Resident Evil - Virgin Vampire Wine Mom vs Chad Magnetic Lebowski

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Well, while it could be atmospheric it never really hit that feeling of dread that the RE series used to pull off, the mold monsters were pretty lack-luster, all the claims of it being a 'Return to Form' went right out the window when you re-attach your limb with bottled swamp juice medicine, Jack doing donuts in the garage while funny just isn't RE, psychic mold, and finally fighting a giant blob monster. Granted, some of these are subjective, but these are just a few of the complaints I've heard about RE7.
I thought RE7 did really well with the horror because I am a scaredy-cat who would figuratively shit himself in a haunted murder house before even setting foot inside.
 

Agree with the majority of his points. 4make isn't god awful. Far from it. But it bungles a fucking lot and it's biggest problem is the gameplay not being tight and responsive as the original. Which is the fundamental reason everyone loved the original. But this critique won't be in the mainstream since you have completely praise the current thing. At the core, his argument is that it doesn't replace the original when that's what a remake should be striving for but the millennial devs are just shitting out easy cash grabs. They put more time into this, but corners are definitely cut and they implemented a generic third person shooter mechanic that feels god awful to play at times.

I won't agree about the Castle though. I thought it was the best area of the game, but I feel the original was WAY more atmospheric and threatening. This one feels too cozy. But I like it's layout more since it feels more realistic in structure when the original has a lot of nonsense empty space areas.

I typically don't give a shit what Youtoobers say but it's nice to see someone not just tow the line like that shitty Residence of Evil channel or Troon Hunter.
 
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I am more sick of shitty YouTube video essayists than I ever was of remakes, if I never see a HERE'S WHY X IS/ISN'T THE GREATEST MASTERPIECE OF ALL TIME video ever again my life would be much better.
 
Where it really starts to fall apart in my opinion is that the combat does not vibe at all with the enhanced enemy AI.

In the og RE4 the AI was incredibly simplistic so your go to strategy was to bunch them together and annihilate entire groups with kicks, shotgun blasts, grenades, sticky bombs, whatever. This time around though enemies are a lot smarter and do shit like flank you, back off, they also don't bunch up into groups as much as they used to.

I think at some point the devs noticed this and their band aid fix was to limit the amount of enemies on screen to 5-6 instead of 10+ but it still doesn't feel quite right, especially on professional.

it would also be nice to have brief Iframes after breaking free from a grab because as it stands right now you can be chain grabbed almost before your stagger animation even finishes and it's obnoxious every time.
 
Where it really starts to fall apart in my opinion is that the combat does not vibe at all with the enhanced enemy AI.

In the og RE4 the AI was incredibly simplistic so your go to strategy was to bunch them together and annihilate entire groups with kicks, shotgun blasts, grenades, sticky bombs, whatever. This time around though enemies are a lot smarter and do shit like flank you, back off, they also don't bunch up into groups as much as they used to.

I think at some point the devs noticed this and their band aid fix was to limit the amount of enemies on screen to 5-6 instead of 10+ but it still doesn't feel quite right, especially on professional.

it would also be nice to have brief Iframes after breaking free from a grab because as it stands right now you can be chain grabbed almost before your stagger animation even finishes and it's obnoxious every time.
I've definitely seen more than 5-6 enemies on screen, it happened when I baited most of the ganados in the fish farm to follow me to the gas shed. There's at least 7 or so in the water room when you come up from getting the wheel and there's three crossbow ganados firing at you and 4-5 normal ones. There's at least 10-12 you can get on screen during the Mercenaries too. I don't remember how many there were at the beginning of the island section with the first rocket ganado either but I definitely recall it being more than 6.
 
Where it really starts to fall apart in my opinion is that the combat does not vibe at all with the enhanced enemy AI.

In the og RE4 the AI was incredibly simplistic so your go to strategy was to bunch them together and annihilate entire groups with kicks, shotgun blasts, grenades, sticky bombs, whatever. This time around though enemies are a lot smarter and do shit like flank you, back off, they also don't bunch up into groups as much as they used to.

I think at some point the devs noticed this and their band aid fix was to limit the amount of enemies on screen to 5-6 instead of 10+ but it still doesn't feel quite right, especially on professional.

it would also be nice to have brief Iframes after breaking free from a grab because as it stands right now you can be chain grabbed almost before your stagger animation even finishes and it's obnoxious every time.
There can be more than 6 enemies in a general area but I cannot name a time there was a crowd of ten coming at me in the campaign. Ever. It just isn't programmed to do that. The limp dick reticle bloom, eating inputs, and being locked out of the attache menu when you're on fire say is fucking abysmal gameplay choices. A lot like 2make, much potential was lost. Although it's clearly the better of those two. The core issue with 4make is that it's gameplay is just a modified version of 2make... in a high octane action game and it plays like shit. The aim drift is so infuriating. It makes snipers worthless with scopes on them.
I've definitely seen more than 5-6 enemies on screen, it happened when I baited most of the ganados in the fish farm to follow me to the gas shed. There's at least 7 or so in the water room when you come up from getting the wheel and there's three crossbow ganados firing at you and 4-5 normal ones. There's at least 10-12 you can get on screen during the Mercenaries too. I don't remember how many there were at the beginning of the island section with the first rocket ganado either but I definitely recall it being more than 6.
Campaign and Mercs are going to have a separation with enemy numbers do to the fact there's no game world to have loaded outside the stage you're on.
 
