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Thread: Resident Evil 6

  1. #1381
    #41 Kipepeo Dark_Chris's Avatar
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    Quote Originally Posted by Wrathborne View Post
    Your just as bad as REHunk88.

    1) Concept art is not final and does not represent the storyline. The story wasn't actually completed when the concept art was drawn.
    Except for the case that they used much of the story they presented in that artwork.The major plot points like Weskers death via Volcano 'plot-hol-icus', Jill being wounded and kidnapped by Wesker, Wesker and Excella's relationship(Minus the scrapped Tyrant) were all used.

    Though on that subject I wish they had used the train Uruburos monster concept as that would have added a lot to the game.


    2) There isn't a single retcon in BH0.


    There isn't? So...Bravo team was forgotten about by Alpha team for about 24 hours before checking up on them? And in the middle of the Spencer mansion incident Rebecca doesn't try to share any useful information on Umbrella being involved in biological warfare?

    Not even mentioning the other mansion facilities she found?

    Even just to cover up Billys 'death' that's a pretty big plot hole and has never made any sense. In a life or death situation as presented and your coworkers are dying all around you, you couldn't be bothered to share some life saving information?


    5) Speculation about LOTR style armies of B.O.W.s doesn't help your argument.

    Attachment 6587Attachment 6588
    For any further questions, see Darkmoon. This is always a favourite comparison of his.


    I was talking about the gameplay change between the "old school" games and BH4 and beyond.


    ahh...you were thinking it, but forgot to type it.

    on Wesker
    NOTHING CHANGED ABOUT HIS CHARACTER.

    He was Machiavellian villain.

    Thats what he was for a good, oh I dont know...75% of the series? Then all of a sudden, Umbrella Chronicles and RE5. He's a Bond villain, and a Bond Villain without good henchmen at that.

    The thing about Machiavellian villains is that they rarely handle situations themselves and always have others do the work for them and that was true for Wesker.

    Up until RE4 he was a pretty consistent Schemer who only did stuff when he had too, but after Mikami left the series Weskers character did change. Twice as flashy, given more scenes, more in your face and...Oh God...I just realized what they did.
    Attachment 6589
    2. Alpha always waited 24 hours. This wasn't changed in Zero. Rebecca cannot share any info, because in the manison she only met Richard. Everyone else from Bravo team were dead (except Enrico, but she haven't met him in mansion).

    3. So one similiar enemy is enough for your speculations about LOTR BOW's armies...yeah

    4. Wesker was always megaloman with god-like behavior. In pre-RE5 games he was preparing his final plan which he try to execute in RE5. You can't possibly think he would stay behind the scenes forever. Again no character change, just more screen time.
    Spoiler:

  2. #1382
    #47 Chainsaw Majini Smiley's Avatar
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    Jake is Poochy. A modern character to appeal to the younger crowd. A rebel all up in your face.

  3. #1383
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    Quote Originally Posted by Smiley View Post
    Jake is Poochy. A modern character to appeal to the younger crowd. A rebel all up in your face.
    Most people like Jake so far, though. Poochy would be BH4 Leon.
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  4. #1384
    #53 Ndesu Wrathborne's Avatar
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    I hate El Gigante, Ndesu and any other related enemies just as much as Darkmoon. Still doesn't really help your case.

    LOTR reference dude you mentioned you were wondering where it came from when I said it earlier.

    So one similiar enemy is enough for your speculations about LOTR BOW's armies...yeah
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  5. #1385
    #53 Ndesu Wrathborne's Avatar
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    Quote Originally Posted by Smiley View Post
    Jake is Poochy. A modern character to appeal to the younger crowd. A rebel all up in your face.
    AND hes proactive!

  6. #1386
    #37 El Gigante Det. Beauregard's Avatar
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    Quote Originally Posted by News Bot View Post
    And you do realize that BH3 started during the day, right? And BH4 was set throughout the day but still maintained an unsettling horror atmosphere? Night and day has nothing to do with it.
    I disagree with that. The first chapter in RE4 had a horror atmosphere due to it being an isolated area with nowhere to escape to; it was also overcast, not sunny. As for RE3, even though Jill says it's "daylight" out near the beginning, the game looks and feels like it takes place at night. The average gamer who isn't as invested in the series as some of us are would forget that it takes place during the day, since at several points you can clearly see a night sky.

