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So, the Resident Evil Purists are pretty much dead, right?


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LOL @ this revisionist shit that RE4 sucked   RE4 was easily the top game of that generation. Mechanically, it was so advanced, so ahead of the curb that every western game copied it. It was

RE4 is exceptional. The atmosphere is still top notch and it’s filled with the tense, foreboding moments you expect to see in a RE game.

well, that too  

10 minutes ago, bhytre said:

Do-Impact-Windows-Protect-Against-Tornad

 

"Lickers, zombies and tyrants everywhere? Hold up let me shut this window down first" 

:rofl:

 

As funny as this is, I actually like the idea. I wish they did a bit more with the mechanic because after the first 30 minutes of the game the whole concept just disappears and you kind of forget it existed. Maybe something to revisit and build on in the future game.

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1 minute ago, Remij_ said:

Dealing with all these waves of shitty Bhytre and Jehurey posts... I'm starting to feel like a RE4 protagonist :kaz: 

You're more like that little midget antagonist Salazar, keeps whining and kicking his legs around in a tantrum when he doesn't get his way :hehe:

And he loses in the end :bate:

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RE4 is fuckin' brilliant and the fact you dumbasses are in here actually trying to claim it's a garbage game and that it's "not a RE game" just proves you don't know a goddamn thing about what makes a game a Resident Evil game. You idiots never understood why the series was designed to be the way it is which is why NONE of you have been able to actually describe what makes a "good" RE game. You can't describe it because you don't actually fuckin' know. Basically, you're ignorant, therefore you can't actually say that RE4 isn't a good RE game because you don't what a RE game is to begin with. 

 

 

 

Mikami's main intention when it came to RE's design was to make the player feel uncomfortable and unease. Everything about the game's design was done to evoke those feelings. 

 

-That's why the controls were intentionally made to be bad, he wanted the game to feel awkward to play.

 

-That's why the game used fixed camera angles, he wanted the player to feel unease about what could potentially be off screen.

 

-That's why the game has limited inventory, he wanted the player to question if the things they're carrying is the right decision.

 

The horror theme is just a logical theme to apply to this type of design because the point of horror is to scare people (ie: make them feel uncomfortable and unease).

 

 

And this is why Mikami is a genius when it comes to RE4, he realized this approach to the design doesn't work anymore.

 

Players were no longer uncomfortable or felt unease when playing these games. The controls weren't awkward anymore because players got use to them. The fixed camera angles didn't work anymore because players were conditioned to take advantage of them by moving to a corner and firing shots off-screen. Inventory management was no longer a concern because players figured out how to exploit Item Boxes (perfect example for you- look how easy it is to stockpile resources to make boss fights a joke, you can even do this is REmake 2).

 

That's where RE4 comes in. Since the old approach wasn't going to make players feel uncomfortable or unease anymore, Mikami had to use a new approach.

 

The controls changed but the original intent to feel awkward is still there. Enemies are designed to constantly pressure the player but the player can not move AND shoot. The situation feels uncomfortable and the player is forced to make a decision- fight or flight. Knowing when to fight and when to flee is the key to survival. If you choose to fight, you risk allowing yourself to get surrounded. If you choose flight, you risk cornering yourself or potentially running into a worse situation.

 

RE4 got rid of fixed camera angles but the intention of the viewpoint is still there with the new camera. Leon is placed far down in the bottom corner with the camera positioned over his shoulder, your spatial awareness to your side and behind is lost. The most important detail here is- you have blind spots. These blind spots are integral to making the player feel a sense of unease since enemies are constantly trying to surround the player. Keeping an eye on your blind spots is vital or you will die.

