Resident Evil - Virgin Vampire Wine Mom vs Chad Magnetic Lebowski

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Haven't touched 4make in over a month and decided to play it a little yesterday. The honeymoon period is over for sure like it was predicted earlier in the thread by someone.

The reticle bloom and missing shots, even when your target is dead center of it is infuriating. The game is objectively shittier to play in every aspect due to lack of player control in place of "realism." It's really my core fundamental problem with the game and is the reason I don't see myself returning to it just like I stopped played 2make after a couple months from release.

And my thoughts about the pacing has changed. I think the first half of Castle is great, but as soon as you finish water hall is feels like a slog and the game never hits a high point again. I like the Krauser fights but nothing really jumps out to me beyond that. In the original, it feels unanimous that the game is solid up until island and then it drops off. It feels way earlier in this one.

Oh and DLC is coming.


Gonna wait and see reviews of it before I put any money toward it after the anti White rant by the gook bitch that poorly played Ada. I can't see it being all that great since Capcom phones in hard DLC for RE and they have been for years.
I enjoyed the game, but when it released I also had a similar feeling. I gave the game a second playthrough to extract whatever fun was left in it, and to find out what I really liked/disliked now that I understood the mechanics. My biggest gripe was that ammo management and weapon upgrades didn't really feel that good. In the original I would swap weapons constantly and have an overflow of ammo from choosing the appropriate weapon for the job, or simply doing switching to the niche weapons when their was too much ammo on that stack.
In the remake it felt like I had significantly less agency, the game was gonna run me dry and force me to pick up mountains of pistol ammo and then give me little trickles of the ammo for other weapons to have fun with.
This also lead to the weapon upgrade system heavily encouraging power upgrades. The original game encouraged power upgrades too, but I didn't feel as bad in that game when I chose the other upgrades. The striker is the most absurd example, 100 ammo capacity was really cool in the original, in this game I don't think I ever topped it up, at max I got to sitting on 60-70 shells. Even if the Strikers functionally operate the same because they both serve the purpose of not needing a reload during combat, the original game's version felt more satisfying.

TL;DR version. Ammo management and weapon upgrades feel worse in the remake.
 
The biggest problem in my opinion after clearing professional is that Capcom really hesitated to make it in the spirit of the original game. In the original Re4 by the time you got to the island you were a killing God who's arsenals far outmatched any enemy the game would throw at you. It was an action game power fantasy not a survival horror game.

This game isn't like that, you feel basically at par with enemies in terms of power scale, maybe even a little weaker than them at certain points. It's a good game but it isn't the power fantasy the OG was.

Another big issue I had was some enemy attacks seem weirdly like hitscans. There was a specific moment in my professional playthrough in the initial village ambush where I side dodged a pitchfork enemy and despite the fact that you could see him miss and run past me to my right the game just magically connected his attack and it cut to me getting gored.

I've played the original probably 20 times and the I swear the hitbox weirdness never happened in that version whereas here it happened pretty often.

Edit: additional complaint I just remembered. Prompts for the knife kills fail to trigger on a regular basis, which is always fun when a ganado is about to mutate and then the prompt never appears, I can't believe they haven't patched something so critical to the gameplay loop like that yet.
 
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TL;DR version. Ammo management and weapon upgrades feel worse in the remake.
That's another thing I forgot to bring up. The original constantly rewards you for killing everything and you never have to worry about ammo volume as long as you're not a retard and missing shots constantly.

The most annoying part that factors into is how fucking little shotgun shells they give you. At least make one of the attache case gimmicks making shotgun ammo more common. The only time I've walked around with 20 or more shells is during new game plus when everything goes down with one or two shots and you keep a steady supply of ammo. But even then, it's like 1/3 of what you would typically carry in the original at all times and that's on professional difficulty in the original.

Another thing is cutting the fucking balls off the weapon upgrades. Like you said. Not having the 100 shot EX upgrade for the Striker makes it so you'll never use it when the riot shotgun does more damage, it's more focused on the reticle area and is more dangerous at distance, and the separation in magazines isn't wildly different.

It doesn't get mentioned much at all, but I saw it pointed out in this long anaylsis video pulling apart the game a few months back how the amount of enemies on screen is almost always lower than the numbers you'd get in the original. In most cases it seems like only 4-6 enemies (mostly 4) are the only ones that can attack you in any given area. The enemies are almost always spread out where as in the original there's several dozen instances of groups of up to 8 or more coming at you. Water hall in the OG is still stupid hard from the all angle attack when WH in this is just a mild annoyance, especially when you understand it's design.

