random. |
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Baines banned
Joined: 10 Dec 2006
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Posted: Fri Feb 09, 2007 8:16 pm |
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Leon doesn't get the suplex until the castle, from what I recall.
The kick available at the start of the game is better, anyway. The kick is serious crowd control, hitting everyone in front of you. The suplex only deals with one enemy and often leaves you in a bad position if you do it in a crowd.
Eggs are really there for the healing. Golden eggs are arguably the best healing item in the game, being a full heal that takes only a 1x1 space. (The only thing that can compete is the RGY herb mix, simply because the herb mix also increases your max life.) Throwing eggs seems to have been put in more as a joke. (Or maybe at one point the developers thought Leon might need some kind of desperation stun attack by throwing an egg in someone's face, then decided it wasn't necessary and never finished it.) |
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Toups tyranically banal

Joined: 03 Dec 2006 Location: Ebon Keep
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Posted: Fri Feb 09, 2007 8:18 pm |
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The suplex is awesome for conserving ammo though. Using the suplex I can usually take out a single los illuminados with like... two bullets, three at most.
Unless it's a parasite, but is still works really well on them too. _________________
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Adilegian Rogue Scholar

Joined: 05 Dec 2006 Location: Q*Bert Killscreen Nightmare
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Posted: Fri Feb 09, 2007 11:12 pm |
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| Baines wrote: |
| The kick available at the start of the game is better, anyway. The kick is serious crowd control, hitting everyone in front of you. The suplex only deals with one enemy and often leaves you in a bad position if you do it in a crowd. |
I've found that Leon's kick actually evens his usefulness with the more powerful Merc characters on the Village level. Especially if you've got a couple of Bellas in front of you.
| Baines wrote: |
| Eggs are really there for the healing. Golden eggs are arguably the best healing item in the game, being a full heal that takes only a 1x1 space. (The only thing that can compete is the RGY herb mix, simply because the herb mix also increases your max life.) |
Oh, I knew about the healing properties of the eggs and stuff. And you're right: viva golden eggs. I believe they sell for a small mint, too.
| Baines wrote: |
| (Or maybe at one point the developers thought Leon might need some kind of desperation stun attack by throwing an egg in someone's face, then decided it wasn't necessary and never finished it.) |
I would also have accepted Leon gaining the ability to use chickens as familiars with an attaché case half full of eggs. This would give him a whole new spectrum of potential puns to botch.
"Feather or not, here I come!"
| Mister Toups wrote: |
| Unless it's a parasite, but is still works really well on them too. |
It took me playing through the whole damn game ten times to learn that Flash grenades kill the parasites upon detonation.
Though this also raised the question: shouldn't it be possible to protect Leon from the exposed, flailing Las Plagas by running close to a light source? If they couldn't take the gray cloudlight from the skies of the village, I wouldn't think they could stand being near a torch or bright fluorescence. _________________
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Adilegian Rogue Scholar

Joined: 05 Dec 2006 Location: Q*Bert Killscreen Nightmare
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Posted: Fri Feb 09, 2007 11:22 pm |
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Thread has inspired me to play the game.
Capcom should have been smarter than to put a gigantic wall-sized texture of Raphael's "School of Athens" in the castle. They usually do a good job of sticking to paintings for decoration that aren't used as the highlight pieces of eras of painting in Visual Art 101.
Kills the suspension of disbelief! _________________
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Toups tyranically banal

Joined: 03 Dec 2006 Location: Ebon Keep
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Posted: Fri Feb 09, 2007 11:25 pm |
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| Adilegian wrote: |
Thread has inspired me to play the game.
Capcom should have been smarter than to put a gigantic wall-sized texture of Raphael's "School of Athens" in the castle. They usually do a good job of sticking to paintings for decoration that aren't used as the highlight pieces of eras of painting in Visual Art 101.
Kills the suspension of disbelief! |
Wait where is this?
How have I not noticed this before? _________________
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Adilegian Rogue Scholar

