Resident Evil - Virgin Vampire Wine Mom vs Chad Magnetic Lebowski

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I see more Super Tyrant Mr. X than Birkin. I like how Leon's Deagle actually hurts him, which has always been the next best thing in the series besides the RPG for a Tyrant.
I see a face/head in the chest and I think g2 birkin. While I did go relook at Super tyrant, You might be onto something about super tyrant, he might be a mix of Super tyrant X and G2 design wise. More then just a regular tyrant.

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All they did was switch the 2 heads to the more human one being in control.
 
decided to five star all characters in RE4 mercenaries mode just for the hell of it. Leon is so fucking shit at it beacuse he cant combo worth a damn with his shotgun. the castle level almost made me rage quit. once i finished it with him, everything else was relatively easy. funny how it went from super Slvador, making me wet myself in fear, too him just being another chore i need to take care off.

will save a headcanon playthrough until the near end of RE4 remake release to to memories all the moments and compere it to the remake.
 
Just played through RE8 for the first time and I gotta say: I love the game. I don't get why people are so down about it.

I played RE7, and while I like it enough and thought it was a nice return to a survival horror mindset, I didn't really feel the need to replay it again. I'm already on my second playthrough of RE8. For RE7, I was annoyed at all the unskippable long cutscenes, I thought the enemy and weapon variety was lacking, I was tired of the unbeatable stalker character that you would have to either outrun or wait out, the game felt short, and the setting, while interesting, was samey and boring after awhile. And I did not like the inventory system, which is bad considering that it became the basis for the inventory of the following two remakes.

This game fixed almost all of my issues with the last game. There is a stalker enemy, but she doesn't overstay her welcome. The setting is varied and beautiful, with some of the best gothic scenery I've seen in a video game (only Bloodborne comes close). The enemies are tough and varied, with commiserate intelligence so that you can't necessary just stand around and tee off on them. Weapons have more variety. The cutscenes are skippable and limited to certain segments, never fouling up the experience. The game itself is longer and more intensive. And this is my favorite inventory system in the series by far, as we have the return of the expandable attaché case, but a separate item storage for treasures, key items and crafting ingredients (which have their own dedicated crafting menu), so these game necessary things don't take up limited inventory space. An absolute necessity that should be in every Resident Evil game to cut down on frustration and needless backtracking.

If I had some critiques they would be:

