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Resident Evil Community |OT2| Best Fans Ever!

Ludens

Banned
Unlike UC, there are no bonus scenarios in DSC. You just have one lenghty campaign divided into 3 scenarios.

As for difficulty, I only played the game on Normal mode, once, and beat it in two evenings. The game isn't that difficult, although some boss battles can be quite annoying since they can be long and heavily scripted (during the first Birkin fight, for example, I depleted his health quity quickly but the fight went on for few minutes because the game had to do the whole scripted sequence).

Umh, I read there are bonus chapters you need to unlock by beating some mission within a specific time window.
 

Mr_Zombie

Member
Oh yeah, right. There are two bonus chapters, but they really are chapters from normal game (Operation: Javier, chapter 4 and 5) with Krauser's thoughts being heard (it gives you some insight into what pushed Krauser to join Wesker). To obtain that you have to finish Chapter 5 of Operation: Javier within 10 minutes.

There's also a Tofu mode - i.e. all enemies are turned into Tofu, but I think you get it after simply beating the game.
 

Ludens

Banned
Invincibility frames are so fun to use in RE.

----

Doing Umbrella Chronicles and Darkside Chronicles now. I'm not even gonna bother pushing for A ranks to get the bonus missions. Don't mind light gun, but when you force rank especially on stuff such as getting all items, no thanks.

You should. Also you need to A rank only two missions, Nightmare 1 (I didn't even know that, A ranked the first time I did it) and Racoon City Destruction 3.
Bonus scenario are much more interesting than base ones, since you already know what happened in RE0-1-3 but special scenarios are new.

EDIT: I started Darkside Chronicles. Man this game is even HARDER than Umbrella Chronicles.
I'm currently facing
William Birkin final form, and he has THREE forms even if the game basically just started, since I did I think 5 levels or so.

I upgrade the basic handgun since it's the weapon I use most, I won the figth just because I had 1500 ammo for the SMG since I never used it. All shotgun ammo used just to face a boss, and it's not even the last one for RE2 story-line.

Also...aiming is IMPOSSIBLE. The screen costantly shakes, all move around you. Really, it's impossible to proper aim in this game.
Also even if you reduce enemy's health to zero, you need to wait for all scripts to be executed, otherwise you can't win the fight.
 
Do fans actually enjoy any RE game post 4??

I played 1-4 and can't stomach anything after 4. It's just not the same game anymore.

Other than perhaps Gaiden, I've found all of them enjoyable to a degree. Do I hate where a lot of the narrative went from CV onward? Yes. Do I feel the over the top style of RE6 was out of place (not action, just the overall movement coupled with gameplay)? Of course. Do I miss survival horror? Damn straight.

But overall the mainline RE games (and side projects) have been good games in the end.
 
It would be amusing if Third Energy comes into play in RE and the time jump ending of dc2 wraps into it with Regina/Dylan as a campaign pair among the RE cast.

Better than nothing*.




*Exception being additional DC3 levels of handling.
 

Jawmuncher

Member
Yo jawmuncher how hype you will be if they announce remake of dc1?remake style

Would be super excited. Multiple copies bought Day 1.

It would be amusing if Third Energy comes into play in RE and the time jump ending of dc2 wraps into it with Regina/Dylan as a campaign pair among the RE cast.

Better than nothing*.




*Exception being additional DC3 levels of handling.

I still wonder how things would have went of DC never had time travel. I feel that's the one thing that kept the series from not being in the same universe.
 
Just finished the third chapter of Jake's campaign, I really love his hand to hand combat, is there even a point to using guns as him? I also got past the much dreaded chapter 2 slope without any issues, I think I already killed all the goons before I even made my way up there, only a single snowmobile drove past me, lol. All in all I liked the chapter. I've also replayed he first chapter of Chris's campaign after watching an LP showing how it's supposed to be done, and I gotta say, the game is really starting to grow on me.

Each individual campaign is also almost as long as RE5 as a whole but feels much shorter to me, which is saying something. RE5 felt even longer than RE4.
 

Dusk Golem

A 21st Century Rockefeller
Just finished the third chapter of Jake's campaign, I really love his hand to hand combat, is there even a point to using guns as him? I also got past the much dreaded chapter 2 slope without any issues, I think I already killed all the goons before I even made my way up there, only a single snowmobile drove past me, lol. All in all I liked the chapter. I've also replayed he first chapter of Chris's campaign after watching a LP showing how it's supposed to be done, and I gotta say, the game is really starting to grow on me.

