Dusk Golem
A 21st Century Rockefeller
I don't mind people not liking it and can understand, but there's some complaints I just am not seeing that have come up.
People are saying there's barely any interactivity, but I don't think that's it at all. In Leon's demo, that's definitely not very interactive and I really don't like the walking section that much. I feel it's a bad area to base a demo off of to as you spend most of it walking slowly, and I hate how they control your speed at that part of the game. Complaints about that are completely legit.
But the rest of the demo was very interactive, I would argue this is actually the most interactive Resident Evil game. Chris's scenario, beside the one small segment where you press the X button as Chris to cross a pipe, is completely controllable. You have a larger array of things to do, and can interact with a lot of the environment. They even have tiny details, and some situation-context actions that really added to details and depth. The characters even interact well with their surroundings, like I found running into a chain gate as Chris caused him to grab it to stop himself. I feel a lot of the issues with people have with interactivity are being brought up since the demo's difficulty is set to easy so none of the demos are entirely to challenging.
The enemies ARE NOT bullet sponges, you just haven't found their weakpoints. The enemies take a lot of bullets... If you don't know where you're shooting them. But every enemy has a weakpoint, and most can be quickly killed once you you know where they're weak. An example I will give is that the flying enemies seemed to take FOREVER when I first met them. I was shooting their wings and 'insect heads' but it took a lot of ammo. The secret is not to shoot the flying body, but their undersides. The wings and such sprout from their legs, but their upper body remains dangling from the flying part and shoots you. Shooting the arm with the gun will make it lose it's weapon, and shooting it's head can kill it in one hit with a headshot... Just the head is on the bottom of the creature, not the top. All the enemies have similar weakpoints.
On Chris's scenario, I could try and give advice but I will say I don't find it chaotic. Maybe my surround sound headphones helped me to hear where enemies and bullets were coming from. Maybe I just am more inclined to remain calm in chaotic situation, maybe I picked up on a lot of visual clues, like if I get hit the quick blood spurtle tells me from which direction, see which direction bullets fly from, and typically the enemies were in pretty obvious places. I can't say much on this but I really don't think Chris's scenario was that chaotic. It was a bit, but that's kind of the atmosphere they're trying to give and I didn't feel the gameplay was all that much so.
I agree with the camera being a bit to close when aiming, and screen tearing, as well as I didn't really like Leon's demo and how they controlled you for a lot of it for what to do.
...
I can already tell this is going to be an interesting next few months for me. I seem to be in the audience that actually liked the demo the more I played it since I started actually understanding how the game worked. I can understand where some people are complaining, Other complaints I had similar consents with initially, but I found when I figured stuff out most of my issues were resolved. I'm not sure if I'm just learning it well or my tastes are aligned with the game unsuspectingly. I didn't expect to like this, I still want RE to go horror, but this demo actually was a lot of fun to me once I got used to it. I feel like I'm going to be one of the very few here though that feels that way as everyone seems to be saying these issues, and some issues conflict with each other... Some say it's too easy, others too hard, some say the graphics are great, others terrible, some say it has great lighting and shading, others say it's shading is terrible for a game so dark, some say the controls are too floaty, some say the controls are too tight and clunky...
I feel like I'm the fucking little bear in Goldilocks as I think everything (minus the above mentioned issues) are just right. The controls are actually very responsive and have a lot more depth and control than any previous RE, the AI is greatly improved (was messing around with it earlier), there's a lot of details, I thought the areas were well designed and fun (Leon's scenario excluded), I loved the music, and I actually enjoyed the combat and new mechanics and found the pacing to be pretty good and varied. I don't know what the huge change here is, the people I've been playing with and myself included came to like the game more while playing, but I also don't think so many people are just not taking the time to experiment and get to know the game better...
People are saying there's barely any interactivity, but I don't think that's it at all. In Leon's demo, that's definitely not very interactive and I really don't like the walking section that much. I feel it's a bad area to base a demo off of to as you spend most of it walking slowly, and I hate how they control your speed at that part of the game. Complaints about that are completely legit.
But the rest of the demo was very interactive, I would argue this is actually the most interactive Resident Evil game. Chris's scenario, beside the one small segment where you press the X button as Chris to cross a pipe, is completely controllable. You have a larger array of things to do, and can interact with a lot of the environment. They even have tiny details, and some situation-context actions that really added to details and depth. The characters even interact well with their surroundings, like I found running into a chain gate as Chris caused him to grab it to stop himself. I feel a lot of the issues with people have with interactivity are being brought up since the demo's difficulty is set to easy so none of the demos are entirely to challenging.
The enemies ARE NOT bullet sponges, you just haven't found their weakpoints. The enemies take a lot of bullets... If you don't know where you're shooting them. But every enemy has a weakpoint, and most can be quickly killed once you you know where they're weak. An example I will give is that the flying enemies seemed to take FOREVER when I first met them. I was shooting their wings and 'insect heads' but it took a lot of ammo. The secret is not to shoot the flying body, but their undersides. The wings and such sprout from their legs, but their upper body remains dangling from the flying part and shoots you. Shooting the arm with the gun will make it lose it's weapon, and shooting it's head can kill it in one hit with a headshot... Just the head is on the bottom of the creature, not the top. All the enemies have similar weakpoints.
On Chris's scenario, I could try and give advice but I will say I don't find it chaotic. Maybe my surround sound headphones helped me to hear where enemies and bullets were coming from. Maybe I just am more inclined to remain calm in chaotic situation, maybe I picked up on a lot of visual clues, like if I get hit the quick blood spurtle tells me from which direction, see which direction bullets fly from, and typically the enemies were in pretty obvious places. I can't say much on this but I really don't think Chris's scenario was that chaotic. It was a bit, but that's kind of the atmosphere they're trying to give and I didn't feel the gameplay was all that much so.
I agree with the camera being a bit to close when aiming, and screen tearing, as well as I didn't really like Leon's demo and how they controlled you for a lot of it for what to do.
...
I can already tell this is going to be an interesting next few months for me. I seem to be in the audience that actually liked the demo the more I played it since I started actually understanding how the game worked. I can understand where some people are complaining, Other complaints I had similar consents with initially, but I found when I figured stuff out most of my issues were resolved. I'm not sure if I'm just learning it well or my tastes are aligned with the game unsuspectingly. I didn't expect to like this, I still want RE to go horror, but this demo actually was a lot of fun to me once I got used to it. I feel like I'm going to be one of the very few here though that feels that way as everyone seems to be saying these issues, and some issues conflict with each other... Some say it's too easy, others too hard, some say the graphics are great, others terrible, some say it has great lighting and shading, others say it's shading is terrible for a game so dark, some say the controls are too floaty, some say the controls are too tight and clunky...
I feel like I'm the fucking little bear in Goldilocks as I think everything (minus the above mentioned issues) are just right. The controls are actually very responsive and have a lot more depth and control than any previous RE, the AI is greatly improved (was messing around with it earlier), there's a lot of details, I thought the areas were well designed and fun (Leon's scenario excluded), I loved the music, and I actually enjoyed the combat and new mechanics and found the pacing to be pretty good and varied. I don't know what the huge change here is, the people I've been playing with and myself included came to like the game more while playing, but I also don't think so many people are just not taking the time to experiment and get to know the game better...