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ZogrimAteMyHamster
Dec 8, 2015

Raxivace posted:

Resident Evil 4 is a good video game and I hope fans both new and old continue to enjoy it for years to come.
Oh to be back in 2005 and watch GameFAQs threads rage on about RE4 again. The argument between old and new fans of the series over RE4 on release was based around the topic of "RE4 is a great game but a lovely RE game", all because of the completely different style and setting (and of course because all the PS2 owners couldn't play it, at least not for a long time after GCN owners had torn the game inside-out with speedruns and ruined any and all spoilers for them in the process).

I'm still on the fence for the latter point somewhat when comparing it to the games before RE4's time (since there's no denying that RE4 is indeed a great game in itself), because while RE4 did do away entirely with so much (practically everything) of what made a Resi game up to that point, CV and Zero had exposed a side of the traditional style which was starting to get awfully stale (puzzles becoming exponentially convoluted and senseless with obscene amounts of backtracking). RE4 is perhaps just a little too linear with a set of 'puzzles' that only an idiot would find mentally taxing (and it turns into a bit of a dull slog by the final location), but I'd take that sort of thing over another game where nearly 50% of the playtime is just stomping back and forth between several empty rooms just to find four parts of a loving key.

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ZogrimAteMyHamster
Dec 8, 2015

MinibarMatchman posted:

yeah, puzzles in resident evil games got very redundant and uninteresting, consisting mainly of pushing a thing or backtracking to put a thing in a hole. they became even more taxing with your limited inventory in RE2 and up, leading to obnoxious box runs. I like the "hardcore" sensibilities of RE 1-3 but absolutely loving hated the logic that I cannot carry 6 tiny loving keys at once in my pocket. Guns and ammo, I can understand. For inventory reasons alone I find it hard to play the games again. RE4's tetris attache case was a revelation.
The gameplay changes in RE4 were a much-needed mix-up to keep the series from stagnating completely and the Item Tetris inventory was a huge improvement over the 'everything takes up equal space' logic of the previous games, but I still think key/puzzle items could have shared the same inventory as weapons/ammo without making the game some sort of unbearable braincrushing exercise in discarding your least-needed item every time you found one.

MinibarMatchman posted:

I'd still say RE4 was a good RE game, even when it radically changed from zombies to parasitic cult monsters, changed the aiming and controls mostly for the better, and revamped item management. RE5 and maybe 6 I'd say were good 3rd person games but were Resident Evil in name and characters only. People will probably say the same for RE7's new modus operandi but I'm all for fresh takes while still getting the remake of RE2.
I think RE5 and RE6 are better RE games than RE4 ever was, if not least because in RE4 I could spray ammo around with little concern, knowing that the rubberbanding difficulty would be more generous with ammo drops if I deliberately played like poo poo :v:

Well alright, RE5 would conveniently throw around spare handgun ammo to stop me from looking like a complete fool who'd played the system and lost, but RE6 on No Hope doesn't really fall for that sort of playerside shenanigans; it's refereshingly stingy after giggling through RE4 and RE5 on Professional without a care in the world for ammo supplies (although RE5 is a horrible, horrible oval office for cheap damage and the absolute worst version of the "Dying" state which is utterly pointless if your partner is more than two loving feet away).

I do miss the Item Tetris of RE4 when I play something like RE0 or CV (fffuuuuuuck those two for making me backtrack endlessly just to get Item A and Item B together at last to make Item C and immediately put it back in the loving box/on the floor), but at the same time I'm sort of glad that they've largely done away with the Status Screen Safety Net in general when it comes to newer titles since the puzzles are just part of the environment now; sure we have no way of pausing the action incase the phone goes, but for some unfathomable (probably OCD along the lines of "now the ammo doesn't divide into full magazines aaaaaaa") reason I can't stand it when I see someone manually reloading weapons via the Item Screen in the older RE games. I used to go to a mate's place to race through the PlayStation trilogy and I'd sit there grinding my loving teeth to dust whenever he'd stop to reload his weapons after clearing a room, even if it was just one loving zombie.

As far as RE7 goes, I'm not going to leap to assumptions and slag it off for being different; for all the differences RE4 brought, it was still a fantastic game and remains thoroughly enjoyable (even if the control is starting to get a bit stiff and clunky in the face of stuff like RE6 and Revelations 2). I've yet to hate any of the main titles and I don't think RE7 is going to be the one to buck that trend. And even if I do end up hating it, there's always RE2 Rebirth.