Each individual campaign is also almost as long as RE5 as a whole but feels much shorter to me, which is saying something. RE5 felt even longer than RE4.

You're probably going to be a fan of it, I think. RE6 had this weird thing with me where it slowly growed on me also, I don't exactly remember when it happened, but there was a specific moment it sort of clicked with me, and started enjoying it a lot more.

It's not the direction I want the series to take going forward, but I find it a pretty fun dumb action co-op game with some fun twisted monsters and some pretty big variety.
 

Big-E

Member
Just started 6 and on chapter 5 with Leon and so far I really dont like the respawning zombies. They take like a second to kill but they are annoying when you are trying to do item management. Chapter 2 was the worst for me and I almost put the game down because of it. Ch 3 and 4 were better though the QTEs are a bit much.
 

Jawmuncher

Member
Remember you can turn off the QTEs in the options now. Or make them automatic or something.

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I remember I hated RE6 when I first played the demo. But once I learned how to play it and the second demo rolled around I loved it. I wouldn't mind the series going that route so long as it was more focused and polished. Having just replayed RE4 the series is action. I think the series just needs more atmospheric moments that aren't forced like the beginning of RE6 with Leon and following A CPU. More show don't tell. Let me walk through an area that just looks scary. It goes a long way.
 

Neiteio

Member
EDIT: I started Darkside Chronicles. Man this game is even HARDER than Umbrella Chronicles.
I'm currently facing
William Birkin final form, and he has THREE forms even if the game basically just started, since I did I think 5 levels or so.

I upgrade the basic handgun since it's the weapon I use most, I won the figth just because I had 1500 ammo for the SMG since I never used it. All shotgun ammo used just to face a boss, and it's not even the last one for RE2 story-line.

Also...aiming is IMPOSSIBLE. The screen costantly shakes, all move around you. Really, it's impossible to proper aim in this game.
Also even if you reduce enemy's health to zero, you need to wait for all scripts to be executed, otherwise you can't win the fight.
Man, I wonder what you're doing wrong, because Darkside Chronicles isn't hard. I played it with a regular controller (DualShock3) and no changes in options. You know you can stop bosses from attacking by shooting them in the head, right? Also, if you find yourself unable to beat a boss, you can simply grind a few earlier missions for gold to upgrade your guns. And I hope you know this, but since some people don't... you can use healing herbs to refill your health. Just tap L1. You also have a knife you can swipe by holding R2 and flicking the stick. I think the game mentions this in the manual, but otherwise doesn't tell you about it. It's useful for clearing roaches/spiders off the screen. Also, don't worry about accuracy. There is no accuracy rating, and handgun ammo is unlimited, so I'd focus on upgrading your handgun. I beat the entire game with it!
 

Neiteio

Member
An observation about atmosphere in the series:

I'm replaying RE4, and something RE4 does especially well is creating gloomy landscapes that feel windswept and cold. This in turn fuels the imagination, making you wonder about what lies in the hills beyond the woods, or across the lake, or in a dilapidated old house.

I'm paying particular attention to effects they use to build this atmosphere. Some details include:

- The overcast sky, in many daytime scenes, doesn't stay still: Especially at the beginning, if you look at the skybox, the clouds are moving swiftly across the sky.

- The howling winds, with their mournful quality, whispering in the trees, rustling through the brush and rushing through the valley with the rippling flags where Leon and Luis find themselves. It combines with the fast-moving skies to create a sense of wind, which makes you feel chilly, and immerses you in the world.

- Look at many of the streams of water and they are moving swiftly. Other bodies of water are icy in appearance, with silvery surfaces that reflect the overcast sky. Again, this creates an impression of coldness that is atmospheric.

- When night falls in the village, there are areas of torrential downpour and flashes of lightning that make you feel wet, and thus cold. The water appears agitated in places. In other places at night, there are voluminous clouds of mist that give the valleys depth and a sense of overwhelming desolation. Like the valley leading to the shed with the chief, after the split path following the cabin defense.

- There's also a sense of contrast when you go indoors, and the howling winds and rain sound muted, and you feel warm and dry by comparison.

I think a future RE should try to replicate this atmosphere again, where you have abundant opportunity to soak in ambient details that make you feel like you're there. Details like howling wind, trickling streams, swaying trees, rustling brush, the pitter-pattern of rain, swirling skies, flashes of lightning, rolling thunder, etc. It makes the world feel alive, and the player feel cold and alone, which deepens the atmosphere and potential for horror.
 

