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Resident Evil Requiem --- Open Spoilers Discussion ---

If you can tolerate terrible gameplay and combat to get "unique" part of the game then more power to you but I can't.....but those same people have no right criticize other people's taste games.

I'm one of the biggest Witcher 3 haters around and I wouldn't call the game play terrible. It's just derivative of the combat system that Arkham Asylum popularized and utilizes a modern mapping system (I like to call it paint by numbers) that kills the feeling of exploration/discovery and refuses to let you miss content. Those aren't bad things and the latter is probably needed for modern audiences. I also wouldn't say RDR2's game play is bad. It has an intentional heft to it and can often feel clunky due to button layout choices, but lot's of great games can have clunky controls. TES combat has never been a strong suit, but that's not the main draw of the series and there is more to the game than just it's combat. And again, I'll say that as someone who thinks that Bethesda has sucked with every release after Morrowind, but Oblivioin, Skryim, and their Fallout efforts have reached a massive audience and gripped that audience like few other games have the ability to do. There is something there as is a popular phrase for a reason, even if it isn't for me.
 
I'm one of the biggest Witcher 3 haters around and I wouldn't call the game play terrible. It's just derivative of the combat system that Arkham Asylum popularized and utilizes a modern mapping system (I like to call it paint by numbers) that kills the feeling of exploration/discovery and refuses to let you miss content. Those aren't bad things and the latter is probably needed for modern audiences. I also wouldn't say RDR2's game play is bad. It has an intentional heft to it and can often feel clunky due to button layout choices, but lot's of great games can have clunky controls. TES combat has never been a strong suit, but that's not the main draw of the series and there is more to the game than just it's combat. And again, I'll say that as someone who thinks that Bethesda has sucked with every release after Morrowind, but Oblivioin, Skryim, and their Fallout efforts have reached a massive audience and gripped that audience like few other games have the ability to do. There is something there as is a popular phrase for a reason, even if it isn't for me.
If you think RDR2' bad mission design, long animation just loot a body, busted wanted system and terrible controls is not bad "gameplay" then I would say good for you.

You and me have very different opinion of whats makes gameplay good......if liking games Witcher 3, RDR2 and Skyrim means you have "high standards" then I rather have "low standards".
 
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If you think RDR2' bad mission design, long animation just loot a body, busted wanted system and terrible controls is not bad "gameplay" then I would say good for you.

You and me have very different opinion of whats makes gameplay good......if liking games Witcher 3, RDR2 and Skyrim means you have "high standards" then I rather have "low standards".

I didn't say it was good, but I wouldn't say it is bad either. Not everything is black and white. I'd also separate out mission design from game play and I haven't enjoyed Rockstars mission design since GTA3 because after that, they went heavily scripted for more cinematic moments rather than taking advantage of their open world sandbox. I actively dislike two of the three games you mentioned, but just because I dislike them doesn't mean they are bad. Nuance exists and I can see merits of something that I don't personally enjoy.
 
But that's the thing... RE9 for large parts has neither something unique nor good gameplay. Stop being so stubborn.

I agree, but I didn't expect the game to innovate. I didn't expect it to offer that much fanservice either though. Requiem is a love letter to the franchise and its audience and I had a blast playing it.
 
I didn't say it was good, but I wouldn't say it is bad either. Not everything is black and white. I'd also separate out mission design from game play and I haven't enjoyed Rockstars mission design since GTA3 because after that, they went heavily scripted for more cinematic moments rather than taking advantage of their open world sandbox. I actively dislike two of the three games you mentioned, but just because I dislike them doesn't mean they are bad. Nuance exists and I can see merits of something that I don't personally enjoy.
That can be said about any game and that was my original point, just because you or others didn't like RE9 it doesn't mean people who do have "low standard".

You can check my post history, I never accuse anyone having "low standards" just because they don't like same games as I do, that would be pretty retarted.

I'm sorry others didn't enjoy RE9 as much I did and if people want to think my taste in games is "bad" because of it then fine by me.
 
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That can be said about any game and that was my original point, just because you or others didn't like RE9 it doesn't mean people who do have "low standard".

You can check my post history, I never accuse anyone having "low standards" just because they don't like same games as I do, that would be pretty retarted.

I'm sorry others didn't enjoy RE9 as much I did and if people want to think my taste in games is "bad" because of it then fine by me.

I'd say you are implying someone's standards based on your dislike of the games you are listed and that you are getting too fired up over your argument that started with I Instant_Classic . It's not that serious my dude.

