Resident Evil - Virgin Vampire Wine Mom vs Chad Magnetic Lebowski

  • Twórca wątku Twórca wątku c-no
  • Data rozpoczęcia Data rozpoczęcia
Hello, I just came to this thread to SQEEE about CV finally getting a remake after so many years. Decades ago my dad brough a pirated copy of CVX and it blew my mind with how scawwy and difficult in terms of puzzles it had been. So when I got to the internet, I was sad to hear most of the players were divisive on it, if not outright arguing it's one of the worst installments or simply forgettable. It had some serious problems, which could be fixed, so I hoped for someone to remake it for ages. The Dark Chronicles one felt like a major disappointment back in the day.

And I guess, since Capcom has already dried out to death all the openly beloved and "already perfect" games, they are running out of the ideas and decided to pull out this dusty thing. I believe only games that actually had big problems with them and originally were met with mixed receptions are the kinds of games that deserve remakes, not classics like RE4 or RE3.

Will this game be actually any good?

Well, considering the rapid Metal Gear Solidification that seems to follow this series like a plague, ruining any elements of horror in survival, I have very small hopes for the release. But these are still hopes. I'm glad Clare is getting a gaym, and *HOPEFULLY* THIS TIME SHE WILL ACTUALLY KILL THE FINAL BOSS, INSTEAD OF BEING SIDELINED FOR CHRIS.
I always see Redditoids bitching about how difficult CVX is, which I assume has something to do with all of the fucking endless complaining, and sure - the character switch softlocks are kinda bullshit, admittedly, but I beat that fucking game when I was like 6 or 7 years old so I'd say, as always with Redditoids, it's a skill issue.

I'm hoping they don't fucking rip out like half the game like they did with RE3 remake. They might be able to pull it off, but I'm not holding my breath.
 
the character switch softlocks are kinda bullshit,
Aw man, that makes me think way back when you had full walkthrough tutorials saved up as a txt in the pirated game's files, where they warn you about the soft locks.
I'm hoping they don't fucking rip out like half the game like they did with RE3 remake. They might be able to pull it off, but I'm not holding my breath.
Past RE2 I didn't really like a single new remake that much. But I still can't help but have some part of me excited and hopeful. CVX was the first game in RE franchise for me, and I can't help but compare every other one to it. Please let it turn out to be miraculously good, pleasepleaseplease—

Well, if it is shit/woke shit like Alan Wake 2 was reeeee, we'll have some new material to trashtalk.

it's got a huge fanbase, more than 3.

Really? I always presumed the opposite. Barely anyone brings up CVX unless in a obscure media talk about meh installations, while RE3 has always been considered a survival horror classic that had the most memorable chaser antagonist.
 
After 4R they showed they learned the lesson. CVX is clunky as fuck but it's got a huge fanbase, more than 3.
I'm still salty as fuck about the travesty RE3R was. So much potential flushed down the drain. Hopefully one of the mod projects attempting to inject more content into the game pans out.

But yes, they've learned their lessons, and Veronica is being handled by their A-Team, Division 1, the guys that did RE2R and RE4R, so the chances it will be a dud are minimal.

What I am curious is what they plan to do with the game. I've heard unconfirmed rumors that they plan to experiment with a more open-world approach, Claire having access to a bike that would allow her to navigate the island, and if the gameplay will lean more towards survival horror or action horror?

Please let it turn out to be miraculously good, pleasepleaseplease—
The chances it will be outright bad are minimal. By now the team has enough similar RE titles under their belt to know what works and what doesn't, so the only real question is if whether the game will be good enough to be considered a modern classic.

Also, for fucking once Capcom, I beg of you, make the last third of the game actually look like you put some effort into it.
 
if whether the game will be good enough to be considered a modern classic.
I don't think it's that easy to predict if a game can be a boom with gamers, let alone something this outstanding. I wasn't much a fan of the Village, because of how ridiculously shonen anime it felt at times, ridiculous hammy villains didn't help either. And I did like CVX which had it too! Sure RE may have had something like this from the beginning, but I think there has to be some sort of line that makes sure your zombie survival game doesn't turn into a typical action Kojima game with billion cutscenes of villains monologuing. The last Leon game left me eyerolling to death.