 

RE4 got rid of the Item Box because the intent of the limited inventory was lost. Players were exploiting Item Boxes so inventory management was no longer a concern, so Mikami just straight up got rid of the exploit. You can no longer stockpile everything in RE4 because your Attache Case isn't infinite. You can only keep what you can carry and hope that the things you are carrying is what you need. Sure, you can stockpile certain things but there's a drawback to that. The items you're saving for later use are taking up valuable space for the things you need at the moment. Sure, you can run around with all these guns but guns and ammo for those guns take up a LOT of space. The Attache Case forces players to really consider what they truly need and what they don't, it forces players to MANAGE their inventory far better than Item Boxes did. Item boxes did not force the player to make hard decisions because an Item Box lets the player have it all and simply pull stuff out when you need it.

 

"Survival Horror is re-defined" wasn't just some fancy marketing slogan. Mikami LITERALLY did that with RE4 while still maintaining the core ideas of what a RE game is. It's been said by many that RE4 is a game that constantly throws curveballs at the player but the truth is- RE4 in general is just one big curveball. It took everything players knew and expected from a Survival Horror game, things players have become comfortable and at ease with, and just flat out changed them to get the player to go back to feeling uncomfortable and unease. You dumb motherfuckers are so focused on just looking at the game on the surface level that you are completely oblivious to the fact that RE4 is still a RE game down to it's very core. 

 

Mikami's curveball hit the haters right in the fuckin' face and they're still trying to figure out WTF just hit them.

 

I'll tell you what hit you- arguably the best RE game in the series.

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8 hours ago, Sabo said:

RE4 is fuckin' brilliant and the fact you dumbasses are in here actually trying to claim it's a garbage game and that it's "not a RE game" just proves you don't know a goddamn thing about what makes a game a Resident Evil game. You idiots never understood why the series was designed to be the way it is which is why NONE of you have been able to actually describe what makes a "good" RE game. You can't describe it because you don't actually fuckin' know. Basically, you're ignorant, therefore you can't actually say that RE4 isn't a good RE game because you don't what a RE game is to begin with. 

 

 

 

Mikami's main intention when it came to RE's design was to make the player feel uncomfortable and unease. Everything about the game's design was done to evoke those feelings. 

 

-That's why the controls were intentionally made to be bad, he wanted the game to feel awkward to play.

 

-That's why the game used fixed camera angles, he wanted the player to feel unease about what could potentially be off screen.

 

-That's why the game has limited inventory, he wanted the player to question if the things they're carrying is the right decision.

 

The horror theme is just a logical theme to apply to this type of design because the point of horror is to scare people (ie: make them feel uncomfortable and unease).

 

 

And this is why Mikami is a genius when it comes to RE4, he realized this approach to the design doesn't work anymore.

 

Players were no longer uncomfortable or felt unease when playing these games. The controls weren't awkward anymore because players got use to them. The fixed camera angles didn't work anymore because players were conditioned to take advantage of them by moving to a corner and firing shots off-screen. Inventory management was no longer a concern because players figured out how to exploit Item Boxes (perfect example for you- look how easy it is to stockpile resources to make boss fights a joke, you can even do this is REmake 2).

 

That's where RE4 comes in. Since the old approach wasn't going to make players feel uncomfortable or unease anymore, Mikami had to use a new approach.

 

The controls changed but the original intent to feel awkward is still there. Enemies are designed to constantly pressure the player but the player can not move AND shoot. The situation feels uncomfortable and the player is forced to make a decision- fight or flight. Knowing when to fight and when to flee is the key to survival. If you choose to fight, you risk allowing yourself to get surrounded. If you choose flight, you risk cornering yourself or potentially running into a worse situation.

 

RE4 got rid of fixed camera angles but the intention of the viewpoint is still there with the new camera. Leon is placed far down in the bottom corner with the camera positioned over his shoulder, your spatial awareness to your side and behind is lost. The most important detail here is- you have blind spots. These blind spots are integral to making the player feel a sense of unease since enemies are constantly trying to surround the player. Keeping an eye on your blind spots is vital or you will die.

