Resident Evil - Virgin Vampire Wine Mom vs Chad Magnetic Lebowski

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I mean, if you really want to look I suppose you could claim that the RE series is about the dangers of mega corporations or don't trust big pharma or some shit like that, though if it's gotten to the point you're looking for ideology in places there isn't any then you probably tilt at windmills.
apparently the Megatroon argues RE is a COPAGANDA

fucking hell
 
Why are you even listening to a troon ? They don't even know what they are, how could they comprehend what's going on around them ?
You're giving them too much credit.
 
Well at release, RE4 was pretty much the first of its kind to employ the over-the-shoulder camera angle for third-person action games, along with the aiming style. There's a reason why nearly every other TPS after it has followed in its wake. Plus, the fact that it controls a bit slow is to play into its horror and tension, as the fact that you can't fire while aiming increases the need to time your shots and place your position carefully.

The puzzles I thought were always the weak point when it comes to horror games, believe it or not, so the streamlining of them was not a bother imo. The story is messy, but the reason it still works is because it knows that it is campy, and just fully embraces it. RE has never exactly been the best at doing serious plots, so for this game, they just went all in on the cheesiness, which greatly worked in its advantage (compare that to RE5 and RE6, which do try to take themselves seriously, and as a result, fall well short).

More to the point though, the main reason RE4 works is its pacing. Every moment and setpiece is expertly spaced out and is put in for a specific reason, that it never at all drags in any particular spot, at least in my experience.


Not to derail this thread too much, but the idea that it is all the same in BOTW I simply can't agree on. Maybe in terms of the aesthetics of the Shrines, and it is true that there are a few empty spaces in its world, and not all of the Korok Seeds and Shrines are winners. But the reason I love it so much is because that it more than makes up for any kind of repeated asset with the amount of freedom given. Not just in the size of the world, but in the ways you can tackle each objective, how the game uses both a physics system and chemistry system to allow experimentation, and how it encourages you to find these solutions on your own. It's pretty much a third-person Immersive Sim like Thief, System Shock, and Deus Ex.

But that's just me.
Sure, I acknowledge RE4 revolutionized third person shooting mechanics, but to return to my original complaint, I don't think Resident Evil should've been the game to do that in the first place.

Not all horror games need an emphasis on puzzles, but it was part of RE's DNA, they impacted its pacing and gameplay in ways I appreciated. It didn't just send you through hallways of enemies, plowing forward. You had to get to know the areas and search a lot thanks to the puzzles and survival elements, which helped build tension.

RE1 was really the only truly, and probably mostly unintentionally, cheesy game up until RE4. I guess there were always those elements but RE1 & RE4 featured them the most prominently. It didn't ruin either game for me anyway.

I just don't see the importance of freedom to tackle boring things in myriad ways. Oh, a goblin camp. I can do several boring, unimportant things, and get a stick for my troubles. Not fun imo, but the sequel could improve that.

As for shrines and seeds, there's zero fun in collecting seeds, and shrines being visually identical is a deal breaker. Zelda has always been visually diverse, each area and dungeon feeling truly different. When you went to a mountain it really felt like a fucking mountain.

In BotW it's just a scaled up ground level. It feels artificial and inauthentic, like I can tell it was just a level editor stretching the ground up higher to add verticality, but that doesn't make it feel like a proper mountain. It's hard to explain.
 
Not all horror games need an emphasis on puzzles, but it was part of RE's DNA, they impacted its pacing and gameplay in ways I appreciated. It didn't just send you through hallways of enemies, plowing forward. You had to get to know the areas and search a lot thanks to the puzzles and survival elements, which helped build tension.
I see.

Maybe it's just because I don't have that much experience with the older RE games, but personally, I was always turned off every time I tried to play one of them only to get hit with a roadblock when one of the puzzles showed up. Especially when they involved the same "collect these items and arrange them" formula. 7 probably had the best usage of the puzzles I feel.

For me at least, 4 trimming the puzzles down felt more like them cutting the fat that wasn't necessary, and I could instead focus on the atmosphere and story. If they did something similar for a more traditional fixed camera title, I'd be all down for it.

I just don't see the importance of freedom to tackle boring things in myriad ways. Oh, a goblin camp. I can do several boring, unimportant things, and get a stick for my troubles. Not fun imo, but the sequel could improve that.