Joined: 05 Dec 2006 Location: Q*Bert Killscreen Nightmare
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Posted: Fri Feb 09, 2007 11:28 pm |
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| Mister Toups wrote: |
| Adilegian wrote: |
Thread has inspired me to play the game.
Capcom should have been smarter than to put a gigantic wall-sized texture of Raphael's "School of Athens" in the castle. They usually do a good job of sticking to paintings for decoration that aren't used as the highlight pieces of eras of painting in Visual Art 101.
Kills the suspension of disbelief! |
Wait where is this?
How have I not noticed this before? |
It's in the room just before you get to Ashley, when she's bound to the wall. Go into the half of the room where the rocket launcher and goodies are under glass, and look at the wall directly opposite the cast porticullis. _________________
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Baines banned
Joined: 10 Dec 2006
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Posted: Sat Feb 10, 2007 12:24 am |
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| Adilegian wrote: |
It took me playing through the whole damn game ten times to learn that Flash grenades kill the parasites upon detonation.
Though this also raised the question: shouldn't it be possible to protect Leon from the exposed, flailing Las Plagas by running close to a light source? If they couldn't take the gray cloudlight from the skies of the village, I wouldn't think they could stand being near a torch or bright fluorescence. |
My eyes are sensitive to bright light, and I can tell a difference between a bright day and standing near a fire. Some days it is bad enough that I get eye aches and even headaches. On the other hand, watching a blazing fire or flourescent lighting only carries the normal side effects, like the negative after-image you get after you stop staring at a light source.
Sun and snow certainly don't bode well for me, as the whole thing makes me more succeptible to snow blindness.
I can only assume Flash Grenades would do no world of good for my eyes though. Then again, they don't exactly do "good" for a normal person looking at them either.
Oh, and a funny thing about sunlight that I've noticed. Certain kinds of cloudy days are worse for my eyes than perfectly clear days. I think it might be the light being scattered or something similar. On such days with no obvious source to avoid there is no where I can look for relief. |
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Mikey

Joined: 11 Dec 2006 Location: endless backlog
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Posted: Sat Feb 10, 2007 1:47 am |
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I hear ya - I basically squint from the beginning of May until the end of September.
I have heavy wooden blinds on my windows that I usually keep shuttered unless I need extra light to work by. |
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Predator Goose
Joined: 19 Dec 2006 Location: Oversensitive Pedantic Ninny
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Posted: Sat Feb 10, 2007 9:20 pm |
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Spoilers.
MIIIIIIIIIIKE! NOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!
(Mike from the game, not Mikey) _________________ I can no longer shop happily. |
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Adilegian Rogue Scholar

Joined: 05 Dec 2006 Location: Q*Bert Killscreen Nightmare
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Posted: Mon Feb 12, 2007 1:27 am |
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I see some vaguely kanji/kana looking symbols wrapped around the communication tower, but I can't read them very well.
To specify the location (Ada mission spoilers):
This is the communications tower whose radio you use at the end of Ada's mission.
Use the rifle to look directly ahead of Ada when you step out of the elevator, and you'll see it. There's what looks like a long-sound mark (or a dash) and a three at the end. Does this look like Japanese to anyone else? _________________
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Mikey

Joined: 11 Dec 2006 Location: endless backlog
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Posted: Mon Feb 12, 2007 11:49 pm |
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| Anybody here seen Children of Men? There's a few parts that are RE4 as fuck and they made me giggle at times I should not have. |
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Dracko a sapphist fool

Joined: 06 Dec 2006
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Posted: Tue Feb 13, 2007 12:13 am |
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Which parts? _________________
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Mikey

Joined: 11 Dec 2006 Location: endless backlog
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Posted: Tue Feb 13, 2007 12:24 am |
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Spoilers:
There's a part involving a flaming car being rolled down a hill into a barricade (so as to block off a road that our protagonists are driving down) that also involved a screaming mob of people waving improvised weaponry that sort of made me go LOL GANADOS. Also the end of the movie involves an immigrant internment camp that becomes sort of a warzone - which brought to mind the final island in RE4 and maybe also the village, too.
I'm sure there's other stuff I could think of if I really stretched it, but those two are good enough. If you see the movie you might agree, although it may be because of all the RE4 discussion I've been reading lately that it occured to me at all. |
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Pavement M_E_G. ADI. K

