BeeDog said:Yay, just got my Platinum trophy. It was a pain in the ass to try and get The Works trophy alone with two controllers, but I found an easy way to do it. :lol
How?
edit
I've found a video. It worked. =)
BeeDog said:Yay, just got my Platinum trophy. It was a pain in the ass to try and get The Works trophy alone with two controllers, but I found an easy way to do it. :lol
Ehhh... that's not really comparable. You might argue that it is watering down the experience, but when my partner and I die on a very regular basis in Pro mode, even with infinite ammo, and are forced to strategise and gain a real understanding of a map's structure at a level we never had to without infinite ammo on during Vet mode, I don't feel like I'm dumbing down the experience. The amount of extra hurdles added to the gameplay experience during Pro mode means that removing the ammo hurdle doesn't dumb down the experience, rather, it just removes an (arguably) unnecessary layer of frustration.zoukka said:lol wut? More like "more opportunities for manbabies to water down their experiences with the game"
What next, a quicksave for RE6?
I played through the entire Island section of RE4 two days ago, and played through the entire game twice (once on Normal, once in New Game +) prior to RE5's release in mid-February.TheExorzist said:You're joking right? Capcom dumbed down most of the features from RE4. But... you know... feel free to tell me which features were expanded in your opinion.
I really think some of you have to play RE4 again to see how bad RE5 actually is.
Rez said:Calling a dev stupid for giving the player the option how they want to tackle a scenario is a bit of a dated concept nowadays. Pro mode still offers a fair challenge even with infinite ammo, so it's not like you can just cruise through the game and unlock the Pro achievement, it still requires a lot of effort on the players part, and a fair understanding of a levels structure.
If you want to play through without infinite ammo and earn the achievement that way, you're free to do so, if not, then that works to.
more options = more opportunities for people to have fun
Feindflug said:What's stupid is that I'll play the game normally but a lot of people will get the achievement/trophy with much less effort and that's not fair...I'm definitely not an achievement whore but highest difficulty achievements for me are something like challenges that I get rewards for and I think it's unfair to get the same reward with someone who is cheating and having a lot less hard time than me and all the people that play the game normally.
I guess whether or not the achievement should be disabled with infinite ammo enabled is a bit of a messy sort of situation. Leaving the achievement enabled when infinite ammo is turned on allows for more people to gain all of the achievements (which most people are doing by exploiting the inventory system at the moment anyway), and gives more gamers (the ones who wouldn't have played through Pro without it) incentive to a) experience the game in a different way; and b) get more play time out of the game.Feindflug said:Well I didn't call Capcom anything but that's a stupid/bad decision IMO, infinite ammo is and should be considered a cheat and achievements/trophies should be locked when cheats are enabled (like in the 99.9% of the games) don't you think? Pro mode won't be easy even with infinite ammo on but it will be much easier than playing the game normally because you don't have to worry about ammunition/managing your inventory which is really important in the game especially on a higher difficulty like Pro...anyway a worthless option IMO that offers nothing, but even if they wanted to add this option achievements/leaderboards should've been locked IMO.
What's stupid is that I'll play the game normally but a lot of people will get the achievement/trophy with much less effort and that's not fair...I'm definitely not an achievement whore but highest difficulty achievements for me are something like challenges that I get rewards for and I think it's unfair to get the same reward with someone who is cheating and having a lot less hard time than me and all the people that play the game normally.
kamorra said:But we do play the game normally, just like the developer intended us to do. Is it really such a big deal?
Rez said:I guess whether or not the achievement should be disabled with infinite ammo enabled is a bit of a messy sort of situation. Leaving the achievement enabled when infinite ammo is turned on allows for more people to gain all of the achievements (which most people are doing by exploiting the inventory system at the moment anyway), and gives more gamers (the ones who wouldn't have played through Pro without it) incentive to a) experience the game in a different way; and b) get more play time out of the game.
However, I do STRONGLY agree with the idea that the leaderboards should make a distinction between whether or not infinite ammo is used.
Let the record show that I'm actually pretty indifferent when it comes to achievements. I think they're neat, but I generally don't go out of my way to get them. =pFeindflug said:Well I see what you mean but what's the point on getting achievements by exploiting the inventory/turning cheats on? For adding 50g on your gamerscore? I seriously can't get some people...