    RE5 could have thrown all the old-school BOWs it wanted to at you during the public assembly attack and it still wouldn't have contained much horror. The atmosphere was simply lacking.

    Quote Originally Posted by News Bot View Post
    [RE6] is targeting people who liked BH4 while addressing issues that were present in BH5 while doing something new with Jake's scenario.
    If this game is half as good as RE4 it will be ten times better than RE5. But I'm fully expecting a linear-as-hell corridor shooter.
    Mass production? Ridiculous!

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    I disagree with that. The first chapter in RE4 had a horror atmosphere due to it being an isolated area with nowhere to escape to; it was also overcast, not sunny. As for RE3, even though Jill says it's "daylight" out near the beginning, the game looks and feels like it takes place at night. The average gamer who isn't as invested in the series as some of us are would forget that it takes place during the day, since at several points you can clearly see a night sky.

    RE5 could have thrown all the old-school BOWs it wanted to at you during the public assembly attack and it still wouldn't have contained much horror. The atmosphere was simply lacking.
    You can never see a night sky in the daytime backgrounds. It's overcast. My point was just that being set during the day does not have much effect on horror depending on how it's done. The initial teaser trailer for BH5 looked like it had massive potential for horror, and the game could have pulled it off, but poor direction killed it and it lacked any discernible atmosphere. Not disagreeing with you on that.

    If this game is half as good as RE4 it will be ten times better than RE5. But I'm fully expecting a linear-as-hell corridor shooter.
    So basically most of the BIOHAZARD series?
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    I think a big part of the problem with the story is it simply doesn't appear in the English games. For example, the point of the G-Virus - to make superior human beings. I don't know if that little point is mentioned in RE2, at all, but it's certainly not mentioned in the English version. I don't recall them mentioning that he was going to defect to the US either, even in RE3 when you find the corpses.

    There's a lot of information, some of it fairly vital to actually understanding what the blue fuck is happening, that only comes out of obscure Japanese guide books. And that's a bad thing. Those books really should be the place to go for clarification and extra details, not to be the key to actually understand what's happening. That, frankly, is just shitty writing if you can't import such important details in the game itself. It bugged me with RE6 that there was more plot in the character bios than the actual game.

    I still feel Wesker's character jumps the shark in RE5. Someone links to a BioHaze thread where I argue with Ikari about it, but essentially: Uroboros is fucking idiotic. Even if he succeds he creates a few hundred other hideous mutants who hate his guts for murdering everyone they ever loved who are scattered across the entire planet with no way to be found or easily reached and are now surrounded by monsters made up of the entire biological mass of the surrounding area. Remember how big Excella got with a handful of corpses? Imagine the Uroboros creature formed from New York. And Wesker's 'Chosen People' have to survive that. But let's assume that, unlike T-Virus and G-Virus creatures, that Uroboros live as happy individuals who never harm each other - what will the survivors eat? Where will they get oxygen as plant life dies to Uroboros creatures? Or are Uroboros creatures a biological impossiblity in that they need no food or oxygen to create energy?

    And of course, then we have Wesker making the exceptionally dim move of attacking Chris and Sheva in volcano, where both his virus' are weak to fire, rather than fleeing and starting over. Apparently the guy was so very smart that he decided a single plane should be loaded with every Uroboros sample he had, none to stashed elsewhere, and once they had crashed in a volcano with his entire supply it was better to die in a suicidal assault than start again from scratch (Cos he's so smart he doesn't have a single sample elsewhere in case his plane suffered a technical failure, and couldn't retrieve any from the ship once it sunk or the African labs or...anywhere else we saw an Uroboros creature, despite them shedding those bits as they walk). I liked him walking away at the end of CODE: Veronica - it showed he wasn't dumb enough to have him hang around, risk himself for something as petty as revenge. Then he dies, trying to get revenge. Oi. And remember, even though his virus is surpressed, he's still strong enough to punch a hole through a metal missile casing - he's still far more than human.