I've heard unconfirmed rumors that they plan to experiment with a more open-world approach, Claire having access to a bike that would allow her to navigate the island,
That does sound interesting but makes me a bit afraid of it further turning into modern Far Cry 3 with zombies.

Also, for fucking once Capcom, I beg of you, make the last third of the game actually look like you put some effort into it.
They are already preparing the designated final Kaiju battle for Chris as we speak.
 
I don't think it's that easy to predict if a game can be a boom with gamers
Apparently, Requiem was a major hit.

Don't get me wrong, I liked the game well enough, and merging both types of gameplay into a single game was an interesting experiment, though I'm not sure one I would like to see repeated.

This may be a personal bias, but I never liked when a RE game wrests away control from the character I am playing constantly, like in Revelations or Requiem. Short jaunts like the Ada, Sherry, Rebecca etc. sections are fine, but constantly switching from one character to another really hurts the immersion for me.

Requiem somewhat sidestepped the issue since it's mostly short sections playing as one character, before you go back to meatier sections with another, first with Grace, and then with Leon.

That does sound interesting but makes me a bit afraid of it further turning into modern Far Cry 3 with zombies.
If nothing else, Capcom at least always tries something new with each RE game, be it in terms of gameplay mechanics or the story.

Evil Within 2 already attempted the open-world survival horror formula, so Capcom wouldn't exactly be breaking new ground, and zombies + motorcycle exists with Days Gone.

I'm not actually opposed to it, exploration and resource hunting/management were always the favorite parts of the formula for me, and Capcom always had a knack to make finding a new weapon, tool or upgrade feel satisfying.

Plus, Capcom's RE games tend to not be that long (barring RE4/RE4R), so the worst excesses of open-world games can likely be avoided.
 
If nothing else, Capcom at least always tries something new with each RE game, be it in terms of gameplay mechanics or the story.
their greatest double edged sword ever, RE4 was such a fucking impossibly huge success and they follow it up with a co-op toss up, then a smaller series of co-op campaigns that no one wanted, because what they wanted, was another RE4.

and we didn't get one till literally its OWN FUCKING REMAKE, 8 was sometimes, briefly aping it, which pissed people off even more.

This is the same problem Nintendo has and Square has, they love to try and reinvent their own franchises wheels, for no fucking reason, and are basically pained to death to go back to the smash success formula even once in a blue moon.
 
and we didn't get one till literally its OWN FUCKING REMAKE, 8 was sometimes, briefly aping it, which pissed people off even more.
I so wish RE5 and RE6 were more like RE4, instead of doing the whole weird co-op experimental thing. Especially RE5, since modern Capcom lacks the balls to remake it, and even if they did, they would use Debra Wilson as the model for Sheva.

That being said, I do believe Capcom might be a little wary of attempting another RE4 considering what a shitshow the development of the game was.

I think they're gearing up for it, though. Leon's sections in RE9 were basically a refinement of RE4R, and likely their attempt to try out a few new things. RE9 was also, probably, a testbed for refining their RE survival horror games.

I do believe they're done going into weird directions, at least for a while. Village was a sendoff to both Ethan and first person RE games, them specifically going out of their way to mention Veronica will be third person, and having a toggle for first/third person in RE9 is indicative they aren't really interested in pursuing the idea further.

All the other RE games since the franchise's revival have mostly been incremental updates on mechanics and refinement of the formula, so their design philosophy is less wild experimentation ala RE4, and more a slow and steady approach.
 
RE9 were basically a refinement of RE4R
They're a straight downgrade in every way. There's no consistency on how many shots enemies take before being stunned, sometimes you can shoot them in the head till they die and they'll never flinch, blisterheads can cancel their non-stun-flinch frames into an attack if you're in range, there's no enemy variety at all and the only "addition" of enemy weapons being usable effectively making a kill on a weapon wielding zombie a guaranteed second kill is just a dumbed down version of re6's enemy specific finishers that have various collateral effects.

