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Pavement M_E_G. ADI. K

Joined: 07 Dec 2006
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Posted: Sun Feb 04, 2007 7:13 am |
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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. _________________ The longer you play this game, the worse it gets. |
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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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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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