  • I shouldn't have to look at items all the time to pick them up. This is especially annoying after downing a lot of enemies, and I have to constantly look down to pick up stuff. I should be able to just walk over items and automatically pick up things like ammo, money, crafting materials, and treasures, like in other FPS games. I understand having to look around to pick up things on tables and in various containers. That's understandable from a content gathering perspective and because this is a staple of past Resident Evils. But for stuff enemies drop on the ground, I should be able to just pick that up.
  • Bring back the item box. I really don't know why that was removed. I should be able to store weapons I'm not using, but want to keep, there, instead of selling them back to the Duke, so I'm forced to buy them again if I want to use them. I like to collect my weapons, so I shouldn't be forced to sell them. Thankfully, the RE4 remake is adding an item box, based on released trailers. Assuming RE4 remake's inventory is otherwise similar to this game, it has the potential to be the best inventory system yet.
  • More weapons variety. At the end of the day, you had a pistol, shotgun, sniper rifle, grenade launcher, and magnum, with assault rifles as unlockable weapons and two special unlockable weapons, one of which was a useless joke weapon, the other of which was basically a magnum that used sniper rifle rounds. The Sniper and Grenade launcher were always the same. The Shotgun and pistol had three weapons each (the pistol got a special fourth weapon), and each gun you got later was always better than the gun you used before. So your first pistol was always the worst, while the last pistol you got was always superior (which was not the case in, say, the original RE4). And there was no Rocket Launcher! What RE doesn't have at least one rocket launcher?! Oh yeah, RE7. But this is one thing they shouldn't have copied from that game. At least they gave you a grenade launcher. But more than five weapons would be nice, especially if you make a longer game. Why not add more assault rifles? Or submachine guns? Or machine guns? Or another sniper rifle? There was another sniper rifle and a machine gun fully modeled in game, but only Chris's team uses them (you can see their figurines). Why is that? Also, making the weapons more realistic would be nice. Give them realistic damage and capabilities. And use actual real world guns with their names! RE did this before. The last game to use real world guns was, I think, RE5. Why not go back to that Capcom? Put in some work.
  • Better weapon customization. This game's customization was a weird mix of RE4's or the RE2 remake's/RE3 remake's system, where you had actual parts you could buy or find for your gun to make it better, like you would in real life. And RE5's system, my least favorite, where you spent money to raise generic values like "power" and "reloading" speed (how upgrading your gun would make the character reload it faster is something I never understood). I don't get why they mixed and matched it like this. Those values mean little to nothing, and I'd rather spend money on actual worthwhile physical upgrades to trick my weapon out. Instead of these generic values, give me more parts to mix and match as I like. Give me different types of ammunition, like you already do with the grenade launcher, to I can decide how I want to dish out the death. In other words, be a little more imaginative.
  • There should be a dedicated grenade throwing button, like in most shooters, and maybe a dedicated melee button, so you can map your guns to the D-pad rather than using that or having to go into your inventory to access things because there just isn't enough buttons to quick select everything. There's already a "Freaking heal yourself idiot" button.
  • The village was underutilized. After the opening act, its basically not important to the plot and just connects the different areas where the bosses reside. There is little to no real exploration. Its only used as a place you go to get more items after you unlock the item necessary to access them. Very disappointing considering how the initial trailers implied that this game would be more open.
A lot of people still don't like first person, but honestly? It doesn't bother me at all. The aiming system took a little getting used to, and I think they should add looking down the sights, especially for trained characters like Chris (and even the main character of this game, since he's supposed to have gotten military training between games), but once you did, it was natural enough. Now, what I think they will do, taking the Winters Expansion (which I haven't played yet because I didn't buy it) into account, is that from now on there will be an option to switch from first to third person mode, probably on the fly. That should please everybody. Games have been doing it for years. The Next-gen versions of GTA V had this. RDR2 had it. Freaking Star Wars Battlefront II had it. Heck, gosh darn Thief: Deadly Shadows had this as an option, and that game came out in 2004!

But what do you guys think? Also, I'm curious as to which inventory system in the series was your most favorite and least favorite?
 
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I loved VIII so no clue where the hate comes from. It's not perfect (eg. the doll house is neat but I've never loved the explicit puzzle areas) but I had way more fun with it than most other games I played that year and thought it was the perfect evolution from VII that fixed most of my problems with that game while bringing back a lot of the stuff I liked about 4.

I think the best inventory depends on the game. The slower REs benefit from the item boxes and limited slots that expand organically via exploration because it's actually survival horror and forces you to balance ammunition, weaponry, healing, and essential items for progress. The more action focused ones like 4 and VIII benefit from the briefcase that gives you way more room and lets you really walk around like a tank if you decide to go that direction. It's also very cosy to get your briefcase organised nicely.
 
I loved VIII so no clue where the hate comes from. It's not perfect (eg. the doll house is neat but I've never loved the explicit puzzle areas) but I had way more fun with it than most other games I played that year and thought it was the perfect evolution from VII that fixed most of my problems with that game while bringing back a lot of the stuff I liked about 4.

I think the best inventory depends on the game. The slower REs benefit from the item boxes and limited slots that expand organically via exploration because it's actually survival horror and forces you to balance ammunition, weaponry, healing, and essential items for progress. The more action focused ones like 4 and VIII benefit from the briefcase that gives you way more room and lets you really walk around like a tank if you decide to go that direction. It's also very cosy to get your briefcase organised nicely.

i thought it was pretty good after my first playthrough (slightly worse than 7) but i changed my opinion
playing it again it kinda feels like a chore. it could be because the combat isn't good enough to make it almost the whole point of the game.

also i hate having to fetch stuff in the village, beneviento manor felt like i was playing an indie game (the fetus part especially), and the stalkers in dimitrescu castle (be it her daughters or the breeder herself) were an annoyance at best.
 
and the stalkers in dimitrescu castle (be it her daughters or the breeder herself) were an annoyance at best.
The problem with them was that there were rarely any good loops for panic fleeing, this removed the tension. If you were on the upper balcony of the main hall and LadyD came up there then the only option was to force yourself past her and take some damage. Same thing happens in certain spots with the daughters randomly appearing. It turns all of these moments from "oh shit!" like in 7 to the tired "urgh..." of Sideshow Bob stepping on yet another rake.

