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1redflag posted:The real problems with RE6, IMO, were: I don't really think 'too many cutscenes' should be a valid complaint unless they're unskippable/there are a bunch in a row that you have to skip. If you want to kill zombies so bad then toss the story out the window and go kill 'em.
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# ? Mar 5, 2014 20:11 |
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# ? Apr 23, 2024 21:23 |
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RE6 is apparently getting a manga. http://www.siliconera.com/2014/03/05/resident-evil-6-prequel-manga-coming-north-america/ Really wish they'd stop with all the Chris love, dude's boring.
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# ? Mar 5, 2014 21:59 |
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Alteisen posted:RE6 is apparently getting a manga. That came out long before the game did IIRC, it's just only now getting translated. It was made to promote RE6's release.
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# ? Mar 5, 2014 22:05 |
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I unironically like Chris Redfield. He is about as interesting as most of the other protagonists such as Leon and Jill.
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# ? Mar 5, 2014 22:16 |
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Alteisen posted:RE6 is apparently getting a manga. Maybe the manga will have its own $1600 boxed set with Jill's panties or something.
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# ? Mar 5, 2014 22:29 |
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Son Ryo posted:I don't really think 'too many cutscenes' should be a valid complaint unless they're unskippable/there are a bunch in a row that you have to skip. If you want to kill zombies so bad then toss the story out the window and go kill 'em. It is when you can tell significant assets that should have been used to improve the actual game were instead funneled into making several hours worth of HD cutscenes that will only be watched once. Unfortunately, game development is a zero-sum equation; assets wasted on superfluous content can't be used on the important poo poo. Same argument applies to all the set pieces and vehicle sections => think about all the extra cool monsters (lay ought there were a ton already) we could have had if not for another boring and unfun car chase sequence.
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# ? Mar 5, 2014 22:48 |
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blackguy32 posted:I still wonder how much they spent on RE6. I was near the end of the game and I realized how many cut scenes they put in the game, and these cut scenes were pretty close to the quality of the Animated RE movies they released. The RE movie (E: looking it up, it's Damnation) that came out before RE6 actually has worse CG than the cutscenes in RE6. I know, because I watched the movie while I was still playing RE6 so it really stood out to me.
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# ? Mar 5, 2014 22:54 |
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1redflag posted:It is when you can tell significant assets that should have been used to improve the actual game were instead funneled into making several hours worth of HD cutscenes that will only be watched once. Unfortunately, game development is a zero-sum equation; assets wasted on superfluous content can't be used on the important poo poo. Same argument applies to all the set pieces and vehicle sections => think about all the extra cool monsters (lay ought there were a ton already) we could have had if not for another boring and unfun car chase sequence. Are you implying Capcom doesn't have their poo poo together? Color me shocked.
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# ? Mar 5, 2014 22:55 |
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blackguy32 posted:I unironically like Chris Redfield. He is about as interesting as most of the other protagonists such as Leon and Jill. Leon had RE4 to become awesome, and I like Jill because she comes off as comically stupid in the REmake and RE3 (though since then she's been about as boring as Chris). Chris has starred in what, four games, and has yet to develop any sort of personality.
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# ? Mar 5, 2014 22:59 |
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Momomo posted:Leon had RE4 to become awesome, and I like Jill because she comes off as comically stupid in the REmake and RE3 (though since then she's been about as boring as Chris). Chris has starred in what, four games, and has yet to develop any sort of personality. "I've got muscles, hate people named Wesker, and love getting helicopter pilots killed" -Chris Redfield
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# ? Mar 5, 2014 23:00 |
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I always liked Leon and Claire in 2 because they were just regular people with no real special kind of training. STARS was supposed to be the elite response team but Leon was just a beat cop and Claire was just... Claire. Then Leon got super secret training before the events in 4 and learned some one-liners.
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# ? Mar 5, 2014 23:05 |
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Barudak posted:"I've got muscles, hate people named Wesker, and love getting helicopter pilots killed"
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# ? Mar 5, 2014 23:11 |
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Barudak posted:"I've got muscles, hate people named Wesker, and love getting helicopter pilots killed" "I've got pretty boy hair, unrequited love, and wreck every vehicle I operate" -Leon Kennedy
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# ? Mar 5, 2014 23:18 |
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Tremors posted:"I've got pretty boy hair, unrequited love, and wreck every vehicle I operate" "And love getting helicopter pilots killed"
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# ? Mar 5, 2014 23:27 |
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Barudak posted:"I've got muscles, hate people named Wesker, and love getting helicopter pilots killed" "And a niiiiiice steak"
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# ? Mar 5, 2014 23:39 |
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1redflag posted:The real problems with RE6, IMO, were: The load out issue was probably my largest problem of the issues you've listed. It was annoying to have inventory spots taken up by weapons I don't want to use instead of being able to load up on ammo for my preferred weapons.