Jawmuncher

Member
An observation about atmosphere in the series:

I'm replaying RE4, and something RE4 does especially well is creating gloomy landscapes that feel windswept and cold. This in turn fuels the imagination, making you wonder about what lies in the hills beyond the woods, or across the lake, or in a dilapidated old house.

I'm paying particular attention to effects they use to build this atmosphere. Some details include:

- The overcast sky, in many daytime scenes, doesn't stay still: Especially at the beginning, if you look at the skybox, the clouds are moving swiftly across the sky.

- The howling winds, with their mournful quality, whispering in the trees, rustling through the brush and rushing through the valley with the rippling flags where Leon and Luis find themselves. It combines with the fast-moving skies to create a sense of wind, which makes you feel chilly, and immerses you in the world.

- Look at many of the streams of water and they are moving swiftly. Other bodies of water are icy in appearance, with silvery surfaces that reflect the overcast sky. Again, this creates an impression of coldness that is atmospheric.

- When night falls in the village, there are areas of torrential downpour and flashes of lightning that make you feel wet, and thus cold. The water appears agitated in places. In other places at night, there are voluminous clouds of mist that give the valleys depth and a sense of overwhelming desolation. Like the valley leading to the shed with the chief, after the split path following the cabin defense.

- There's also a sense of contrast when you go indoors, and the howling winds and rain sound muted, and you feel warm and dry by comparison.

I think a future RE should try to replicate this atmosphere again, where you have abundant opportunity to soak in ambient details that make you feel like you're there. Details like howling wind, trickling streams, swaying trees, rustling brush, the pitter-pattern of rain, swirling skies, flashes of lightning, rolling thunder, etc. It makes the world feel alive, and the player feel cold and alone, which deepens the atmosphere and potential for horror.

I agree with this. I think it's one of the reasons the game is held in such high regard but some people don't realize it. Even on multiple playthroughs the way it's crafted had me feeling the same way.
 

Dusk Golem

A 21st Century Rockefeller
I actually am happy you guys are talking about this. I have a weird way to describe both the Resident Evil and Silent Hill games using the way their atmospheres make you feel.

Resident Evil 4 has a very unique atmosphere that I think a lot of people don't realize is in effect. Even playing the game multiple times, I still 'feel' the atmosphere when I play. The village area gives off a very strong cold rural autumn feeling, which is appropriate obviously, and uses a lot of pieces of imagery, sounds, and the like to give off a feeling.

The game uses subtle (and less subtle) things throughout the whole journey to give off different feelings and set people into a certain mood. The village is full of it, but it also is sprinkled in other parts of the game. Sometimes the pacing and such is used to great effect as well; an example is the Salazar boss fight, you fight him in a giant tower, but they really give a feeling you're climbing up to reach him as right before this you spend a lot of time underground, to make the outside air contrast stronger, and then have all the vertical sections of the tower, and the quiet vastness both before and after his boss battle to build up to your encounter with him.

I could go in more, I always enjoy talking about what I call, "Horror and Atmosphere Design," things to achieve a particular 'feel' in a game. I think a horror game, even if it's not particularly scary, can be highly effective based on being able to sway a person's mind and mood into a particular state that fits with what the game presents on the screen. It not only helps boost immersion, but can make the game in turn feel more like an experience of sorts, and can have longer lasting power with the player.
 

strafer

member
I could go in more, I always enjoy talking about what I call, "Horror and Atmosphere Design," things to achieve a particular 'feel' in a game. I think a horror game, even if it's not particularly scary, can be highly effective based on being able to sway a person's mind and mood into a particular state that fits with what the game presents on the screen.

This part here is why Alien: Isolation is one the greatest horror games ever made.

Sound design in a horror game is crucial.
 
Me abusing the drop/pickup mechanic in RE 0


https://www.youtube.com/watch?v=Lq5OR-wuiHc

HD tyrant looks amazing.

This part here is why Alien: Isolation is one the greatest horror games ever made.

Sound design in a horror game is crucial.

It's one of the reasons why even something like Silent Hill 1's atmosphere hasn't lost its effect at all.
I've played it for the first time (myself) last year and was still:

Crying.gif
 

Neiteio

Member
Dusk Golem, that's an excellent point about the underground/open air contrast and the verticality during the tower ascent to Salazar.

One of my favorite spots in RE4 are the boardwalks along the cliff overlooking the loch (deep body of water) near the church in the graveyard.