I was actually playing this one recently and might have to set up my old PlayStation again, since no emulator I've found will allow me to hear the glorious acting within the game. Believe me when I say that the already boring Survivor's duration is interminably dull without the dramatic cheese of lispy protagonist Ark Thompson to liven things up along the way. I can only hope that the first-person perspective is the only thing RE7 will have in common with this game.

ZogrimAteMyHamster
Dec 8, 2015

I never got around to playing that one myself and refuse to watch any spoilers or 'acquire' it myself; I'm waiting for a certain LP of it and want to go in completely blind, but I have read several accounts of just how bad it really is over the years. I can't wait!

ZogrimAteMyHamster
Dec 8, 2015

karn1635 posted:

Is the HD Remaster for RE 5 worth picking up for $20? I don't think I played it beyond the demo when it came out and I think it was just that chase scene in Africa in the very beginning of the game.
Gold Edition? If it comes with the DLC stuff for that price, then yes, moreso if you can get yourself a co-op buddy. The partner AI seems to constantly get itself (and you) into the worst situations in RE5, stuff which is so easily avoidable if you replace said AI with a living, breathing (and competent of course) human. It's not Escort Mission: The Game levels of bad AI, but it's sent me into a rage a couple of times over the stupidest loving things.

ZogrimAteMyHamster
Dec 8, 2015

Sort of, in that it'll often stand there staring at you while some big lumbering motherfucker waltzes on up behind them with murderous one-hit-kill intent. In other cases, they'll run on in to attack a group of mooks, only to get slapped around thoroughly. Do not even try Professional with this sort of dumbfuckery at hand to ruin your fun!

ZogrimAteMyHamster
Dec 8, 2015

Policenaut posted:

Well that's why demos always say "not representative of final product" on them I guess.
If I had the approach of today's impatient plebs back when Director's Cut was first released, I'd have been loving livid when Ada didn't show up in the STARS Office as the RE2 preview had promised shown.

ZogrimAteMyHamster
Dec 8, 2015

Running through RE5 again (with another player thank gently caress) and we'd never before realised just how ridiculously hidden some of the treasures are. One of them (during the oh-so-fun lantern run in the mines) is literally loving invisible until you shoot it off the ceiling!

ZogrimAteMyHamster
Dec 8, 2015

Son Ryo posted:

Just gonna throw out a guess here, but I know some of them only shine if you point the lantern directly at it?
This one just refused to shine at all; I know where it is (using one of the sandbags in the tunnel as a marker), but the bastard thing just stayed invisible no matter what we did with the lantern. Got frustrated with trying to fine-aim my way over the ceiling in the end and starting throwing grenades around to dislodge it instead, which worked.

smuh posted:

Man I wish they'd kept these for RE6. Also the gun upgrading. And everything else that made RE5 so drat good. Wonder what kinda guy it was that decided "so uhh, RE5 is one of our best selling games of all time, let's avoid doing anything like that this time".
I'm not really fussed either way regarding the loss of treasures or weapon upgrades in RE6. The former would have been a better way to acquire Skill Points rather than just getting them through the act of killing poo poo and completing chapters, but oh well. As far as weapon upgrading goes, I was less of a fan of this thing in general, but found it particularly aggravating in the way it was implemented in RE5. As mentioned, you can just brute force your way past poo poo by slowly upgrading weapons after every death or other failure, which gradually removes the challenge which the game's supposed to present (except for poo poo like QTE's which are all bullshit fake difficulty anyway). RE4's weapon upgrading on the other hand was a bit of an oddball since the rubberbanding difficulty would frequently just gently caress around making enemies stronger etc. in an attempt to rebalance things anyway (and story-wise it was loving stupid but that's not the point).

smuh posted:

And for some reason they continued to ignore weapon upgrading in both Revelations games, instead going with sticking crappy parts on guns. Which was very unsatisfying in comparison.
Even though it often made little difference to a weapon's effectiveness, I actually preferred this sort of system over directly upgrading the hard stats of the weapon itself :v:

ZogrimAteMyHamster fucked around with this message at 22:30 on Aug 9, 2016

ZogrimAteMyHamster
Dec 8, 2015

Serious Frolicking posted:

if you don't have steam cloud enabled, you can just move or rename the old save to start a new one. if you do have it enabled, god help you. it is possible but also an enormous pain in the rear end.
Not that I've tried, but surely you can just disable it then move/rename the save file?

