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I don't think Resident Evil needs to 'return to it's roots'

Freeman

Banned
I feel old RE tried to emulate the feeling of old zombie movies , mixing suspense with horror, now they seem to be triying to be like the RE movies, as over the top as they can be an nothing more. If it's true that there are a lot of new mechanics in RE6 i don't find them to be particularly good at anything, they don't make a good action game nor a good survival game. I love platinum action games and the controls in RE6 are simply a joke, it's not that they are difficult controls, they are clumsy and unfocused.

Do they need to go back to their roots? I don't think that's the problem now, Capcom is way too worried with fashion and big sales to probably find a focus that'll make me interested again, they have completely burned me with,5 and 6, 6 being the biggest offender. They are completely out of touch just as Square is with lighting. So for all i care they can stick with over the top action as i'm not going back unless they make a true new survival horror game, what game is that , i really don't know.

Maybe i'm just not their demographic anymore, since i find Code Veronica to be a much better game than RE4.

And yes, i did not enjoyed RE6 one bit.

Now that you mentioned the RE movies. I think its likely that the movies started influencing the games, the last classic resident evil games (Remake and Zero) are release the same year as the first Resident Evil movie.
 
I love the gameplay in RE6, it's one of the best you'll find in a TPS. The problem is that the campaign is very poorly designed, riddled with atrocious QTE's, hilariously bad vehicle sections, constant interruptions for loading screens when most games these days do everything seamlessly, etc.

I don't want them to drop this gameplay system but on the other hand I don't think it fits the type of campaign I want from a RE game. For me the solution would be to keep this gameplay for mercenaries where it truly shines and use a more traditional system for the campaign which should have a slower pace and shift the focus away from action.
Jill's levels in Revelations were going in the right direction for me.

The story needs a reboot though, it's a mess.
They should make Claire the protagonist since she wasn't involved in the mess of the last few games and start fresh with a new story arc. Not pretend that the previous games didn't happen but just mention them as little as possible and focus on a new story thread.
 

Village

Member
I don't think it shoudl return to its roots.

I think 4 and 5 are better than anything else in the series.

The old games were boring as hell.

Hell i think 6 would have been alright considering the game play is great( or got great patches and dlc ) , but the level design and story direction are trash.

Give me explosions.
 

Teknoman

Member
I don't think it shoudl return to its roots.

I think 4 and 5 are better than anything else in the series.

The old games were boring as hell.

Hell i think 6 would have been alright considering the game play is great( or got great patches and dlc ) , but the level design and story direction are trash.

Give me explosions.

Explosions make that much more of an impact when they arent constant.
 

Cyrano

Member
I'm pretty sure most people don't understand what it is that made the early Resident Evil games interesting. For the most part, the complete lack of non-controlled cameras are what make most modern 3D videogames lack engagement and ironically enough, also make most modern games into action games of some stripe (not to mention, has made necessary the awkward insert of cutscenes). Forced perspective allows designers to do a lot more with their designs than free-control cameras. Not only that, but because you can no longer design where the player is focused, it's extraordinarily difficult to make a camera that's effective in a videogame anymore. 2D games have forced cameras almost by necessity, and in a lot of ways that gives designers quite a bit more to work with. Camera control is fundamental to designing a space and when you no longer have that, design has to become much more broad and far less focused than it could otherwise be.

http://youtu.be/Q2PDstTaqrs
 

Linkyn

Member
I thought it was established at this point that RE7 is going to be on mobile.

Edit: Jokes aside, while I'd love to see an RE1-style game, I would prefer the series to go back to its modern roots à la RE4. You can have setpieces if you like, the only thing I care about is a game that isn't completely linear and actually encourages exploration. Make it so combat isn't necessarily always the most viable option, and that even the weakest enemies can easily kill you if you let down your guard.
 

Raonak

Banned
The only real answer is that RE4 should've either been a spinoff, or a new IP. It barely any resemblence to RE. In terms of setting, characters, or lore. It could've EASILY been about a random secret agent.

I like RE4/5 but, I like the old formular more. Resource management is what i really loved out of old RE games. Trying to conserve ammo. do you evade around the zombies in front of you, saving ammo, but risking loosing health, or do you just kill them, loosing ammo, but allowing easy backtracking. It made every encounter a little more tense. In addition to deciding which items to carry and what to leave in the box.

RE4/5 removes a large portion of the tense feeling by having enemies drop items. So you are encouraged to go rambo on everything.
 
Those tank controls made the game scary. Having to escape an on rushing infected dog or zombie freaked me out with that shitty slow controls.

