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Resident Evil 2 Remake

Ash

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Oct 16, 2015
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I was hoping for a more elaborate response

To be fair I barely remember the game. Must have been...14 years or so ago since I played it. I just remember finding the whole thing very underwhelming. It wasn't terrible, just bland and a bit boring. I do remember some details like it being short and somewhat linear, as evidenced by the fact a large portion of the game is set on a train. Great idea guys, set the game literally on rails! A setting where all compartments are the same in concept! Of course they did well with what they had, but meh. Mediocre game.

The very original RE1 is the hardest, imo. RE3 maybe, but it has an easy mode, auto aim, resources aren't quite as tight as the original, dodge is amazing if mastered....

This is the hardest RE:

e0c6abb47e2594d5c6b715c721cbae000d37e0d0_hq.jpg


It did the multi-character coop gimmick thing before RE0 and perhaps better too.
 
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TheHeroOfTime

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For me RE0 is great, but is neither the best or the hardest classic RE of all time (It is REmake in both regards). I've always defended it's two character mechanics and the item dropping system.

Zero have a bunch of continuity errors, weird Treatment plant that looks just like plant from RE2 is another one.

That Treatment plant it's supposed to be the same from RE2 (Which is accessed through the sewers and a cableway to the outside of the city), but "remaked" (I hope that in the REmake 2 they will maintain that crumbled wall and stuff). I like this area in the game, it helps generating a sensation of convergence between the Spencer and Marcus training facility, the Umbrella labs and their allies in the city (Chief Iron's police department). Everything is hidden in the outskirts of the city, but is near to it.

One continuity error that the game has could be Rebecca's behavior in the events of Remake. Where she survived in the Umbrella training facility, and even after fighting a proto-tyrant she scared because a simple Hunter and has to be saved by Chris. That said, I wrote "could" because in Zero Billy is always saving her ass (Against the giant centipede, or from the hole after the attack of the zombie monkey for example). The game, even through it's gameplay mechanics (The game encourages you to use Billy to fight monsters and Rebecca as a burden carrier), hints that Rebecca could have not survived alone. Still, all this shit is caused because they did not consider Zero's value at all as a prequel during the development of the Remake in Gamecube.

evidenced by the fact a large portion of the game is set on a train.

Dude the train's lasts not even a hour of the overall gametime. The whole game is set in the umbrella mansion-like-weird-spooky training facility.
 

Ash

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Resident Evil Zero Fun.

Almost as lackluster as all the other spinoffs. Code Veronica, Outbreak, Dead Aim, Operation: RC, Umbrella Chronicles, Survivor...
 

Wunderbar

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Joined
Nov 15, 2015
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as evidenced by the fact a large portion of the game is set on a train. Great idea guys, set the game literally on rails! A setting where all compartments are the same in concept! Of course they did well with what they had, but meh.
tbh, train sequence was the best part of the game.
 
Joined
Sep 22, 2015
Messages
1,020
In general train levels in games are pretty fucking great.
Prove me wrong.:martini:
You Can't.:positive:
There's also the fact the train was in the N64 demo of RE0, it isn't suprising that they decided to polish it up over the years of development.
 

Ash

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In general train levels in games are pretty fucking great.
Prove me wrong.:martini:.

Literally on rails. Every compartment is the same in layout and aesthetics (unless high class private train with specialised compartments, or industrial train). There you go, proven wrong.

While I have enjoyed some train levels over the years to an extent regardless, not a single one struck me as "pretty fucking great". And thankfully all were short duration out of necessity to not outstay its welcome. RE:0 was probably the longest that comes to mind.
This is not to say train levels should be abolished. They can have their place, it's just imperative they be very, very short.
 
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Ash

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I remember trying that many moons ago. Never managed to get into it, though. Probably for the best.
 
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Thanks for the example but I said levels not whole games. I will give you half credit though.

Literally on rails. Every compartment is the same in layout and aesthetics (unless high class private train with specialized compartments, or industrial train). There you go, proven wrong.
That's the thing though most of the time train levels have different themed cars, cargo, passenger, first class, a dining section, a section where your out in the open or have to be on the roof of the train, a lot of variety there. Outlaws, Blood's, timesplitters train levels come to mind.
And thankfully all were short duration out of necessity to not outstay its welcome.
That's...probably the major reason why they never suck, because they're shorter it's easier to get the pacing right than on other levels.
There was a PS1 game, "Chase the Express". It was set entirely on a train.
Probably sucks since it the entire game is on a train.
 

mwnn85

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Aug 14, 2017
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210

Looks rather ridiculous at 3:30 when Birkin latches onto Claire's head and she somehow breaks free.
For me that pretty much sums up the difference between the new games and the old.
Psychological horror and suspense VS straight up action.
The environment and effects look fantastic though; shots of steam from the dilapidated equipment, sparks, the fire at 4:00.

