Clairvoyance
Member
I've played 2 and 1/2 chapters already and I'm liking it more than RE5, but not as much.
wut
I've played 2 and 1/2 chapters already and I'm liking it more than RE5, but not as much.
It's a true story smuggy.Cool story bro.
I'll go 2/5
No way he goes as low as 1/5 =P
Oh no, ignore Brad, some of the stuff he's talking about is legitimate, but he's got no idea about the depth of the combat mechanics. As the quicklook shows the game only gives tips in the loading screen, but he played for a long time and you can see he's never stopped to just test out the range of what the characters can do. Who doesn't usually do such a thing as soon as they get full control of a character, I don't think he used quick shot once. Stomping on downed enemies is broken though, another thing for the patch.
Yeah, I can't see him hating on it that much.
These are my favorite posts. Turns out there's nothing wrong with RE6 at all. Everyone including Brad are just playing it wrong. Yes sir there's nothing wrong with the camera, cover system, A.I., level design. If only Brad would learn to dodge roll, then he could truly appreciate how great this game is.
I will accept RE6 bashing in this thread, but RE4 bashing is never okay.![]()
it's quite funny that you're puzzled because you don't understand but keep being intrusive into quotes that don't refer to you.
You sir, are a resident evil 6 QTE. lol.
As weird as it sounds, no. I had to go into the demo and change up a bunch of settings to make it palatable. I tried playing with the crosshairs and the default sensitivity and I almost threw up in my mouth.
Oh no, ignore Brad, some of the stuff he's talking about is legitimate, but he's got no idea about the depth of the combat mechanics. As the quicklook shows the game only gives tips in the loading screen, but he played for a long time and you can see he's never stopped to just test out the range of what the characters can do. Who doesn't usually do such a thing as soon as they get full control of a character, I don't think he used quick shot once. Stomping on downed enemies is broken though, another thing for the patch.
Is he really broken or simply more positional than expected? Well, it is sloppy either way.
Also, yeah, I'm always surprised to hear that people don't fuck around with their character's movement the moment they are given a quite moment. I did this in the demo to figure out almost everything.
That I can agree with completely.Considering the game comes with no instruction booklet, they could've definitely done a better job of explaining it.
There's a tutorial/prelude that's completely, utterly, entirely garbage, because it teaches you absolutely nothing. Instead, it's a QTE-fest. A good game designer would've taken that time to introduce the key tricks and tips to the system, not squandered it with explosions and button prompts.
These are my favorite posts. Turns out there's nothing wrong with RE6 at all. Everyone including Brad are just playing it wrong. Yes sir there's nothing wrong with the camera, cover system, A.I., level design. If only Brad would learn to dodge roll, then he could truly appreciate how great this game is.
I didn't like RE5's setting at all though.
Although my gripe with this game is the camera, the terrible cover mechanics, and the confusing "cover to switch shooting side". My I appreciate the walk-and-shoot thing.
You are wrong, really. I have understand perfectly what do you want to mean, but I continue to not understand what has to do the less immediate gameplay/mechanic/controls of Demons souls for some users (which is prized to the most of critics) with the faulty RE6 controls or bland/mixed/confused gameplay. Those are a 2 total different beast. The Leon campaign seems the only appreciable thing, not woderful but appreciable for the atmosphere. But after that everything seems confuse, caotic, reading the review (& coming to the demo). Demon's souls is a masterpiece in what try to do, where RE6 failing for the most part. It's not in discussion if RE6 could to like or less, but to me seems universally accepted it's disappointing.
Considering the game comes with no instruction booklet, they could've definitely done a better job of explaining it.
There's a tutorial/prelude that's completely, utterly, entirely garbage, because it teaches you absolutely nothing. Instead, it's a QTE-fest. A good game designer would've taken that time to introduce the key tricks and tips to the system, not squandered it with explosions and button prompts.
Then Capcom fucked up.
These are my favorite posts. Turns out there's nothing wrong with RE6 at all. Everyone including Brad are just playing it wrong. Yes sir there's nothing wrong with the camera, cover system, A.I., level design. If only Brad would learn to dodge roll, then he could truly appreciate how great this game is.
"not knowing the depth of combat mechanics" only is a legitimate complaint for a review if the game makes you learn them. If you can slop through the game without knowing them, then they don't matter.
He has some really valid points, but I do feel kinda sad that people are complaining the game doesn't teach you everything. I mean, the game really should teach you that you can use your movement options to avoid damage?
That I can agree with completely.
How is stomping broken?
Same way he points out, sometimes even when you're positioned right and get the prompt you still stomp on their chest, instead of the head. Not like every time, but it's enough to be a problem.