Anyway we agree on having at least distinctive leaderboards .
Yeah, that's exactly the point. I don't understand how anyone here can say that everyone who liked RE4 will like RE5. The core gameplay is of course identical, but besides from that the game has nothing to do with RE4.Rez said:RE4 and RE5 are very different games. Comparing them is like comparing an apple with an orange from a, as pretentious as it sounds, "gameplay experience" perspective.
Where should I start? Take the entire economy system. As mentioned a couple of times already it is dumbed down in every single way. Merchant out, thousands of weapons in (think about why RE4 didn't have so much weapons...), don't really hide the treasures and don't let you combine it any more, give you now fucking money for selling ammo (what actually drives me fucking nuts since I always have too much ammo) etc. etc.Cite some examples of the dumbed down gameplay for me, and I'll give my opinion on them. It seems to me that you're stuck focusing on what RE5 isn't as opposed to what it is.
Might as well, considering only one of those points are valid (treasure).TheExorzist said:Yeah, that's exactly the point. I don't understand how anyone here can say that everyone who liked RE4 will like RE5. The core gameplay is of course identical, but besides from that the game has nothing to do with RE4.
Where should I start? Take the entire economy system. As mentioned a couple of times already it is dumbed down in every single way. Merchant out, thousands of weapons in (think about why RE4 didn't have so much weapons...), don't really hide the treasures and don't let you combine it any more, give you now fucking money for selling ammo (what actually drives me fucking nuts since I always have too much ammo) etc. etc.
As said before the motivating aspect in RE4 was that you actually were able to upgrade all the weapons you carry in one playthrough IF you didn't waste money and collect every treasure.
Besides from that the entire way the games goes on got dumbed down. It's just as straight forward as it could get. You don't need to back track once in the entire game and you can solve every single riddle in the room where it is. On top of that there are countless "lock doors, throw tousands of enemys at you"-rooms throughout the game.
Do I even have to mention one more point?
Am I the only one who finds this as positive? I prefer a highly linear, replayable (and actually enjoyable) experience (RE5) over an artificially long backtrack-athon that I don't even want to finish for a first time (RE4.)TheExorzist said:Besides from that the entire way the games goes on got dumbed down. It's just as straight forward as it could get. You don't need to back track once in the entire game and you can solve every single riddle in the room where it is. On top of that there are countless "lock doors, throw tousands of enemys at you"-rooms throughout the game.
Do I even have to mention one more point?
As far as the economy is concerned, I think it's clear that it was balanced in such a way that it was expecting players to be playing the game more than once, or to even be jumping around the game in various co-op sessions. I think that RE4's system is superior, but with that being said, RE4's economy is a result of game that was built around it, whereas RE4's system wouldn't have worked in RE5. RE5's is very much a product of the way RE5 was built (for a highly replayable, co-op experience).TheExorzist said:Yeah, that's exactly the point. I don't understand how anyone here can say that everyone who liked RE4 will like RE5. The core gameplay is of course identical, but besides from that the game has nothing to do with RE4.
Where should I start? Take the entire economy system. As mentioned a couple of times already it is dumbed down in every single way. Merchant out, thousands of weapons in (think about why RE4 didn't have so much weapons...), don't really hide the treasures and don't let you combine it any more, give you now fucking money for selling ammo (what actually drives me fucking nuts since I always have too much ammo) etc. etc.
As said before the motivating aspect in RE4 was that you actually were able to upgrade all the weapons you carry in one playthrough IF you didn't waste money and collect every treasure.
Besides from that the entire way the games goes on got dumbed down. It's just as straight forward as it could get. You don't need to back track once in the entire game and you can solve every single riddle in the room where it is. On top of that there are countless "lock doors, throw tousands of enemys at you"-rooms throughout the game.
Do I even have to mention one more point?
You're right, in some ways.TheExorzist said:You're joking right? Capcom dumbed down most of the features from RE4. But... you know... feel free to tell me which features were expanded in your opinion.
I really think some of you have to play RE4 again to see how bad RE5 actually is.
It is mentioned in the big roomRaider82 said:Don't know if this has been covered in the thread or not as I don't have time to read all the pages,Just a little thing I found odd.but why does Jill have blond hair in this game? In the previous ones she has brownish hair.