We've also lost all the additional hit reactions, 5 had 6 different melee attacks depending on where you shot an enemy upgrading from 4's 3 (2 of which were conditional to specific enemy groups). and 6 had a whole plethora of moves, slide tackle, charge bash, behind the back elbow, back kick, jumping kick, flying knee, light stun swat, heavy stun grapple, full stun coup de grace, quick shot and at least one unique counter for every single enemy type and it has by far the largest enemy roster in the series. Those don't include Jake's entire moveset or any of the melee weapons which all have at least 3 attacks each.

I didn't mind my first time through 9 but it's genuinely not a very good game. It's all style, no substance.
 
There's no consistency on how many shots enemies take before being stunned
This was easily the worst thing that RE4R changed, my favourite part of RE4, and 5 was shooting a ganado/majini in the face, then running up and roundhouse kicking/punching an entire group onto the floor. But no, now it needs to be inconsistent because Leon HAS to have an overpowered parry just like every other modern game.

Its kinda funny they changed it back in RE4R Mercenaries, they realised that maybe it might not be a good idea to have inconsistency in an action arcade game mode. Hopefully they keep the headshot stun to be a single shot in the inevitable RE5 remake, but I won't have high hopes for it.
 
This was easily the worst thing that RE4R changed
I was talking about 9, how you can shoot an enemy 10 times in the head and they just dead from hp loss. 4 is semi-consistent. I've only played hardcore and professional so I'll just speak for those, on hardcore its 1-2 headshots, up to 3 knee shots if you're really unlucky. On professional its 2-4 headshots/knee shots. At least with pistols/crossbow, I plan to use automatics a bit more next time I play they are way better than the TMP in the original, which was basically a useless gun.

But the point is in RE4MAKE there's reliable numbers you can plan around, yes it's random but as long as you account for the range you'll be safe. In 9 it can happen on shot 2, 6 or never and thus you can't plan anything and so the safest way to play is to never shoot in range and thus you just have to super kite for consistency. 9 sucks.

Also there is a "parry" in 9 where you shoot at the last possible frame but it's incredibly unreliable because it's not frame based it's distance based due to the lingering grab hitboxes.

Its kinda funny they changed it back in RE4R Mercenaries
RE4R mercs was terrible, the enemies have no hp and deal no damage so it's just you mowing down hoards with no thought at all. It's trivial to get a full combo and a max rank.
 
They're a straight downgrade in every way. There's no consistency on how many shots enemies take before being stunned, sometimes you can shoot them in the head till they die and they'll never flinch, blisterheads can cancel their non-stun-flinch frames into an attack if you're in range, there's no enemy variety at all and the only "addition" of enemy weapons being usable effectively making a kill on a weapon wielding zombie a guaranteed second kill is just a dumbed down version of re6's enemy specific finishers that have various collateral effects.

We've also lost all the additional hit reactions, 5 had 6 different melee attacks depending on where you shot an enemy upgrading from 4's 3 (2 of which were conditional to specific enemy groups). and 6 had a whole plethora of moves, slide tackle, charge bash, behind the back elbow, back kick, jumping kick, flying knee, light stun swat, heavy stun grapple, full stun coup de grace, quick shot and at least one unique counter for every single enemy type and it has by far the largest enemy roster in the series. Those don't include Jake's entire moveset or any of the melee weapons which all have at least 3 attacks each.

I didn't mind my first time through 9 but it's genuinely not a very good game. It's all style, no substance.
My main problem with Requiem is that it is stupid short, If you remove cutscenes and the orphanage from the runtime it's like five hours long.

And yes RE 1-3 were only like five hours but games didn't cost $80 in 1993.

It doesn't even have Mercenaries.
 
And yes RE 1-3 were only like five hours but games didn't cost $80 in 1993.
They cost 60 in 1993 which would be 140 in today's money. Also Requiem was 70 at launch and is currently 55. Bad pricing argument.

But also I don't need games to be longer, I'd rather a tighter experience that I can replay multiple times.

The only resident evil game I wish was longer was 7 because there's not enough boss encounters, including no real final boss cause it was so rushed. And also it left you with way too many supplies and nothing to use them on because the 2nd half is mostly played as another character so it doesn't take from your resource pool at all.
 
