Resident Evil - Virgin Vampire Wine Mom vs Chad Magnetic Lebowski

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I have a feeling that RE5 probably will be remade in the future but they'll do some wierd shit like retconning the location to some fictitious area that's definitely not South Africa and shoehorn in some Boer whiteys in with the negro infected because they don't want another journalist meltdown about "Muh racism" again even though the publicity with that is what mostly made the game so big in the first place.
 
Someone did bring up an interesting, if not obvious in retrospect, point...

RE9 does confirm that the remakes are the true "canon" as it actively references their version of events. Maybe that was always the plan with Capcom but many fans feel rather bothered that the versions of the games they grew up with and are responsible for what the series is today have been all quietly retconned away.

Hell, this stretches even to the original games themselves as pieces of media as Capcom had to be convinced by GOG to port those games to their store as they demonstrated almost no personal interest in doing so, almost a disturbing disregard to the games that started it all.

It just goes to show that RE2R onward werent meant to be tributes to the originals but their replacements and many fans arent ok with that, understandably so, especially since there are many things that the originals have objectively done better and that is just "gone" now.
For me the worst part is how they do most of the characters dirty in the remakes. 2R is probably the most egregious overall. Even minor characters like Kendo and Ben get shit on. Why they decided to hire that hack brent friedman to rewrite the plot instead of just sticking to the original is beyond me.
I heard the RE2 Dreamcast version Nightmare difficulty is actually higher, but I have no idea, as DC emulation still fucks up certain roms, and RE2 is one of them
I still have my copy but it's been a couple years since I last played it. It's basically just a copy of the original PC releases of 2 that predated the Sourcenext release.
The originals were already retconned away by Umbrella Chronicles and RE1 remake. UC was an official way to clean up the timeline and patch up some holes. It was the official cannon until the remakes and even now you still use it and the original timeline to fill gaps.
Were they though? I always took those games as "what if" scenarios save for the new stuff like Ada's escape, Leon and Krauser in the jungle and that Umbrella base in Russia that Chris and Jill raid.

sort of irrelevant though, isn't it? all the plot beats are the same, and RE1-3 didn't exactly have paragraphs of dialogue, saying they retconned them away implies they drastically changed something, or that there was ever alot of "something" there to change.

RE2R has more Leon and Ada time to facilitate their blossoming little romance that didn't exist in the OG game, where, in their second real meeting, Leon takes a bullet for Ada and they talk like people who have had a "will they won't they" for days.
True, most of the major plot points are unchanged. Certain things are just jarring though like the idea that Raccoon city is now the size of Montreal and exists as ruins instead of just a crater. Just became an excuse for capcom to make their own Last of Us. Nu Ada is terrible in pretty much every way.
As with all Japanese media, what is cannon is simply what the director wants it to be at the time.

I don't understand people playing RE difficulty mods. Making a zombie take 20 shots to kill doesn't improve the game in my eyes. It makes it more grindy. There are so many more fleshed out mods or spiritual successors that seem a better way to play the game. Does making enemies bullet sponges really improve your experience?
You mean canon?

As is the case with pretty much every RE, the game becomes way easier after that first playthrough. The games that don't have higher difficulties options to begin with have little replay value unless you don't go back to them for years. In the case of the original trilogy, zombies can't be made more difficult unless you make them take more damage and they can't be knocked down so easily. Or you make them move way faster like they did with crimson heads. Disconnected item boxes are also fun for a return playthrough as they force you to re-think certain aspects of the game.

I remember over a decade ago there was a mod for RE2 that was supposed to add fast children zombies but it never came out. To this day capcom still continues to be too much of a pussy to add that to the games other than that dumb scene in 2R with Emma Kendo.

Hell, even the shitty Anderson films had kid zombies at one point.
 