For all it's problems, having a aiming mechanic that doesn't feel like it's bugged out and unfinished would fix my core issues with it while still having problems.

With all that said, it's still better than the last two. I originally gave it a 9/10 after my first playthrough but it's probably a an 8 now, maybe slightly less. Each step it takes forward, it's two steps back. There's been mods since release on PC to make the reticle always be focused and makes it more enjoyable although I'm a console pleb.
 
I couldn't care less that bad gook actress has typical bad gook actress opinions, I just want the DLC to be good. Her voice being shit does suck but
This game isn't like that, you feel basically at par with enemies in terms of power scale, maybe even a little weaker than them at certain points. It's a good game but it isn't the power fantasy the OG was.
I actually really preferred this to the original. OG RE4 is way too easy and I preferred the sense of barely scraping by the remake offered, and it made overcoming the odds more satisfying.
 
With all that said, it's still better than the last two. I originally gave it a 9/10 after my first playthrough but it's probably a an 8 now, maybe slightly less. Each step it takes forward, it's two steps back. There's been mods since release on PC to make the reticle always be focused and makes it more enjoyable although I'm a console pleb.
Yeah, there's also mods that make the shotguns not have terribad spread to go with it. Ever wanted to snipe an Armadura's weakspot with the riot gun? I wish there was one that changed the pre-order lever action to the T2-style slug gun, honestly. Would make a nice alternative to the magnums.
 
Water hall in the OG is still stupid hard from the all angle attack when WH in this is just a mild annoyance, especially when you understand it's design.
I remember watching a video that broke down the mechanics which said there's actually a dynamic difficulty adjustment in the old RE4. If you die too much it will drop the number of enemies attacking you, which is interesting.

I actually really preferred this to the original. OG RE4 is way too easy and I preferred the sense of barely scraping by the remake offered, and it made overcoming the odds more satisfying.
I thought RE4 had a pretty good balance, although the Wii version had such tight controls that it maybe made the game too easy to get head shots.

I haven't played RE4R yet, but I barely started RE2R and if it's anything like that then there's just not enough ammo at all. The game feels way too oppressive, I'm probably either not going to get very far or will get the unlimited ammo DLC tbh.
 
I haven't played RE4R yet, but I barely started RE2R and if it's anything like that then there's just not enough ammo at all. The game feels way too oppressive, I'm probably either not going to get very far or will get the unlimited ammo DLC tbh.
Sounds like RE2make's doing what it's intended to do: make you anxious over dwindling resources.
 
I actually really preferred this to the original. OG RE4 is way too easy and I preferred the sense of barely scraping by the remake offered, and it made overcoming the odds more satisfying.
I Feel original does what the action focused titles(4-6) wants to do, but at its best. The villagers, castle cultists, and island mercenaries are like zombies. Alone they are pitiful, but in numbers you have to always be on the move, and looking for time to shoot em to thin the real crazy hordes they bunch up into. Then you have the Variants of them to shake battles up. What I really love is you can still make out the real threats in the mobs. The pitch forks/sickles being bigger then other weapons, the sizzling of the dynamite when they light it letting you know to hurl ass or shoot em fast.

The game gives you plenty of ammo because it prioritizes fun over the overall horror. It's also why the dynamic difficulty is a thing. To help ease newer players into the game, while vets enjoy a harder time.

I just feel like Remake looked at the original didn't get why it was like that, and thought it be better to make bullet sponges on top of less ammo. That's not scary, that's just annoying minus the fun.

As much as I despise how RE4 was the start of the action decay for Resident evil. I wont pretend like the game wasn't both well designed, and a high point for resident evil.
 
Sounds like RE2make's doing what it's intended to do: make you anxious over dwindling resources.
Part of it is probably that I'm just bad at modern games, but RE2 felt like it gave you more wiggle room. Sure, you had to avoid enemies (the very opening and the spiders in the sewer come to mind), but I feel like this game never wants to let you fight until it forces you to.

Headshots don't seem nearly as awarding as they should be either, and hitting their legs doesn't seem to disable them as well as like in RE4. I guess if they want you to feel helpless and weak then they've accomplished that.
 
Part of it is probably that I'm just bad at modern games, but RE2 felt like it gave you more wiggle room. Sure, you had to avoid enemies (the very opening and the spiders in the sewer come to mind), but I feel like this game never wants to let you fight until it forces you to.