ZogrimAteMyHamster
Dec 8, 2015

smuh posted:

I was probably in the wrong mood for them since I was expecting Resident Evil-ish things. I should also not have been sober.

The live-action ones are just abso-loving-lutely terribad in every single way, with the sole exception of the first one which is barely passable but still bad. For what it is, it at least does something to vaguely resemble the first game with the whole mansion/lab/special forces thing going on... although this was probably a complete accident knowing Anderson. The Licker also looked like utter poo poo.

How you got through the rest of them sober is beyond me though; I started drinking without even realising it when I saw Nemesis turn up and behave nothing like Nemesis in the second movie. It was like some sort of subconscious defence mechanism to not ruin how I've always remembered Nemesis to actually be, which doesn't involve pointless martial arts displays and having moments of reason. gently caress that movie. gently caress all of them. The rest of the events after that all blur together into some horrible lovely mess of in-name-only characters, a fat Wesker, the RE5 fight turned into some sort of comedy skit, Alice making everyone else look like the average RE NPC regardless of importance in the games, bullshit superpowers, BARRY loving BURTON BEING KILLED OFF, clones everywhere and what the actual utter gently caress I don't know what goes on in Anderson's mind or why.

Degeneration and Damnation on the other hand, I did enjoy, if just because I recognised the goddamn characters. Well maybe not so much Leon in Degeneration, that was actually jarring to see his personailty change so much from his RE2/RE4 appearances.

ZogrimAteMyHamster
Dec 8, 2015

HOOLY BOOLY posted:

What was the way to get a super high score in Mercs mode in 6? I remember it's kinda like 5 where you want to melee/counter kill as many enemies as possible but then there's something about a special enemy that shows up?
Yeah, you're supposed to save this special enemy (varies depending on stage) until close to the end or some such rubbish along with the combo bonus timers to maximise its worth. I've never really bothered chasing high scores to such extents though so I can't say for sure how it all works, only that I've upset randoms for joining open games and killing things like I usually do only for them to cancel the loving session!

ZogrimAteMyHamster
Dec 8, 2015

Mr. Fortitude posted:

Hunters in the other games where they only do their decapitation attack if you're low on health.
Oh and the nightmares return...
-thousand yard stare-

You don't have to explicitly be low on health at all when it comes to these scaly pricks; the usual threshold is yellow (whether it's Fine or Caution, depending on game), which is still reasonably high. Healing to green Fine would stop them from trying to one-shot you, except in the original game, where once the conditions for allowing a headswipe were triggered they'd just keep on trying it no matter what you did for healing.

Nemesis on the other hand will usually lay off tentacle-punching a hole in your head as long as you're not on orange Caution or Danger. Although I'm convinced that him grabbing you while you're sprawled on the floor actually deals damage in the process too, because I've been killed several times by one round of failed button mashing numerous times when I'm sure I was still at least on yellow Caution.


DeathChicken posted:

As I recall it gets more difficult to mash yourself up the more hurt you are.
Yep. This is a real problem in smaller spaces such as the newspaper office or in the narrow path during the Clock Tower fight, where you have barely a second to recover before you get lobbed across a 3ft space again.

ZogrimAteMyHamster
Dec 8, 2015

Drunken Baker posted:

Speaking of insta-deaths and the like, I remember playing a demo for Resident Evil 2 and being amazed that upon dying there'd be a little animation that played out when the screen went dark showing you being munched on by the zombies. So I purposely got killed by everything and the Licker had this animation where it would pin your head between the claw-fingers of one hand and rapidly pummel your skull into the floor over and over. However, I never once saw that again during the actual game. Was it still in there or was it cut? If it was cut, I wonder why.
Yep, this one was removed for censorship/rating reasons. I don't know what about it in particular warranted removal, because compared to some of the other deaths in RE2 it's really nothing extraordinary regarding massive head trauma.

Drunken Baker posted:

I missed the plethora of unique death animations in 5 and 6. Sure there were some, but not nearly as many as 4.
RE6 has far more unique death animations than 4 & 5 combined; there's one for near-enough every enemy type (and sub-type, i.e. weapon-carrying zombies/j'avo) if they attack you up close while in the 'Dying' state. RE5 definitely has the least, though, which was a bit of a disappointment after RE4 having quite a decent range.

On the subject of disappointing death animations and lack of unique thereof, Revelations has less variety than the very first RE. Just... fall over and that's it. The end. You Are Dead.