I was talking about 9
RE4R started the trend of sloppy inconsistent gameplay, 9 just followed the trend and made it worse.
But the point is in RE4MAKE there's reliable numbers you can plan around, yes it's random but as long as you account for the range you'll be safe.
Original RE4 had consistent, sharp gameplay mechanics that you could reliably play within, and if you died it was your fault. RE4Rs inconsistency leads to unpredictable gameplay that will cause you to die through things that shouldn't happen, like a ganado still charging you down with a pitchfork after you've shot him in the head 3 times, or a ganado grabbing you directly after a roundhouse because Leon has no I-frames. I'm playing Resident Evil 4 REMAKE, it should play like Resident Evil 4.
I'm certainly not looking forward to seeing how they butcher RE5s gameplay, then having retard sub humans say "its better than the original" because they added shitty modern cinematic gameplay and a parry.
RE4R mercs was terrible, the enemies have no hp and deal no damage so it's just you mowing down hoards with no thought at all. It's trivial to get a full combo and a max rank.
Agreed. Even with the slight improvements over the original RE4 Mercs (gaining time on a melee kill, and bonus points based on time remaining at the end) it still ends up feeling like shit due to RE4Rs gameplay, and that stupid mayhem mode mechanic wasn't needed.
 
RE4R started the trend of sloppy inconsistent gameplay, 9 just followed the trend and made it worse.
It's not sloppy in re4r, it's consistent, every enemy has a stun value. I understand what they were going for, in the original there's basically no difference between normal and professional if you're avoiding damage, the only change is enemy damage. So they made it harder to control crowds by making you have to make multiple shots in a row, this also gives a lot of value to weapon stats that were previously useless like fire rate and capacity. While I enjoy the moment to moment gameplay of the original better thanks to more precise controls and a sleaker arcadey feel. The remake's changes make sense and are very well thought out. 9's changes are not a symptom of re4r, 9 just has bad game design. If anything is to blame it's the fact that they tried to split the gameplay styles resulting in both feeling weaker than usual.
Even with the slight improvements over the original RE4 Mercs (gaining time on a melee kill, and bonus points based on time remaining at the end)
These are changes, not improvements, and they're just lifted from the later mercenaries entries. Hunk obviously wasn't balanced with this in mind if you changed it in the original he'd be the top scorer by far. The only real issue with the original's mercenaries is the fact that some death animations don't count as kills immediately and result in lost combos because of it.
Of course top score play revolves around explosive and power weapon kills specifically to avoid this issue.

Personally I prefer the revised rules of 5's re-release and 6 where the top score revolves around killing the boss enemies last in a combo. Overcentralizing the bonus time multiplier rewards some characters more than others.
 
It's not sloppy in re4r, it's consistent, every enemy has a stun value.
For me it isn't just the hit stun that makes RE4R feel sloppy, its compound factors of the movement inertia, the bullet bloom, AND the hit stun. For me the originals gameplay blend of consistent guns into melee, is what made RE4 feel so iconic, so taking it away kinda makes it feel less like Resident Evil 4.
original there's basically no difference between normal and professional
The adaptive difficulty is constantly maxed out in professional, meaning damage received is always the maximum that can be delt, enemies have more hp, enemies aggression is maxed, and you get less ammo drops. To me this type of difficulty is more enjoyable, where the game plays the same, you just HAVE to play better. Where as in REMAKE 4 the game changes core mechanics, meaning a lot of what you had learned on your initial playthrough is thrown out the window on higher difficulties. Maybe it's just personal taste but I think the original does the difficulty much better.
9's changes are not a symptom of re4r, 9 just has bad game design.
To me RE4R and 9 (Leons section) felt pretty much the same, at least in terms of how Leon feels to control, they just made the enemies and encounters worse.
If anything is to blame it's the fact that they tried to split the gameplay styles resulting in both feeling weaker than usual.
I agree. I think the game would have been better off with either a split campaign like RE2, and 6, or just made the entire game follow one of the gameplay styles (Survival Horror or Action).
These are changes, not improvements, and they're just lifted from the later mercenaries entries. Hunk obviously wasn't balanced with this in mind if you changed it in the original he'd be the top scorer by far. The only real issue with the original's mercenaries is the fact that some death animations don't count as kills immediately and result in lost combos because of it.
https://youtube.com/watch?v=EllrU3qTeq8Of course top score play revolves around explosive and power weapon kills specifically to avoid this issue.
In high level 4 mercs gameplay you end up kiting enemies around, shooting, then blowing them up in groups after grabbing bonus chests, not engaging in the core gun to melee combat of RE4 (Unless you're playing as Hunk). Also in the video at the end of the round he has almost 20 seconds of time left where he does nothing, this extra time should be converted into points rewarding faster gameplay. While I do enjoy RE4 Mercs, there was a lot that could have been improved, which makes sense as it was the second iteration of The Mercenaries, and from an entirely different gameplay approach from 3.
Personally I prefer the revised rules of 5's re-release
5 Mercs IS the GOAT, I occasionally boot up 5 just to play a few rounds of Mercs.
 
