Resident Evil - Virgin Vampire Wine Mom vs Chad Magnetic Lebowski

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I fucking loved Outbreak and File 2, hardly anybody talks about them anymore. It was almost certainly the first console game I ever played since it was still somewhat infantile at that point, when you had to get a network adapter to stick in the back of your PS2 [the old fat ones] and run Ethernet from your DSL modem. It was slow as shit but it blew my mind anyway and you could half-assed communicate with the dialogue option buttons. I still have no idea why Capcom [nor anyone else] has ever attempted something like that again now that online console gameplay is basic bitch shit. First online PC game I remember really playing was Doom, followed by Halo PC and BF1942 but Outbreak was the first online console game. Outbreak really was elevated by playing with actual humans because they wouldn't just pick up a key item and run off across the map to fucking die first thing like the AI and then you have to go find their corpse to progress. Or the AI would hoard all of the ammo/healing items for themselves on occasion.
I've never had more fun in an online game maybe ever tbh.

I remember me and this other dude both turned into zombies in the subway level and we were trapped in the one junction hallway. We kept calling out to the other player who was alive for like ten minutes to try to lure them to kill them.

There's so many little scenarios like that are just great memories for me. I played both those fuckers until they shut the servers down. Now, I play on the obsrv.org servers.

There's typically about ten or so people playing at any given time and it's not long waits for rooms usually. Maybe 10-20 mins and once you got a room, make another quickly and they'll typically follow you in.

I play File 2 exclusively since I really love the RPD and Umbrella lab levels since I know them inside and out.
 
But it doesn't care the fact that it's just a shitty game. RE as a game franchise was never designed to be a co-op game, leaving 5 to be a major disappointment
It's very self aware it's complete schlock. Chris is a cartoon of a muscly hero and Wesker spends the game chewing the scenery hamming it up.

But I do think co-op was the deathknell of the mainline games. People give RE6 shit when it clearly had the most content of any of the games ever and really isn't much worse than RE5. The only thing 5 had going for it over 6 was that it was a canon continuation of the main plot of the series since it was a RE1 reunion where as 4 and 6 are offshoot storylines that don't deal with the whole.

That being said. RE5 is shit, but it's really fun shit as a co-op game but nothing about it resembles RE aside from character names and the title. I played some it recently and I really hate the fucking saturated filter they have on everything in daylight. During the hummer chase everything is like a cheddar cheese orange. It's really obnoxious.

Also. People hating on Sheva are under the same Mandela Effect shit like they were with Ashley. Literally no one bitched about Sheva back then. Only until Predditors decided to hate on her like a decade later for no apparent reason.

Oh, she would shoot an RPG? Well if she's out of ammo, what else will she use? Why would you make her hold it anyway, retard? Her AI was fine.
 
It's very self aware it's complete schlock. Chris is a cartoon of a muscly hero and Wesker spends the game chewing the scenery hamming it up.
Yes, like how the Simpsons is self-aware that the show's quality died by the 2000s and has gotten worse. Being self-aware isn't gonna salvage a single player game for being bad
 
Also. People hating on Sheva are under the same Mandela Effect shit like they were with Ashley. Literally no one bitched about Sheva back then. Only until Predditors decided to hate on her like a decade later for no apparent reason.
I wouldn't say hate, more like people were asking why Chris had a new partner instead of Jill or maybe even Rebecca. Sheva falls into the same group as Helena: They're okay, but why not somebody else?
 
I've never had more fun in an online game maybe ever tbh.

I remember me and this other dude both turned into zombies in the subway level and we were trapped in the one junction hallway. We kept calling out to the other player who was alive for like ten minutes to try to lure them to kill them.

There's so many little scenarios like that are just great memories for me. I played both those fuckers until they shut the servers down. Now, I play on the obsrv.org servers.

There's typically about ten or so people playing at any given time and it's not long waits for rooms usually. Maybe 10-20 mins and once you got a room, make another quickly and they'll typically follow you in.

I play File 2 exclusively since I really love the RPD and Umbrella lab levels since I know them inside and out.
You have to really wonder who the hell thought the last two (or three??) online games were a good idea.

I'll take a guess that since Outbreak didn't sell some retarded amount of copies Capcom unrealistically predicted, it's forbidden to try to restart that series much the same with Dino Crisis since 3 bombed.

With all the art assets made in the RE Engine, and the fact Capcom still reuses stuff from RE7 in the remakes (I wouldn't be surprised if a lot of Village stuff was reused to make RE4's village), it wouldn't be too difficult to repurpose some stuff from REmake 2 and 3 and expand Raccoon City with some new scenarios.

But alas instead of taking a chance with a new Outbreak or something similar we get some trend chasing multiplayer games that someone in the sales department probably thought was gonna be instant success.
 
