Wait, how did the first zombie not take damage from the grenade round?
Wait, how did the first zombie not take damage from the grenade round?
I'll be honest: I haven't played the original in probably 8 years. It used to be a game I would never stop playing, and I liked it too much to put it away. But ever since the 2002 remake came out, I couldn't stand the thought of playing the original. Still... I am not knocking it, cos it's a classic. But you have to admit, the remake is a dream come true for any Resident Evil fan! How can you compare the GameCube to the PSOne?![]()
Too bad the quick turn action wasn't around until RE3
one thing that must be annoying is not been able to skip doors/cutscenes. dot would have had this done days ago i think.
After I finished REmake on the GC, I've never bothered to play it again. Seriously? I didn't like that game. Resident Evil's control scheme was already dated back when it was released (Fatal Frame, anyone?), and without the charm of the original, it couldn't hold itself together IMO; things like the defense items and crimson heads only added to unnecessary frustration and added nothing substancial/noteworthy to the gameplay. Then again, that's just me.
I got hit by the wrath of zombies being pushed back not pushing other zombies near them back too. I accidently ran into a pack of them in the basement tunnel as Jill in DS Rebirth mode, the first one bit me, then they sort of circled me and each time I pushed one off, the other was straight onto me.
I actually had a similar problem with RE: DS when I did a 10 minute play the other day to check the chemical on the plant. When I was going into the U shaped corridor on the second floor, I went through a door and there were two zombies there, one either side. When I pushed one off, another one bit me from behind, and vice versa.
The nasty and sinister "ping-pong" effect. It's devious and shows up in most of the games, if your unfortunate enough to fall into the evil trap, curl up into the fetal position and cry for mommy, because your SOL!!!
Yeah, I heard back from him a day or so ago. He is, as you said, doing a few small modifications to make the RE2 Director's Cut version for PC.
I thought it was Directors Cut for RE1 PC? I honestly don't see it happening though. DC has a lot more features like many more enemy placement changes depending on where you enter the room, as well as up to 5 zombies in one room at a time (re1 was limited to 4 max). The main feature would be the arrange/advanced mode, which would take a lot of effort to do properly.
I meant the demo that comes with the Director's Cut, so there's a PC version if you will. That's all Dominion is helping with. I have no idea about the rest of it though.
I believe HecRPD is doing both. Though I do not know the legal ramifications for doing such a mod.
Well there will be a few things that will trouble the PC DC mod. One would be camer angles, two would be forests AI and thirdly would be the scenario scripts.
Most of the enemy/item data can be ripped from the DC RDTs and the PC version can handle 10+ enemies on screen at a time but truth be told I think the PC version is pretty dead. Its hard to get it to run perfectly. Even running something in the background to slow it, it still will speed up and slow down. Then there is the annoying timer going down too fast at the end.
There already is an RE2 PC demo which pretty much follows the same path as the PSX version though
Enrico, I didn't have any issues if I ran it in 95 compatibility mode along with SILENCE.wav from Markgrass in the background.
I did a Jill run on Rebirth DS. I didn't use the grenade launcher once, and by the end I had so much ammo for everything. I was able to run through the labs killing everything using the magnum. The amount of ammo that mode throws around is really unbalanced.
I've tried running mine both ways. It works and is playable but I find sometimes it will speed up a tad for a few seconds. Really annoying when it comes to the end timer.
Yup. At the start of the game in that mode, I need only use the handgun for a short time. After that, there's enough shotgun ammo to use that throughout the game, then later, as you say, the magnum. The lab section is pretty much running through it, headshotting each zombie with the magnum.
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