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Resident Evil HD Remaster announced

Joined
Jan 11, 2015
Messages
627
Location
Seattle, WA
I agree on the umbrella soap opera derailing Code Veronica. The strengths of the story in RE1-3 lie in the horror, obviously but also the mystery and the sense of a greater conspiracy behind it all. This being the late 90's when such things were fashionable. What I wanted to know was why a large corporation was possessed to produce such creatures and who else was involved in covering it up. It was interesting to me but then I was drunk on the X-files at that stage.

But then you have the daft Ashfords with yet another virus and Wesker returns with his plot-armor virus. Then you have Spencer in RE5 and all of Umbrella's motivations have become clear. To become a god and... TAKE OVER THE WORLD. Just like all other videogame antagonists then.
At least RE4 is honest with ignoring the Umbrella story. I doubt Mikamai could be bothered with the story and wanted to focus on the gameplay for better or worse. Wesker was the best and worst thing in the later Resident Evils. He wonderfully chewed up scenery but the story had nowhere to go with him dead and all Umbrella related things wrapped up. Rinse, wash and repeat with Neo-Umbrella in RE6.

The series would work better from here on with stand alone plots focused on small areas like some anthology format without trying to expand on the over-bloated mythology. Can't comment on what Revelations 1 and 2 are like since I haven't played them.

Same. Feedback on Revelations??
 

Jarpie

Arcane
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Joined
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Messages
6,609
Codex 2012 MCA
Resident Evil series went shit with the third one, first two were much better. Third one are already retarded action game instead of survival horror.
 

A horse of course

Guest
ban spekkio for moralfaggotry

Anyway, I lost about half an hour's progress due to a crash. Pretty pissed because savestates are bugged and crash the game themselves. To be honest I don't think I'm gonna play RE0 except when I have very long periods of free time. I value my time enough as an adult that I'm not interested in replaying the same shit over.
 

A horse of course

Guest
I have a forest of pussy to slurp up and you think I'm going to waste time replaying the same vidya over and over? You're damn right I'm butthurt.

Resident Evil series went shit with the third one, first two were much better. Third one are already retarded action game instead of survival horror.

Fun fact: Nemesis was never supposed to be Resident Evil 3, but merely a spinoff (which helps explain why it barely progresses the overarching Umbrella/Wesker narrative). Sony insisted it be officially titled as the third game since it would be the last RE game on the original plebstation.

RE3 is best RE. Or at least my most cherished, anyway. Maximum horror/creepy monsters, minimum Andersonfaggotry.
 
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Joined
Mar 30, 2012
Messages
7,060
Location
Elevator Of Love
Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Last games I enjoyed in multi were Unreal Tournament, Quake 3 and orignial CS. If something topped that, lemme know.

:obviously:

They are great fps games, but oriented more on (team) killing each other. Bro-op is funny when you have to help each other during the big fight (or synchronize teh Awesome QTEs in 5 :lol:)
 

ghostdog

Arcane
Patron
Joined
Dec 31, 2007
Messages
11,085
Yeah, I've played some of RE5 with co-op and it was fun, but frankly every co-op shooter I've played is more or less fun. You need to fuck up really bad to make a crappy co-op shooter, because 80% of the fun is because you're playing with your buddy. Thus co-op isn't a viable way to measure a game's value.
 

A horse of course

Guest
I'm using this as the general Biohazard dumping ground aside from Rev2, so as to keep discussion in one place everyone can see it. Yes, I am Infinitron.

- Autosave system is obviously badly designed / not tested enough. You have two types of checkpoints:
a) regular "checkpoints" - you will restart from here if you die, but the game ISN'T saved here, so if you quit, you will start from:
b) "savepoints" - the game IS saved here, so you start from here if you die or if you quit the game.
I find this system totally retarded, especially in some areas (mine, swamp):
a) you can lose ~1/2 hour of progress accidentally quitting the game or due to power outage.
b) in some areas there are no savepoints before boss battles, only checkpoints - you can't quit before killing the boss, which is bad, since...

fQre0hL.jpg



The save point issue is problematic (it is literal misogyny) in that both then and now I appreciate its necessity to the atmosphere and gameplay mechanics of the old resident evilz. And I don't consider it nearly as obnoxious as the death system in Dork Souls, since knowing when and where certain enemies appear, where items are etc. has a gigantic influence on the difficulty of the game - 9 times out of 10, if you die and have to repeat 10-20m of typical RE 1-3 gameplay, you're coming out of it with more ammo/health than you did the first time (where as in RE4 and onwards your performance is based on manual player skill). But as I said before - I'm an adult, I have a job, and outside of holidays at the end of the day I have maybe 3-4hrs of uninterrupted free time where I'm not checking emails or reading codex, or masturbating to quadraplegic genderswapped scaly SFM porn. If RE let you manually save whenever you like, but also permitted you to reload those saves only when you died (closer to Mount and Blade than Dork Soulez), that would be a superior solution IMNSHO.