Something about the water looks like it would feel bitterly cold to fall in. Being elevated high above said water with the wind and open sky all around you just makes you feel colder.
 

Gradon

Member
Well I bought Umbrella and Darkside on PS3 and waiting to see my partner again before I play them. Haven't played them since release each. I've got a Move but Im gonna get another cheap one so he can play. Feel like making the most out of my move and might move onto getting House of the Deads too. Been too long since I played any lightgun games.
 

Neiteio

Member
After enjoying RE2 so much (well, I've only done Claire A so far), I really hope Capcom doesn't try to modify it much in the remake. Maybe add a quick-turn and make some slight balance adjustments for it, update all of the assets (of course), fix Sherry's escort behavior, add an extra area or two, and BAM! Should be perfect.

I hope they preserve the game's action-packed arcade-y feeling, with the abundance of ammo/herbs, the punchy combat and the nimble character movement. It's not a scary or challenging game, but I'm fine with that.
 

braves01

Banned
After enjoying RE2 so much (well, I've only done Claire A so far), I really hope Capcom doesn't try to modify it much in the remake. Maybe add a quick-turn and make some slight balance adjustments for it, update all of the assets (of course), fix Sherry's escort behavior, add an extra area or two, and BAM! Should be perfect.

I hope they preserve the game's action-packed arcade-y feeling, with the abundance of ammo/herbs, the punchy combat and the nimble character movement. It's not a scary or challenging game, but I'm fine with that.

I think the nimbler arcade-like movement is something that will be sacrificed to make the updated movement animations look good, like in REmake. That said, I'm sure there will also be an analog movement option, like in REmake HD, that let's you turn on a dime no matter what it does to the animations. So, in effect, you will get the arcade feel so long as you can cope with the alternate movement controls.

With respect to it not being scary, the first Resident Evil wasn't all that scary either before REmake. I think updated assets, lighting, etc. alone will make it feel a lot scarier. Not mention all the little changes Capcom might make to mess with the heads of people who've played these scenarios dozens of times.
 

Golnei

Member
Not mention all the little changes Capcom might make to mess with the heads of people who've played these scenarios dozens of times.

There's heaps of potential there - even changing around some encounters from the B to A scenarios and vice versa will have an impact, and the Mr. X appearances especially can easily be used to subvert expectations. And they have to do something new with the zombie-infested loading screen - it'd be easy to overuse it, but I don't think adding one more instance of it to the B scenario would cheapen it too much.
 

Nudull

Banned
Started playing Code Veronica X! I'm surprised at how much it recycles from 2 and 3 (most notably the sound effects), but it doesn't seem too bad so far. The Matrix-y opening scene is pretty goofy, though.

Also, I don't think I'm going to like Steve. He's like Dante without the charm.
 

Neiteio

Member
Whoa, Leon Scenario B is crazy so far. Zombie-infested hallways, Lickers everywhere, and a Tyrant was air-dropped on me (I just ran past it). It's neat exploring areas at the start that Claire didn't reach for a while.
 

Neiteio

Member
Hey, what gives? Went into library as Leon (in Leon Scenario B), and cutscene showed the basement shutters I closed in Claire A breaking open and letting in zombies. I thought they'd hold?
 
Dusk Golem, that's an excellent point about the underground/open air contrast and the verticality during the tower ascent to Salazar.

One of my favorite spots in RE4 are the boardwalks along the cliff overlooking the loch (deep body of water) near the church in the graveyard.

Something about the water looks like it would feel bitterly cold to fall in. Being elevated high above said water with the wind and open sky all around you just makes you feel colder.
Since you keep mentioning the word cold, what did you think of lost planet one? Curious to know if you thought that was a creepy game?
 

Neiteio

Member
Since you keep mentioning the word cold, what did you think of lost planet one? Curious to know if you thought that was a creepy game?
Didn't play Lost Planet, but snow in itself isn't atmospheric. Depends on how they contrast cold and warmth and how they color-code the environment, convey wind and water, etc.
 
RE4's atmosphere is probably my all time favorite, particularly the village. It just feels so isolated and dilapidated, it creates such an indelible sense of place. It feels like a real place you could visit, despite it being a mostly linear string of corridors.

It gets more over the top in the other areas, but they still have great atmopshere. The castle has the lovely opulent gothic sensibility that is probably more closely alligned with RE at that point, and the island has some gritty urban aesthetic.

But nothing touches that lonely, lakeside village for me. Especially with the music, which has that same melancholic, rusty, eerie sound to it.
 

joe2187

Banned
Was doing a No Save, No health Item speed run on REO.