    He comes across as being intelligent in previous games - I actually wouldn't have minded if Wesker planned something similar to Saddler to take over the world, as cliche as it was - at least it was subtle-ish. But in RE5 it's fuck up after fuck up. 'What's that? My arch enemy is here, having slaughtered a few thousand of my minions, seen I control his partner/possible lover and is as broken as can be? Better mess around with him, let him have a chance to rescue her and wander off rather than tearing his spine from his body. It's not as though I'm hours from launching the grand scheme ten years has been building up to - oh wait, yes I am.'

    Also, in RE3, it may claim to be daylight but it's exceptionally dark - I wouldn't believe in any of those scenes that it's not night if I didn't know better. I've been in overcast weather in a sea fog bank and it's not that dark.

    As for the LotR thing - other than you fight Cave Trolls in Mount Doom, there's not that big a connection surely?

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    I would have preferred something different in the end for Wesker, but I did enjoy how it was essentially Spencer who was the game's main villain even in death. He deliberately revealed his location to Wesker so that he could plant the seed of his advanced human race plan in his mind. So whether or not he died, his plan would be continued through an unwilling and unknowing puppet. You could probably say that this itself cheapened Wesker, but honestly, Wesker was never a deep character. And it is interesting to see a megalomaniac get screwed over by another megalomaniac... and thinking they are so awesome with their megalomania.
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    It's the big flaw with RE5 - it only happens because Wesker's acting dumb. He shows at other time's he's happy to kill enemies outright when he can, or back off when he doesn't feel it's worth the risk, but in RE5 he does neither and it kills him. I've said elsewhere, but it really doesn't feel like you beat him - he beats himself. Hell, if I recall correctly you don't even drive him into the lava pit of doom - he falls in on his own when the volcano, where he chooses to fight, starts rumbling.

    I'd have prefered Spencer to last more than 30s seconds, but all things considered I wouldn't have minded - if it hadn't switched the 'Comic Book Villain - must have huge flaw in plans and act like arrogant prick' switch in Wesker's head.

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    Wesker was always arrogant, he was usually just more careful and usually didn't get directly involved. To an extent that is still true in BH5, the only reason he's even encountered in the game is because Irving gave up his location, which was never done before in the series.

    I don't think Spencer could have been handled any better. The fact that he was a mysterious character always in the background was pretty much his whole thing. He was an enigma. Showing him off too much would kill it. What we saw of him in BH5 helped to maintain him as an enigma, and his memoirs in Lost In Nightmares added even more to his character and legacy.
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  12. #1392
    #37 El Gigante Det. Beauregard's Avatar
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    Quote Originally Posted by News Bot View Post
    You can never see a night sky in the daytime backgrounds. It's overcast.
    Attachment 6597

    That's some pretty dark overcast, considering it's not raining. Almost reminds me of...

    Attachment 6599

    ...and we know it's night there.

    Quote Originally Posted by News Bot View Post
    So basically most of the BIOHAZARD series?
    Lolz, not this argument again. The pre-RE4 games had some linear sections, but once the mazes were opened up a little bit, the games got less linear since you could choose the order in which you accomplished things. Aside from a few short sections, RE5 was full-on point A-to-point B boredom, with no option to backtrack to previous maps (at least you could do that in RE4). Because of this, a lot of the atmosphere was lacking since you never spent any large amount of time in any one area. You can't possibly deny that RE5 was more linear than the games that preceded it.

    Games in general have gotten more linear over the years; it's not just the RE series. Since RE4 was more linear than the classic games and RE5 was more linear than RE4, there's no reason to think RE6 will be less linear than RE5. That's all I meant by my comment. Remember that Capcom doesn't want the casuals getting lost and having to actually think about where to go next, since for some reason exploration isn't fun to the modern ADD gamer. And just in case RE5 was too confusing for some people, there's objective markers now. Oh joy.
    Mass production? Ridiculous!

