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Incline Resident Evil Revelations 2 - OUT NOW!

Jick Magger

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I remember the initial trailers (i.e. the ones that were done before co-op was even announced) did market it somewhat more as a return to survival horror, though still a continuation of the mechanics and gameplay introduced by Resident Evil 4. It wasn't until after the accusations of racism started coming through that they announced the co-op partner and retooled their marketing accordingly. Whether or not there's a correlation between the racism accusations and the announcement of an african main character who'd also serve as a co-op partner, or if they just rehauled the production partway through to capitalize on the growing popularity of online multiplayer is anyone's guess.
 

Tehdagah

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RE5 initially was supposed to have Barry as Chris's partner.
That would have been good.
But what about dat ass?

shevass.jpg
 

Machocruz

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Until Capcom decides that adventure(esque) games are financially safe for them, there won't be a return to horror themed adventure "survival horror" for this series. Hell, they couldn't even maintain it past one game before they started throwing ammo to spare at you. Which lead to dodge moves, which lead to suplexing and punching across the room the very kinds of things you either had enough bullets for or tried to evade in the early days.

If they insist on giving you enough arms to kill everything in the game (because a lot of people don't want to be completely defenseless like Amnesia), then they could at least have fewer enemies that are more lethal, which would go a long way towards establishing proper pacing and building up foreboding, dread, and intensity, kind of like how some people dread certain encounters or areas in the Souls game. Or the feeling that things can go tits up for you through mistakes or bad luck, like in Wizardry. Maybe you have enough bullets, but you panic and miss a shot which allows the inevitable Hunter proxy to leap at you and take your head off.

And FFS it would help if they put down the summer action movies and watched some proper horror and suspense films. RE1 was a B movie mystery as well as a monster flick. Few things scarier than not knowing what you don't even know*.

*
:troll:
 
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Karellen

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I'm one of those poor souls who really likes the classic Resident Evil games, so prepare for a small wall of text.

The thing to understand about classic Resident Evil is that the games are not action games in any sense of the word. Good thing too, because they'd be really poor action games, with clunky controls and meager gameplay. In terms of overall design, though, they have more in common with dungeon crawlers than action games, and especially the first game is all kinds of excellent because the Spencer Mansion is one of the best designed game locations ever.

People who design RPG dungeons should all play the first Resident Evil. The game is short and the area isn't large, but with that taken into consideration, there's a remarkable amount of possible routes to take, optional rooms you never need to enter but which contain genuinely useful extra loot, shortcuts you can unlock to help you move aorund, a few nice puzzles requiring a healthy dose of backtracking - all the good stuff that you rarely see in games these days. Structurally, Resident Evil is heavily founded upon having to backtrack and visit areas multiple times as you gain new keys, particularly during a first playthrough when you don't know the optimal route to take. It's because there is backtracking that you have to think spatially, deciding which areas to clear and figuring out the fastest and safest routes to newly accessible areas as you gain new keys.

In this light, the zombies in Resident Evil aren't enemies so much as environmental hazards. The real enemy is the mansion, and playing Resident Evil "well" is using resources well and making your way through the game quickly and safely - it's almost entirely a matter of reconnaissance and planning. On a tactical level, combat in Resident Evil involves hardly any skill - in fact, the game is actually better when played using auto-aim. You could make the battles turn-based and the fundamental design of Resident Evil would still hold true. What this means, though, is that as far as fighting goes, there's very little you can do to save ammo - liberal use of the knife might save you a couple of shots, but that's it. Fighting enemies is always a net loss in terms of resources, and you can't really mitigate this by having good aim or fast reflexes. And because of this, you really do have to find most of the ammo in the game, especially early on, or you'll actually run out. And because this is the case, the game revolves around this constant risk-reward calculation of whether you can get away with not killing a particular zombie or not, how much health items it's worth taking with you for a particular run, all that. I'm not saying that the game is necessarily difficult, because it's not, but it takes requires just enough thought and strategising to be absorbing.

Now, having said all that, to go to the issue of RE Revelations, the problem with the game is that while its aesthetic is a little bit closer to what the games used to be, what it lacks is all of the basic design I outlined above. The game's almost entirely linear, the "exploration" involves a banal minigame where you use a scanner to find extra items. Puzzles barely exist, but even when there are some, they have no impact on the structure of the game but tend to be more banal minigames instead. The game isn't structured around backtracking in any practical sense. The combat takes a bit more skill than original RE games - which, again, could've been turn-based for all practical purposes - but it's not terribly good by the standards of actually good action games (which RE4 was), or difficult enough that you'd have to master it. So it's not a decent classic RE game, but nowhere near as good a "modern" RE game as RE4 was either.

And so, I wouldn't really wait anything much from Revelations 2. Honestly, I'm not sure that the design of classic RE is even achievable with the basic game mechanisms they have in place now, at least not as well - to achieve the sort of meticulous balancing that the first game had it needs to be damn near a law of physics that every zombie takes an average of five bullets to kill, so that ammunition can be placed accordingly in the game to make you feel like you're just about to run out. Allow players to bypass that with headshots and whatever and the basic economy of the game is already broken. Place your hopes instead on the REmake HD version doing well (even if it's inferior as a game to the Director's Cut) and Capcom deciding by some miracle to make more stuff like that.
 

