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Resident Evil 6 Will Be Completely Different

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  • #31
    The Plasma Rifle and Seeker Rifle are ridiculously powerful when fully upgraded. The Javelin Gun is good for pinning enemies to walls, but its alt fire is also very effective when dealing with groups.

    And the Ganados are really a result of the control scheme. This is not to defend or excuse them, mind you, but we're unlikely to have enemies that just run towards you the whole way until we can move and shoot at the same time. This limitation was far more apparent in RE5. But as far as balancing goes, you also have to consider the presence of Stasis in Dead Space, which you don't have the luxury of in Resident Evil. So it's much easier to design enemies with more aggressive behaviors when the player can not only move and shoot at the same time, but slow the enemies down considerably, as well.

    Granted, you can now move and shoot at the same time in The Mercenaries 3D, and Capcom doesn't seem to have done anything to tweak the enemy AI as a result, but there is still the caveat that you can't aim while you're moving. So there's still some restriction. The real test will likely be Operation Raccoon City.
    Last edited by Archelon; 04-28-2011, 04:31 PM.

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    • #32
      I think ORC will be much more heavily focused on human VS human, unfortunately. How dangerous the enemies are will be a really interesting feature though. They can't make them too pathetic or they'll be pointless, just slapping a bit of RE on a SOCOM game to sell more copies. Too difficult and the fights will be entirely about which side gets the other in the most hot water with the nasties.

      I do think zombies will be mostly useless, only dangerous in large swarms, but then they're often portrayed that way. And it'll be the movement of dogs, Lickers, Hunters and there ilk that makes them a challenge. Mr X will be a big, nasty ammo absorbing wall of pain. All told, it could work well.

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      • #33
        Something I've always found interesting about Capcom is that, for better or worse, often it's the control schemes for their games that set said games apart from others in their respective genres. As much as, if not even more so than, the games themselves as a whole.

        I don't know if this is consciously part of their design ethic, or if it's just something they instinctively do, but many of their games seem to start with the control scheme first, and then the rest of the game is molded around that. Instead of making the control scheme fit the game, the game is made to fit the control scheme.

        Resident Evil is obviously a prime example, but there are others, and perhaps unsurprisingly, several of them were directed by Shinji Mikami, such as God Hand and P.N.03. You also see it in Bionic Commando, both the original and Rearmed, but even the 360/PS3 game shares some elements of this with the way the swinging is handled compared to, say, a Spider-Man game. I would also suggest Killer7, but I think that had more to do with Suda51's vision, even though Mikami had a hand in it. Lost Planet is another good example.

        I've often wondered if the inspiration for the context-sensitive action button in RE4 came from the simple fact that there was a large, green A button on the GameCube controller. I seem to recall reading somewhere once that the impetus behind the zapping system in RE0, for example, was the fact that the cartridge format of the N64 would allow for no load times whatsoever when switching between characters.

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        • #34
          Originally posted by P.I.M.P. View Post
          mate no offence i adisagree with you, 4 & 5 ar not scary whasoever


          Originally posted by Archelon View Post
          I don't know if this is consciously part of their design ethic, or if it's just something they instinctively do, but many of their games seem to start with the control scheme first, and then the rest of the game is molded around that. Instead of making the control scheme fit the game, the game is made to fit the control scheme.

          Resident Evil is obviously a prime example, but there are others, and perhaps unsurprisingly, several of them were directed by Shinji Mikami, such as God Hand and P.N.03. You also see it in Bionic Commando, both the original and Rearmed, but even the 360/PS3 game shares some elements of this with the way the swinging is handled compared to, say, a Spider-Man game.
          Don't forget Dark Void!
          Last edited by Mr. Spencer; 04-28-2011, 11:18 PM.
          See you in hell.

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          • #35
            Originally posted by P.I.M.P. View Post
            mate no offence i adisagree with you, 4 & 5 ar not scary whasoever


            Last edited by GuardhouseMusic; 04-28-2011, 11:27 PM.