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Were they though? I always took those games as "what if" scenarios save for the new stuff like Ada's escape, Leon and Krauser in the jungle and that Umbrella base in Russia that Chris and Jill raid.
Yes they were. The main scenarios were all the official ones.
True, most of the major plot points are unchanged.
No. Wesker surviving was a complete retcon from OG RE1. He was dead and gone. Then they decided everything was a Wesker wankfest for ten years and he's secretly behind everything. And he's also a DBZ character but doesn't immediately punch Chris through the rib cage and rip his heart out the second he meets him.

One of the problems with mid RE timeline games is Wesker is unstoppable, but he never uses his powers to stop the people trying to kill him. Like sending Jill against Chris when both of them could have torn him in 2 and been rid of him. It's immersion breaking.

As for the RE5 blacks thing. Check out RE9. The majority of the zombies are black or brown. There are very few white zombies. With the way capcom works they made those assets to use in RE5 remake. Look at games like Village and RE4R. Lots of reused assets and budget saving. So if we're seeing a bunch of basketball player zombies we're getting RE5 on the way.
 
Yes they were. The main scenarios were all the official ones.

No. Wesker surviving was a complete retcon from OG RE1. He was dead and gone. Then they decided everything was a Wesker wankfest for ten years and he's secretly behind everything. And he's also a DBZ character but doesn't immediately punch Chris through the rib cage and rip his heart out the second he meets him.

One of the problems with mid RE timeline games is Wesker is unstoppable, but he never uses his powers to stop the people trying to kill him. Like sending Jill against Chris when both of them could have torn him in 2 and been rid of him. It's immersion breaking.

As for the RE5 blacks thing. Check out RE9. The majority of the zombies are black or brown. There are very few white zombies. With the way capcom works they made those assets to use in RE5 remake. Look at games like Village and RE4R. Lots of reused assets and budget saving. So if we're seeing a bunch of basketball player zombies we're getting RE5 on the way.
True, but I was specifically referring to the retcons created by 2R onward. REmake did introduce Lisa Trevor and 0 created Marcus as the source of the mansion incident. One of the things I honestly did like about 5 is it finally put Wesker's character to rest. I was getting tired of seeing him show up again and his abilities growing more ridiculous. I can suspend my disbelief though as all playable RE characters have plot armor.

5R will just slap on a new coat of paint, homogenized boring gameplay and lazily cut content. So basically 4R again :story:
 
True, most of the major plot points are unchanged. Certain things are just jarring though like the idea that Raccoon city is now the size of Montreal and exists as ruins instead of just a crater. Just became an excuse for capcom to make their own Last of Us. Nu Ada is terrible in pretty much every way.
this isn't a new change, by RE3 it was clear that Racoon City is fucking massive, the Zoo didn't give it a way? the 9 story Hospital? it has an 8 mile out of the city Industrial Factory district (where the famous Train Elevator is), at least 2 clock towers (one on the RPD), and the whole thing feels VERY Inner City.

quiet small towns don't feel like downtown Racoon City, its not quite Montreal like you say, but its really, big, and has a pop of over 100K, its basically Aspen but with bigger buildings.
 
No. Wesker surviving was a complete retcon from OG RE1. He was dead and gone. Then they decided everything was a Wesker wankfest for ten years and he's secretly behind everything. And he's also a DBZ character but doesn't immediately punch Chris through the rib cage and rip his heart out the second he meets him.

One of the problems with mid RE timeline games is Wesker is unstoppable, but he never uses his powers to stop the people trying to kill him. Like sending Jill against Chris when both of them could have torn him in 2 and been rid of him. It's immersion breaking.
because he's a Supervillain stupid, this is not a logical franchise, he's quite literally a Dr. Doom tier Supervillain and Chris is his Richards, he both loves and respects, and fiercely hates, Chris Redfield, likely because of his time as STARS leader rubbing off on him and him "living the mask" too long, fucker palled around with them for 2 and a half years all for a single POTENTIAL event to have them killed off.