TheExorzist said:Yeah, that's exactly the point. I don't understand how anyone here can say that everyone who liked RE4 will like RE5. The core gameplay is of course identical, but besides from that the game has nothing to do with RE4.
demigod said:I thought Josh was a traitor, he had this weird evil look.
But that doesn't change the fact that it's dumbed down. See it as it is: The way the whole upgrading system is presented in RE5, it could be in EVERY single action game where enemies have hit points. It's the cheapest way Capcom could have put it in the game. To be honest I really don't think the game gains anything from having that much weapons. It's just stupid, because you can carry all the weapons in your mysterious "between chapters" - inventory. Due to this it's easy to replay that game, collect as much money as possible and then just level up the next weapon to the end before using it. I honestly don't see a replayability here. Where's the challange? In RE4 you had to choose which weapons you want and could only level those up because you were not able to carry them all.Rez said:As far as the economy is concerned, I think it's clear that it was balanced in such a way that it was expecting players to be playing the game more than once, or to even be jumping around the game in various co-op sessions. I think that RE4's system is superior, but with that being said, RE4's economy is a result of game that was built around it, whereas RE4's system wouldn't have worked in RE5. RE5's is very much a product of the way RE5 was built (for a highly replayable, co-op experience).
Well, to me it does. In fact RE5 was the first in the series which didn't have any backtracking at all. Hmm... It's funny I needed to play RE5 to ultimately realize how much RE4 had in common with the old parts - even though the different gameplay.RE5 actually plays out very similar to RE4. The only significant difference is the lack of backtracking. I enjoyed returning to familiar places in RE4, and I think it would've been kinda neat to return to some of the environments during the dark or something, but again, it wasn't something that really stood out to me.
True, but this is only the case IF you play it in Coop. Playing the singleplayer doesn't give you much variation, and that's the point. While you maybe had such rooms in RE4 also, they were always presented in an different way. In RE5 Capcom totally relied on the Coop thing, because it's almost always the same. They just throw the enemies in and hope that you and your partner make the best out of it. How cheap is that? Seriously....The whole kill-room thing was prevalent in RE4 as well, but when the combat mechanics that RE4/5 offer are applied to that idea, it was never really a problem with me (I love the combat in RE4/5). Plus, in RE5 there is the whole co-op thing, meaning that every time you attempt a kill-room, the way you handle the situation, whether you like it or not, is going to be significantly different. The Public Assembly area from the demo is a good example of this. It's just one big playground.
Fair enough. Good statement.There are big differences between RE4 and RE5, but I guess what was missing from RE5 all made sense to me in the context of the way the game was designed. Nothing felt dumbed down, as such. Things may have been streamlined in order to make to co-op experience a more seamless one, but ultimately the things left out felt justifiable to me. I guess if you felt what is missing from RE5 is what made RE4 so great, then RE5 might be disappointing. But to me, RE5 retains the core of what made RE4 so great, while dropping somethings that wouldn't have worked as well in a co-op environment, and adding in some new things that better suit the game's structure.
Rez said:As far as the economy is concerned, I think it's clear that it was balanced in such a way that it was expecting players to be playing the game more than once, or to even be jumping around the game in various co-op sessions. I think that RE4's system is superior, but with that being said, RE4's economy is a result of game that was built around it, whereas RE4's system wouldn't have worked in RE5. RE5's is very much a product of the way RE5 was built (for a highly replayable, co-op experience).
The treasure combining thing counts as a dumbing down, I guess. But once again, I'd say it's a result of the mechanics surrounding the game (the inventory system and the way it handles examining and combining key items). The combining treasure thing seems petty to me, but if it really worries you, there's not much I can really say.
RE5 actually plays out very similar to RE4. The only significant difference is the lack of backtracking. I enjoyed returning to familiar places in RE4, and I think it would've been kinda neat to return to some of the environments during the dark or something, but again, it wasn't something that really stood out to me.
The whole kill-room thing was prevalent in RE4 as well, but when the combat mechanics that RE4/5 offer are applied to that idea, it was never really a problem with me (I love the combat in RE4/5). Plus, in RE5 there is the whole co-op thing, meaning that every time you attempt a kill-room, the way you handle the situation, whether you like it or not, is going to be significantly different. The Public Assembly area from the demo is a good example of this. It's just one big playground.