ZogrimAteMyHamster
Dec 8, 2015

Kibayasu posted:

Speaking personally I was laughing more than anything because the whole time I was thinking "Hey, Helena, going to do something? Anything? No? Okay, see ya." Even more amusing was that I was in co-op at the time and my friend was actively meleeing the thing :v:
AFAIK trying to interrupt it with any attacks just causes the death scene to go full steam ahead, or at least that's what the result of a botched co-op 'plan' was. Seems you can only get out of it with the QTE.

ZogrimAteMyHamster
Dec 8, 2015

It's been well over a decade since I bothered downing Nemesis on every encounter (now I just get the easy knockdowns and avoid all the other encounters), and I can't actually remember what the reward was so I'll just take your word for it. Certainly sounds familiar enough. The only infinite ammo case I know of is the $9999 one in the shop after a Mercenaries run.

Meanwhile I'm going through Revelations on Infernal because I'm clearly some sort of idiot, and I can't evade for poo poo. The dodge mechanic in this game can just go all the way to hell and loving stay there.

ZogrimAteMyHamster
Dec 8, 2015

The Mine Launcher E. was probably the most fun I've had in a casual funrun of RE3 where I don't want to bother managing supplies/inventory. It's ridiculously powerful against living things anything that isn't Nemesis.

ZogrimAteMyHamster
Dec 8, 2015

I usually save magnum rounds for Hunters, because those loving shits put me through so much torture as a kid during the first game that I developed an absolute merciless hatred for the bastards in all subsequent titles.

ZogrimAteMyHamster
Dec 8, 2015

HOOLY BOOLY posted:

No the other person straight up can't do anything while it's going and it's really annoying/hilarious that you can't help out in anyway
Really? Because I'm sure I was trying to hit the bastard last time only for it to go all so horribly wrong. Maybe it's different depending on split-screen or online? Who knows. I'll find out for sure sooner or later; I'm due another run through with my usual co-op buddy after we finish RE5 (again), so I'll let him take on the hamburger monster while I see if I can run around in circles and resist the temptation to try rolling around with the Hydra instead.

HOOLY BOOLY posted:

other than throwing yourself into the QTE if you think you'd be better at it than the other person.
I let him do all of these things when possible, because then I can also blame him if it ends in disaster.

ZogrimAteMyHamster
Dec 8, 2015

blackguy32 posted:

gently caress Nikolai. He gets a tentacle to the face every time I play
I shoot him down instead. Just feels so much more satisfying. That and because I always go for the "Barry Ending".

ZogrimAteMyHamster
Dec 8, 2015

HOOLY BOOLY posted:

Just tried out No Mercy Mercs in RE6 and WOW what a difference! It kinda sucks they didn't up the score requirements get S ranks so it's ridiculously easy but at the same time it's nice not having to play so super slow.
I struggle with getting high scores in base Mercs in RE6, I end up wiping everything out before the next 'wave' of enemies can enter the playing field. Endlessly broken combo chains! No Mercy definitely makes it easier to keep a combo going but holy poo poo the crowds can get ridiculous on zombie stages (Urban Chaos in particular goes loving nuts by around 230 kills).

HOOLY BOOLY posted:

Is No Hope diffculty of the campaign even fun? I really hope it doesn't go the Professional mode of RE5 route where anything will put you into the down state.
I've only played it in co-op, but I think it's a fun difficulty. Damage taken is indeed high enough to be punishing if you make mistakes, but it's not quite as bad as RE5's "armour is useless" mode.

Pureauthor posted:

Although I can't decide if it would be funnier if as an Umbrella employee he has a pass card that allows him to bypass the stupid puzzles or he has to go through the puzzles and complains the entire way.
Should be the character select option, with Easy mode being a supervisor who gets a high-security passcard while Hard mode is just some pleb low-level researcher who has to somehow solve all the Spencer Mansion puzzles backwards to escape.

ZogrimAteMyHamster fucked around with this message at 15:21 on Aug 18, 2016

ZogrimAteMyHamster
Dec 8, 2015

"Where's everybody going? Bingo?"

Serious Frolicking posted:

leon's quips were terrible but that didn't matter thanks to the endless comedy of his daily life. just wrecked vehicles and ada stringing him along all day every day.
I'm so glad someone else has noticed Leon's terrible record with vehicles; planes, trains and automobiles, all get destroyed one way or another once Mr. Scott Kennedy enters the vicinity, whether or not he's at the controls. Ada notices as much in RE4 if you check the destroyed bulldozer during Separate Ways.