At the core, his argument is that it doesn't replace the original when that's what a remake should be striving for but the millennial devs are just shitting out easy cash grabs.
Remasters are the ones where the newer version essentially replaces the original. A remake will have lots of changes. Often intentional changes that can even overhaul or redesign the older game into something radically different. The trend we are looking at now is for remakes where the old game is changed in deliberate and significant ways. No one is doing remasters anymore.

The older remasters from the PS3 and previous eras were mostly about restoring old arcade games or ancient console games to newer standards of television outputs with minimal lag and upgraded offline and online features. Simply things like playing old PS1 or DC games and being able to save your progress on the console and not a memory card. Or arcade perfect ports for competitive games that needed perfect inputs like fighting games or shoot-em-up games. Giving games a lagless upscaled output at 720p from their ancient 240i graphics. Or keeping options for the older graphics like the Monkey Island remasters.

And this does not even touch on the horrors of remasters like Warcraft 3 Reforged where Blizzard actively destroyed older copies of the game and forced all users to upgrade to the inferior 'remake' version. Which took a perfectly fine 1.7GB game and bloated it to 40GB of useless crap. Pretty much everything being re-released now is about "improving" the older version in some way. Including practices such as stripping away content and adding microtransactions and expensive DLC. Disgusting.

Unfortunately RE4:Remake is not as good as the original. Nor does it replace it. It basically competes with the original game and divides the fanbase.
 
I appreciate the 4 remake for not being trash (Re3make) or removing a chunk of the game (Re2make with a/b routes).

I have the original RE4 so ingrained in my head I can breeze through the game almost untouched, every encounter almost memorized and can handle any situation. It's still fun and amazing, but I appreciate that RE4make was able to let me experience RE4 again in the sense I had to learn a new combat style and approach to some encounters. I like both because of this.

I just feel like if they put this amount of effort into something like RE8 or RE9 I would have enjoyed this a shit load more and RE4 wouldnt have to compete with itself. The fishing village in RE8 feels like cut content and the village itself feels like it should have been bigger. I want to see the amount of effort put into RE4make in a new RE game.
 
But it bungles a fucking lot and it's biggest problem is the gameplay not being tight and responsive as the original.
Yeah, definitly my Number One gripe with the game. Even after fiddling for hours with the control settings, aiming still feels off, it didn't feel this bad in RE2make i think. Original was tight as shit, i don't think i ever played a 3rd person shooter that was as snappy as RE4, the movement and aiming just feels right. The more i think about getting back to 4make the more of an urge i get to play the original again.

I got insta-hooked on 2make and have no urge to revisit the original (played it to death at release, much like 4), 4make simply doesn't have that same spark for me somehow. I agree that it is by no means a bad game but it definitly lacks that certain something that makes me want to S+ it or anything, i don't even know if i will give it a go on Hardcore after i beat it on Standard.
 
Yeah, definitly my Number One gripe with the game. Even after fiddling for hours with the control settings, aiming still feels off, it didn't feel this bad in RE2make i think. Original was tight as shit, i don't think i ever played a 3rd person shooter that was as snappy as RE4, the movement and aiming just feels right. The more i think about getting back to 4make the more of an urge i get to play the original again.

I got insta-hooked on 2make and have no urge to revisit the original (played it to death at release, much like 4), 4make simply doesn't have that same spark for me somehow. I agree that it is by no means a bad game but it definitly lacks that certain something that makes me want to S+ it or anything, i don't even know if i will give it a go on Hardcore after i beat it on Standard.
2make has it's gameplay problems but it's not as apparent since it's not fast gameplay and most enemies are slow as shit. Reticle bloom wasn't so infuriating since it tightened way faster than in 4make. Which is a terrible decision when most enemies you'll be shooting will be much further away in comparison to 2make.

Like most people. I relied a lot on the snipers in the original since the semi auto acted like a much faster, more precise magnum. They completely nerfed them here unless you're firing at a weak point.

Red 9 was the second, or if not the best gun in the original and it's completely fucked up in 4make with it's firing speed by slow as hell and the reticle bloom being ass, even with the stock on it.

If every weapon had lasers, and snipers didn't sway, it would fix so many of the gameplay issues. Even still having inertia would be fine if the gunplay was actually in your control.
 

It doesnt say anything particularly new, mostly that the new Nemesis is a fucking joke compared to the original (shocker). But it does bring up a good point at the end that really exposes something rather concerning with these remakes.