Joined: 07 Dec 2006
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Posted: Tue Feb 13, 2007 1:28 am |
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Children of Men mostly reminded me of Half Life 2. Children of Men does stuff like extended, uninterrupted takes to immerse you in the movie, and Half Life 2 does stuff like first person scripted events to continue its grip on the player. (Also the sets and the overall dystopia were really similar.)
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Regarding RE4, a glitch was discovered that speeds up Leon's animations 1.5X. You equip the Striker (it must be the Striker) and aim, but load up the inventory BEFORE your laser sight appears, and then you pick any other weapon in the inventory and return to the game. Leon does everything way faster, including running, reloading moving backwards. The effect ends if you open a door, kick somebody or do a quick turn.
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One other thing. For a while I wondered why that RE4 lost some of its power after the village. Now I've realized; there were no video-gamey puzzles in the village. The village was believable. It's only when the castle comes around that you start finding animal ornaments, riding ziplines and watching treasure chests materialize out of thin air. The game definitely lost some of its impact in that lava room with the dragons. That room was like a parade of survival horror nonsense. It should have been ported to Killer7 and used as another piece of satire. _________________ The longer you play this game, the worse it gets. |
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Dracko a sapphist fool

Joined: 06 Dec 2006
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Posted: Tue Feb 13, 2007 1:39 am |
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I'm honestly surprised that so many people took issue with some of the castle's inherent ludicrousness. It wasn't until the island that the game started to bore me, like it had already shown all it was capable of.
Also, I like the Killer7 Magnum automatic. I like it a lot, even though the Broken Butterfly is considered superior. I'm usually one for revolvers, but a .45 Colt is classic in itself, and the Killer7 has a faster firing rate and larger magazine. _________________
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JamesE banned
Joined: 05 Dec 2006
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Posted: Tue Feb 13, 2007 2:05 am |
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| Pavement wrote: |
| One other thing. For a while I wondered why that RE4 lost some of its power after the village. Now I've realized; there were no video-gamey puzzles in the village. The village was believable. It's only when the castle comes around that you start finding animal ornaments, riding ziplines and watching treasure chests materialize out of thin air. The game definitely lost some of its impact in that lava room with the dragons. That room was like a parade of survival horror nonsense. It should have been ported to Killer7 and used as another piece of satire. |
The village has plenty of videogame puzzles: the quest at the back of the church, the hunt for medals, and the light puzzle to free Ashley.
Resident Evil 4 is a long game: on further reflection, I think the goodness of the village is preserved - seared, if you will - by it's relative brevity. If the whole game had played out like that, I think the quality of the beginning would have washed out. Tonal shifts are important in games; I think this was covered in some Dragon Quest VIII thread. Keeps the high points high, because you can't be high all the time. The castle is it's own kind of horror, I reckon - stuff like the catapults give the reality of the gameworld a sudden queasy shift at the centre. Unreality is unsettling - you've had the mundane horror of parasites and dirty puddles, now here's a weird cult. The last section is like some sort of crazy Rambo movie. The game gets shit for it, but on my last replay I found myself enjoying it quite a lot.
I would have posted more in this thread, but I found myself addicted to Mercinaries! I still am, in fact. |
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Baines banned
Joined: 10 Dec 2006
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Posted: Tue Feb 13, 2007 3:27 am |
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| Pavement wrote: |
| One other thing. For a while I wondered why that RE4 lost some of its power after the village. Now I've realized; there were no video-gamey puzzles in the village. The village was believable. It's only when the castle comes around that you start finding animal ornaments, riding ziplines and watching treasure chests materialize out of thin air. The game definitely lost some of its impact in that lava room with the dragons. That room was like a parade of survival horror nonsense. It should have been ported to Killer7 and used as another piece of satire. |
The player realizing his power is the real killer. That happens around the Castle as well. The ludicrous nature of the castle only compounds upon that realization. Some of that ludicrousness actually comes about as an attempt to counteract the player's power.
The first house shows the player that he isn't dealing with classic Resident Evil zombies. (And also forces the player to notice context sensitive actions, as you can only leave the building by jumping out one of the windows.)
The village overwhelms the player on the first run. It is designed to lure the player into various actions just to catch said player. You are baited to use the binoculars near the side path that you'll likely only notice by looking at the map, and which enemies will approach unseen if you make your stand near there. The path to the right is a dead end where an uncautious player will be caught (but is easy to make a stand afterwards.) If you try to stay hidden along the left side, they'll come from different directions. Sneaking around allows time for the guys on the roof (who are conveniently out of sight unless you think to look up) to hit you. If you take to the houses, you risk hitting the house that triggers a Dr. Salvador (chainsaw guy). If you rush to the far gate, you trigger the other Dr. Salvador. I want to recall there is another response based around climbing the tower.
Then things slow again. The next swarm I recall is after meeting the merchant? That one you can treat more like a shooting gallery, or you can risk more in-your-face combat. Without skill, the shooting approach will drain a lot of ammo, which is kind of an iffy message to the player (who eventually learns that he doesn't have to horde ammo).
The cabin is the next big swarm, but also one of the last times a swarm will push the player without needing serious handicaps in play.
In a way, the Castle is the next step. The player can handle a flood of enemies on his own. So you've got Ashley at risk. She gets abducted if you leave her too long. You get more parasite attacks. You get enemies with shields. You get Garradors that you need to shoot in the back, and get trapped in a cage with them and other monks. You get flaming catapults and fire breathing dragons. You get the cloaked Novi-whatevers (the insects). You get a hedge maze.
After the Castle, you lose even that. The game becomes a shooting gallery with a few gimmick enemies (metal protectors, machine guns, Regenerators). When you see a wide open space, you know enemies will swarm you. When you see winding corridors, you know enemies will be waiting. You know you will trigger traps that will send swarms after you (unlike the more natural floods of the village.) You know attacks with Ashley will be designed to take advantage of her vulnerability (like the area where you have to protect Ashley and break down a wall, while being constantly attacked by bullet-resistant enemies along with ranged attack enemies.)
Basically, the game was already risking its impact by the Castle, even if the Castle had been a more normal design. It might have been less noticeable, but the game was already on that path. |
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Pavement M_E_G. ADI. K

