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Cold Fear used the over the shoulder and that was good...
Infact, I would welcome an Outbreak port with or without camera angles.
It'd be more plausible since the series is evolving.
I always thought the outbreak games were a bit too ambitious.
I really liked what they were trying to do, but think they fell a bit too short of the mark. I really liked the idea of melee weapons, and having to co operate, and hold doors closed and things like that. I liked the part where you had the choice to board up the door with the nail gun. But I think there wasn't enough of this kind of thing, and to get the AI to co operate was horrible. A game that took the ideas of the first two games, and extended them - maybe more parts where environment interaction is possible, or more things that only certain characters (or even teams of characters) can do or access would really help teamwork in the game. And of course, removing the horrible loading times.
As for the camera angles argument - it's worth noting that the controls in RE4 and RE 3 are nearly identical, it's just that the camera was repositioned, and you have more freedom in aiming. Outbreak games were more action oriented (if only because there was the virus gauge to make sure you were progressing at a reasonable rate. Sometimes there'd be leech man, zombies, Mr X, or Oscar coming to get you if you lingered in an area too long), and I think they'd benefit from a camera system more suited to action games. Having the game stage-based, and usually a boss at the end too made it arcade-like even.
Those are just the number of Survival Horror games with the over the shoulder camera. And the fact that there is already 5 is saddening. There are tons upon tons of shooters with the same camera system as RE4. Gears of Wars being a prime example. I am just really really sick of that angle. I cannot bear to see it again it's so unattractive and boring.
I suggest you play Siren: Blood Curse off the PSN. Proof that over-the-shoulder can be fuckin' scary, and that's coming from someone who likes the classic camera angles. Especially if Dead Space is one of your favorite games this gen... which would suck with classic camera angles with the already-stated fact that the tension is from limb destruction. And I personally feel RE3.5 camera style is a bad idea. Constantly shifting from one angle to the over-the-shoulder angle and back again over and over would pull me away from the immersion.
Now to make things clear. This is not an argument about which camera angles are better. I like both types of camera angles. I want REmake 2 to have classic angles. I want RE6 to have a completely new style. Outbreak needs to evolve, and I think it would really work with the RE4 formula.
becuse the whole over shoulder view is just getting boring the ferm camara angels is alot better it makes it more spooky its alot better resident evil game that way you saw re 4 and 5 no spooky stuff about them at all so if they do make file 3 they should keep it old school becuse file 2 was the best online game ever made.
You guys have opened up my eyes on this. They should add motion sensor support, a guitar and a mission from the US government to File 3. Games need to evolve first before being simply entertaining, just like medicine, the fuel industry and the economy.
You guys have opened up my eyes on this. They should add motion sensor support, a guitar and a mission from the US government to File 3. Games need to evolve first before being simply entertaining, just like medicine, the fuel industry and the economy.
Yes this! I see a lot of games having Guitar peripherals now. They make good sales. I feel if Outbreak 3 is without Guitar peripheral support some people may find it outdated.
We need to evolve and add Guitar Hero to every game.
Why do you think File 1 is better than 2? (Just curious, I find them both kind of even)
Personal preference, but anyways:
1 - 3/5 of File 1's levels allowed the team to choose to split up or stick together, and 1/5 forces you to split. Splitting up allowed you to accomplish multiple objectives at the same time (e.g. split up to get the V poison or Pbase, Gold key or Silver Key, Kill the plant or get the valve handle), which I thought was a plus. It gave the sense that you're working together and that the team is depending on you to do your job (otherwise prolong the scenario). Granted in the end it boiled down to doing one of two things in a scenario, but it was a neat concept that I wished they expanded on.
In File 2, only 2/5 scenarios (excluding elimiations); one of those two is only if it's in hard or very hard mode and the other arbitrarily splits you up at the beginning so you don't really plan it out. The rest of the scenarios in File 2 are more linear; you can complete objectives in File 1 simultaneously but most of the scenarios in File 2 you can't do one thing without completing the other. For example. The bulbs in flashback *had* to be killed in a certain order (and you follow a specific path).
Because of this, everyone's going to be going the same path, which creates an unnecessary amount of manpower given how many enemies you tend to face most of the time. It also becomes less about teamwork than it is a race to see who can get to the objective and net points/better weapons first.
2 - In File 1, 3/5 scenarios gives you the option of not using weapons. Outbreak can be completed without firing a shot, BFP let you use a tram against the G-Mutant, Hive's leech is easily stunned by tackles, Hellfire's Regis can't be killed without weapons but it lets you use the alarm to provide a distraction. DD is the only exception. Also, the most common enemy in the game is the common zombie, and tackle-to-stun is a useful tactic and can get you through the game.
In File 2, tackling either WT boss is near suicide nor does using the elephant tape provide enough damage to kill, tackling Lions is just stupid but there is that one *extremely* narrow path where avoiding a lioness is bloody painful even with a dodge move. Underbelly has regular zombies the first half but the giant fleas don't get stunned or distracted nor does the boss. Flashback has poisoned zombies that made them unsafe to tackle and even a Samuel-with-axe-and-2+-heads will meet resistance against the boss (on VH mode), let alone tryin that with tackles. Don't get me started on Desperate Times's finale and EotR hunters aren't safe to tackle nor is Nyx.
TL;DR = You could go through most of the game without using a weapon and still be helpful in File 1. Not so much in File 2. It wouldn't be a problem if it weren't for the fact that *NO WEAPONS CLEAR* is an actual achievement in both games and some people are just plain point-hungry. Meaning that in File 2 it's more likely that those people just tend to dick around while others do the work.
3 - Voices and script. Leaving the fact that they got new actors, Capcom somehow felt the need to make Jim more annoying in File 2. Cindy's ultra-high-pitched "Kevin!" is still scarred into my mind. And what were they thinking when they added some of the NPC voices (most notably Cindy NPCs). Mark in File 1 gave me the impression he didn't like being reminded of war, so it bothered me a bit in File 2 when half his ad-libs sounded like he was still in the military, but that's a pretty small complaint.
4 - Infinity Mode. What was Capcom thinking? I quit around the time they opened that room because 80% of the players moved to Infinity. All it took was one VH-Nightmare-DT game with 3 Kevins all spamming their .45s. The game just turned kinda pointless with it.
5 - Decisions Decisions was a lot more epic than End of the Road. Not to mention the endings (Decisions Decisions gave 4 different endings for one character. In end of the Road, *technically* you have 4, but last time I checked the character monologues were more or less the same, so the only definite difference between them was the 10 second cutscene of you escaping by truck or by helicopter and the 10 second bit with Linda (which also doesn't change)).
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