But wait, there's more! In 3rd stage, you have to grab Jill (QTE) and rip some tit-controlling device off her tits (QTE). It requires a couple of re-tries for fuckever reason (QTEQTEQTE). You can shoot the device to make it faster, but if you kill Jill in the process, it's game over.

Which resulted in my favourite steam screenshot of all time :smug:
45C0745F0B1193A9D46E5C0F84C15C2460C7CA4F
 

Luka-boy

Arcane
Joined
Sep 24, 2014
Messages
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Location
Asspain
Which resulted in my favourite steam screenshot of all time :smug:
Kali Ma... Kali Ma... Kali Ma Shakti de!


Anyway, did nobody mention how in RE0 you could just drop items on the ground and pick them up whenever you wanted? Does any other RE game allow you to do that?
 

A horse of course

Guest
Which resulted in my favourite steam screenshot of all time :smug:
Kali Ma... Kali Ma... Kali Ma Shakti de!


Anyway, did nobody mention how in RE0 you could just drop items on the ground and pick them up whenever you wanted? Does any other RE game allow you to do that?

RE0 is weird about item management, particularly when transferring items between Billy and Rebecca (YOU MUST USE THIS MENU AND NOT THIS MENU IT IS VERBOTEN)
 

ghostdog

Arcane
Patron
Joined
Dec 31, 2007
Messages
11,085
Resident Evil Zero glorious costumes :

tC6BKzP.jpg



Mandatory Action Replay Codes :

Skip Door Cutscenes
NMQP-RAVY-4WZ0N
V5D4-G8D8-BARKF

Rebecca Leather Costume
589N-X5F3-XZZ93
43P5-GBR7-E0HZW

Bigger Boobs Rebecca Leather (Jay007)
JMHH-BD2P-4Y2J9
0YHC-Q6HG-H7BN5
WNXK-UJFA-2756Q
144T-UF75-BZTKC

:troll:
 

DragoFireheart

all caps, rainbow colors, SOMETHING.
Joined
Jun 16, 2007
Messages
23,731
People who complain about tank controls are part of the problem we have now, where every mainstream game is designed to convention.

Tank controls are not a new thing to RE. It works for a game with fixed camera angles as it sorta demands such a control scheme (less you go all nuts with your direction when transitioning screens)

However...

I hated them when I was a kid.
I hated them when I was a young adult.
I hated them in college.
And I still hate them.
 

Machocruz

Arcane
Joined
Jul 7, 2011
Messages
4,357
Location
Hyperborea

Tank controls are not a new thing to RE. It works for a game with fixed camera angles as it sorta demands such a control scheme (less you go all nuts with your direction when transitioning screens)

However...

I hated them when I was a kid.
I hated them when I was a young adult.
I hated them in college.
And I still hate them.

The distinction is that you understand they were a solution to a choice made elsewhere, not a lack of designers' control, ability to execute, or limitation of technology, which is how the ignorant understand it. And you understand that "don't like" =/= flaw or bad. Actually, I would argue that certain aspects of the movement were bad, such as turning, a flaw I believe Capcom recognized and fixed in later games/remake by adding an input to reverse direction.
 

ghostdog

Arcane
Patron
Joined
Dec 31, 2007
Messages
11,085
The main problem with RE (and RE0) is that it changes camera perspective (usually drastically) every 3 steps you take, which is retarded, annoying and manages to fuck up your movement whichever control scheme you're using. Tank controls have worked better with other games.
 

DragoFireheart

all caps, rainbow colors, SOMETHING.
Joined
Jun 16, 2007
Messages
23,731

Tank controls are not a new thing to RE. It works for a game with fixed camera angles as it sorta demands such a control scheme (less you go all nuts with your direction when transitioning screens)

However...

I hated them when I was a kid.
I hated them when I was a young adult.
I hated them in college.
And I still hate them.

The distinction is that you understand they were a solution to a choice made elsewhere, not a lack of designers' control, ability to execute, or limitation of technology, which is how the ignorant understand it. And you understand that "don't like" =/= flaw or bad. Actually, I would argue that certain aspects of the movement were bad, such as turning, a flaw I believe Capcom recognized and fixed in later games/remake by adding an input to reverse direction.