The other problem around the main hall was the save room, it was often very easy to sprint in there and hang out right inside of the open door until they went away. It almost always felt like the fastest solution to get rid of them. The stalker portion in the castle actually felt like it was a bit unfinished.

Another thing that annoyed me was that werewolf fight/siege in the beginning. It was a fight that you were meant to lose but it certainly seemed like a fight your were supposed to flee from by finding key/object/lever - there's even a radio message for survivors to flee to [someones house] after all. I don't think I'm an idiot from thinking that I not only could but was supposed to get out.
Or maybe it's "timed" like the first part of RE4. After all you can find a lot of resources/ammo while all of this is going on, including the shotgun.

If that scene had been completely enclosed in a house like that part of RE4. That would have been fine. If the player was constantly losing ground. Like, first floor is a lost cause, retreat to second floor and try to fortify, second floor is a lost cause, retreat to a smaller bedroom and drag a flimsy wardrobe in front of the door, then ultimate fall back into a tiny bathroom. Getting constantly pushed back would signal that maybe you can't win this one. Balance it so that from start to end it takes 4-5 minutes.
But the area in RE8 was fairly large and open, there were at least two houses iirc, with floors, basement/crawlspace, you could get on the roof etc. The terrain was uneven enough that attacks could be dodged by running to lover elevation and stuff like that. I killed a lot of werewolves... That scenario had the opposite problem of the castle, there were too many loops to run. To run again and again and again. I spent so much time on that section that I was very bored when I finally died and very annoyed when I realized that dying was the proper way to continue.
 
The problem with them was that there were rarely any good loops for panic fleeing, this removed the tension. If you were on the upper balcony of the main hall and LadyD came up there then the only option was to force yourself past her and take some damage. Same thing happens in certain spots with the daughters randomly appearing. It turns all of these moments from "oh shit!" like in 7 to the tired "urgh..." of Sideshow Bob stepping on yet another rake.

The other problem around the main hall was the save room, it was often very easy to sprint in there and hang out right inside of the open door until they went away. It almost always felt like the fastest solution to get rid of them. The stalker portion in the castle actually felt like it was a bit unfinished.

Another thing that annoyed me was that werewolf fight/siege in the beginning. It was a fight that you were meant to lose but it certainly seemed like a fight your were supposed to flee from by finding key/object/lever - there's even a radio message for survivors to flee to [someones house] after all. I don't think I'm an idiot from thinking that I not only could but was supposed to get out.
Or maybe it's "timed" like the first part of RE4. After all you can find a lot of resources/ammo while all of this is going on, including the shotgun.

If that scene had been completely enclosed in a house like that part of RE4. That would have been fine. If the player was constantly losing ground. Like, first floor is a lost cause, retreat to second floor and try to fortify, second floor is a lost cause, retreat to a smaller bedroom and drag a flimsy wardrobe in front of the door, then ultimate fall back into a tiny bathroom. Getting constantly pushed back would signal that maybe you can't win this one. Balance it so that from start to end it takes 4-5 minutes.
But the area in RE8 was fairly large and open, there were at least two houses iirc, with floors, basement/crawlspace, you could get on the roof etc. The terrain was uneven enough that attacks could be dodged by running to lover elevation and stuff like that. I killed a lot of werewolves... That scenario had the opposite problem of the castle, there were too many loops to run. To run again and again and again. I spent so much time on that section that I was very bored when I finally died and very annoyed when I realized that dying was the proper way to continue.

precisely.
you either got back to the safe room or you run to the nearest scripted event.

as for the initial sequence i googled it after dying a few times. why would i ever assume i have to run in circles until something "good" happens?
didn't help that i was playing in hardcore where you basically die in 2 hits (of course the game doesn't even explain how the blocking system works, which basically makes you immortal against unarmed enemies)
 
decided to five star all characters in RE4 mercenaries mode just for the hell of it. Leon is so fucking shit at it beacuse he cant combo worth a damn with his shotgun. the castle level almost made me rage quit. once i finished it with him, everything else was relatively easy. funny how it went from super Slvador, making me wet myself in fear, too him just being another chore i need to take care off.