As for shrines and seeds, there's zero fun in collecting seeds, and shrines being visually identical is a deal breaker. Zelda has always been visually diverse, each area and dungeon feeling truly different. When you went to a mountain it really felt like a fucking mountain.

In BotW it's just a scaled up ground level. It feels artificial and inauthentic, like I can tell it was just a level editor stretching the ground up higher to add verticality, but that doesn't make it feel like a proper mountain. It's hard to explain.
Well, we'll have to agree to disagree.

For me, there were many things to explore and gain that weren't just sticks or Korok Seeds, and several awesome weapons were locked behind goblin camps, and the manner you could approach them was why I still tackled each one I saw. Just getting to several Korok seeds or shrines was the challenge for some of them. Not to mention that you didn't even need to collect all of them, instead just being there in case you stumbled across them, with only half of the seeds necessary to complete your inventory.

Not to mention I did think there was variety in the environments, ranging from snowy mountain ranges, to tropical beaches, rocky terrain, scorching deserts, and ancient temples. And while the shrines did indeed not differ visually, they made up for it imo by again, giving you freedom in how you tackled the challenges inside, which still made them feel unique.

Again though, this is all just me.
 
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I see.

Maybe it's just because I don't have that much experience with the older RE games, but I just always tuned out every time I tried to play one of them only to get hit with a roadblock when one of the puzzles showed up. Especially when they involved the same "collect these items and arrange them" formula. 7 probably had the best usage of the puzzles I feel.

For me at least, 4 trimming the puzzles down felt more like them cutting the fat that wasn't necessary, and I could instead focus on the atmosphere and story. If they did something similar for a more traditional fixed camera title, I'd be all down for it.
I definitely suggest going through the old games (the remastered versions preferably).

Not all of the puzzles were good in older games, but the ones in RE4 basically didn't need to exist. They were cut so much there was no point in them usually. A sliding puzzle, a color based one. Very low effort stuff. They didn't make me think or search, just stop to do them and then progress. Much more like roadblocks, actually (or speed bumps).

And even when the classic puzzles weren't good, they did make you engage in the environment. Like in RE3, you'll naturally be running around for reasons (searching for items or whatever) and maybe a zombie will jump out from an unexpected area despite already having searched there before. RE4 didn't really do this as much, most of the horror was from being overwhelmed or panicking to save Ashley.

It's just different. Not bad necessarily, but different. I can appreciate what they did.


LightDragonman1 said:
Well, we'll have to agree to disagree.

For me, there were many things to explore and gain that weren't just sticks or Korok Seeds, and several awesome weapons were locked behind goblin camps, and the manner you could approach them was why I still tackled each one I saw. Just getting to several Korok seeds or shrines was the challenge for some of them. Not to mention that you didn't even need to collect all of them, instead just being there in case you stumbled across them, with only half of the seeds necessary to complete your inventory.

Not to mention I did think there was variety in the environments, ranging from snowy mountain ranges, to tropical beaches, rocky terrain, scorching deserts, and ancient temples. And while the shrines did indeed not differ visually, they made up for it imo by again, giving you freedom in how you tackled the challenges inside, which still made them feel unique.

Again though, this is all just me.
But when you got those "awesome weapons that were locked behind goblin camps", they just broke when you fought again. Impermanent rewards make it feel pointless to fight, just hoard your best stuff and avoid unnecessary conflict (same problem as recent Paper Marios).

"Just getting to several Korok seeds or shrines was the challenge for some of them." I think that's the fundamental difference in how we enjoy games shining through. Playing is the reward for you, but I want to really have a purpose for what I'm doing.

To be fair, that's a bit of a problem in most Zelda games. Heart pieces are basically like Korok Seeds in a way for other games, or stuff like the spider medals in OoT. More RPG mechanics would really benefit the series.

As for shrines, did they have to look so sterile? If they were all going to look the same, at least make them not look as interesting as a doctor's office. I appreciate that design work may be good, but it's lost in a snooze inducing art direction.

I didn't play long enough maybe, but the icy area early on didn't feel like it belonged. It just suddenly went from spring time to "I'm dying rapidly now" in like 6 feet of travel. Nothing felt properly structured. It's like they just clicked "ice" on the level editor in some places and called it a day.

