Reizo Ryuu
Member
I need to buy RE5 on PC when GFWL is patched out. Praying Capcom also ports the Gold Edition DLC.
If Gold comes to pc, I dunno, I might actually cry.
I need to buy RE5 on PC when GFWL is patched out. Praying Capcom also ports the Gold Edition DLC.
It's flawed as a "Resident Evil" game, but when people start looking at RE6 being bad because it's not a classic Resident Evil game, then they can apply that logic to RE4 and 5 as well.
Now I want to play Resident Evil 6 again. I have absolutely loved the direction they have been going with this franchise, I hope they keep the crazy gameplay going.
It's flawed as a "Resident Evil" game, but when people start looking at RE6 being bad because it's not a classic Resident Evil game, then they can apply that logic to RE4 and 5 as well.
Yep, me too. I hope they keep the direction with RE7, while avoiding 6's failures.
Yep, me too. I hope they keep the direction with RE7, while avoiding 6's failures.
What's a Resident Evil game at this point, anyway? One can't claim it's a "classic" prerendered backgrounds + tank controls game any more when half of the entries are TPS/action games.
If Gold comes to pc, I dunno, I might actually cry.
Yep, me too. I hope they keep the direction with RE7, while avoiding 6's failures.
What's a Resident Evil game at this point, anyway? One can't claim it's a "classic" prerendered backgrounds + tank controls game any more when half of the entries are TPS/action games.
I will laugh if they make it like Uncharted or something to appease those who got frustrated. Not that Uncharted is a bad game, but it's babby's first TPS compared to RE6.
Yep, me too. I hope they keep the direction with RE7, while avoiding 6's failures.
What's a Resident Evil game at this point, anyway? One can't claim it's a "classic" prerendered backgrounds + tank controls game any more when half of the entries are TPS/action games.
A resident evil thread filled with positivity? Thanks gaf.
This, IMO RE5 is much, much more impressive animation wise; the animations are much tighter.
Look at this awesomeness:
I love how he closes his fist slowly, but then the intensity just ramps up, making chris fly into a fucking rage punch.
http://youtu.be/NfQ9xGaKFiI
RE6's animations might be better technically, but I feel RE5 trumps it on presentation.
You don't have to have implement the old prerendered backgrounds and tank controls to make a great RE game. RE4 and many parts of RE5 proved that.
You don't have to have implement the old prerendered backgrounds and tank controls to make a great RE game. RE4 and many parts of RE5 proved that.
All these gifs make me want current gen HD remasters of RE5 and 6 (I played on 360).
Too bad, huh?
You don't have to have implement the old prerendered backgrounds and tank controls to make a great RE game. RE4 and many parts of RE5 proved that.
So what is an RE game (for you at least)? I see the phrase "good game on its own but a bad RE game" show up constantly in threads on REs 4+, but I honestly don't know what it's supposed to mean. I got the impression it's 0-CV for at least some people, which I just can't agree with.
And why is RE4 a great RE and RE6 a bad RE?
RE4 and 5 still have tank controls, though. I think you meant fixed camera angles.
Tank controls in the sense of the older iterations, i would consider the controls of RE4 and 5 as limiting but far away from tank controls.
In fact RE5 feels and plays like a reskinned RE4, and for that alone, for not having an identity of its own i mean, is part of the weaker entries of the series (without that meaning i find any entry bad, i love all mainline RE).
At least RE6 tries to evolve the series.
No RE will ever be as good as a Mikami RE, and that's final, but from the rest if them, RE6 is a very strong entry and features some of the most sophisticated gameplay mechanics in the series and beyond.
Anyone who says RE6 is bad has never, ever tried playing it as intended, which isn't point and shoot.
Tank controls in the sense of the older iterations, i would consider the controls of RE4 and 5 as limiting but far away from tank controls.
In some sense this is just semantics, but it's only a different camera that separates them in terms of movement. Forward moves your char forward, right and left turn them in place, back makes them back up while facing forward. The same controls, but feels different because the RE4/5 camera tails you when you turn. RE6 is different in that if you hold back your character will actually turn and run back, so it's a different control scheme.
Good level design sets RE4 apart from RE6 along with more true gut wrenching horror elements. I can't honestly say that i've seen a more lazy implementation of QTE in a game than RE6, compared to RE4 which had some of the most memorable moments in QTE ever put in to a game. RE6 was just flawed because alot of wrong design decisions and really god awful action sequences.
If you're asking me why RE4 was great and why RE6 wasn't, you've completely missed the tone of the entire franchise leading up to RE5.