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            • #36
              lol they look scary but not whasoever...they didnt make you jump etc

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              • #37
                The design is nothing short of excellnt. The enemy implentation and AI was...less so.

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                • #38
                  Originally posted by P.I.M.P. View Post
                  lol they look scary but not whasoever...they didnt make you jump etc
                  Can you speak for everyone then? That's good to know.

                  Like i've said - what isn't scary to you, could always be scary to others. Get it?

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                  • #39
                    Originally posted by Darkmoon View Post
                    The design is nothing short of excellnt. The enemy implentation and AI was...less so.
                    I have to disagree about the colmillos, the presence of which terrify me without even considering their behavior or practical threat. Then again, Stu said it best.

                    In terms of the reapers they're the one saving grace for me in an otherwise tame and sterile game atmospherically. The setup for the first encounter was masterfully done, and said encounter gave them a nice threatening authority which carried over to the following ones. Duvalias are nice and squicky, but they're sparse and there isn't nearly as much hype behind them.
                    Last edited by GuardhouseMusic; 04-29-2011, 08:20 AM.

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                    • #40
                      I say the same about Amnesia, that game would not be scary to me. More like annoying and frustrating. If you see a monster coming at you, you defend yourself like any reasonable human being would. You take out your sidearm and you put some rounds into that thing. How dare this assflange try and kill me? I've got a wife and kids to go home to, this creature hasn't got anything to lose from this engagement. If it's between me and him, you can count on it being me to survive.

                      This is how you fight battles -

                      See you in hell.

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                      • #41
                        Wanted to say hello as this is my first post, long, long, long time Lurker, since way back when I first found that you guys had info up for 4d-executor.


                        But I'm a bigger fan of the older games in the series and often get in arguments with other gamers about which is the best RE. More often then not I hear 4&5.

                        I regretfully disagree. I'm a big fan of 3. Loved Nemmy, loved the ability to make custom ammo or upgrade the guns and most importantly loved the recognization of at some point I would have to either choose fight or flight. Which I feel is a big part missing from these newer Survival horror games.

                        I don't have to really be afraid of anything considering I'm armed to the teeth and I can buy ammo every 30 steps. Most areas where I have to fight are wide open as well.

                        This is in a large part (I think anyway) due to what you guys have stated earlier in that games are targeted toward the casual crowd. I used to work at Gamestop and I can't tell you how many people bitched and moaned about how you couldn't run in shoot in Resident evil and the biggest complaint was "teh dawgs killed me" or how they couldn't kill every enemy in every room.

                        In effort to keep everyone happy we are stuck with these run and blast everything to death games.

                        I would really love to see the new RE game attempt to bring me back to a point where I didn't feel so safe in everything I do. I mean in 4 and 5 whos honestly afraid of doing anything there's checkpoints every 10 minutes....Remember when you had to save or sit there mouth agape when you lost 30-45 minutes because you got brave decided not to and something killed you?

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                        • #42
                          Originally posted by Stu View Post
                          Can you speak for everyone then? That's good to know.

                          Like i've said - what isn't scary to you, could always be scary to others. Get it?
                          i think this is what evry1 would think too, its not scary

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                          • #43
                            Originally posted by IllGiveYouStars View Post

                            The problem that RE4 and RE5 made was that they attracted a new crowd of fans.(
                            No, the problem is that RE5 had a chance to be something better than RE4 and instead was a glistening turd of a sequel that mostly copy and paste from RE4.

                            The fact that they chose to end the story arc the original fans grew up with in such a pathetic way was the real problem with the game. It really killed the series for many of us.

                            I do agree that RE4 was made to appeal to new players and stuff, but it it still had enough classic RE feeling to it in a lot of the games settings and tone to at least still fit in the previous RE games, even if the story was a little too over the top for a lot of fans tastes.

                            RE5 has none of the previous atmosphere or tone at all and has an even more over the top story than 4...Cept they got rid of the tongue and cheek tone that 4 took with its story and tried to make everything dead serious.

                            I honestly think its time to hit the reboot switch and wait a few years before starting over.