Joined: 07 Dec 2006
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Posted: Tue Feb 13, 2007 4:57 am |
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| JamesE wrote: |
| Resident Evil 4 is a long game: on further reflection, I think the goodness of the village is preserved - seared, if you will - by it's relative brevity. If the whole game had played out like that, I think the quality of the beginning would have washed out. Tonal shifts are important in games; I think this was covered in some Dragon Quest VIII thread. Keeps the high points high, because you can't be high all the time. The castle is it's own kind of horror, I reckon - stuff like the catapults give the reality of the gameworld a sudden queasy shift at the centre. Unreality is unsettling - you've had the mundane horror of parasites and dirty puddles, now here's a weird cult. The last section is like some sort of crazy Rambo movie. The game gets shit for it, but on my last replay I found myself enjoying it quite a lot. |
The castle felt like a cop-out to me, like Capcom admitting they couldn't maintain the tension of the village for 10 more hours. Maybe that would be impossible, and these tonal shifts are necessary; Leon was steadily becoming more powerful through the Merchant, and enemies were not posing as much as a threat. The castle was a knee-jerk reaction to this, filling the game full with outlandish setpieces.
One thing I think the castle did perfectly was set up the island, however. By the time the island rolls around, I had become powerful and restless, and the island was filled with armies to take out. I had been confined to narrow corridors and my guns had been leveling higher and higher. The island was easy but completely cathartic. I suppose the castle balanced out the first and last acts successfully.
I can't help but wonder how Resident Evil 4 would have turned out without Leon's constant increase in power, without any traditional puzzles and with the difficulty of the village continuing throughout the game. I guess the game wouldn't be as much of a "series reinvention" if it continued to oppress the player. The three acts do have their own merits, but I often find myself replaying the village and stopping the game when I reach the castle. I find myself wishing the village, the suspense and the trickery could continue.
But then I realize I should just play The Mercenaries, because it has the chaos and floods of enemies I'm looking for. _________________ The longer you play this game, the worse it gets. |
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Baines banned
Joined: 10 Dec 2006
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Posted: Tue Feb 13, 2007 6:00 am |
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| Pavement wrote: |
| I can't help but wonder how Resident Evil 4 would have turned out without Leon's constant increase in power, without any traditional puzzles and with the difficulty of the village continuing throughout the game. |
If you tried playing Professional after beating the regular difficulty, or tried replaying the game without using overpowered weapons, you might have an idea.
The game just isn't that difficult anymore. Powered up weapons give the player an advantage, but the game is designed to give Leon so much freedom and ability that they are not a necessity.
After playing through the game, the village just isn't difficult anymore. Yes, part of it is knowing the layout and such, but it is also knowing just how much you can do with Leon. Same with the Cabin and other spots.
You have to reduce Leon's innate abilities (as similar to a post I think I made earlier in this thread) to be able to keep a suitable interest after a while. Or get exceedingly cheap in the designs and situations you put the player into.
Even Mercenaries shows this to a degree, as players learn the levels and it is no longer a game of survival but of maximizing time extensions and score, once you reach a point where you can survive what it is willing to throw at you seemingly indefinitely. |
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