Headshots don't seem nearly as awarding as they should be either, and hitting their legs doesn't seem to disable them as well as like in RE4. I guess if they want you to feel helpless and weak then they've accomplished that.
Once you unlock the shotgun just take a shot at a zombies legs and watch them disintegrate (the only problem is not much ammo). Otherwise yes you need luck for a headshot to count.
 
I haven't played RE4R yet, but I barely started RE2R and if it's anything like that then there's just not enough ammo at all. The game feels way too oppressive, I'm probably either not going to get very far or will get the unlimited ammo DLC tbh
I never felt like I couldn't use my other guns when I needed to but people do seethe about not being able to use their favorite toy the whole way through the game. Charms that increase certain gunpowder drops can also improve this.
 
I just feel like Remake looked at the original didn't get why it was like that, and thought it be better to make bullet sponges on top of less ammo. That's not scary, that's just annoying minus the fun.
The original doesn’t hide it’s an action game. You were showered in ammo and shooting everything was rewarded.

The remake wants to be RE2R on a bigger scale with the balance of ammo amounts, enemy hp, reticle bloom, neutering weapon upgrades, parrying, and stealth mechanics is all over the place.

Instead of keeping what worked, it tried to be all other modern 3PS out there when the original broke the mold and invented its own genre.

It’s a good one play through, but that’s it.

It’s peak remake culture where just because it’s new, fags on YouTube comments need to astroturf problems in the original.

The snappy controls of Leon in the original are still unparalleled with player control in the series.
 
I don't understand why the ammo crafting mechanic from Re2make is in Re4make at all. It does not work at all in an action game.

Wouldn't it make more sense of all the gunpowder/crafting component drops were just replaced with ammo, you know like in the original game?
It's obvious that Capcom cannot tell the difference between RE2 and RE4 with the weapons used in the original games.
 
Instead of keeping what worked, it tried to be all other modern 3PS out there when the original broke the mold and invented its own genre.
I wouldn't go that far to say it invented it. It took and built upon ground work already layed out by other games like the US version of blue stinger, Hell I'll even go as far to say it perfected the genre. Which is also why 5 and 6 couldn't live up to it. 4 was lighting in a bottle for RE. A squeal that dared to not only try something new for the series, but do it well.

The plot is silly but you don't mind because the gameplay carries it like a lode barring support. You are too busy having fun to think about any of the plots short coming. While the plot doesn't take it self completely seriously, it knows when to like a cheesy B movie.

Then we get 5 and 6 taking the plot a little too seriously while also having the plot be even more nutty then 4. Even with how okay the gameplay is with those 2 games, it can't support what the series mutated into. :story:


The game tries to be way too serious at times when it has shit like the infamous boulder punch QTE.


And with 6, oh boy 6. I'll state it again, I love 6 from the bottom of my heart. I don't think it is as bad as people claim it is, but it does have its problems. goofyness and the game trying to be serious is ramped up to 11. (See Leon's final boss for just how extremely goofy it ends up to be, and any part of Chris's campaign where he yells " SHE KILLED MY MEN" for it trying to be way to serious. ) But the game play is still very solid, and improves on Re5's partner system. The biggest problem I think the game has is, it's a Resident Evil game. I think Re6 would be solid 7.5/10 game. ( Mind you not a IGN/Internet Reviewer 7.5) if you scrub RE ties from it. The Fact the game is tied to Resident evil series is more of a curse then a boon for it.
 
RE1 HD Project finally gets it's first release. The discord is saying there's a lot of bugs in it with masking and textures, but it's playable.



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They were going to wait until tomorrow since RE1 takes place on July 24th and dropped it early.

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RE1 HD Project finally gets it's first release. The discord is saying there's a lot of bugs in it with masking and textures, but it's playable.


https://youtube.com/watch?v=-nqH73D_nhg
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They were going to wait until tomorrow since RE1 takes place on July 24th and dropped it early.

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Looks better than the MGS master collection.
 
That looks way cleaner and sharper than the teamx one I've been using.
Is that the one most the streamers were messing with? I know they partner up with Gemini and the HD project crew on RE2 and 3 but I figured I would just wait on this one since I knew it'd be better.

They did a really good job on the status menu avatar for Jill. It's better than what they did with RE2 and 3. I haven't seen Chris's yet. It looks just like the FMV actress. I know they use AI for the background smoothing and they probably used some AI program to map her face.

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Edit: this looks nothing like Chris on the menu.

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