How we perceive flaws and how much those flaws bother us is going to naturally vary. Based on our discussion last night, you enjoyed the Leon sections where I thought they were a poor man's representation of RE4 (made even harder to ignore with the RE4 Castle homage). Does that mean those sections are bad? I don't think so even if I do think there are shortcomings. I'm harder on games than most people. I don't think my standards are higher than anyone else, just different. And we are on a message board, so we all obviously love games and discussing them. Everyone having the same opinion would be boring.

As for the bolded, no you are not.
 


Reading all the impressions from this subreddit, yeah this kinda confirms my thoughts that the game won't be seen as this masterpiece that critics are hailing it as. There's a very common sentiment that the 2nd half with Leon is a lot less interesting than the first half.
 
Haters gonna hate. RE9 is super fun when you're playing on an appropriate difficulty that challenges you.

I played on Insanity without any bonus items. It's fun and challenging the first hour, but once you get Grace's gun and the Injector, there's a huge shift in difficulty to where it becomes much easier. I liked how in the beginning of the Care Center you're really forced to sneak around and find the new location of the gun, but yeah after that, not so challenging.
 
I played on Insanity without any bonus items. It's fun and challenging the first hour, but once you get Grace's gun and the Injector, there's a huge shift in difficulty to where it becomes much easier. I liked how in the beginning of the Care Center you're really forced to sneak around and find the new location of the gun, but yeah after that, not so challenging.
Gotta wonder about this mental handicap most people have: using every tool in the game makes it too easy, yet one won't avoid using them.

Drop the injectors or stop using the gun.

People pay for a game and fight against having fun with it. It's a mass market product, the chance it will be designed perfectly for you is miniscule.
 
Right, but the general perception of the game will change amongst gamers.

You'll be one of them.

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It won't dethrone RE4 for me but it's far far away than say a RE6.
 
Gotta wonder about this mental handicap most people have: using every tool in the game makes it too easy, yet one won't avoid using them.

Drop the injectors or stop using the gun.

People pay for a game and fight against having fun with it. It's a mass market product, the chance it will be designed perfectly for you is miniscule.

Dude it shouldn't fall on us to make the game harder if the developers can't find a way to balance the game's difficulty to remain challenging when we have our tools on hand.
 
I don't really understand why "open world" is even used in relation to this game for the Racoon City segment.

It's an over-used phrase for sure but I can kind of see why it's being slapped on this. Once you've got the fuel you can tackle the detonator parts in any order you like, all the while doing so from a large hub which gradually connects as you unlock shortcuts. I wouldn't exactly term it open world as such myself, but we don't usually get exploration of RE on this scale. The closest I guess would be the boat sections of RE5/4 remake. Apparently they cut something similar at the last minute where Leon was going to use the bike to get around RC.
 
It's an over-used phrase for sure but I can kind of see why it's being slapped on this. Once you've got the fuel you can tackle the detonator parts in any order you like, all the while doing so from a large hub which gradually connects as you unlock shortcuts. I wouldn't exactly term it open world as such myself, but we don't usually get exploration of RE on this scale. The closest I guess would be the boat sections of RE5/4 remake. Apparently they cut something similar at the last minute where Leon was going to use the bike to get around RC.
I agree - is the boat section of RE4 "open world"? Or the RPD? Or RE3 when collecting the parts needed early on for the train? I definitely dont think so and would never call it that but they are very comparable to Racoon City. The word has no place in any current Resident Evil IMO.
 
Dude it shouldn't fall on us to make the game harder if the developers can't find a way to balance the game's difficulty to remain challenging when we have our tools on hand.
It should if you're that far from the average in the normal distribution of player ability.
 
Gotta wonder about this mental handicap most people have: using every tool in the game makes it too easy, yet one won't avoid using them.

Drop the injectors or stop using the gun.

People pay for a game and fight against having fun with it. It's a mass market product, the chance it will be designed perfectly for you is miniscule.
So,devs dont need to balance their games ? Got it.
 
Loving the fact that most people were not fond of Grace before the game's release onyl to realise her sections were better.

Anyway, finished the game tonight. I agree with the usual sentiment that the first half is stronger and I simply loved Grace's gameplay intertwined with short but highly effective Leon sections. Good stuff.
I also enjoyed the RC section, it was done well, pretty diverse, the tower, mortars, gas station, overall a change of pace that shook things up a bit. Enjoyed the human enemies part as well in the ARK.

As for dislikes, basic RPD section played more for nostalgia. The Mr X fight was lame, followed by the Uncharted 2 train and annoying plants. The end boss fight, very short, simple, no mechanics to it, no flair.
I wanted a moment of Leon and Grace teaming up, do something together, that moment of saying hell yeah after a good boss fight...totally missing for me.

Overall, very much enjoyed it despite some minor hiccups in the second half and the weak ending.
 