The turning is usually far too slow. Hence the moniker "tank controls": moving forward and backwards feels fine, but turning is so painful I feel like my character spontaneously become an elderly patient at a retirement home.

"Oh god, I hope I can rotate fast enough to avoid the zombie!"

Thankfully, future games added a quick 180 motion feature for when you want to turn tail, but still...
 

Tehdagah

Arcane
Joined
Feb 27, 2012
Messages
9,327
Yeah, I've played some of RE5 with co-op and it was fun, but frankly every co-op shooter I've played is more or less fun. You need to fuck up really bad to make a crappy co-op shooter, because 80% of the fun is because you're playing with your buddy. Thus co-op isn't a viable way to measure a game's value.
But you can't measure the value of a co-op game (or any kind of multiplayer game) without playing its co-op.

Ex: you can play Quake 3 with bots, but this isn't how the game was designed to be played.
 

dunno lah

Arcane
Joined
Apr 8, 2013
Messages
1,388
Location
Boleh!land
The only thing that is fucked up about RE's tank controls is turning while moving backwards. I always make the mistake of thinking Chris/Jill is a vehicle, only for them to turn the opposite direction while reverse turning. Cost me some unwanted maulings..
 
Joined
Jan 11, 2015
Messages
627
Location
Seattle, WA
I'm using this as the general Biohazard dumping ground aside from Rev2, so as to keep discussion in one place everyone can see it. Yes, I am Infinitron.

- Autosave system is obviously badly designed / not tested enough. You have two types of checkpoints:
a) regular "checkpoints" - you will restart from here if you die, but the game ISN'T saved here, so if you quit, you will start from:
b) "savepoints" - the game IS saved here, so you start from here if you die or if you quit the game.
I find this system totally retarded, especially in some areas (mine, swamp):
a) you can lose ~1/2 hour of progress accidentally quitting the game or due to power outage.
b) in some areas there are no savepoints before boss battles, only checkpoints - you can't quit before killing the boss, which is bad, since...

fQre0hL.jpg



The save point issue is problematic (it is literal misogyny) in that both then and now I appreciate its necessity to the atmosphere and gameplay mechanics of the old resident evilz. And I don't consider it nearly as obnoxious as the death system in Dork Souls, since knowing when and where certain enemies appear, where items are etc. has a gigantic influence on the difficulty of the game - 9 times out of 10, if you die and have to repeat 10-20m of typical RE 1-3 gameplay, you're coming out of it with more ammo/health than you did the first time (where as in RE4 and onwards your performance is based on manual player skill). But as I said before - I'm an adult, I have a job, and outside of holidays at the end of the day I have maybe 3-4hrs of uninterrupted free time where I'm not checking emails or reading codex, or masturbating to quadraplegic genderswapped scaly SFM porn. If RE let you manually save whenever you like, but also permitted you to reload those saves only when you died (closer to Mount and Blade than Dork Soulez), that would be a superior solution IMNSHO.

But wait, there's more! In 3rd stage, you have to grab Jill (QTE) and rip some tit-controlling device off her tits (QTE). It requires a couple of re-tries for fuckever reason (QTEQTEQTE). You can shoot the device to make it faster, but if you kill Jill in the process, it's game over.

Which resulted in my favourite steam screenshot of all time :smug:
45C0745F0B1193A9D46E5C0F84C15C2460C7CA4F

You could quit anywhere in Dark Souls, and resume. It just required a bonfire to respawn or spend souls, all of which were strategically placed before boss-fights. A save-as-you-go function like that, or Diablo, adds an element of tension by not allowing you to take back your choices with a quicksave. RPGs should have choices and consequences. Taking back a dialogue option only decreases that, or undoing the death of an NPC. Sorry.

If you thought Dark Souls was bad, try the artificially inflated difficulty of Demon's Souls, which had only one central hub, and increased the difficulty by depriving you of a checkpoints before boss fights, so you would have to repeat an entire level.

At least Dark Souls 1 felt fair.
 

A horse of course

Guest
You could quit anywhere in Dark Souls, and resume. It just required a bonfire to respawn or spend souls, all of which were strategically placed before boss-fights. A save-as-you-go function like that, or Diablo, adds an element of tension by not allowing you to take back your choices with a quicksave. RPGs should have choices and consequences. Taking back a dialogue option only decreases that, or undoing the death of an NPC. Sorry.

If you thought Dark Souls was bad, try the artificially inflated difficulty of Demon's Souls, which had only one central hub, and increased the difficulty by depriving you of a checkpoints before boss fights, so you would have to repeat an entire level.

At least Dark Souls 1 felt fair.