 

RE4 got rid of the Item Box because the intent of the limited inventory was lost. Players were exploiting Item Boxes so inventory management was no longer a concern, so Mikami just straight up got rid of the exploit. You can no longer stockpile everything in RE4 because your Attache Case isn't infinite. You can only keep what you can carry and hope that the things you are carrying is what you need. Sure, you can stockpile certain things but there's a drawback to that. The items you're saving for later use are taking up valuable space for the things you need at the moment. Sure, you can run around with all these guns but guns and ammo for those guns take up a LOT of space. The Attache Case forces players to really consider what they truly need and what they don't, it forces players to MANAGE their inventory far better than Item Boxes did. Item boxes did not force the player to make hard decisions because an Item Box lets the player have it all and simply pull stuff out when you need it.

 

"Survival Horror is re-defined" wasn't just some fancy marketing slogan. Mikami LITERALLY did that with RE4 while still maintaining the core ideas of what a RE game is. It's been said by many that RE4 is a game that constantly throws curveballs at the player but the truth is- RE4 in general is just one big curveball. It took everything players knew and expected from a Survival Horror game, things players have become comfortable and at ease with, and just flat out changed them to get the player to go back to feeling uncomfortable and unease. You dumb motherfuckers are so focused on just looking at the game on the surface level that you are completely oblivious to the fact that RE4 is still a RE game down to it's very core. 

 

Mikami's curveball hit the haters right in the fuckin' face and they're still trying to figure out WTF just hit them.

 

I'll tell you what hit you- arguably the best RE game in the series.

Holy fuck :tom: 

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50 minutes ago, Remij_ said:

Holy fuck :tom: 

yea, holy fuck indeed. the thing that struck me is that people mentioned almost everything sabo wrote in his book and he acts like it's some genius thought of his. what the fuck. 

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Considering how many times Sabo has finished the RE2 remake, he has more credibility than all of us and I definitely agree with his post. RE4 was a landmark achievement and the lacluster arguments you guys are coming up with won’t change that.

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2 minutes ago, Twinblade said:

Considering how many times Sabo has finished the RE2 remake, he has more credibility than all of us and I definitely agree with his post. RE4 was a landmark achievement and the lacluster arguments you guys are coming up with won’t change that.

And I presently still own every Resident Evil game and have completed all of them multiple times, I guess that makes me more credible. Nothing about what we've said is lackluster, we've addressed every problem objectively. What Sabo has done is taken our criticism and then took a huge leap in logic to try and make those issues come off as somehow positive.

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24 minutes ago, Twinblade said:

Considering how many times Sabo has finished the RE2 remake, he has more credibility than all of us and I definitely agree with his post. RE4 was a landmark achievement and the lacluster arguments you guys are coming up with won’t change that.

Fucking retarded post dude.  These are opinions... he's not more knowledgeable in game design than anyone else in this thread... and game design isn't the be all and end all of a person's enjoyment of a game, or what they consider to be a proper take on a series.  Get outta here with this shit :camby:

 

Sabo's arguments.. 

 

"You guys don't know what makes RE RE.." :cries:

"You're ignorant" :cries: 

"Mikimi realized RE formula didn't work anymore, you guys are WRONG" :cries: 

... goes on to make excuses for all the negative things about the game as "intended" :cries: 

 

There's a reason why RE1,2,3, CV are considered survival horror RE, and RE4,5,6 are considered action RE.  They are overwhelmingly considered different games and even different genres.  They are NOT the same... and what we have in this thread are IDIOTS trying to tell people that their opinions are wrong and that they simply don't understand.  It's fucking embarrassing.

 

No self destruct sequence.... in a Resident Evil??  Nigga please! :cosby2: 

 

FUCK RE4 :juggle: 

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29 minutes ago, Twinblade said:

Considering how many times Sabo has finished the RE2 remake, he has more credibility than all of us and I definitely agree with his post. RE4 was a landmark achievement and the lacluster arguments you guys are coming up with won’t change that.

I probably finished the game more than he did. And I think RE4 sucks.

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Just now, DynamiteCop! said:

Apparently he's beat the game 15 times in the last 5 1/2 days, that's psycho shit.

yeah right, i'm closing on 20th, i stopped counting.

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