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# ? Mar 5, 2014 23:53 |
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1redflag posted:The real problems with RE6, IMO, were: This is generally how I feel too, but #5 is the cardinal sin in my eyes.
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# ? Mar 6, 2014 00:18 |
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Momomo posted:Leon had RE4 to become awesome, and I like Jill because she comes off as comically stupid in the REmake and RE3 (though since then she's been about as boring as Chris). Chris has starred in what, four games, and has yet to develop any sort of personality. He does have personality. It just may not be that interesting to you but the dude will pretty much drop anything and everything if he hears the name "Jill". Almost none of RE5 would have even happened if he hadn't have had a hint that Jill was somewhere. Also, I like how he was so dedicated to stopping Wesker that he just hulked out.
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# ? Mar 6, 2014 01:13 |
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I'm fairly certain that Marvel 3 made it canon that Chris juiced the hell out to match Wesker.
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# ? Mar 6, 2014 01:17 |
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Lotish posted:This is generally how I feel too, but #5 is the cardinal sin in my eyes. I'm still of the opinion that Capcom knows RE4 was a milestone, but they don't know WHY it worked. It's not a good thing that I bought RE4HD on Steam, and having played a few chapters, I felt "Hmm, let's play RE6, I never finished it". One level later: "I wanna play 4 again."
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# ? Mar 6, 2014 01:32 |
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blackguy32 posted:He does have personality. It just may not be that interesting to you but the dude will pretty much drop anything and everything if he hears the name "Jill". Almost none of RE5 would have even happened if he hadn't have had a hint that Jill was somewhere. Also, I like how he was so dedicated to stopping Wesker that he just hulked out. He definitely has personality, though it is generic. And there's also some cut parts of his personality hidden away in the files. (Mostly starts at 0:36)
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# ? Mar 6, 2014 01:42 |
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Gaz-L posted:I'm still of the opinion that Capcom knows RE4 was a milestone, but they don't know WHY it worked. It's not a good thing that I bought RE4HD on Steam, and having played a few chapters, I felt "Hmm, let's play RE6, I never finished it". One level later: "I wanna play 4 again." For me, a big part of it was the level design and the feeling of a connection between the different areas. You had the village and the castle and then the base, and while each of those stages had some admittedly strange, this-is-a-video-game set ups that would not make sense in reality, they came up in a way that felt organic and, if you were in the moment just enjoying the game, made sense while you were playing them. The walking automaton chase was set up with a neat multi-level puzzle where you thought it was a grandiose statue or something first. In RE6, what the gently caress are all those giant tunnels and several hundred foot tall stone pillars doing under a New England college town? There's no set up, everything is just kind of there because they need it for the next grandiose set piece. Jake's campaign I think did it best, generally, to link things together. Another part of it is that everything was I always felt very rushed playing 6. RE4 gave you time to unpack and evaluate what was going on, to explore and look around, and you weren't always being chased. RE6 you're always chasing something or running away from something; Jake's campaign in particular could be described as Chase Scene the Game. I've read somewhere they're planning to tone the next Resident Evil down a bit, to go back to the roots or something, and I think that's a good thing because i don't feel trying to one-up themselves with RE6 just did not make a game of lasting quality.
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# ? Mar 6, 2014 03:48 |
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Lotish posted:For me, a big part of it was the level design and the feeling of a connection between the different areas. You had the village and the castle and then the base, and while each of those stages had some admittedly strange, this-is-a-video-game set ups that would not make sense in reality, they came up in a way that felt organic and, if you were in the moment just enjoying the game, made sense while you were playing them. The walking automaton chase was set up with a neat multi-level puzzle where you thought it was a grandiose statue or something first. In RE6, what the gently caress are all those giant tunnels and several hundred foot tall stone pillars doing under a New England college town? There's no set up, everything is just kind of there because they need it for the next grandiose set piece. Jake's campaign I think did it best, generally, to link things together. The pacing thing is killed by the co-op focus. You can't have those safe areas where you gently caress around with the merchant or solve a tile puzzle because the other person will get bored. I get wanting a multiplayer element, as it's a big selling point for games these days, but not every game benefits from it being part of the campaign. It's also why the atache case, which was a great evolution of the inventory from the prior games, was ditched. Can't be playing inventory Tetris while a pubbie wants to teabag zombies. And 6 has a really lazy way to enforce that. A lot of areas just have infinitely respawning enemies. RE4 has moments that mimic that, but it's either for a 'Protect Ashley/siege' segment, or the enemies are finite, they just spawned a ton.