Diablo involved a constantly increasing power level and was vastly more forgiving, it's not a particularly good comparison.

Dark Souls is only tense the first time you're progressing through a level, terrified of dying and losing your Souls. Yet once it actually happens, it's just fucking annoying because you're trudging through the same shitty level with the same enemy placements and their same old movesets with an even greater disadvantage. You've seen what's around every corner, you already looted the chests, so there's no thrill to replaying the level beyond the achievement of finally beating the boss, which is a poor consolation for the hours of tedium it may have taken to reach that point. That, or you're running like a retard past all the enemies to reach the fog gate, a la your typical Dark Souls Pr0GaYmR. Which is just fucking stupid. For some people, defeating a boss in a Souls game is some kind of transcendental experience. For me it's "about fucking time jesus christ can we get on with the game now".

I've played Demon's Souls and the bosses were vastly less difficult - typically you had to really fuck up and their movesets were more predictable and easy to avoid. The average difficulty of the level itself is much higher than Dark Souls. In Dark Souls I would almost never die to regular enemies except from running into a trap or something.

The difficulty of Resident Evil is not the draw of the game. The latter Resident Evils - 4/5/6 are actually a lot more difficult than the vanilla-style games (I barely died at all in REmake, though Zero is definitely harder), yet are considerably less tense and atmospheric (though are some good scenes, though). That's not to say perceived difficulty can be divorced from the experience - the insect creatures in RE5 probably wouldn't be anywhere nearly as scary without their insta-kill mechanic. But deaths in RE1/2/3 are almost invariably the result of running out of resources, and going into a boss fight with the right weapons practically guarantees victory. That's not to say ammo and health (to a lesser extent) aren't problems in 4/5/6, but being fully stocked on machine gun or shotgun ammo can still result in you getting fucked up if your twitch skillz weren't up to snuff. 4/5/6 can be difficult action games, but they are practically never horror games, let alone survival horror if your definition of the latter is bound to the resources mechanic.
 

A horse of course

Guest
disgusting 3d sluts
drjZYic.jpg


Well, they didn't look so bad in close ups/motion. Even when outclassed in myriad other fields, real-life boobs will always have a certain inherent, intangible quality beyond that of the most mathematically flawless cgi puppies. At least, for the foreseeable future. But science has always been driven by men who struggle against the impossible, who will look to the grim, tyrannous stars that loom over our world, square their shoulders in defiance and say

BhDDRbJ.png


Honestly I think the Valleys of Elah in Resident Evil games are a bit overrated. Nicely animated, certainly, but a shade too petite. Brian Fargo knows what's up:

w828f9Z.jpg

WmmATRo.jpg
 
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spekkio

Arcane
Joined
Sep 16, 2009
Messages
8,288
ghostdog said:
So basically SH2 for PC is fucking perfect in every way and the controls are damn fine.
Really? 'Cuz I remember having serious problems with it:

http://www.rpgcodex.net/forums/index.php?threads/screenshot-thread.72409/page-412#post-3322876
http://www.rpgcodex.net/forums/index.php?threads/screenshot-thread.72409/page-413#post-3326361

ghostdog said:

BROS, I've tested SH2 again (fuck yuo, ghostdawg) and:

1) The game (3xCD version) won't install on Win7 64x (as before):

ig6rxeN.jpg


Using compatibility mode / setting exe to one-core affinity does shit. Installed in VMware (Win98).

2) The game launches fine on Win7 x64 (1280x1024):

3LbR9p6.jpg

DzIrEmO.jpg

2mN1eRt.jpg


One problem - shadows are borked (z-buffer errors):

PTAU3Ay.jpg


3) When I try to choose "options" or "movies" in menus, the game crashes (as before).

But I've googled a way to fix this: it's input-related, so you have to unplug your pad, and the game won't crash. Of course, no gamepad control for you. :lol:

"Fixes" ghostdog posted do jack shit, as they:
a) Add higher, but widescreen-only resolutions (1680x1050 is possible, but 1280x960 is not). You can hax-edit your exe to any value you want manually.
b) Set the exe to one-core affinity. You can DIY via Imageconfig or something else.

There are NO real "fixes" in this pack.

4) This "SH2 ENB SMAA" pack kinda works, but introduces its own problems (texture flickering), and the game looks popamole decline. No screenshots, 'cuz I was only able to run it once. After that, it's in constant "blackscreen mode". Removing pack files restored game to normal.

tl;dr

Play PS2 version, it has better fog anyway...

ghostdog

Are you on ATI or NVidia? If Nvidia, then which drivers?
 
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