Clunk makes all horror games better. Imagine how much scarier Amnesia would've been if they'd ditched mouselook and used Ultima Underworld controls!

The only real answer is that RE4 should've either been a spinoff, or a new IP. It barely any resemblence to RE. In terms of setting, characters, or lore. It could've EASILY been about a random secret agent.

I like RE4/5 but, I like the old formular more. Resource management is what i really loved out of old RE games. Trying to conserve ammo. do you evade around the zombies in front of you, saving ammo, but risking loosing health, or do you just kill them, loosing ammo, but allowing easy backtracking. It made every encounter a little more tense. In addition to deciding which items to carry and what to leave in the box.

RE4/5 removes a large portion of the tense feeling by having enemies drop items. So you are encouraged to go rambo on everything.

I sometimes wonder how many "classic fans" have played anything besides REmake.
 
The only real answer is that RE4 should've either been a spinoff, or a new IP. It barely any resemblence to RE. In terms of setting, characters, or lore. It could've EASILY been about a random secret agent.

I like RE4/5 but, I like the old formular more. Resource management is what i really loved out of old RE games. Trying to conserve ammo. do you evade around the zombies in front of you, saving ammo, but risking loosing health, or do you just kill them, loosing ammo, but allowing easy backtracking. It made every encounter a little more tense. In addition to deciding which items to carry and what to leave in the box.

RE4/5 removes a large portion of the tense feeling by having enemies drop items. So you are encouraged to go rambo on everything.

Oh c'mon, the ONLY scary thing about RE4/5 was the resource management, at least to me. Getting stuck in tight spaces with 3 bullets and a guy with a chainsaw makes you shake a little.

I remember having to defeat the 2 giant lava monsters in RE4 with only a knife. My controller and pants were sopping wet.
 

Silky

Banned
Wasn't the Resource managment in RE4/5 like, really good considering how little space you had for weapons/ammo/health?

I mean come on, RE4 you had one briefcase full of slots for items of different sizes. RE5 you had only 8 item slots for anything.

I don't think there's an issue with resource management, nor has there been one up until 6

There have been plenty of encounters in RE4/5 where I was stripped down to my Knife.
 

Cyrano

Member
Oh c'mon, the ONLY scary thing about RE4/5 was the resource management, at least to me. Getting stuck in tight spaces with 3 bullets and a guy with a chainsaw makes you shake a little.

I remember having to defeat the 2 giant lava monsters in RE4 with only a knife. My controller and pants were sopping wet.
The enemies don't really feel like zombies by the time you hit Resident Evil 4. I'm aware they "aren't" but functionally they're used as such in the game. The problem is that more mobile enemies necessitate more mobile controls. But having highly standardized controls also defeats the purpose of a game where both the enemies and the player exist awkwardly in the space they inhabit. Making the enemy and the character you control normal in that space (where zombies become entirely normal and characters are similarly normal in their approach to zombies as "just dudes to gun down") makes the ability to take the situation as anything other than an action game impossible. Which largely removes the weight enemies had in the earlier games.
 

Manu

Member
TL;DR at the bottom - the OP asked for discussion and I ended up producing a wall of text, apologies.

If "the roots" of Resident Evil are bad camera, tank controls and clunky combat, then no, it should not return to those. I love the old Resident Evil games (even though I only got into the series a couple years ago - the classic games have a great oldschool charm about them despite their age), but to release a game like this today would be ridiculous. REmake was a great reimagining of RE1, sure, but somehow I always felt that its beautiful graphics only made the mechanics feel more outdated. And let's not forget how slowly the series progressed, and how its formula could not be evolved in a meaningful manner anymore.

Resident Evil 4 was a work of genius in how it took what was good in old-timey RE and spin-kicked it into the future. I don't get the claims that it "ruined" the series - it saved it from fading into obscurity. It took the series' staples like item management, ammo conservation and tense, atmospheric environments and reintroduced them to actually great combat and camera while also removing tedium and upping the pace.

Since then, new Resident Evils (I'm talking about numbered ones, Revelations is still on my Steam wishlist as of now) built upon what RE4 introduced, but abandoned what it kept from the classic games. And they added co-op, which I personally see as the core of the problem with modern RE. Imagine how different RE2 would have felt if Ada sticked around for the entirety of Leon's campaign, RE3 if Carlos stayed with Jill througout the whole game, or RE4 with constant fire support from Luis. I'm not saying co-op is a bad thing in itself or that there's no place for it in horror games, but the way it is implemented in Resident Evil games, they simply cannot have the lonely, hostile feel of the old titles.