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# ? Mar 6, 2014 04:29 |
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Policenaut posted:I'm fairly certain that Marvel 3 made it canon that Chris juiced the hell out to match Wesker. I thought Resident Evil 5 did that? After his encounter with Wesker in Spencer's mansion he started pumping iron and drinking eggs so he could become so buff his partner would never die again. Also I really liked the portion of Jake's campaign where he and Sherry are split up and there's a lot of ambiguity about what's going on and how you're supposed to help each other. I'd like to see another game, ideally RE game, expand on that concept. Also the area after you reunite hosts the best Agent Hunt action in the game, not that anyone does that anymore. Geight fucked around with this message at 04:48 on Mar 6, 2014 |
# ? Mar 6, 2014 04:42 |
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Having Chris not bitching about Capitalism out of nowhere, would have been a nice start to making a man who has a habit of abandoning his team to die, tolerable. Guy has to complain loudly about everything. I accepted responsibility to lead people?! JILL!
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# ? Mar 6, 2014 04:50 |
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Really RE5 was the end of Chris's arc and he should have just been retired at that point.
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# ? Mar 6, 2014 04:58 |
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Lotish posted:For me, a big part of it was the level design and the feeling of a connection between the different areas. You had the village and the castle and then the base, and while each of those stages had some admittedly strange, this-is-a-video-game set ups that would not make sense in reality, they came up in a way that felt organic and, if you were in the moment just enjoying the game, made sense while you were playing them. The walking automaton chase was set up with a neat multi-level puzzle where you thought it was a grandiose statue or something first. In RE6, what the gently caress are all those giant tunnels and several hundred foot tall stone pillars doing under a New England college town? There's no set up, everything is just kind of there because they need it for the next grandiose set piece. Jake's campaign I think did it best, generally, to link things together. I couldn't put my finger on this before, but these are also really good points. At least the giant mansion and underground lab made some sense in a world with evil mega-corporations, but undisturbed undead tombs under the University of Maryland? I mean where the gently caress did the undead get that Knight's plate armor from anyways?
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# ? Mar 6, 2014 05:14 |
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Lotish posted:Really RE5 was the end of Chris's arc and he should have just been retired at that point. Also, having to manually enable the Pause function was aggravating.
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# ? Mar 6, 2014 05:21 |
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After playing through the other scenarios, I knew that picking sherry was going to be way easier than jake. Sure enough he ended up fist fighting a giant monster while i was chillin like a villain.
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# ? Mar 6, 2014 05:35 |
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Lotish posted:Really RE5 was the end of Chris's arc and he should have just been retired at that point. Playing through Chris's campaign it kind of felt like he would agree with you. I'm not sure what role he plays in Revelations cause I haven't sat down to play through that yet, or when it's set exactly (between 5 and 6?), but I would definitely like to see the next game feature Chris in an advisory role. I really hope they don't do a big videogame reboot because I feel like those do a disservice to the series and are also usually bad games.
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# ? Mar 6, 2014 05:43 |
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Geight posted:Playing through Chris's campaign it kind of felt like he would agree with you. I'm not sure what role he plays in Revelations cause I haven't sat down to play through that yet, or when it's set exactly (between 5 and 6?), but I would definitely like to see the next game feature Chris in an advisory role.
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# ? Mar 6, 2014 05:53 |
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Scalding Coffee posted:Having Chris not bitching about Capitalism out of nowhere
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# ? Mar 6, 2014 06:09 |
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He is an American Communist, acting like he is Russian, and he finally died fighting a woman who didn't care.