I respect your opinion, but I just don't see the appeal.
 
I definitely suggest going through the old games (the remastered versions preferably).

Not all of the puzzles were good in older games, but the ones in RE4 basically didn't need to exist. They were cut so much there was no point in them usually. A sliding puzzle, a color based one. Very low effort stuff. They didn't make me think or search, just stop to do them and then progress. Much more like roadblocks, actually (or speed bumps).

And even when the classic puzzles weren't good, they did make you engage in the environment. Like in RE3, you'll naturally be running around for reasons (searching for items or whatever) and maybe a zombie will jump out from an unexpected area despite already having searched there before. RE4 didn't really do this as much, most of the horror was from being overwhelmed or panicking to save Ashley.
Puzzles in general are usually the roadblock for me when it comes to nearly every horror game, so it really is just a matter of different tastes.

I did try to go through the RE1 Remake and the original RE2, and I ended up quitting just a little bit in when I realized what kinds of puzzles they contained.

At least for me, the longer puzzles in older RE games (and many horror titles for that matter) take away a lot of the tension and fear for me, believe it or not, as I end up disengaging from the world and atmosphere due to now having to solve puzzles that sometimes rely on moon-logic and also cause my progression to come to a halt as I now have to look in every nook and cranny to find the one item I am missing. The ones in RE4 at least were short and simple, so I didn't end up stuck for too often, and could remain engaged with the atmosphere.

But when you got those "awesome weapons that were locked behind goblin camps", they just broke when you fought again. Impermanent rewards make it feel pointless to fight, just hoard your best stuff and avoid unnecessary conflict (same problem as recent Paper Marios).

"Just getting to several Korok seeds or shrines was the challenge for some of them." I think that's the fundamental difference in how we enjoy games shining through. Playing is the reward for you, but I want to really have a purpose for what I'm doing.

To be fair, that's a bit of a problem in most Zelda games. Heart pieces are basically like Korok Seeds in a way for other games, or stuff like the spider medals in OoT. More RPG mechanics would really benefit the series.

As for shrines, did they have to look so sterile? If they were all going to look the same, at least make them not look as interesting as a doctor's office. I appreciate that design work may be good, but it's lost in a snooze inducing art direction.

I didn't play long enough maybe, but the icy area early on didn't feel like it belonged. It just suddenly went from spring time to "I'm dying rapidly now" in like 6 feet of travel. Nothing felt properly structured. It's like they just clicked "ice" on the level editor in some places and called it a day.

I respect your opinion, but I just don't see the appeal.
More RPG mechanics I think would hinder the Zelda series, as it would take away from freedom of exploration and/or the progression of items in dungeons, gating them behind things like levels.

The shrines art direction I also found interesting, believe it or not, as it being all technological made it stand out, as usually, Zelda games stick to typical high fantasy aesthetics. It just made the Shiekah tribe more unique. And again, for me at least, the freedom offered made up for the samey art-design in them. Guess we value different things more.

For me at least, it wasn't just the Korok seeds or the shrines that was the reward. Sometimes, just knowing what was behind the next corner, seeing what new landmarks or points of interest the area had, and what unique items are in each area of the map was the reason for me to explore.

And the icy area was closer to a higher point in the map, so it made sense. Each location had its own certain type of weather, and I thought it actually progressed naturally from one to another. Course, I did play for longer.

Again though, just me. I too respect your opinion, even if I whole-heartedly disagree.
 
I'm late to the Resident Evil Village party I guess (just found out how to jailbreak FW 9.00 recently) but it's easily the best game in the franchise and I loved every minute of it.

Kinda feels like they took the best stuff from OG Silent Hill and RE4 and updated it in a way that feels fresh, fun, and surprisingly scary at times (but still with the typically Japanese undercurrent of comic absurdity). I don't think I've had this much fun playing a videogame since The Phantom Pain.

The bad guy characters are great and so are their levels. Brilliant voice acting and design, gives everything a very memorable sheen. The Duke is a welcome reprise of RE4's Merchant. Ethan Winters is a bland everyman who's also kinda dumb, but it works here as he's not meant to be a quipping action hero like Nathan Drake and somebody needs to play the straight man against the hammy villains.

A few years ago Jap game developers were moping and complaining they lost their mojo to Western companies, but they've got it back. A++ would install Gold HEN 2.0 and source fpkg files again.
 