So there's likely always a niggling little bit of Wesker who wants Chris to be on his side, so they can be teammates again.
 
After replaying it a few times, the orphanage sequence is the single worst segment in the entire new generation of games. I want to know what Dan Schneider foot fetish freak at Capcom USA that keeps wanting to inject these emergency brake sequences that play out at a snail's pace midgame.
 
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One of the problems with mid RE timeline games is Wesker is unstoppable, but he never uses his powers to stop the people trying to kill him. Like sending Jill against Chris when both of them could have torn him in 2 and been rid of him. It's immersion breaking.
The main theme of the series is the value of humanity's perserverence. Chris outsmarts Wesker multiple times to win. Yeah the moment to moment probably gives too much leeway, like when wesker gives up at the end of CV:X (The scene wasn't in the original CV) because knee high fire blocks the path. You gotta accept some cartoon/bond villain arrogance for why they survive but ultimately it's telling a story about humanity winning so it doesn't matter.

Like why does super human Wesker go blind when lights are turned off? The only acceptible answer is "who cares?" People get way too attatched to stories. The characters matter, but the plot doesn't. There's no ambitions of a greater narrative/world building. Except ironically 6 where each campaign poses a mystery for you to question and then Ada's comes in with the answers. Because on console releases Ada's campaign wasn't available at the start and it's clear you're supposed to play the game Leon>Chris>Jake>Ada to get the story as intended.

After replaying it a few times, the orphanage sequence is the single worst segment in the entire new generation of games. I want to know what Dan Schneider foot fetish freak at Capcom USA that keeps wanting to inject these emergency brake sequences that play out at a snail's pace midgame.
That one is mercifully short at least but yeah I'm sick of these on rails generic horror sequences at the very least they need to let you skip them on repeat playthroughs. It's cheap horror for stupid people to rob them of weapons and have scripted movement with insta kills. Like Sh2 has a disarming sequence but the game isn't suddenly cheating to create the illusion of being defenseless the mechanics were left in tact.

It was far more effective because as someone who plays games the moment im in one of those sequences the tension is gone because I know by design my character is never in actual danger in a forced chase. I know as long as I keep following the path I outrun the threat and that the noise of stomping or the crescendo of music is just fake.

Funnily enough the classic games did a better job at this with steve/nemesis/mr. x because those were in the midst of actual gameplay and getting hit meant a loss of healing supplies if you had any on you. By being linked with the core gameplay they worked better because there's concequences to screwing up.
So there's likely always a niggling little bit of Wesker who wants Chris to be on his side, so they can be teammates again.
This felt like the case in CV since he has a sort of rivalry tone when talking to him. 5 He wants him dead but does the bond villain thing of "It's a shame I can't wait around to see you die, I'm very busy now tata." even though all the time limits are self imposed.
 
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Rural parasite-infested Spaniards just don't have the same caveman IQ terror to them.

RE4 did made the effort to show that the villagers were rather peaceful and likely were welcoming or at most indifferent towards outsiders, which is how Saddler was able to take advantage of them. So the villagers acting all murderous would imply something unnatural is going on

In RE5, however? Not sure if I would buy the parasite control stuff until I saw it with my own eyes because things like the natives giving Chris intense stares, groups hitting bags that no doubt have someone inside (only stopping to stare at you with "you're next" energy).

Hell, the scene where that nigger with shades and megaphone having one of the few white people in the village getting horrifically and publically executed to the celebration of rallied group does strike a bit close to home now, doesnt it? Lets assume you knew nothing of RE and watched that scene, there is no way your first conclusion would be "oh no, something is controlling these poor Afrikans".
Although it was heavily neutered (especially thanks to Sheva's presence

The funny thing is that Sheeva actually barely looks Afrikan beyond her skintone, having some very non black "genotype" to her behavior and appearance.
Screenshot_20260313_071248_Brave.jpg
Source: I made it up

Contrary to your delusions re6 is the best selling title in the series and most people like it.