Molotov hits the wall.

Eaten by a leech man a little more than halfway through the game.

IhLI0EO.gif
 

Neiteio

Member
A series of small satisfying tasks -- that's a good way to describe RE2. I'm unraveling the RPD like clockwork in Leon B, and it's super-enjoyable.

RE4's atmosphere is probably my all time favorite, particularly the village. It just feels so isolated and dilapidated, it creates such an indelible sense of place. It feels like a real place you could visit, despite it being a mostly linear string of corridors.

It gets more over the top in the other areas, but they still have great atmopshere. The castle has the lovely opulent gothic sensibility that is probably more closely alligned with RE at that point, and the island has some gritty urban aesthetic.

But nothing touches that lonely, lakeside village for me. Especially with the music, which has that same melancholic, rusty, eerie sound to it.
I'm partial to the castle, but frankly I love every area in RE4.
 

Evolved1

make sure the pudding isn't too soggy but that just ruins everything
A series of small satisfying tasks -- that's a good way to describe RE2. I'm unraveling the RPD like clockwork in Leon B, and it's super-enjoyable.


I'm partial to the castle, but frankly I love every area in RE4.
I like everything except the wooden dam area.
 

Dusk Golem

A 21st Century Rockefeller
For the REmake 2, I want them to retain what RE2 did right, but I do want them to add new. There's a lot of room for them to add stuff in, it'd be a shame if it was a straight-up remake with no new.

With all the content from RE1.5 (not all ideas in that are winners, but some can be put back in), the G-Virus itself (Crimson Heads may not make sense narratively in RE2's timeframe(?) but an extension of the G-Virus could work well since those are monsters that by nature transform when damaged/kill to more powerful forms), there's things they could add to the A/B scenario angle... And honestly? All of the areas after the RPD Police Station are super brief, and could be expanded on. Not to mention there's scrapped areas from all of them in RE1.5.

I want them to retain what makes RE2 likable, but I think they can expand on it without stepping on the original groundwork's toes that heavily. It does all depend how they tackle it though.
 

Evolved1

make sure the pudding isn't too soggy but that just ruins everything
You mean in 2-1? I quite like that area. Has some of the nicest-looking puddles in videogames, on the cave floor right past the waterfall you turn off.
Hmm I cannot recall where it occurs. It's a wooden dam where you have to climb up and around, flipping levers or something. It's really dark.

Idk that's an area I never liked for some reason. I think it's one of the few times where I was like, "this is filler" in the entire game.
 

Nudull

Banned
The more I explore CVX, the more it's starting to grow on me. It has a "middle ground" feeling between classic RE and what would become modern RE (starting from RE4). Plus, it's nice to play as Claire again.
 

Psxphile

Member
Hey, what gives? Went into library as Leon (in Leon Scenario B), and cutscene showed the basement shutters I closed in Claire A breaking open and letting in zombies. I thought they'd hold?

Nope. Only good for the scenario you use it in. Using it in A means it'll fail in B. The other option is to leave the cord and wait until Scenario B to use it, but it's tricky because if you enter the library too early you'll trigger the zombies and then it'll be too late.

At least that's what I remember.
 

Soodanim

Member
Nope. Only good for the scenario you use it in. Using it in A means it'll fail in B. The other option is to leave the cord and wait until Scenario B to use it, but it's tricky because if you enter the library too early you'll trigger the zombies and then it'll be too late.

At least that's what I remember.
The last time I replayed 2 I started thinking about those shutters, but after you've completed the game once either your route is efficient enough that you never need to be in those corridors after the zombies get through or you can take care of it with 5 or so shotgun rounds and it's done.

It's another little part of the zapping system that is good in theory but is ultimately not that useful. 2 is still the best game, but zapping is barely worth mentioning for me.
 
Nope. Only good for the scenario you use it in. Using it in A means it'll fail in B. The other option is to leave the cord and wait until Scenario B to use it, but it's tricky because if you enter the library too early you'll trigger the zombies and then it'll be too late.

At least that's what I remember.

If you already used it in A, it's still useful in B, because then, in B, zombies will *only* burst through the windows in the area you used the cable in.
 

Neiteio

Member
Hahaha, WTF

Leon just took a bullet for Ada, then Ada just looks at him says "I need to go talk to her"

Hahaha, amazing

edit: Examining Leon's body says the wound doesn't appear to be mortal -- I guess that helps, lol
 
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