  13. #1393
    #32 Birkin Type 4 AsteroidBlues's Avatar
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    Quote Originally Posted by Det. Beauregard View Post
    ...And just in case RE5 was too confusing for some people, there's objective markers now. Oh joy.
    Well, you are getting up there in years bud. They're just making sure you can keep up with the young people playing RE these days. ;)

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    Quote Originally Posted by Det. Beauregard View Post
    Lolz, not this argument again. The pre-RE4 games had some linear sections, but once the mazes were opened up a little bit, the games got less linear since you could choose the order in which you accomplished things. Aside from a few short sections, RE5 was full-on point A-to-point B boredom, with no option to backtrack to previous maps (at least you could do that in RE4). Because of this, a lot of the atmosphere was lacking since you never spent any large amount of time in any one area. You can't possibly deny that RE5 was more linear than the games that preceded it.

    Games in general have gotten more linear over the years; it's not just the RE series. Since RE4 was more linear than the classic games and RE5 was more linear than RE4, there's no reason to think RE6 will be less linear than RE5. That's all I meant by my comment. Remember that Capcom doesn't want the casuals getting lost and having to actually think about where to go next, since for some reason exploration isn't fun to the modern ADD gamer. And just in case RE5 was too confusing for some people, there's objective markers now. Oh joy.
    We've been through this before, and I've already stated that exploration is what the series is missing. However, REV brought it back, and BH6 may or may not do the same.

    I'll reserve judgement on objective markers for when we know whether or not they can be turned off.
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  15. #1395
    #34 Grave Digger Vito's Avatar
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    Quote Originally Posted by News Bot View Post
    We've been through this before, and I've already stated that exploration is what the series is missing. However, REV brought it back, and BH6 may or may not do the same.

    I'll reserve judgement on objective markers for when we know whether or not they can be turned off.
    Well almost everyone at Captive complained about it. I'm sure they will give the option to do it.
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  16. #1396
    #47 Chainsaw Majini Smiley's Avatar
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    Revelations has yellow markers to go to your next objective which was for a large portion of the game. Outside Jill's scenario the other characters you played as were quite linear. I literally had to find reasons to "explore" because they are more or less optional. And since there was no real puzzles to keep you exploring and solving them, most of the time it was searching for custom parts.

  17. #1397
    #37 El Gigante Det. Beauregard's Avatar
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    Quote Originally Posted by AsteroidBlues View Post
    Well, you are getting up there in years bud. They're just making sure you can keep up with the young people playing RE these days. ;)


    Quote Originally Posted by News Bot View Post
    I'll reserve judgement on objective markers for when we know whether or not they can be turned off.
    It sure would be nice. I didn't know that a lot of people at Captivate complained about it, either; thanks for the info, Vito.

    Quote Originally Posted by Smiley View Post
    Revelations has yellow markers to go to your next objective which was for a large portion of the game. Outside Jill's scenario the other characters you played as were quite linear.
    I just don't like objective markers in RE, and it's annoying that there wasn't an option to turn them off in Revelations. Imagine playing the classic games and having objective markers leading you to every key item; it would be too hand-holding and take all of the mystery out of it. For the life of me I can't comprehend why this style of play is so popular.

    And yes, the non-Jill scenarios in Revelations were obviously too influenced by RE5. There's no reason that a single-player game shouldn't include a lot of exploration.
    Mass production? Ridiculous!

  18. #1398
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    Unfortunately, the objective markers are probably nessecery for todays gamer - can you imagine your average Call of Modern Battlefield player not shooting something for a minute? I'm told Raccoon City's whole layout had to be redone for ORC for just that reason - to make sure the action was non stop, and didn't drop off at any point. Exploration takes away from action, and so I guess optional exploration is probably the best we can hope for - have story segments, extra items and such scattered off the main path.

    Hell, I'd settle for more than one main path. Give each section a little replayability.

  19. #1399
    #20 Hunter Beta LVL100 Merchant's Avatar
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    I'm sure the objective markers can be turned off, sort of like how in RE5 you can turn the mini-map on and off (which has a waypoint on it). I remember a few people mentioned the on-screen indicator to the producer of the game at Captivate when it was demoed.

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    Has there been any word on the demo that comes with Dragon's Dogma? Is it a disc that's included, or a download code?
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