I always see Redditoids bitching about how difficult CVX is, which I assume has something to do with all of the fucking endless complaining, and sure - the character switch softlocks are kinda bullshit, admittedly, but I beat that fucking game when I was like 6 or 7 years old so I'd say, as always with Redditoids, it's a skill issue.

I'm hoping they don't fucking rip out like half the game like they did with RE3 remake. They might be able to pull it off, but I'm not holding my breath.
I gotta be honest, getting into an unsalvageable situation in an RE game can be pretty aggravating. For the most part if you run out of useful ammo or are up against something really hard you can usually just book it or find a strategy to win.

Sometimes, and especially on harder difficulties, the game will just fuck you over. Like I recently got into a bad spot playing professional in RE4, I was up against this asshole:
1783334116202.png
Used all the liquid nitrogen, unloaded all my ammo into his head and the elevator still wouldn't show up. This guy can take 3 full magnum clips on hard difficulty, and I was in a bad run I only had one and whatever shotgun ammo was left.

If you can't kill him before the elevator comes down you essentially have to leash him and hope you can do all the QTEs perfectly. If you try and use a weaker gun after you've used up all the liquid nitrogen he will actually shake his finger at you as if to say "no no, stalker child".
Had to just throw my hands up and buy the rpg cause I'd wasted a saturday night on this shit.
 
I gotta be honest, getting into an unsalvageable situation in an RE game can be pretty aggravating. For the most part if you run out of useful ammo or are up against something really hard you can usually just book it or find a strategy to win.

Sometimes, and especially on harder difficulties, the game will just fuck you over. Like I recently got into a bad spot playing professional in RE4, I was up against this asshole:
Wyświetl załącznik 9237815
Used all the liquid nitrogen, unloaded all my ammo into his head and the elevator still wouldn't show up. This guy can take 3 full magnum clips on hard difficulty, and I was in a bad run I only had one and whatever shotgun ammo was left.

If you can't kill him before the elevator comes down you essentially have to leash him and hope you can do all the QTEs perfectly. If you try and use a weaker gun after you've used up all the liquid nitrogen he will actually shake his finger at you as if to say "no no, stalker child".
Had to just throw my hands up and buy the rpg cause I'd wasted a saturday night on this shit.
What'd you waste the free RPG on? I specifically save it every run to use on this guy. Or is there no free one on Professional? (It's been a while)
 
I always see Redditoids bitching about how difficult CVX is, which I assume has something to do with all of the fucking endless complaining, and sure - the character switch softlocks are kinda bullshit, admittedly, but I beat that fucking game when I was like 6 or 7 years old so I'd say, as always with Redditoids, it's a skill issue.

I'm hoping they don't fucking rip out like half the game like they did with RE3 remake. They might be able to pull it off, but I'm not holding my breath.
I haven't played it in ages, but I just remember it being tedious because of the room layout and how enemies would respawn.
 
What I am curious is what they plan to do with the game. I've heard unconfirmed rumors that they plan to experiment with a more open-world approach, Claire having access to a bike that would allow her to navigate the island, and if the gameplay will lean more towards survival horror or action horror?
That was just some made up bullshit being spread by DuskGolem, who was the same faggot who claimed RE9 would be an open world game and that Leon would have a motorcycle/vehicle to explore the city with before backpeddaling and claiming that only the Raccoon City section of the game would have an "open-world" design.
 
Wstecz
Top Na dole