But it doesn't care the fact that it's just a shitty game. RE as a game franchise was never designed to be a co-op game, leaving 5 to be a major disappointment
I don't know why you got so many negative ratings for this post, it is spot on.
As far as I am concerned, Resident Evil has three pillars: Survival Elements/Inventory Management, Horror and Puzzles. Let's see how many of these can be done well in a co-op environment:
1) This one is the easiest, with limited resources you can make the game tense and force players to cooperate with one another...or make the game unbearable if the player you're playing with sucks. Another gun also means you have to crank up the amount of enemies you throw at the players, which drives it more towards action rather than horror, speaking of which...
2) You can make things only so scary scary with another person. The game can try, but it's bag of tricks are limited without scripted sequences that can only be crafted in a single player environment
3) Puzzles are limited to the likes of pulling switches, finding keys or that one mirror reflecting puzzle. Nothing more complex, or time consuming, can be implemented with co-op. Remember, you have another player with you, what if they want to go shoot more zombies instead of doing stupid puzzles? You have to account for them as well.

So in short, co-op just doesn't work with the typical Resident Evil formula. Resident Evil 5 is so basic compared to Resident Evil 4 and especially other titles and Resident Evil 6 was barely a RE game in anything but name only. The game formula just doesn't work with other people: You can either make a slower, scarier experience with great puzzles and scripted sequences or an action game with zombies that loosely follows the RE formula.
Co-op can only work with Mercenaries mode, in this case. That mode was made for more action based gameplay right off the bat and having another person helping you out would not interfere with the main foundations of the mode, in fact it will only make the experience more fun.
What Resident Evil 5 should have done was have two campaigns: One being more resembling Resident Evil 4, single player only focused on horror but with action sequences. It would also have the survival elements like heat and food/water, to highlight how "next gen" the game would have been at this point, and Chris would be all alone aside from a few scripted sequences just like in Resident Evil 4. Second campaign, made entirely for co-op, should have been made to resemble current RE5 a bit more: Hordes of enemies, tight hallways forcing players to act quickly and cover each other, tough arenas and crescendo events as well as boss fights. Save the puzzles for the main campaign, nothing to hamper the faster paced gameplay with a co-op partner(or AI if you play alone). This would also give devs an opportunity to show the story from two different viewpoints, maybe making the rather basic story more interesting.

That's all a pipe dream, tho. Capcom has it's head so far up it's ass that it will never really know what to do with the franchise. Now that it's in bed with ESG and the last few titles were mediocre at best, we might as well kiss any potential good titles goodbye.
 
People give RE6 shit when it clearly had the most content of any of the games ever
As much as I love 6 its very much quantity over quality it botches a lot of its sequences, chapters are like 30% longer than they probably should be and ada's entire campaign is pretty janky, fun on replay but obnoxious to fuddle through the first time.
Also. People hating on Sheva are under the same Mandela Effect shit like they were with Ashley. Literally no one bitched about Sheva back then. Only until Predditors decided to hate on her like a decade later for no apparent reason.
No, the AI partner in 5 is terrible. Their goal seems to be to waste ammo as quickly as possible, they don't aim for the head, they don't aim for stun, they only do followups when theyre touching the enemy already and will never seek it out because they're programmed to hit 100% of qte's and those are included. If they can see an enemy but cant shoot them because of a wall or pole in the way they'll rapidly mag dump into that wall, their fire rate speeds up when this happens so they can waste it extra fast.

They also love wasting health as rapidly as possible. If you take any damage at all they rush to heal you with whatever they have in the highest slot. You're in critical health? well don't worry they'll use a single green herb to get you up to a healthy 50%, if you're playing on veteran or professional they just wasted it because that doesn't give you an extra hit before going down. Conversely have a tiny scratch on you? watch in terror as the partner begins bee-lining to you mid combat with a full heal. The bot should never heal you other than when you go into the dying state and there should've been a "request healing" button in the inventory to fix this.

RE5 also shares deaths so if your dumb partner gets themselves killed because they go stuck running into a wall that counts against your ranking. The bot will never shoot projectiles out of the air and is useless during the on-rails chapter. Basically the only time they should ever be given a gun is 6-1 where they have to shoot a button to raise an elevator for you. Thankfully they don't know what a grenade is or they'd probably kill you with it. The ai should be used as an extra backpack for ammo, grenades and guns that you've already emptied.

The only thing 5 had going for it over 6 was that it was a canon continuation of the main plot of the series since it was a RE1 reunion where as 4 and 6 are offshoot storylines that don't deal with the whole.
5 is literally about how Wesker uses the plagas from 4. Also while Resident Evil's plot is never particularly "good" 5 easily has the worst retcon with Wesker being a cloned human and having many other clones. Revelations 2 follows that plot thread and promptly closes it with Alex Wesker also using uroboros. RE5 also doesn't follow up from any plot thread in 1, it follows from code veronica with the Wesker being alive again retcon that game introduced, which really only happens in the CV:X version of the game, and it kills Jill off screen only to bring her back (a twist the original trailer spoiled and everyone would've already figured out the first time you see the bird lady). Aside from Wesker, 5 also takes itself way too seriously most of the time. While Sheva doesn't have a personality at all and only exists to dissuade accusations of racism.