And now I think the problem is that Resident Evil is a series that has been around for so long that it has no identity of its own. There were plenty of opinions on the web how "RE6 is not a true Resident Evil", but what is a true Resident Evil anymore? Half the numbered titles were over the top, action-oriented with over the shoulder camera, another half were fixed cam, survival horror heavy. Looking at RE history I'd say explosions are as much of "RE DNA" as jumpscares, and roundhouse kicks are as much "core RE" as ammo conservation. Those games have evolved into something so different than what they began as that I don't think their further evolution should be decided by what they once were or "should be".

My point is, and I'm probably making it terribly, is that Resident Evil needs to simply return to being good games. RE4 was one of the best games ever released BECAUSE it took a step away from the series' roots and a leap into the future of gaming itself, and had an actual identity of its own. RE7 could turn out fine taking another step away from what RE once was, but it needs its own identity and clear direction, at the very least.

Now, this may not be a popular opinion, but I felt RE6 had a great potential with the scares - the parts of the game with Rasklapanjes (or whatever those indestructible things were called) I found quite intense. In the last mission of Jake's campaign, having to split up and explore different parts of the lab while they chased both players was a pretty good idea. I wouldn't mind seeing the series go in the direction of RE6 done right - smaller in scale, but more polished, with level design less corridor-based, but actually requiring exploration. If it needs to have co-op, then it should separate the partners as much as possible, so that seeing a friendly face will be a moment of relief and not the norm. If it is to keep RE6's great combat, it should balance it out with limited ammo and threatening enemy designs that force the players to be on their toes despite being all agile and powerful.

TL;DR
Rather than "returning to the roots" RE should return to being polished and well-designed games, and actually evolve the way it did with RE4. Take what was good about past entries, redo the rest. Co-op needs to be revamped if it is to stay (as long as we assume RE is to be a survival horror and not pure action). Action angle is fine, but needs fine-tuning.
All this is obviously wishful thinking on my part.

As someone who liked all the mainline games: this is a great post and I agree with everything in it.
 

Raonak

Banned
C
I sometimes wonder how many "classic fans" have played anything besides REmake.
never even played REmake but I hear it's great.

RE4 had resource management, but imo, it butchered it by having enemies drop items. there's little reason to conserve ammo, because you're gonna be rewarded for killing enemies.

Changing that, and adding proper puzzles would've done wonders at keeping the RE feel, I think the gunplay is great. unfortuantely, the creators realised that and decided to make that the main focus of the game.
 

Neff

Member
Not that I've played many/any other co-op survival horror games, but Lost in Nightmares had some legitimately scary moments for me, even when playing in a room full of people. Melee attacks weren't one-hit kills and ammo was limited. There was some build up to the first enemy encounter and there wasn't a cutscene that showed exactly where the the enemy was coming from...

There's two things that really do it for me. Firstly the way the enemy placement is occasionally remixed every time you play. Those anchor guys sometimes, but not often, make an appearance in the mansion area before you head down to the basement. They can be tricky, so I'm always a little apprehensive when turning corners, no matter how many times I replay it. Secondly, the sound is amazing. You hear far-off shuffles and vague utterances several times, making you stop dead in your tracks, wondering where it's coming from. The piano playing in the distance when you come back down from the only room with a piano in it, knowing that there's only one route to it and you're the only one who's walking it, is brilliantly unnerving.

Capcom really went all-out with LiN, I'd kill for them to put that level of effort and 'RE-ness' into a big budget 20 hour game.
 

-MD-

Member
There have been plenty of encounters in RE4/5 where I was stripped down to my Knife.

I don't think there was ever a single situation in 4, 5 or 6 where I didn't have dozens and dozens of rounds of ammo on me.

If people were having ammo problems in 4 or 5 then dumbing the series down was probably for the better.
 

Valnen

Member
It needs to return to not sucking.

Whether that means more survival horror and less action is debatable, but that fact that it's strayed way too far away from anything resembling a solid, good, cohesive experience is not.

5 was a concerning misstep, that could have easily been relieved by a solid sixth entry, but unfortunately, 6 took everything bad from 5 and made it worse.

Both 5 and 6 and great games. 6 is probably the greatest TPS of last gen.
 

kunonabi

Member
Wasn't the Resource managment in RE4/5 like, really good considering how little space you had for weapons/ammo/health?

I mean come on, RE4 you had one briefcase full of slots for items of different sizes. RE5 you had only 8 item slots for anything.