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# ? Mar 6, 2014 06:41 |
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Gaz-L posted:The pacing thing is killed by the co-op focus. You can't have those safe areas where you gently caress around with the merchant or solve a tile puzzle because the other person will get bored. I get wanting a multiplayer element, as it's a big selling point for games these days, but not every game benefits from it being part of the campaign. It's also why the atache case, which was a great evolution of the inventory from the prior games, was ditched. Can't be playing inventory Tetris while a pubbie wants to teabag zombies. Regarding multiplayer, I like that 5 and 6 had it in their campaigns, but the way they were structured felt like you were at a disadvantage if you weren't playing multi which I think is pretty dumb. I'd like to see an RE game that tries a Peace Walker-type approach, where you're not saddled with a retard AI all the time, but you can have a partner that is inconsequential to the story play with you whenever. I'm actually kind of surprised and disappointed Revelations didn't do this; it would have been great having either player be Jill on their end while their partner shows up as Parker during the missions (yes I know they're separated often due to story crap, or poo poo do like Raid mode and allow both players to be the same person who loving cares just make a fun game), and the cutscenes when triggered just play out as in normal 1-player mode. If you're playing solo and the game is built like 5 or 6 where you have character options, just have the player choose someone and send them in alone. Have them talk to their partner over a radio or something if they need to have a conversation during a stage. Pretend they were with you all along if you have a section where they split up like Chris and Piers on the bridge in Ch2. Make sure the game can be completed by going solo, but have stuff like shortcuts or ammo caches or something that you need a partner to access. As far as merchant/inventory stuff goes, I think 5 did about the best job it could, where you just sort that poo poo out between missions, but still have upgrading your guns be a thing. If there's a merchant-type deal available in the stages for single-player, just remove it for multi. Just bring back gun upgrading please Capcom because 6's skills were underwhelming relatively speaking. Hell, do guns AND perks, why not?
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# ? Mar 6, 2014 12:02 |
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I did miss the weapon upgrades, but I'd rather just have a couple with greater impact (and visually as well) rather than 5 ranks of firepower x1.02 or reload speed 0.75 seconds instead of 0.85. The gameplay impact was there but I don't really like pure stat boosts. I actually liked RE6 a lot, I enjoyed the crazy adventure aspect of it adn it felt cinematic (which is gonna get me shot I know but that's why I play games for the most part)
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# ? Mar 6, 2014 12:46 |
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Geight posted:I thought Resident Evil 5 did that? After his encounter with Wesker in Spencer's mansion he started pumping iron and drinking eggs so he could become so buff his partner would never die again. Depending on how canon you want to take it the RE5 artbook states that: RE5 Artbook posted:His enhanced muscle structure was meant to show just how much he had been training for his eventual confrontation with Wesker. Chris wanted to be prepared to take Wesker down with his bare hands if it came to that. We were given rather blunt instructions to "make his neck thicker than his head, and his arms should be super thick too...like, inhuman thick." This original design actually had thicker arms than the final CG did. (laughs) We gave him scruffy facial hair and unkempt hair to give the character a more wild feel. Since the camera would be behind him most of the time, we put his knife, which could be considered Chris's "trademark" weapon, on his back. We knew he'd have to fight a lot of creatures, and since his insanely muscular arms would be able to handle it, we gave him a pretty big knife. I'd like to replay 6 but I really can't be bothered with all those stupid set-pieces, QTEs and vehicle sections. I just want to shoot people in the face and then punch them across the room is that so much to ask.
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# ? Mar 6, 2014 15:54 |
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I think somewhere its also stated he got so muscular because he knew he would never be as fast as Wesker, so he got all that muscle so he could take a huge beating to get close to him if needed to.
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# ? Mar 6, 2014 20:16 |
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So what do all the RE elitists here think about the Outbreak games? I played and enjoyed both, but they get a lot of hate it seems.
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# ? Mar 6, 2014 20:28 |
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Dvsilverwing posted:So what do all the RE elitists here think about the Outbreak games? I played and enjoyed both, but they get a lot of hate. Outbreak was ahead of its time. If they had created it during the PS3/360 era, it would probably have gone over a lot better than it really did. There's a lot of really interesting ideas in it, like ad-lib dialogue, door barricading, and the characters being regular schlubs who have limited inventories and unique sets of skills to encourage teamwork is really novel. File #1 also has arguably the best CG intro and opening scenario in the entire franchise. People and technology just wasn't ready for it. Barely anyone had network adapters, Capcom USA removed the HDD support, and it came out during a time when the idea of an online Resident Evil with no voice chat wasn't received very well. If they made a new one with today's modern systems then it would probably be pretty popular.
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# ? Mar 6, 2014 20:34 |
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# ? Apr 23, 2024 21:23 |
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I played the first Outbreak in offline mode because I didn't have a way of hooking it up to the internet back when it came out. Ahead of its time is right.
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# ? Mar 6, 2014 20:42 |