ZogrimAteMyHamster
Dec 8, 2015

I like how Leon's first instinct when initially meeting with Bitores "Big Cheese" Mendez was to try and loving kick him. Sure Leon, go ahead, get into a melee brawl with the unnaturally pale 8ft bald guy. It's not like the last death-toned chrome-headed giant in a longcoat you met wasn't a hulking behemoth of mutated teeth and claws underneath or anything like that.

I'm amazed that Leon even survives his missions with an approach like that, never mind accomplishes them (although it could be argued that Ada is a fairly important factor in the former).

ZogrimAteMyHamster
Dec 8, 2015

Pureauthor posted:

The best part is that Mendez completely thrashes Leon 3 times out of 4 encounters. Storywise he's actually the one who gave Leon the most trouble and came the closest to stopping him.
Which brings us back to Ada saving his life. Again.

Leon's just one lucky bastard.

ZogrimAteMyHamster
Dec 8, 2015

Fil5000 posted:

Doesn't the fact he's been plaga'd save him from Mendez basically every time?
Not really.

First time -- Nope. Not even plaga'd before this.
Second time -- Yep, but with a warning that next time Leon misbehaves he'll just kill him regardless.
Third time -- Nope, Ada saves him here.
Fourth time -- Well, we all know what happens here.

ZogrimAteMyHamster
Dec 8, 2015

SolidSnakesBandana posted:

You're trippin'. There's an SMG and a pack that lets you get two more inventory slots. I grab the SMG in the A scenario because if you use it on the next boss it will kill him with basically the entire clip, then save the bag for my B scenario.
The lab vault at the end of the game, not the RPD armoury :v:

Although speaking of that armoury, I usually take the SMG in Scenario A for that G-Mutant boss (loving little bastards he spawns are no threat when you can just swing the SMG around), and invariably give Claire the sidepack regardless of scenario. Leon really doesn't need extra inventory space.


Sakurazuka posted:

I still swear I once ended up with Rachel getting attacked by the hunter in a completely different room than usual but I was never able to figure out how or recreate it. The only reason I don't think I didn't dream it was because it shows it in the end credits sequence iirc
The Hunter will either appear by the staircase next to the medical room or in the mini-library on the other side of the mansion, and like all of RE1's alternate cutscenes this hinges entirely on throwaway decisions you make earlier on which shouldn't really bear any relevance. In other words, allowing Rebecca to follow you around (which she doesn't anyway because 1996) or telling her to stay in the medroom will decide on a few things. I don't recall if letting Rebecca practice on the piano or not has any effect on the Hunter scene, but it undoubtedly affects something, somewhere along the way. Probably the whole Plant 42 and V-Jolt thing.


Mr. Sunabouzu posted:

Hey i'm trying to win a bet, has Chris Redfield ever cracked a joke or smiled once in this entire series?
Oh god yes. The original game is Chris the Comedian. "So much for him... we got to the ROOT of the problem!"

ZogrimAteMyHamster
Dec 8, 2015

Vakal posted:

All that's in the room is one of Hunk's dead crew, and the SMG ammo on his body.
Replaced by a dead Hunter in the N64 version. I have no idea why that was added, it's just jarring to see one of those.

ZogrimAteMyHamster
Dec 8, 2015

What I want to know is how and where within the Arklay facility that stuff such as Hunters were kept before being released into the mansion, since neither the original or the remake really gives an answer to this; the loving place just fills up with surprise lizardmen all of a sudden. Were they simply loitering around freely in the Underground/Mining Area the whole time waiting for a really inconvenient moment to spring into action and ruin everyone's fun? No wonder everything went to poo poo. Billions of dollars spent solely on making monsters and killing the workforce with no budget for actually containing a loving crisis outside of obligatory self-destruct systems. Umbrella!

ZogrimAteMyHamster
Dec 8, 2015

Don't join Chris' unit either.

ZogrimAteMyHamster
Dec 8, 2015

Fil5000 posted:

I think that's only when it comes to



CHHHHHHRIIIIIIIIIIIISSSSSSSS!
Aside from Rebecca, have we seen Wesker manage to shoot anyone in the series? He's usually too busy spilling the beans and showing off his anime fighting style.

ZogrimAteMyHamster
Dec 8, 2015

The Dark Id posted:

Wesker aces Enrico in Resident Evil 1.
Oh yeah, forgot about him. Although in REmake it was retconned into being Barry's dirty work (at least in Jill's scenario).