Played most of the main Biohazard/Resident Evil games although I lost interest around #5.
I personally prefer the classic games mainly the first and second.
The creepy mansion (police station). the puzzles, the rarity of supplies, the FMV videos.
Unearthing the umbrella conspiracy.
The formula was getting a bit tired by the time Nemesis came out.

I think the fourth is a decent game but it's overrated.
The difficulty mainly comes from the horrible tank controls and crap mouse aiming.
Then there's the heroes/villains with superpowers and general JRPG sillyness, QTE/dodging, etc.
And the maps have basically turned into deathmatch arenas.

I would've liked to see the second game remastered like the first but I think it can work as a third person shooter providing they don't swamp the player with ammo and inflate the enemy numbers.
I'm pretty sure that this wouldn't scare anyone anymore.

Definitely worth emulating the classic games with Dolphin in high resolution.
3GB vs 20GB for the STEAM version with duplicate videos; capcom did the same thing with Okami HD.
The Gamecube versions of RE1 & RE0 are particularly gorgeous (like on STEAM) - gotta watch out for the crimson heads too!
Much easier to get those working than digging up the old Windows 95 version which required 3DFX voodoo for 3D acceleration.
 
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Ash

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Oct 16, 2015
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Everything with non-linearity and gated progression is a metriodvania, says gaming dumbos. Completely idiotic when the metriodvania was born in 1997, or Super Metroid in 1994, while that style of design long predates it.

Metriodvania specifically is:

-2D sde-scrolling
-non-linearity and gated progression
-RPG player customisation & progression + real time combat blend
-Like Castlevania Symphony of the Night.

Otherwise it's not a metriodvania, and most comparisons would be misplaced. Symphony of the Night, as much as I love it, didn't really do anything new except combine RPG combat depth with 2D side-scrolling. And of course most "medtriodvanias" these days remove most of said RPG depth, and therefore barely qualify as Metriodvanias at all. Metriod-likes is more accurate, but kiddos have been throwing around "metriodvania" left right and center and now everything 2D is apparently one, and even some 3D.
 
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Machocruz

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Yeah backtracking and lock-gating was nothing new when Metroid came out, in fact it's one of the reasons we called it an Action Adventure game back in the day, because going back and forth through a persistent location was a staple in adventure games. Well, even some action games I played on Atari 2600 had backtracking. Fucking journos are worthless.

-non-linearity and gated progression

Even more specifically, progression via acquiring physical (super)powers. That's like the most unique thing Metroid had going for it a the time, but a lot of kiddies think just finding a key is enough.
 
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mwnn85

Savant
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Aug 14, 2017
Messages
210
He must've meant Alone in the Dark as the Metroid comment makes no sense whatsoever. Symphony of the Night is a must to emulate as well.
:deathclaw:
 

mwnn85

Savant
Joined
Aug 14, 2017
Messages
210
Are you kidding, just watching this battle with this music made my buttcheeks tighten from the suspense. :D
:cool:

I wish I was kidding.
The boss battles in the classic games were diabolically bad for the most part. The horrors of the G/T-Virus thwarted by a bit of circle strafing.
The best enemies were the animals i.e. Hunters, Snake, Giant Spiders, etc.

I'd really like to see the third game get similar treatment.
Didn't have the technology to implement their vision of Nemesis chasing Jill (and STARS) through a gigantic Racoon City.
 
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TheHeroOfTime

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The concept itself of Metroidvania is a synonym of backtracking, as it refers to a certain style and approach of level design. Free exploration with closed rooms that you must access finding the key item first. For example... wait for it... Dark souls. That concept worked in the past, when Metroid and Igavanias were the only examples of pure 2D side-scrolling adventures with exploration and backtracking. But since the jump to 3D (Or even in other older 2D types of games like Zelda), backtracking has been a classic design trend in games. Metroidvania should only be used to that kind of games clearly inspired by Metroids and Igavanias.
 

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