Alright so I finished RE8 a few days ago and I wanted to give my thoughts on it. There's a lot I like about it, but I have quite a few complaints.


The good:

I love how this and RE7 are setting a trend of going into places that have already been occupied by an infestation for quite some time. That instead of this being some recent outbreak, your going into a lions den of evil. There's a lot of shock value in seeing how the villagers were treated and their trust betrayed. Not too many jump scare moments, and they did a fantastic job of creating a sense of unease and dread

The sound design is fantastic, especially early on when your not really sure where and when things are going to pop out. Your hearing shit moving around in the walls, footfalls in the distance and your scaring yourself a little bit with your own footsteps over shrubbery.

They definitely did a much better job with memorable bosses in this then 7. They didn't blow their load too early and had a fair share of neat threats. Lady D in particular did a great job of scaring the shit out of me. Got a very unwelcome demon/succubus vibe from her and the bug girls that genuinely unnerved me.

The ending did a great job of making me excited for where the series will go plot and gameplay wise.


The bad

I did feel like they tried to emulate RE4 a little too much. The framework is solid and I really dug the duke and how they wove him in, but the main issue here is the inventory. It's really the biggest problem I had with the game. There's too many situations where I had to go into the inventory to grab a weapon and interrupt the tension. RE4 could get away with this because it was more of an action game with its own charm, but RE8 needed adjustments for the horror angle. They either need to have more shortcuts, real time inventory change or limit the guns you can have.

Ethan lacked charm. His story was compelling enough, and I thought he was a decent character, but he never had lines like this.


He really needed to go full ham and he never did.



The gunplay is too sluggish and not gory enough for me. It made sense in the claustrophobic enclosed spaces of 7, but in 8 it feels too dam... janky? I get that ethan isnt a solider, but even in the Chris segments the guns felt like they didn't have enough pop to em. I was really hoping you could have something a little more Call of duty/F.E.A.R like with Chris, where he's just running and gunning the shit out of the werewolves.

You can tell they wanted to do this in the artwork, were he's getting into a running gunfight with the lycans and BSAA zombies. However I can tell the engine wasn't built for this kind of speed, and they likely were not experienced at coding multi faction fights like F.E.A.R was.

1642295337983.png


As for gore, Im really hoping they take a look at the system in RE2 Remake and bring that back. I really want something like that and the system in F.E.A.R where if you shot someone with a gun you could cut them in half, turn em into hamburger and just cover entire rooms in chunks. There needs to be a kind of horrible reality presented in killing to drive up the intensity of fights. I mean that fight against jack baker was so awesome, because of how fucked up he could get as you shot him. Lady D? She just walks it off with nary a scratch.



Im really just hoping they take more cues from F.E.A.R for the sequel if they can.. Otherwise bring back 3rd person camera, if they dont have the experience available to make something this smooth.



F.E.A.R is the only game ive played that gives you both euphoric bits of power when fighting ordinary soldiers, and horrific feelings of powerlessness when facing the supernatual. Your a kite on a string in the winds of a hurricane.
 
View attachment 2880809

"Where did I find these words of wisdom?" you ask.

Right here. From Cornhole Cornelia's video.

https://youtube.com/watch?v=RFJVdbgC8ps
I'm not watching this shit nigga.
A plot about Old Money elites engaged in a sinister conspiracy counts as anti-Semitism?

I'm late to the Resident Evil Village party I guess (just found out how to jailbreak FW 9.00 recently) but it's easily the best game in the franchise and I loved every minute of it.

Kinda feels like they took the best stuff from OG Silent Hill and RE4 and updated it in a way that feels fresh, fun, and surprisingly scary at times (but still with the typically Japanese undercurrent of comic absurdity). I don't think I've had this much fun playing a videogame since The Phantom Pain.

The bad guy characters are great and so are their levels. Brilliant voice acting and design, gives everything a very memorable sheen. The Duke is a welcome reprise of RE4's Merchant. Ethan Winters is a bland everyman who's also kinda dumb, but it works here as he's not meant to be a quipping action hero like Nathan Drake and somebody needs to play the straight man against the hammy villains.

A few years ago Jap game developers were moping and complaining they lost their mojo to Western companies, but they've got it back. A++ would install Gold HEN 2.0 and source fpkg files again.
It's no REmake, but it's still damn good.