So now that I'm going back and replaying it for the platinum I do like Leon's RC section a bit more when I know what to do. Still thinking they could have made it better with more variety in locations and enemies and puzzles. Also if Naughty Dog doesn't want to make a new Factions multi-player game than Capcom should with Mercenaries.
 
Gotta wonder about this mental handicap most people have: using every tool in the game makes it too easy, yet one won't avoid using them.

Drop the injectors or stop using the gun.

People pay for a game and fight against having fun with it. It's a mass market product, the chance it will be designed perfectly for you is miniscule.
Game's too easy? Just put a bag over your head
 
It should if you're that far from the average in the normal distribution of player ability.

No it shouldn't, but let's go back to what you originally said:

Haters gonna hate. RE9 is super fun when you're playing on an appropriate difficulty that challenges you.

Even if you drop one of your tools to make the game more challenging, that doesn't solve many issues people have with the game. Is not using the gun going to suddenly make the lack of enemy variety better? Is it going to make the environments in Raccoon City look way cooler and more diverse? Is it going make going through the Orphanage suck less? Come on now.
 
No it shouldn't, but let's go back to what you originally said:



Even if you drop one of your tools to make the game more challenging, that doesn't solve many issues people have with the game. Is not using the gun going to suddenly make the lack of enemy variety better? Is it going to make the environments in Raccoon City look way cooler and more diverse? Is it going make going through the Orphanage suck less? Come on now.
Fun comes from gameplay, the rest is visual candy. Enemy has plenty of AI variety in 9, which is what matters for gameplay.

Saying a game isn't fun because of visual variety is at best a communication faux pas.

You don't like it the game's visuals? Cool, call it ugly.
 
Fun comes from gameplay, the rest is visual candy. Enemy has plenty of AI variety in 9, which is what matters for gameplay.

Saying a game isn't fun because of visual variety is at best a communication faux pas.

You don't like it the game's visuals? Cool, call it ugly.

That's not what I said though, so this response just feels like you're talking past me.
 
That's not what I said though, so this response just feels like you're talking past me.
You quoted me talking about fun and asked us to go back to that. You're surprised I'm talking about fun? Not only that, 2/3 of the reasons you listed in your post quoting me boil down to visuals. Enemies (which have AI variety, so the only valid complaint is they look similar) and RC environments.
 
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Enemy AI variety is only present in the Hospital. All that variety disappears once you get to Raccoon City. And even then that AI variety is largely comprised of the same enemy type.

The AI on bosses is pretty bad.
 
Enemy AI variety is only present in the Hospital. All that variety disappears once you get to Raccoon City. And even then that AI variety is largely comprised of the same enemy type.

The AI on bosses is pretty bad.
You have standard zombies, blister heads, blister bombs, enemies rigged to blow, charging zombies, chainsaw zombies, shooting zombies, enemies using mortars, human soldiers, lickers. There's plenty of AI variety throughout the game. I accept they're mostly zombies, but that's hardly a gameplay problem.
 
You have standard zombies, blister heads, blister bombs, enemies rigged to blow, charging zombies, chainsaw zombies, shooting zombies, enemies using mortars, human soldiers, lickers. There's plenty of AI variety throughout the game. I accept they're mostly zombies, but that's hardly a gameplay problem.
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The only thing that behave different is the licker, everything else is basicaly the same.
 
You quoted me talking about fun and asked us to go back to that. You're surprised I'm talking about fun?

Doesn't matter you still talked past what I was saying, but at least in this response you're actually addressing my point:

Not only that, 2/3 of the reasons you listed in your post quoting me boil down to visuals. Enemies (which have AI variety, so the only valid complaint is they look similar) and RC environments.

The orphanage and the enemy variety are gameplay critiques, not visuals. The enemy variety in something like RE4R is far more diverse in their sizes, how they attack, their weaknesses and their behaviors. This leads to differences in how a player approaches fighting them and with what weapons. Enemy variety has a visual factor, but it mainly affects gameplay.

The Zombies in RE9 may wield different weapons against Leon, but the vast majority of them all have the same weaknesses and behaviors. It's just enough to feel truly diverse. We could've had Cerberus, Evolved Hunters, Brain Suckers, and a whole bunch of other enemies that would offer way bigger difference between enemy types.
 
I cleared the game a second time for the speed demon, no heals and blood collector challenges. I'm ready for the insanity run.

I also played Grace in third person this time, and I think she needs knee replacement surgery with how much she stumbles. What the fuck was this shit lmao.
 
I cleared the game a second time for the speed demon, no heals and blood collector challenges. I'm ready for the insanity run.

I also played Grace in third person this time, and I think she needs knee replacement surgery with how much she stumbles. What the fuck was this shit lmao.
Kinda funny they named her Grace considering how clumsy she is for the first half hour of the game.
 