Ebonsword

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IThe combat takes a bit more skill than original RE games - which, again, could've been turn-based for all practical purposes - but it's not terribly good by the standards of actually good action games (which RE4 was)...

You lost me there. RE4 had absolutely terrible controls. Revelations' controls are a masterpiece in comparison.
 

Volrath

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I've always said that Resident Evil peaked with Code Veronica and I'm sticking by that.
 
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RE4 had absolutely terrible controls. Revelations' controls are a masterpiece in comparison.

Revelations has the same fucking controls except you can also move slowly while aiming and there's a button for grenades. RE4 - absolutely terrible, Revelations - masterpiece on comparison. :lol: Not to mention RE4 does pretty much everything else way better.
 

Dr Tomo

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So it looks like the RE games are all on sale with 50% off, is it worth picking them up? Also, is there a plot that connects most of the games? I only played RE and really enjoyed the game and story, but haven't touched the other games yet. Not sure if Capcom's RE series follows the Final Fantasy route of one off with the name being the only thing consistent.
 

Whisky

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I've always said that Resident Evil peaked with Code Veronica and I'm sticking by that.

Eh...in many ways it was great, it was probably the goofiest one after the original (That's a positive thing, btw.) what with having a transsexual fop as the villain for a good half of it.

On the other hand, I don't think the environments were as good without the pre-rendered backgrounds. They went back to pre-rendered with REmake and that game really holds up today.

Also, I think Code Veronica really dropped in quality when you started Chris's scenario. Of course, I think Chris is probably the most boring main character in any game series, so...
 

Ebonsword

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RE4 had absolutely terrible controls. Revelations' controls are a masterpiece in comparison.

Revelations has the same fucking controls except you can also move slowly while aiming and there's a button for grenades. RE4 - absolutely terrible, Revelations - masterpiece on comparison. :lol: Not to mention RE4 does pretty much everything else way better.

Not sure why you say that. The controls for RE4 and Revelations are very different.

In RE4 you move *and* aim using the left thumb stick on a controller, and it sucks. Revelations uses the much better convention of using the left thumbstick for movement and the right thumbstick for aiming.
 
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Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag.
Revelations was good for what it was. Nothing like the classic trilogy plus Veronica exclusive but still decent enough to keep me entertained. When all 4 episodes will come out I buy it. I think that later parts were too combat focused, and had too many things to kill. Or maybe it's just the ship desing and felt in some parts too claustrophobic. I started slowly a remake of the first one. The background are simply amazing. If Capcom was clever enough they would do the same thing with second and third part. And changing more than half of the game in the process to have two slamdunks.



:love:
 

Machocruz

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Whatever good ideas are out there, Capcom will surely do the opposite. They have the Midas touch when it comes to decision making. The Midas of shit.
 

Whisky

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Revelations was good for what it was. Nothing like the classic trilogy plus Veronica exclusive but still decent enough to keep me entertained. When all 4 episodes will come out I buy it. I think that later parts were too combat focused, and had too many things to kill. Or maybe it's just the ship desing and felt in some parts too claustrophobic. I started slowly a remake of the first one. The background are simply amazing. If Capcom was clever enough they would do the same thing with second and third part. And changing more than half of the game in the process to have two slamdunks.



:love:


Ah...I will say that although I enjoy the original games despite being heavily flawed and not really atmospheric or scary, the one thing they did right was the motherfucking save rooms. They really managed to make them feel like an oasis in a desert.
 
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He’s back! Fan favourite and classic S.T.A.R.S. member Barry Burton will be returning in Resident Evil Revelations 2. Headed for the remote prison island in search of his missing daughter, Moira Burton, Barry meets brand new character Natalia Korda, a little girl who has a strange power that allows her to sense enemies and hidden items. Using this skill alongside Barry’s proven combat abilities, players will need to alternate between the two to survive the mysterious island and find Moira.

Each episode in Resident Evil Revelations 2 includes Raid mode content and two full playable scenarios focused on the previously announced Claire and Moira campaign and the newly confirmed Barry and Natalia storyline. Barry and Natalia will need to uncover clues as they fight to survive and their journey will lead them to terrifying encounters with two brand new enemies: The Rotten and The Revenant. The Rotten have bones that are visible through their bodies and stop at nothing to hunt down the living, and the horrific Revenant are formed from parts of human beings sewn together.

Game will be released in four weekly episodes, with the Windows version coming to Steam beginning on February 18th and concluding on March 11th.
 

Baron Dupek

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RE4 HD got better aiming (finally, needed conversion and remake of convertion) with mouse while controling character still sux.
And it turned into shit in second half aka biggest escort mission ever. Yes, I know it got better AI than other games but still - escorting is rage inducing.
Maybe it worked in The Last of Us or Biocock Infinite where you give crap like "you're adult and got child so you feel connected/emerged/immersed" or similiar bullshit but not here.
 

Siveon

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Shadorwun: Hong Kong
He’s back! Fan favourite and classic S.T.A.R.S. member Barry Burton will be returning in Resident Evil Revelations 2.
:incline: Awesome, Barry always needed to make a ret-

Barry meets brand new character Natalia Korda, a little girl who has a strange power that allows her to sense enemies and hidden items. Using this skill alongside Barry’s proven combat abilities, players will need to alternate between the two to survive the mysterious island and find Moira.

Uh...

includes Raid mode content

Dear god no.

Game will be released in four weekly episodes

:dead:
 

bonescraper

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:hmmm:
 

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