I don't think there's an issue with resource management, nor has there been one up until 6

There have been plenty of encounters in RE4/5 where I was stripped down to my Knife.

not really since leg shots, melee attacks, and flash bangs are so overpowered in those games.
 
I disagree,it's not devolving. Its going back to being original and being their own thing. They need to forget conventional thinking and copying others and lead by example.
 

Fbh

Member
I don't mind the direction RE has taken.

My problem is that the gameplay itself just isn't very good
I like the core idea of RE6, an action filled co-op shooter with a cheesy story. Yes it's no longer a horror game but I allways like fun co-op games.

But the core gameplay is just crap. The movements, aiming, level design, unnecessary QTE's, it all just feels wrong
 
I don't mind the direction RE has taken.

My problem is that the gameplay itself just isn't very good
I like the core idea of RE6, an action filled co-op shooter with a cheesy story. Yes it's no longer a horror game but I allways like fun co-op games.

But the core gameplay is just crap. The movements, aiming, level design, unnecessary QTE's, it all just feels wrong

Its because they cant decide if they want to keep the older style or appeal to the 3rd person shooters fans.i say stick to the old style,there are enough generic shooters already as it is.
 
The series just needs an identity again.

RE5, Lost in Nightmares, Revelations and RE6 are the result of a series with an identity crisis. What is Resident Evil anymore? To me, it's a series that is desperately trying to please everybody and as a result, no one comes away completely satisfied.

I like where RE is now, I enjoyed the hell out of RE4 and RE6. You CAN'T KEEP a series the same before people claim "Ugh, RE? its just more of the same" but since it's evolving, people have found that to complain about.
The series hasn't evolved much at all, though. People refer to RE4 as an "evolution", but I don't understand that statement. It is literally nothing like the previous games. RE5 dumbed down the RE4 formula -- again, no evolution there. Revelations is a game that tries to please both survival horror RE fans and fans of the action-era, but since it's also dumbed-down in both departments, it also fails to be any sort of evolution for the series.

I'll give you RE6 as an evolution on the RE4/RE5 formula, but that's not why people have complained about that game: It's a bloated, sloppy and poorly-designed video game. The combat was actually surprisingly fun, and if it belonged to a better game, I probably would have enjoyed it more than some of the more-recent entries in the series.
 

kodecraft

Member
I like where RE is now, I enjoyed the hell out of RE4 and RE6. You CAN'T KEEP a series the same before people claim "Ugh, RE? its just more of the same" but since it's evolving, people have found that to complain about.
 

Silky

Banned
Evolving is copying every other shooter?

What shooter is Resident Evil copying? If anything RE6's combat is pretty unique to itself.

I don't see a lot of shooters popularizing acrobatic movements like sliding potshots, ground-roll shooting, etc

Its because they cant decide if they want to keep the older style or appeal to the 3rd person shooters fans.i say stick to the old style,there are enough generic shooters already as it is.

You keep naming these 'generic' shooters that 'appeal to the 3rd person fanbase' but....TPSes are wholly different, variable genre compared to FPSes
 

Paracelsus

Member
I honestly have nothing against people who say RE4 is great because it is.

I'm against people saying it saved the series, because it helped Capcom but it killed RE, for RE4 is nothing but a one hit wonder, a flash in the pan, something that brought the series to new heights from which it immediately fell back down like a rock, or a boulder.
 

Clawww

Member
I'm pretty sure most people don't understand what it is that made the early Resident Evil games interesting. For the most part, the complete lack of non-controlled cameras are what make most modern 3D videogames lack engagement and ironically enough, also make most modern games into action games of some stripe (not to mention, has made necessary the awkward insert of cutscenes). Forced perspective allows designers to do a lot more with their designs than free-control cameras. Not only that, but because you can no longer design where the player is focused, it's extraordinarily difficult to make a camera that's effective in a videogame anymore. 2D games have forced cameras almost by necessity, and in a lot of ways that gives designers quite a bit more to work with. Camera control is fundamental to designing a space and when you no longer have that, design has to become much more broad and far less focused than it could otherwise be.

http://youtu.be/Q2PDstTaqrs

agreed.

damn this video is good
 

Silky

Banned
I'm pretty sure most people don't understand what it is that made the early Resident Evil games interesting. For the most part, the complete lack of non-controlled cameras are what make most modern 3D videogames lack engagement and ironically enough, also make most modern games into action games of some stripe (not to mention, has made necessary the awkward insert of cutscenes). Forced perspective allows designers to do a lot more with their designs than free-control cameras. Not only that, but because you can no longer design where the player is focused, it's extraordinarily difficult to make a camera that's effective in a videogame anymore. 2D games have forced cameras almost by necessity, and in a lot of ways that gives designers quite a bit more to work with. Camera control is fundamental to designing a space and when you no longer have that, design has to become much more broad and far less focused than it could otherwise be.

http://youtu.be/Q2PDstTaqrs

Ehhh...I don't know if I can agree with the bolded segment. But it's interesting to see.
 