While I can't really complain about Wesker coming back since D.C. Douglas steals the show in 5 it is silly that they went from him just being a paid off commander of a squad that was sent on a suicide mission to test bio weapons to an artificial clone made in a lab trying to become the ultimate lifeform even if that meant killing every other human in existence.
 
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Tell your couch co-op buddy to git gud, lmao
Read up on some of the cut content for RE5 that had to be removed because it couldn't realistically be done with co-op. Instead, some of the blandest third person shooter levels I have ever seen replaced these segments, no amount of couch buddy co-op action will make them any better.
My point is that the idea that the game was going to be made into a co-op only game from the start WITHOUT CHANGING the core aspects of gameplay ruined it from the start. Co-op RE can work, but it needs to be balanced around it, RE5 should have been a single player game with an optional co-op campaign and that's that.
 
Its a good thing 4 and 5 aren't survival horror games and aren't trying to be one. You're judging these games on a basis they have no ambitions of trying to be rather for what they are.
RE4 at least tries to be one. There are times where it's scary and the supplies will be scarce for the first walkthru. You never get that in RE5 outside of the initial African Village section.
You don't need tanky controls for a survival horror game.
 
RE4 at least tries to be one. There are times where it's scary and the supplies will be scarce for the first walkthru. You never get that in RE5 outside of the initial African Village section.
"scary" doesn't mean anything, Resident Evil was never "scary". Ammo is limited to force you play the game correctly, you're intended to use guns for hitstun to follow into melee. It has nothing to do with survival horror, limited ammo isn't exclusive to that genre. These are third person shooters that blur the line into action game. RE4 in many ways is the predecessor to God Hand.

5 expanded on this system by adding 6 additional melee attacks. 6 Expanded on it by making stun a tiered system of racking up combos to do finishers, added a stamina system so you have to manage your moment to moment positioning, a counter system and replaced qte's with a freeform dodge, on top of that 6 made the melee system more universal so that non-bipeds can be integrated into the core mechanics. The revelations games focus more on varrying weak points with different benefits for hitting each, you can go for damage by shooting heads or stun by shooting limbs, and most enemy types have their own rules of where their weak points are.
You don't need tanky controls for a survival horror game.
Nobody ever said this. Silent Hill has strafing.
 
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"scary" doesn't mean anything, Resident Evil was never "scary". Ammo is limited to force you play the game correctly, you're intended to use guns for hitstun to follow into melee. It has nothing to do with survival horror.
Correct, which is precisely what Resident Evil 4's core gameplay loop is. I'm glad we also established Resident Evil was never scary, it depends way too much on tired tropes and cheap jumpscares.
 
Correct, which is precisely what Resident Evil 4's core gameplay loop is.
Was this a gotcha? I think you misread, I'm explaining RE4's systems. The classic series has nothing to do with melee.
I'm glad we also established Resident Evil was never scary, it depends way too much on tired tropes and cheap jumpscares.
You okay? Because you just said this:
RE4 at least tries to be one. There are times where it's scary
Are you trolling? I'm confused now.
 
Are you trolling? I'm confused now.
What you described sounds exactly what a survival-horror game would do. Just because it's action-based doesn't mean it can't be a survival horror game.
Next your going to tell me how the game can't be a survival horror because it doesn't have good puzzles, because all SH games have to have them. I've heard people say that RPG is literally any game with levels, experience and skill trees, this is the kind of "no true scottsman" fallacy we're about to discus.
Resident Evil 4 is a survival horror title. It's as simple as that, we can deconstruct it all day long but that won't change facts.
 
What you described sounds exactly what a survival-horror game would do.
Name one survival horror game where you use your weaker guns to stun enemies so that you can do a melee follow-up. The answer is there aren't any and you clearly didn't read what I typed.

Survival horror games use ammo as a decision making tool, do you spend ammo or risk health getting through an area. How many times are you going to need to go through this area in the future? Is the area large enough that I can get rid of one enemy and consistently avoid another? This is what a Survival Horror game's resource mechanic is for, decision making. That has nothing to do with what I typed.

In re4,5,6 and the 2 revelations games the decision you're making isn't "Am I going to use ammo" its "How am I going to use ammo"
 
That has nothing to do with what I typed
I dunno, did you read what I typed? Sure, what you're describing sounds like a lot of Survival Horror titles, but that doesn't mean that's all that you can make within this genre. The two pillars of SH genre is item management and atmosphere, you're under assumption that a "true" SH is a borderline adventure title with guns. That's simply not true.
RE4 is a SH game with third person action elements. This "REX is not a Survival Horror" argument is retarded and I must have heard it about a dozen times now.
 
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