Liking them or not, it feels like Capcom is using these remakes as replacements to the originals instead of a different way of experiencing said entry. Now whenever Nemesis is used, it will always be the remake one instead of the original and it doesnt help that the reception towards the design has been lukewarm at best, even the ones saying its good still making it clear the original is still the better one.

Not only that but they are using the remake Jill on whatever comes next as well. It kind of made me have this realization that Capcom is pretty much "erasing" the originals out of existence (not literally but you get what I mean), even if they are clearly inferior or even when not, the originals still being what people prefer since its what they remember the most.

I dont know why but that just creeps me out, seeing the past being so clearly "replaced" like that. Its not like the RE1 remake where clearly it was an improvement of the original in everyway (since the original legit had a lot of issues the remake was able to iron out) but it still felt very respectful to the original (and said original seem maintains a level of cultural presence to this day). The other remakes seem far more sinister in their intention of replacing these games from the public consciousness with versions that, even with their own merits, dont deserse to sit in a throne that clearly doesnt belong to them. I dare say it reeks of revisionism on the corporate level.

I don't like the remakes, not because they are bad, but it's Capcom trying to milk more money off their decayed franchise. I would prefer if they made new games (7,8) rather than revisiting old ones.

In short, Capcom be like:
https://youtube.com/watch?v=lBvYpC4M4s0

I much would rather have a proper port of all of the classics on Steam instead of remakes.

Surprised not even NightDive was interested in attempting that with Capcom. Unless they did and I don't know about it 🤔
 
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Now whenever Nemesis is used, it will always be the remake one instead of the original
This is exactly what I was referring to pages ago when I said we're constantly living in the present. It extends to films as well since every film, or even historically based media has to have niggers in it.
 
where's separate way, crapcom?

:optimistic: imagine if they recast Ada after the backlash. maybe that's why it's taking forever. :optimistic:
 
2make has it's gameplay problems but it's not as apparent since it's not fast gameplay and most enemies are slow as shit. Reticle bloom wasn't so infuriating since it tightened way faster than in 4make. Which is a terrible decision when most enemies you'll be shooting will be much further away in comparison to 2make.

Like most people. I relied a lot on the snipers in the original since the semi auto acted like a much faster, more precise magnum. They completely nerfed them here unless you're firing at a weak point.

Red 9 was the second, or if not the best gun in the original and it's completely fucked up in 4make with it's firing speed by slow as hell and the reticle bloom being ass, even with the stock on it.

If every weapon had lasers, and snipers didn't sway, it would fix so many of the gameplay issues. Even still having inertia would be fine if the gunplay was actually in your control.
Yeah, that's my biggest gripe with the game. The shooting is absolute dogshit. Thankfully there's mods for it, but dammit, we shouldn't have to need those to get fun gameplay.
 
Yeah, that's my biggest gripe with the game. The shooting is absolute dogshit. Thankfully there's mods for it, but dammit, we shouldn't have to need those to get fun gameplay.
I'm going to play some more 4make tonight and i'm gonna try out that Perfect Aim mod that removes reticle bloom and also puts bullets exactly where you aim, all in the hope to get an experience closer to the original. Probably cheating because the engine isn't set up for this but, as stated before, the aiming in 4make feels too off to get enjoyment from it.
 
I'm going to play some more 4make tonight and i'm gonna try out that Perfect Aim mod that removes reticle bloom and also puts bullets exactly where you aim, all in the hope to get an experience closer to the original. Probably cheating because the engine isn't set up for this but, as stated before, the aiming in 4make feels too off to get enjoyment from it.

Adding this sort of thing in resident evil 4 of all games was a damning mistake. The action horror trilogy sold itself on very precise aiming with the laser pointer so lacking that is just really missing the point.

where's separate way, crapcom?

imagine if they recast Ada after the backlash. maybe that's why it's taking forever.

It will be ďlc and you, me, we all know it.

Or who knows, they may pull a "Game freak" and say that it's a remake of RE4 as it was in the GameCube and thus Separate Ways isn't included. Because they hate you.
 
Adding this sort of thing in resident evil 4 of all games was a damning mistake. The action horror trilogy sold itself on very precise aiming with the laser pointer so lacking that is just really missing the point.



It will be ďlc and you, me, we all know it.

Or who knows, they may pull a "Game freak" and say that it's a remake of RE4 as it was in the GameCube and thus Separate Ways isn't included. Because they hate you.
The thing in the original that really stood to me with the aiming was that the aim would go steady as long as you were moving the gun. You could "feel" where it would be and not even need to be slow and precise to pull a headshot off. All regular enemies had hit stun. Everything in this requires a pounding to get it, and the shooting is terrible. The shotguns are fine since they spread but everything else feels like shit to use.
 
How quick people are to forget that the die hards hated RE4 for not being Resident Evil. It became wildly popular because of the normies and casuals, not the seething fandom that only wanted zombies.
I can't remember ever seeing hide nor hair of them before or when RE4 released. There might have been some grognards on the internet/gamefaqs that were mad because it was labeled a Nintendo exclusive on the childrens Gamecube though. That was common and it was just console war bullshit.
 
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