Exactly, that set RE6 apart from RE4 and 5.
I didn't really have that much problem with the controls in RE6, thought they were more freeing than anything. That was a good decision from Capcom. There was still many parts of the game controls that were iffy, for example not being able to connect with the NPCs correctly when doing some moves. Maybe that was just connections issues when playing coop.
Again, what's this tone of the entire franchise?
Loneliness and claustrophobia of RE1? RE2's "everymen vs mutants" theme? A Tyrant with a rocket launcher in RE3? Leon dodging lasers and suplexing monks? Or rock punching Chris atop a volcano?
The way I see it, RE was evolving towards action right from its first sequel. And I'm not even counting the spinoffs here. So what's the common denominator I'm missing?
RE4 and RE5 use tank controls though.
Like literally.
Thought they were okay. Compared to other high octane 3rd person shooters yeah, but not compared to previous games in the series. Or atleast they didn't feel like that having the camera over the shoulder.
RE4 and RE5 use tank controls though.
Like literally.
I actually agree with most of this. I found some moments in RE6 to be on par with RE4 as far as tension goes though, and miles ahead of anything in RE5. Rasklapanjes spring to mind.
Yes, RE6 is flawed and of inconsistent quality, I never denied that. But general qualitative difference between 4 and 6 is not what I'm asking here.
Again, what's this tone of the entire franchise?
Loneliness and claustrophobia of RE1? RE2's "everymen vs mutants" theme? A Tyrant with a rocket launcher in RE3? Leon dodging lasers and suplexing monks? Or rock punching Chris atop a volcano?
The way I see it, RE was evolving towards action right from its first sequel. And I'm not even counting the spinoffs here. So what's the common denominator I'm missing?
When people say tank controls they don't mean they are sluggish or bad, it's just describing a specific sort of control scheme. Namely that right and left turn your character instead of moving them in that direction, and backing up still has your character facing forward. That's why I said Resident Evil has tank controls until RE6. The button inputs themselves didn't change how they moved your character until then.
why are you trying to justify this to me as if i run capcom
i'm just saying strictly from a sales perspective it's pretty obvious why they went from survival horror to third person action.
edit:although i swear i remember reading somewhere on here that a big reason why that shift happened is because RE:0 flopped and RE4 kept on exploding though rather than REmake being any kind of a sales failure so hmm
most of the game is bad given that most of the insanely massive campaign is genuinely astonishingly terrible or marred by extreme lows in general
the core gameplay system is good but the only modes you can really go nuts with it are mercenaries and onslaught
We had a intersting analysis in the Capcom 5 thread a few weeks ago. RE was really on the decline sales wise on both PS2 and GC until the movies and RE4 pushed the action change.
Well, in that sense, you're completely right. Although they did add strafe to RE5. They were headed the right way.
Better than Resi 4, and I fart on anyone who disagrees.
It's like a humungous action film with an infinite budget, multiple main characters and countless insane set pieces. The hate it gets baffles me.
Should've been 1st reply lol.
It had to be posted
that's fair, but i just see that as a given when making the comparison regardlessNot trying to justify it to you in that fashion. Just that I see the action >>>>>>>>>>classic sales comparisons made time and time again that often don't take into account the steps that Capcom took in getting those games out there and known, as well as the collateral marketing from the successful RE films.
Was Onslaught on disc content or added later? I don't remember it unfortunately. Similar to what Rev2's Raid mode is?
I loved re5
Could not finish re6
I was playing it in local coop and we ran out of bullets to kill the scenario 1 final boss. A zombie here and there would spawn to give you bullets... But handgun ones. Really frustrating.
I know this game has a defense force but the game is basura
I loved re5
Could not finish re6
I was playing it in local coop and we ran out of bullets to kill the scenario 1 final boss. A zombie here and there would spawn to give you bullets... But handgun ones. Really frustrating.
I know this game has a defense force but the game is basura
RE6 must be the game with the biggest disparity in quality between core gameplay and scenario design
I loved re5
Could not finish re6
I was playing it in local coop and we ran out of bullets to kill the scenario 1 final boss. A zombie here and there would spawn to give you bullets... But handgun ones. Really frustrating.
I know this game has a defense force but the game is basura
RE6 must be the game with the biggest disparity in quality between core gameplay and scenario design
bullets? who said you need bullets?I was playing it in local coop and we ran out of bullets to kill the scenario 1 final boss. A zombie here and there would spawn to give you bullets... But handgun ones. Really frustrating.
but really, that's not too strange given that pretty much allbut chris'sfinal boss are designed exceptionally poorly