DarkLordMalik
Member
I sure hope they don't keep as it is. It wasn't perfect.Please don't be a reboot and please keep 6's combat system.
I'd rather get the RE6 system with improvements including better melee and cover.
I sure hope they don't keep as it is. It wasn't perfect.Please don't be a reboot and please keep 6's combat system.
Nice. Someone I agree with.
Everything is improved by suplexes.
Your new main character for RE7 is gonna be Jake.
Nothing, including actual wrestling matches, is improved by suplexes.
How? I'm genuinely curious why people think Rev2 is such an amazing RE game. It's actually pretty low on my list of best entires in the series, Rev1 is better and even more of an RE game than Rev2.
They say this every time, though.
Seriously. This is the new Sonic cycle. I can't believe that people are falling for this AGAIN.
To be fair... Capcom themselves haven't really said/promised anything so far. If anything, they said the complete opposite of RE7 during the promotion of Revelations 2.
They say this every time, though.
Seriously. This is the new Sonic cycle. I can't believe that people are falling for this AGAIN.
If someone from PT is working on it, I wonder how much we're going to notice that. Some of that disturbing stuff in a Resi game could be awesome.
Q: Revelations 2 seems much slower paced than a lot of current Resident Evil titles and it harkens back to the series survival horror roots. Does its episodic structure allow you to make it a more initimate, old school horror game than if you were working on one of the franchises bigger titles?
A: If you break down the series history, Resident Evil 1-3 are the classic era and the titles that came after that kind of modernized the series. Some players prefer the classic era and others like both. Youre right in saying Revelations 2 is a kind of back to basics title in the series. Its very much following on from the concept that was core in the first Revelations; we wanted to merge the more up-to-date feel of the gameplay in the franchises later entries with the classic horror atmosphere of the earlier titles.
Its episodic structure gives us the chance to unfold the story at a slower pace and take our time with it a bit more. It also allows us to concentrate on making the atmosphere more oppressive. The game has been designed to make just walking down a corridor with nothing there as creepy and inherently scary as possible. Its a great experience to play the game in a dark room with headphones on!
"Revelations, the place where it lives in the pantheon of the Resident Evil franchise, it's sort of serves as a bridge," he said. "It's got the best of both worlds: We've got the more traditional horror elements ... and the gameplay of the post-Resident Evil 4, action-centric era. it strikes a nice balance between the two. We're definitely focusing on the horror, but it kind of lives between those two extremes. "
Q: When you're working on making a horror game, are there pinpoints -- or tenants -- that you use to create the proper horror experience?
I think one thing that sets Resident Evil apart from other games where shooting is very important is that you often can't see where the enemies are in our game. Often in more typical shooting games it is very important that you be able to see all your enemies so you can maintain a line of sight and shoot them. But because we're making a horror game, it's very important to us that you can't see everything that's going on. It's one of our most important horror elements.
Another element is this set of limits we impose. A good horror doesn't allow you to do all the things you want to do. That's not scary. So the obvious example from RE5 is that you can't move and shoot at the same time. By imposing that restriction on the player it creates the feeling of horror and tension in the game. Creating that feeling is very important to us.
Some long-time Resident Evil fans might long for the "good old days" of the franchise, when early games in the series were deliberately-paced, nerve-wracking explorations into a "world of survival horror." Today, the series' emphasis is on action that rarely lets up.
But while there are those who'd love to see a return to classic Resident Evil gameplay, the market for that style -- "survival horror" -- just isn't viable enough to warrant the biggest investments, Capcom's Resident Evil: Revelations producer Masachika Kawata told Gamasutra in an interview.
"Especially for the North American market, I think the series needs to head in that [action-oriented] direction," Kawata said. "[Resident Evil's primary games] need to be an extension of the changes made in Resident Evil 4 and Resident Evil 5.
"RE4 started in that direction, and RE5 kept going in that direction," he said. "And I think that especially for the North American market, we need to keep going in that direction, and take that a step further. And that's exactly one of the reasons that Revelations is the way it is," he said.
I think the perfect Resident Evil game would be like the Resident Evil 5 "Lost in Nightmares" DLC where Chris and Jill explore the Spencer Estate. It had the more modern control-scheme and some action yet it also absolutely oozed atmosphere and tension. You could feel your hairs rise up whenever you rounded a corner and enemies were actually intimidating due to a lack of ammo compared to the main game. It had some solid puzzles and a couple of genuine scares as well.
Yep, it's my favourite compromise between old and new RE so far, and I wouldn't be surprised one bit if Capcom took some cues from it for 7.
I'm expecting an E3 trailer in the same fashion of P.T. but in third person and with some action. The mainline RE probably never goes back to the origins of the saga, but i could see Capcom taking inspiration in pacing and style from games like The Last of Us, P.T. and Alien Isolation.
Day one if true.
I skipped RE6 entirely, which is crazy because I'm a huge RE fan.
This is desperately needed.
You actually made the right decision being a RE fan. 6 wasn't even RE.
I think the perfect Resident Evil game would be like the Resident Evil 5 "Lost in Nightmares" DLC where Chris and Jill explore the Spencer Estate. It had the more modern control-scheme and some action yet it also absolutely oozed atmosphere and tension. You could feel your hairs rise up whenever you rounded a corner and enemies were actually intimidating due to a lack of ammo compared to the main game. It had some solid puzzles and a couple of genuine scares as well.
If the next main entry can somehow be something akin to a full-length version of that, I would be in heaven.
People who still believe the new game will go back to survival horror. Here are some facts.
Best selling Resident Evil games
1. Resident Evil 5 - 7m
2. Resident Evil 6 - 6.5m
3. Resident Evil 4 (Wii/GC/PS2) - 5.9m
4. Resident Evil (PS1 All) - 5.08m
5. Resident Evil 2 - 4.96m
6. Resident Evil 3 - 3.5m
Anyone looking at the sales chart and planning their next game won't ever touch the original trilogy. In best case, we might get something akin to Resident Evil 4.
The whole reason Shinji Mikami and Capcom even made RE4 was because the old survival horror games didnt sell when REmake disapointed
I'm amazed at the back flips people will try to go through to downplay the success of the series post RE4. It's like they just can't fathom a world were people enjoy these games, perhaps as much if not more than the older games. Internet fandom can be so weird and insular with things sometimes.
The whole reason Shinji Mikami and Capcom even made RE4 was because the old survival horror games didnt sell when REmake disapointed
I'm amazed at the back flips people will try to go through to downplay the success of the series post RE4. It's like they just can't fathom a world were people enjoy these games, perhaps as much if not more than the older games. Internet fandom can be so weird and insular with things sometimes.
So you're expecting a trailer in the fashion of PT with a trailer that is...absolutely nothing like PT at all?
That's the only thing I can see this being, tbh. A bigger budget, 8-10 hour version of "Lost in Nightmares". Co-op, measured pacing, plenty of action, unkillable thing stalking you, a few big bosses, a contained location you revisit/backtrack and get a sense of place with, puzzles and key items that open gates in areas you have to come back, all that shit. And some Mercs mode for the action junkies.
Considering the Revelations Series Too and mostly.Considering we're getting a RE2make. I don't see capcom making this as "back to roots" as some people seem to think. They have stated before that they think keeping the fans happy through numerous games doing different things is the best way.
Everybody every where trash RE6 and RE5 somewhat but they sold so much? How? Did I miss something. I am not a RE fan btw, out of Capcom's list of IP's it's near the bottom for me.