So much better than RE5 and RE6 it's hilarious, for all that sucks about our modern world, at least Japanese devs got their mojo back.

The good:

I love how this and RE7 are setting a trend of going into places that have already been occupied by an infestation for quite some time. That instead of this being some recent outbreak, your going into a lions den of evil.
As it should be, the Spencer Mansion was like that, even in RE2 Claire and Leon arrive well after things have gone to hell in Raccoon city.

The gunplay is too sluggish and not gory enough for me. It made sense in the claustrophobic enclosed spaces of 7, but in 8 it feels too dam... janky? I get that ethan isnt a solider, but even in the Chris segments the guns felt like they didn't have enough pop to em. I was really hoping you could have something a little more Call of duty/F.E.A.R like with Chris, where he's just running and gunning the shit out of the werewolves.
This is definitely one problem I had, the gunplay is definitely janky.

Im really just hoping they take more cues from F.E.A.R for the sequel if they can.. Otherwise bring back 3rd person camera, if they dont have the experience available to make something this smooth.
I've enjoyed these first person bouts, but I think the standard from here on out should be a RE2 Remake style camera and controls.
 
I'm late to the Resident Evil Village party I guess (just found out how to jailbreak FW 9.00 recently) but it's easily the best game in the franchise and I loved every minute of it.

Kinda feels like they took the best stuff from OG Silent Hill and RE4 and updated it in a way that feels fresh, fun, and surprisingly scary at times (but still with the typically Japanese undercurrent of comic absurdity). I don't think I've had this much fun playing a videogame since The Phantom Pain.

The bad guy characters are great and so are their levels. Brilliant voice acting and design, gives everything a very memorable sheen. The Duke is a welcome reprise of RE4's Merchant. Ethan Winters is a bland everyman who's also kinda dumb, but it works here as he's not meant to be a quipping action hero like Nathan Drake and somebody needs to play the straight man against the hammy villains.

A few years ago Jap game developers were moping and complaining they lost their mojo to Western companies, but they've got it back. A++ would install Gold HEN 2.0 and source fpkg files again.
If by getting it back you mean westernizing, yes, they got it back. Square's Final Fantasy is an action series, Capcom's Resident Evil is an FPS, and I don't think I even need to be specific about Sony.

The last mainline Castlevania was a God of War clone, much of traditional Japanese style gaming is either dead, dying, or mobile. You're definitely not going to find new franchises with that feel outside of maybe Nintendo, Sega, and Namco. Most of the new shit you'll get is like Forspoken, you'd be forgiven for thinking it was some woke western trash.
 
View attachment 2880809

"Where did I find these words of wisdom?" you ask.

Right here. From Cornhole Cornelia's video.

https://youtube.com/watch?v=RFJVdbgC8ps
I'm not watching this shit nigga.
Regrettably I watched the whole video since it started off kind of interesting, but wow, what a pile of trash.

First of all he looks nothing like a woman, just a man wearing makeup and a dress, secondly they veer off into tangents about hating the police and also "Orientalism"... they then go on to hawk a box selling Japanese snacks, I'm sure the irony was lost on him.

More irony is he talks about eugenics breeding people to be idiotic zombies, not realizing he himself is the result of something like that.

Are there politics in Resident Evil? Sure, but to read this through the lens of modern far leftist Woke is laughable, do they really think these Japanese devs were thinking about stuff like the modern American idea of abolishing the police in the 90s?

The video ends on some pretty chilling notes, he talks about all these things like police, colonialism and white supremacy all have a connecting root thing for which we don't even have a name, could it simply be... white people, period? Not hard to figure out where this is going to go.

They then say "communism is coming", yeah it is, but faggots like you are probably going to be surprised at how not well your revolution is going to work out, at least in the US where there are more guns than people and most of those gun owners are not sympathetic.

It's always incredibly disturbing to be reminded people like this really exist, just disgusting.
 
I’ve finished umbrella chronicles, Darkside chronicles, and the absolutely awful operation raccoon city. Umbrella chronicles was the best one. Now all I can do is sit and wait for the next resident evil. I’ll be back in a year.
Nuh uh, you still have to finish the best game, Umbrella Corps. It's 20 horde mode challenges and that's it.
 
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