                            Where's Chrisopher Nolan when you need him? Oh..wait he doesn't direct video games.

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                            • #44
                              Originally posted by Darkmoon View Post
                              They're still a lot smarter, and for me at least, a lot more intimidating than the Ganados. You try just walking around and hunting them and they will kill you. Which makes them smarter than most enemies in these games. Yeah, backing up and waiting for them does work, especially on the easier modes, but that's the point - you can't just handle them like a normal enemy. Which can be awkward, if there ARE normal enemies around.

                              I admit, I didn't have an issue with ammo in Dead Space. Especially not once I had the Ripper, my typical weapon of choice. I did run out for individual weapons, but never all of them. But then, I was trying to save ammo, being careful with my shots and using Kinesis when possible. If you try the typical 'shoot everything as much as possible' tactics, you die. You might not have to be too careful with your ammo but you have to be careful with your shots.

                              Still, the Stalkers (and Necromophs in general) scare me a great deal more than a dozen Ganado managed to do. And the Stalkers basic AI fits what the Ganados are meant to be - aggresive infected humans who are still intelligent - much better than there current run and shuffle attacks.

                              I never found the Stalkers very smart either, hide behind something sticking its head out then proceed to run directly at me, usually with a warning scream. Easy kill.

                              That said, even if you do not back up against a wall they only appear in areas where their AI will work, put them in other areas of the game like some of the corridors and any idea of intelligence would quickly fade. RE5 has areas where the majini can seem to be smart because of environment but they really aren't.


                              Originally posted by Wrathborne View Post
                              No, the problem is that RE5 had a chance to be something better than RE4 and instead was a glistening turd of a sequel that mostly copy and paste from RE4.

                              The fact that they chose to end the story arc the original fans grew up with in such a pathetic way was the real problem with the game. It really killed the series for many of us.

                              I do agree that RE4 was made to appeal to new players and stuff, but it it still had enough classic RE feeling to it in a lot of the games settings and tone to at least still fit in the previous RE games, even if the story was a little too over the top for a lot of fans tastes.

                              RE5 has none of the previous atmosphere or tone at all and has an even more over the top story than 4...Cept they got rid of the tongue and cheek tone that 4 took with its story and tried to make everything dead serious.

                              On the other hand, RE5 was awesome and it shows by being the biggest selling release of any RE game.



                              RE5 dead serious, haha.
                              Last edited by Dracarys; 04-29-2011, 06:12 PM.
                              Beanovsky Durst - "They are not pervs. They are japanese."

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                              • #45
                                Originally posted by KylieDog View Post
                                On the other hand, RE5 was awesome and it shows by being the biggest selling release of any RE game.

                                RE5 dead serious, haha.
                                No, RE5 was not awesome. I'm going to quote what Amir0x recently said about his desire for new IPs from Nintendo: "boyshine, you live in a world where you think I give a fuck about sales instead of how good games are. I don't care how the sheep baaa baaaa on their way toward the shittery. I only care if Nintendo delivers great games. Other developers deliver far more expensive games in brand new hardcore IPs that sell less that Pikmin did AND follow it up with Sequels.

                                Pikmin was a brand new IP, extremely high quality, sold moderately well, warranted a sequel - but the sales part doesn't matter. The quality part does. That's the only thing that matters to me or any true gamer. If you want to jerk it to stock values and shit you be my guest but that's a direction for conversational porn I have no interest in.

                                Side Note: I am pretty sure 85% of people (completely made up statistic ALERT wee-woo wee-woo) who purchased Pikmin had no goddamn clue who Miyamoto is. Hint, most people wouldn't even know he made Mario. INDIVIDUAL game developers remain relative unknowns to consumers at large, who could not tell you the creative director on anything from Call of Duty to Mario."

                                And I agree with Amir0x, I don't care about the sales, I care about the quality of the game. And RE5 was a terrible game with horrible plot, story, script, writing, execution, etc. It is not deserved of the Biohazard/RE name. On the bright side, RE4 is a vastly superior game to RE5.

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