There are big differences between RE4 and RE5, but I guess what was missing from RE5 all made sense to me in the context of the way the game was designed. Nothing felt dumbed down, as such. Things may have been streamlined in order to make to co-op experience a more seamless one, but ultimately the things left out felt justifiable to me. I guess if you felt what is missing from RE5 is what made RE4 so great, then RE5 might be disappointing. But to me, RE5 retains the core of what made RE4 so great, while dropping somethings that wouldn't have worked as well in a co-op environment, and adding in some new things that better suit the game's structure.
But really, Capcom, would it have been so hard to include a Merchant voice-over in the menus?
I agree. I went into RE5 expecting the next 1984 but instead all I got was The Da Vinci Code.demigod said:Anyone else notice how the tone of the characters voice changes? And I'm not talking about when they're speaking through a microphone. One minute Chris/Wesker sounds young and the next minute they sound old and serious. Sheva seems to lose her accent from time to time.
The characters in RE5 seem dead and their lines aren't as memorable. They don't seem to have any sense of humor at all. I mean, who doesn't miss *Oh you pervert!*
I also don't like how they used Remake's Jill. I thought they made Jill in RE3 older because of the years between the 2. The plot about Wesker really stunk, can't believe they pulled that shit.
I thought Josh was a traitor, he had this weird evil look. Maybe they will let us play him as seperate ways. Does anyone else think Excella looks like Eva Mendez?
Papercuts said:I just went from 3-3 to 6-1 on Pro WITHOUT infinite ammo. Holy shit awesome.
was actually the hardest part for us, died a disturbing amount of times there.Irving
zoukka said:lol wut? More like "more opportunities for manbabies to water down their experiences with the game"
What next, a quicksave for RE6?
It defeats the purpose of having a harder difficulty. There are still tough spots, but how can the majority of the game be difficult with infinite rockets/machine gun?Feindflug said:Umm...you can play with infinite ammo on Pro and still get the achievement for Pro difficulty? If yes that's really stupid.
If you're using a control setup like Type B that has manual camera control mapped to the right stick, you can look up at the creature with the right stick BEFORE aiming, and then when you aim you'll instantly be pointing in the direction you were looking. This is awesome in co-op when my buddy's being attack to my left, and I look over in his direction with the camera stick, and then aim to snap my character left and shoot his attacker.JB1981 said:Just got to chapter 2-2. Never played RE4 but I'm really quite enjoying this game so far. I have grown accustomed to the controls but one thing I don't like is shooting things that are above you - the game forces your view down to the middle of the screen .. wish there was a way to tweak that. So far Sheva has not given me any problems either. I'll go ahead and assume she gets worse as the game progresses? I was pretty surprised how incredibly easy the first boss was ..... but I like the game so far. BTW, how terribly important is it that I upgrade Sheva's inventory along with my own?
Type B is what I use, and essentially you aim your gun with L1, your knife with L2 and fire/swipe with R1. You perform context-sensitive actions -- such as straights, hooks, uppercuts, stomps, kicks, neckbreakers, haymakers, et al -- with Square, the left face button. (This is the PS3 version.) You move with the left stick, run with X and quick-turn by pulling back and tapping X. You don't have the ability to strafe, but there wasn't strafing in RE4 so I've never needed it. The top face button, Triangle, brings up your real-time inventory, and Circle, the button on the right, calls your partner or, if held, gives you the option to tap up on the D-pad to put Sheva in Attack mode, or tap down on the D-pad to put her in Cover (I recommend Attack for bosses, Cover for everything else). Also, note you can quick-select items assigned to the top, left, right and bottom of your inventory grid by hitting the corresponding direction on the d-pad, and that you can taunt to attract enemies' attention by pushing in both analog sticks simultaneously.JB1981 said:Other than manual camera movement with the right stick, how does that set up handle zooming in, aiming and firing?
I stopped reading after this shit....Neiteio said:Aside from the fact RE4 now looks like shit and is virtually unplayable on an HDTV, making it obselete by modern-day standards (thankfully I also have an SDTV for the Wii), RE5 has online co-op for Campaign and Mercenaries that makes it the superior game in terms of how fun and memorable it can be, and on top of that RE5 has superior combat, with triple the number of melee moves including team combos and the much-needed ground finishers. I'd also say the weapons are more interesting; forgettable names aside, RE5 has weapons like the gatling gun, long bow, triple-barreled shotgun and a grenade launcher with a half-dozen ammo types including one that freezes foes in ice, while RE4 had... What? The mine thrower is the only notable weapon that doesn't have an equivalent in RE4, and who knows, maybe they'll add that sucker as DLC. And I love Sheva's AI; she's a mule like Ashley but she can defend herself, heal me and restock my ammo, and looks/sounds better while doing it.