will save a headcanon playthrough until the near end of RE4 remake release to to memories all the moments and compere it to the remake.
Leon is the worst out of all the playable characters in RE4 Mercenaries, but i remember being able to pull the 5 stars with him as soon as you got enough shotgun ammo

Ada is just a little bit better than him but once you get to Hunk, Krauser and Wesker thats where the real fun begins
 
as for the initial sequence i googled it after dying a few times. why would i ever assume i have to run in circles until something "good" happens?
didn't help that i was playing in hardcore where you basically die in 2 hits (of course the game doesn't even explain how the blocking system works, which basically makes you immortal against unarmed enemies)
So you have to survive for certain while? I only played it once(I guess I'm too good at the game) so I have to suspect that the time to lose is after the big guy with the hammer shows up?
 
Ada is just a little bit better than him but once you get to Hunk, Krauser and Wesker thats where the real fun begins
Best run I ever had was a Hunk in the village with well over 100 kills; because his neckbreaker is just too fucking op.
 
Best run I ever had was a Hunk in the village with well over 100 kills; because his neckbreaker is just too fucking op.
I love that they made the Bella sisters, the mini boss enemies of that scenario, vulnerable to the all mighty neckbreaker. So, so satisfying
 
I love that they made the Bella sisters, the mini boss enemies of that scenario, vulnerable to the all mighty neckbreaker. So, so satisfying
What makes it even better is some enemies get thrown off balance due to... something... probably collision issues when you perform the neckbreaker. So you can literally just do a massive fucking string of them, and yeah, oh the chainsaw sisters show up? Hold my gun and watch this.
 
Leon is the worst out of all the playable characters in RE4 Mercenaries, but i remember being able to pull the 5 stars with him as soon as you got enough shotgun ammo

Ada is just a little bit better than him but once you get to Hunk, Krauser and Wesker thats where the real fun begins
Yeah his loadout and melee moves are dogshit that it's so hard to maintain a combo. Hunk is practically broken with his neckbreak move. Krauser is good although I don't have much fun playing as him, but his slash move is great instakilling the giant Dr. Salvador's. Wesker of course would be my favorite to play as. From a weapons standpoint, I think he's got the best of everything. The pistol, the semi auto rifle and the Killer 7 work for any situation. Plus he's got that super punch.

Best run I ever had was a Hunk in the village with well over 100 kills; because his neckbreaker is just too fucking op.
I can't quote specifics but I think my best scores for any one level was always with Hunk since it's cheap to get one headshot and neckbreak and keep the chain going.
 
Hunk's neckbreaker just looks so fucking badass too. That said, it's dope as Krauser to just do your super saiyan enemy melter claw attack especially against Mega Salvatore.
 
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I liked village but didnt love it. I think the Capcom focused on the wrong things with the game overall. 7 was a back to basics reboot but Village takes us back to to over the top action steam punk mech fights and other bizarreness. I guess I would like them to focus on the survival horror aspects that made the series great. I think they got this with RE2 Remake which was the perfect balance between modern and classic survival horror. Another thing that really isnt the game's fault but still bothers me is why did they make a game that rips so many elements off from Resident evil 4 when the next game they are making is RE4 Remake.

Dont get me wrong Village is an 8/10 game. Its a lot of fun with good atmosphere. I just found the survival horror aspects lacking and it feels like we are heading back down the action path with this franchise that lead to the disaster of RE6.
 
RE3R is worse than RE6 ever was in that regard.
I still have a soft spot for 6. Six is a perfect time capsule of the early 2010's, for better or worse and it is a very interesting thing to go back to every now and then.
Combat has aged relatively well, and mercenaries is still fun. Also, this.
I love player two erasure
 
Oh we are getting another movie of Chris and Leon adventures? Fuck yeah, I hope they fight the alice look alike chick in it.

Vendetta is like a cheesy horror movie that’s so bad that it’s enjoyable to watch. Infinite Darkness takes itself too seriously and it’s awful because of that.
It's essentially a Paul Anderson movie with re characters replacing Alice as the lead. So it's awesome.
 
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