ZogrimAteMyHamster
Dec 8, 2015

Panzeh posted:

I would play an outbreak game that controls like 6.
I'd be all over a game like that. Why do you have to give me such dreams of a RE game we'll never get?

ZogrimAteMyHamster
Dec 8, 2015

Serious Frolicking posted:

bullet sponges are nothing compared to how terrible the invisible enemies are. god, gently caress those things.
The Glasps? I've never been killed by one of these things; unlike most other "special" enemies in the RE series I actually seem to have good luck/RNG/whateverthefuck dealing with them.

Anything else though and you could probably make a small fortune on betting against my chances of survival. Especially the godawful loving bastard shitstain Revenants.

ZogrimAteMyHamster
Dec 8, 2015

Just had my weekly dose of bullshit in RE6 Mercs. Happily hiding away underground on Requiem for War, next thing I know I've been teleported to the surface under Ogroman's loving foot. I was nowhere near any ladders or access to the street surface, but the game decided I was having too much fun with the Stun Rod anyway. I was loving livid; 270 chain and then it just pulls that poo poo on me.

ZogrimAteMyHamster
Dec 8, 2015

No, I was teleported through the ceiling. In the blink of an eye I went from zapping mutants deep underground to being face-down under a Size-50 foot in the middle of the road. No animation, nothing. Just there, and just dead.

I can only put it down to some severe network latency or some poo poo (I wasn't hosting), but even then it's a loving ridiculous situation to end up in. I've never had anything like this happen before in what must be close to 130 hours of Mercs.

ZogrimAteMyHamster
Dec 8, 2015

Bogart posted:

I think the latest GDQ did a RE4 run. They clown everything but the Krauser QTE event, which I respect.
11 years later and I still hate that loving section of the game, at least when I play on the GameCube. PC lets me just mash every combination and treat QTE parts with the utter contempt they deserve.


tenderjerk posted:

I'm constantly getting my head chainsawed off by the lady ganados because I have like 9 bullets among 3 guns
The Bella Sisters can be dealt with reasonably enough if you lure them to the gunpowder cart near the entrance to this section then blast it. Try rounding them up (like cattle hur hur language joke) then luring them toward it as a pair. The cart explosion should trash both of them, though I might have to try it again myself to confirm this.

Christ knows how you're actually having ammo difficulties in RE4 though. Aside from RE2, it's probably the most supply-generous in the main series once you get past the initial encounter with Dr. Salvador. I've played the GCN, PS2 and PC versions and each time I was swimming in more than enough bullets. If anything the rubber-banding difficulty should be helping you more at this point :v:

ZogrimAteMyHamster
Dec 8, 2015

Seriously? Wow, didn't think that they'd have fiddled with the actual game itself outside of upping some texture qualities and allowing 60fps. I wonder why they did that for the PS4 but left the PC version as generous as the original releases?

ZogrimAteMyHamster
Dec 8, 2015

smuh posted:

why does the handgun set include a condom

Extra prote-...

Golden Goat posted:

Extra protection :wink:

Oh god drat it.

ZogrimAteMyHamster
Dec 8, 2015

Bogart posted:

Also: iirc, upgrading weapons in RE4 would give you a gratis clip, which was super useful for rare stuff like the magnums.
Yep, worth keeping this in mind just to make it (even) easier. RE5 did the same thing, and even the upgrade parts in RE2 would give you a fully-loaded weapon (resulting in using the Magnum in the research room next to the weapon box, against mere zombie plebs).

ZogrimAteMyHamster
Dec 8, 2015

In hindsight, Dino Crisis does feel a bit something like a dressed-up demo when you look at how little content there actually was. Even the first RE had far more variety in its weapon/enemy selection (although in fairness, dinosaurs -- unlike lab monsters -- are pretty limited as far as distinct behaviours go). As you say though, still a good game, and unlike the RE games of the time it actually featured full 3D environments which was a huge deal in making DC stand out from its undead counterparts.

blackguy32 posted:

I could have sworn that you could move while aiming in Dino Crisis 1.
Yes, but you can't aim up or down. I even went so far as to actually test this just now since it's been ages since I last played DC.

ZogrimAteMyHamster fucked around with this message at 12:59 on Sep 16, 2016

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ZogrimAteMyHamster
Dec 8, 2015

Sakurazuka posted:

Them being better than Dino Crisis 3 :v:

I never actually played DC2, wasn't it more of a score attack thing like a prototype Mercenaries?
Pretty much. Just run around and shoot infinitely-spawning raptors then break the controller when the Rex refuses to play nice.

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