I think it is a fair point to make when Brad is clearly frustrated by enemies despite having the options in his hands.
That's amazing! Thanks for the work, I will read it after work.RE4 is still one of the best games around, the love for detail and small things is incredible.
In case anyone is interested, I started to analyze RE4's difficulty settings, which is a rather underappreciated detail of the game that went a LOT of effort and work into.
Here is the first part in my difficulty thread:
http://www.neogaf.com/forum/showpost.php?p=42714442&postcount=93
I think it is a fair point to make when Brad is clearly frustrated by enemies despite having the options in his hands.
Same way he points out, somtimes even when you're positioned right and get the prompt you still stomp on their chest, instead of the head. Not like every time, but it's enough to be a problem.
"Faulty" implies they don't work. They do, they can just be jarring and initially difficult to get accustomed to, while for others, they are intolerable. Basically a redux of the series' original tank controls. They have a mixed reception, and it's obvious they aren't for everyone.
Completely true.
The tank controls is not the only problem, the lack of idea, bad ai seems predominate in the rest of the campaign. At the end, I completely agree with eurogamer verdict, it's the only site which most of time catch my same feeling about a game. At the end, the most of the 'press' concur to say RE6 how funny if you are a fan but terrible realized in a game perspective.
God hand is probably better.Yeah, the game has issues. I just don't think it's a 3/10 game.
A good game would teach you all the methods before you need them.
I've played 2 and 1/2 chapters already and I'm liking it more than RE5, but not as much.
You keep complaining about bad AI and yet you haven't actually toyed with it yourself. Even at that, you do not give any examples of precisely why the AI is "bad".
I don't think there's a single game I know of where the AI has stood out to me as anything more than either functional or completely overbearing. Certainly not in this series at any rate.
Dead Space 1 is the far superior game indeed,but Dead Space 2 did many of/the same mistakes as RE5 (too much action,not survival horror,all over place pacing, jump the shark story,boring setting,repetitive..ect)
There definitely should have been a good tutorial, but at some point (hour 12, maybe) you have to shift some of the blame on the player.
"not knowing the depth of combat mechanics" only is a legitimate complaint for a review if the game makes you learn them. If you can slop through the game without knowing them, then they don't matter.
It's not supposed to go for the head all the time. That was something already visible on resident evil 5. You gotta do it properly for "headshots". It's just that stomp in RE5 felt more powerful. But if you mean that the game displaces you, I guess that's a bug.
As for some of the particular problems, like quick-shooting dogs... should the game say "Dogs are weak to quick-shot"? Maybe when you first encounter one? To me just finding out what a quick-shot did was enough for me to figure out what was the best situations to use it in. Dodge is a dodge, so maybe it isn't a leap to dodge distant and predictable lunges. There definitely should have been a good tutorial, but at some point (hour 12, maybe) you have to shift some of the blame on the player. At least if you do when you are capable of seeing how that player is messing up.
It's a true story smuggy.
I like how people criticize my post saying re4 is a good game, and they don't think re4 should be a game people should blame because of re6s awfulness.
Are people serious? Re4 did nothing new to the series except take it out of the ps1 ghetto. Cv was brilliantly crafted yet no one played it, while re4 is a bland and non varied experience. The game is littered with qtes, and the game is stripped of all its tension and its atmosphere. There really isn't anything memorable about re4 besides the boat part and shop guy.
I think a good game is a sum of parts that are a little more complicated than that. Being obtuse doesn't do RE6 any favors, but to someone who can break games down by thinking about them, the level of complication RE6 challenges the player with is relatively small.
As for some of the particular problems, like quick-shooting dogs... should the game say "Dogs are weak to quick-shot"? Maybe when you first encounter one? To me just finding out what a quick-shot did was enough for me to figure out what was the best situations to use it in. Dodge is a dodge, so maybe it isn't a leap to dodge distant and predictable lunges. There definitely should have been a good tutorial, but at some point (hour 12, maybe) you have to shift some of the blame on the player. At least if you do when you are capable of seeing how that player is messing up.
I feel like that's the kind of thing you would want to have explored when you're 12 hours in.
Nope
Code Veronica is garbage tailored to funnies like News Bot who delude themselves into thinking Resident Evil has a good strory
RE4 removed all that bullshit
Oh really?
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They all have their goofy ass parts that can't be justified. Some are just more obvious than others.
A good game would teach you all the methods before you need them.
Nope
Code Veronica is garbage tailored to funnies like News Bot who delude themselves into thinking Resident Evil has a good strory
RE4 removed all that bullshit