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Even minor characters like Kendo

Kendo was ok, I mean, I did prefer they stuck if they expanded more on his backstory, especially the part where he started just giving guns for free after a point just to give his clients a fighting chance to escape the city alive and the fact he is close friends with Barry Burton (and iirc, he may have been the one that crafted Barry's magnum, or at least sold it to him).

The whole father and zombie daughter thing was ok but it felt like an original character than Kendo.
I remember over a decade ago there was a mod for RE2 that was supposed to add fast children zombies but it never came out. To this day capcom still continues to be too much of a pussy to add that to the games other than that dumb scene in 2R with Emma Kendo.

Hell, even the shitty Anderson films had kid zombies at one point.
https://youtube.com/watch?v=QENCwMUmJCU

It is one thing to have zombie children, it is another to kill them, at least in the gaming world.

I still remember how controversial it was to have necromorph children in Dead Space 2, to the point they literally make child screaming sounds when they die.

Fallout 1 and 2 were going to be associated with GURPS but after the latter saw you could legit off children in the game, they removed the GURPS license (perhaps, in the long term, it was for the better).

The Walking Dead had the first zombie death be that of a little girl's and while Im sure that was controversial, it wasnt as much as having the player choose to do so.

I think it comes to games actually having player input so, to kill these children off, is like if the one playing pressed the trigger as having children death in movies and tv shows, the viewer has no control over the narrative being told.
One of the problems with mid RE timeline games is Wesker is unstoppable, but he never uses his powers to stop the people trying to kill him. Like sending Jill against Chris when both of them could have torn him in 2 and been rid of him. It's immersion breaking.

Given how Wesker is shown to have a ginormous ego, it makes sense he wouldnt go straight for the kill but he was indeed intending to kill Chris by the end of the game. He wanted to demonstrate his superiority by having Chris foolishly try to fight back and get his ass kicked and to his credit, he does go for a kill strike but Chris is able to leap towards a lever connected to some cargo above them, causing Wesker to legit get somewhat injured by it (and iirc, there was a self destruct sequence going on so he decided to play it safe and focus on escaping).

It makes perfect sense that someone that sees himself as a god would toy with his victims, not doubt seeing Chris as his "rival". I mean, in his logic, seccing Jill against Chris and Sheeva was rather pragmatic, either they kill her and Jill is no more or she kills one or both of them and those are neutralized threats. It is very much clear Wesker doesnt take Chris and Sheeva seriously at all and honestly, why should he given his plans are progressing generally well despite their interventions? He only begins to actually go for instant kill strikes (that you need to dodge with quick time events) after they overdose him on his stabilizer drug as now he saw they had a legit way to kill him.

You are right that technically it would have been smarter to go for instant kill strikes but, at the same time, I have lived long enough to know that the whole "why dont you just kill him?" cliche is actually pretty freaking true to reality as Im very sure if many people would behave the same if given the same abilities, just being unable to resist toying with their victims because their egos need a boost.
 
At the time of the original release RE6 was the best selling RE. But Capcom expected 7 mil copies sold and only got 5. With a lot of bad reactions to it, which is likely what caused it not to hit the 7 mil mark. It got released on later consoles where it went way over that mark due to market size increases. But 6 was the best selling in the series until they did RE7. Games sell based on the last one. So 6 was selling off of 5's success until people realized it was shit and it failed to hit it's target.
You are right that technically it would have been smarter to go for instant kill strikes but, at the same time, I have lived long enough to know that the whole "why dont you just kill him?" cliche is actually pretty freaking true to reality as Im very sure if many people would behave the same if given the same abilities, just being unable to resist toying with their victims because their egos need a boost.
What we know of Umbrella, being someone who doesn't go for a kill when given the chance would make you lose your place really fast. There are so many egotistical psychos who will crush you if you delay even for a second. But Wesker, who's too smart to kill the only people who really know and can endanger him is the master mind behind literally everything ever?
 