I finished the game earlier today, and I felt a bit torn on it, and I'm still unsure how I feel. As I played through it, I felt like there was something missing. I don't know, none of the boss moments made me feel like "this is awesome"...they felt basic. I don't know how else to describe it. Someone early in the thread mentioned how Leon's section in Raccoon City started to drag because of the grays, and how there was no enemy variety. I too started to feel that same way. The location wasn't interesting enough, or filled with enough tension feel much of anything.

Also I started to feel like Grace was really being sidelined by the second half. I have no problem with Leon fighting a final boss at the end, but I feel like they both should have had a final boss of their own of some sort. At least have her overcome something at the end gameplay wise.

I love that the director seems to be teasing that Leon and Ada might be married now, but I would've loved to have seen her in this too. I recently replayed RE6 before this, and I found myself smiling during a scene in Ada's campaign when she's staring at Leon from a distance and she says something like "so cute". I forgot that they had implied she cared for him that much.

I don't hate it, or regret my time with this, but I am sad that I don't find myself being instantly in love with it. Again there's just something off, and I can't completely put my finger on it. Like something is real messy about the story. Like what was the deal with the little girls in 1990? How does that relate to anything? What happened to that experiment or whatever? Also who was Emily, and what were they doing with her? At first I thought she was supposed to be part of a group of clones that Grace was a part of...but then it's implied that Grace is just a normal person based on what Spencer says? It's all so messy.

Plus, yeah...lots of retconning going on. Spencer was an asshole to the end before.
 
Going through it tonight on Insane. I already started, I'm going to enter The Rhoades Hill Care Center. I am armed with all kinds of tricks to save ammo and know the game mechanics quite well.
I also know what to expect in terms of difficulty spike. Time to make this a joke with a lot of fun in between.
 
Doesn't matter you still talked past what I was saying, but at least in this response you're actually addressing my point:



The orphanage and the enemy variety are gameplay critiques, not visuals. The enemy variety in something like RE4R is far more diverse in their sizes, how they attack, their weaknesses and their behaviors. This leads to differences in how a player approaches fighting them and with what weapons. Enemy variety has a visual factor, but it mainly affects gameplay.

The Zombies in RE9 may wield different weapons against Leon, but the vast majority of them all have the same weaknesses and behaviors. It's just enough to feel truly diverse. We could've had Cerberus, Evolved Hunters, Brain Suckers, and a whole bunch of other enemies that would offer way bigger difference between enemy types.
The orphanage sucks. Every RE has a poor sequence and that's definitely this game's bad part. But other than bosses, there's like 2 enemies types missing from 4: the dogs and the flying insects. And there's a new version of the dogs in there during the chase sequence, so it's really the Novistadors that are completely MIA.

The garrador is the blind patient with the pole, regenerators are the blister head generators, the plaga bursters are the blister heads, the zombies act like ganados using all sorts of weapons, the singing ladies are like the priests, there's chainsaw wielding enemies, there's even shield using enemies... There's even the Krauser fight!

What most of the people complaining really wanted was a longer game. Then there'd be reason for extra variations to match 4 Remake and perhaps use the missing archetype.

9 is 13 hours long taking your time on a first playthrough. 4 was much longer than that and featured non-stop action exclusively. As RE9 is there's enemy types used in 2 areas, like the human soldiers. The game is shorter and despite its reduced size features a comparable enemy variation with a full fledged stealth component added in.

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The only thing that behave different is the licker, everything else is basicaly the same.
I'm not arguing with someone who can't distinguish a roaming enemy from an area suppression enemy and a brute. All three of which you've just wrote are basically the same. And the licker has its zombie counterpart, you're just too distracted hating the "lack of survival horror" to notice.
 
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I agree, but I didn't expect the game to innovate. I didn't expect it to offer that much fanservice either though. Requiem is a love letter to the franchise and its audience and I had a blast playing it.
It's not much of a love letter at all aside from Leon's part of REmake 2 for the most part. All the other fan service is the laziest of references aside from the Hunk fight. Which is really sad considering how much they built up going back to Raccoon City and teasing us with Alyssa's involvement.
 
Tanky zombies in the second half felt a bit crappy to fight against compared to the billiant strategic warfare in RE4R, but riding a motorcycle up the side of a collapsed building kind of makes up for it. My jaw hit the floor when Leon got his head blown off in the fake ending. Heavy MGS influences all around in this game, from the stealthy Rhoades Hill section to RC having that MGS4 feeling, complete with dying protag. Glad Leon was able to survive Foxdie. All said and done, another solid entry in the franchise, but doesn't quite hit the highs of RE4R. Path tracing delivered some incredible visuals, but I'm still holding out hope for a PSVR2 version.
 
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