RE5's monster variety is superior, too, which is a huge plus for me. Of the non-ganado characters, RE4 had novistadors, hounds, regenerators... While RE5 has kipepeo, bui kichwa, adjule, reapers, dulvians and. RE5 has a majini equivalent for every ganado but offers more diversity; the soldiers finally have guns, making for the addictive cover system (yes, it's derivative of GoW, but still fun).lickers
Shame you didn't enjoy it. I really like whipping around a corner and blowing off a guy's head from two catwalks away with a quick-draw sniper shot.TheExorzist said:I stopped reading after this shit....
I do like that - but not in Resident Evil and not in a such cheasy way. Capcom clearly didn't intend to add this cover system in the game at all, but then they probably saw Gear of War 2 and said: "Fuck it, let's put this shit in our game as well."Neiteio said:Shame you didn't enjoy it. I really like whipping around a corner and blowing off a guy's head from two catwalks away with a quick-draw sniper shot.
Why should I even take a look at them? Your first two paragraphs alone sound like Capcom's advertising department wrote them.And my other points still stand, but I guess you won't see them.
Just thought I'd add this, you can mod the PC version to look really really good if it's up to the task.Neiteio said:Aside from the fact RE4 now looks like shit and is virtually unplayable on an HDTV, making it obselete by modern-day standards (thankfully I also have an SDTV for the Wii)
Cover is FUN. Seeing how GoW stole so much from RE4, I think RE5 borrowing GoW's solid cover concept is hardly heresy. It works and it serves the game well at the end when the enemies try to stop you with everything they got.TheExorzist said:I do like that - but not in Resident Evil and not in a such cheasy way. Capcom clearly didn't intend to add this cover system in the game at all, but then they probably saw Gear of War 2 and said: "Fuck it, let's put this shit in our game as well."
Yeah, Capcom's PR would definitely say one of their bestselling titles of all time looks like shit now on an HDTV. Oh please. Most of the things I said are fact; RE5 has more modes, moves, monsters, interaction and unlockables, as I spelled out -- often with hard numbers -- in my post, and the game, while suffering from a few oversights (i.e. use herb when you pick it up) has so much polish and so much to play that my one-billionth replay of RE4 can easily sit on the backburner for years to come. How one regards the story is subjective, of course, but on the sheer scale of environments traveled, the villain's strength and what's at stake in the story (imminent doomsday vs. Saddler's ongoing science fair), RE5 has the more epic adventure as well.Why should I even take a look at them? Your first two paragraphs alone sound like Capcom's advertising department wrote them.
WE get it dude, you didn't like the game, now go play RE4 or something.TheExorzist said:I do like that - but not in Resident Evil and not in a such cheasy way. Capcom clearly didn't intend to add this cover system in the game at all, but then they probably saw Gear of War 2 and said: "Fuck it, let's put this shit in our game as well."
Why should I even take a look at them? Your first two paragraphs alone sound like Capcom's advertising department wrote them.
See, now THIS is trolling.TheExorzist said:Why should I even take a look at them? Your first two paragraphs alone sound like Capcom's advertising department wrote them.
I think you and I are in the minority here, but I love Safari Chris as well. I'm not a fan of his render on the Costume Select screen -- it looks a bit stiff and awkward -- but I love his smug mugshot on Mercenaries' character select, and how he looks in all the cutscenes (put on the Safari threads and rewatch "Sky-high Skirmish" -- so badass). It helps that I've spent so much time playing as him in Mercenaries, where his shotgun makes quick work of majini, and his twin rockets can annihilate anything stronger.BuckRobotron said:Currently 5-2 Veteran, both Chris and Sheva still 2nd costume. I've actually come around to actually liking the look of Safari Chris, cool sunglasses and all.
a Master Ninja said:I'm trying to decide what weapons to buy infinite ammo for. Do you still need to worry about clip size and reloading, or can you just fire your handgun/rifle/shotgun continuously?