Are the OG Resident Evil 2-5 bad? They look to be the free movement games.
1-3 are all great and still hold up, you just have to get used to tank controls.

OG RE4 was the turning point where it started to focus on action, and it has tank controls.
it's a good idea to play that first to get used to tank controls if you intend to warm yourself
up to the classics.

a side note, DMC1 and God hand both have DNA from Resident evil 4. DMC 1 being originally a RE4 iteration until it became it's own thing,
God Hand being directed by the same dude behind RE4, using the same engine and mechanics to make a great action game.
it's worth getting used to tank controls to play these games alongside classic era RE.

OG RE4 and RE1 remake is a solid path to get into Classic RE. throw in DMC in there too. it's basically a RE game.
 
What we know of Umbrella, being someone who doesn't go for a kill when given the chance would make you lose your place really fast. There are so many egotistical psychos who will crush you if you delay even for a second. But Wesker, who's too smart to kill the only people who really know and can endanger him is the master mind behind literally everything ever?
He doesn't actively kill Chris till their final confrontation in 5 because the BSAA is taking out his competitors and doesn't even know Wesker is still operating.

Remember, Chris doesn't really do anything to stop Wesker till the last hour or so of Wesker's life, till then he was a nusiance and he simply got really bad luck that Chris zoned in on him at the last moment of his master plan.
 
this isn't a new change, by RE3 it was clear that Racoon City is fucking massive, the Zoo didn't give it a way? the 9 story Hospital? it has an 8 mile out of the city Industrial Factory district (where the famous Train Elevator is), at least 2 clock towers (one on the RPD), and the whole thing feels VERY Inner City.

quiet small towns don't feel like downtown Racoon City, its not quite Montreal like you say, but its really, big, and has a pop of over 100K, its basically Aspen but with bigger buildings.
I think our definitions of massive are varying here. Nothing in RE3 really gave me the impression the city is huge except for maybe the streetcars (funnily enough Springfield, Missouri got rid of theirs in favor of buses before the 40s). Some of the alleys (the one behind the restaurant) feel very claustrophobic like a Japanese city probably because it's a capcom game. None of the buildings are larger than 4 stories in RE3 and a zoo isn't out of place even for a sub 200k population center. The marshaling yard always felt weird as it was reached by riding that miles long underground tram hidden beneath the city.

For reference to my previous post:
Incidentally, here's the Stone Chapel Clock Tower in Springfield, Missouri and Saint Michael's in RE3 for comparison.

Springfield Missouri clocktower.jpg
Raccoon_Clocktower.webp
 
You're as fragile snowflake as SJWs if tiny bit of yellow paint is enough to get visceral reaction out of you.
People are sick of bad art design that breaks immersion for the sake of hand holding people when there's better ways to do it. Yellow paint can be used on stuff like ladders, but RE9 uses it all over the place because it's lazy. Designers can use light sources, easy but impossible to progress without tutorials where the character says "Hmm, I could break that" or have an enemy show you it's possible to do something. But instead they slop yellow every where because it stands out.
 
I think our definitions of massive are varying here. Nothing in RE3 really gave me the impression the city is huge except for maybe the streetcars (funnily enough Springfield, Missouri got rid of theirs in favor of buses before the 40s). Some of the alleys (the one behind the restaurant) feel very claustrophobic like a Japanese city probably because it's a capcom game. None of the buildings are larger than 4 stories in RE3 and a zoo isn't out of place even for a sub 200k population center. The marshaling yard always felt weird as it was reached by riding that miles long underground tram hidden beneath the city.
I live in a small "city", next to what would be called a bigger City on the Gulf Coast.

that "bigger City" might have 4 whole buildings above 4 stories total, Racoon City would dwarf what would be the biggest "town" in the entirety of the bottom of my state.
 
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