I'm pretty sure most people don't understand what it is that made the early Resident Evil games interesting. For the most part, the complete lack of non-controlled cameras are what make most modern 3D videogames lack engagement and ironically enough, also make most modern games into action games of some stripe (not to mention, has made necessary the awkward insert of cutscenes). Forced perspective allows designers to do a lot more with their designs than free-control cameras. Not only that, but because you can no longer design where the player is focused, it's extraordinarily difficult to make a camera that's effective in a videogame anymore. 2D games have forced cameras almost by necessity, and in a lot of ways that gives designers quite a bit more to work with. Camera control is fundamental to designing a space and when you no longer have that, design has to become much more broad and far less focused than it could otherwise be.

http://youtu.be/Q2PDstTaqrs

I've never played a 3D game and said "Man, I sure am glad that I can't control the camera!" It always feels like they want me to focus on something, but couldn't be bothered to make it interesting enough to look at voluntarily.
 

Riposte

Member
As seemingly one of RE6's biggest fans on this board (I thought it was easily among the best games of its year, I even gave it #1), I also have a lot of appreciation for older games. I want them to make a true-to-its-roots REmake 2 alongside a polished-up, beginner-friendly, and equally huge numbered successor to RE6. So, that wouldn't be a middle ground approach, but a twin-approach, both of which are very appealing to me. Maybe that is less viable than what is discussed in the OP, though.

I don't really see much value in Revelations, which just turned out to be the worst (the only unsatisfactory) modern Resident Evil, in addition to having no real old school feel outside some superficial elements that RE6 also had. On the other hand, if they actually made a Raid Mode that wasn't a shitty numbers-grind attached to a game with mostly disappointing enemies and combat mechanics, you could make some really excellent multiplayer content with it. The "lesson" of Revelations is that Resident Evil 6 is a pretty amazing game, flaws be damned; a polished upgrade, making a "Demon's Souls to Dark Souls" kind of jump, that doesn't scare away newbies would make an excellent Resident Evil 7.

just the right amount of ammo and supplies so you're almost always running a bit low

Huh? There's so much ammo to be found in Revelations.
 

kanaka

Neo Member
RE needs to return to that sense of discovery and "fear of the unknown", that same feeling when you cleared one section of the mansion, but you know there are a lot of doors still pending to be opened elsewhere, and you don't know which one to open first and what is waiting for you at the other side.

Knowing that if you go again through some path you already traversed, something will appear or change, or maybe not..

Playing the REmake is always a nice reminder of what kind of design direction the new iterations could take advantage of. Resident Evil Revelations was a very nice try, and future games could benefit from more good developers that care about the experience.

CAPCOM just needs to avoid passing the game development through so many marketing analyses and focus groups, dumbing it down to the wider audience possible with cleavages, explosions, and hardcore hand-holding, and actually just make an interesting game.
 

blood omen

Neo Member
Just take the atmosphere and style of Outlast and make it RE. And don't overdo the story. Leave things that make you wonder ---
 

Manu

Member
Why not trying something like the RE1 remake for digital platforms to test the waters?.

Because that would make too much sense and this is Capcom we're talking about.

I think it has something to do with Nintendo having exclusive rights on REmake and RE0, but I could be wrong.
 
I wouldn't have minded if they had continued what Resident Evil 4 did. The problem was after Mikami left, Capcom made RE5 with basically no idea about what made RE4 so great. All they saw was action and completely missed all of the subtlety in atmosphere and game design that RE4 delivered. I enjoyed RE6, but it is not the direction the series needs to continue to go. I really don't understand the praise for Revelations. The first half of the game is pretty damn good, but it ends up turning into pretty much nothing but shootbang in the latter half. Also, bring back Claire, Barry, Rebecca, and Billy.
 

Manu

Member
Also, bring back Claire, Barry, Rebecca, and Billy.

Now this is something I don't understand. There's been tons of complaints about RE's story getting increasingly bloated and nonsensical, while at the same time asking characters whose stories and arcs are complete to come back. Why would Rebecca return almost 20 years after the mansion? Or Barry?
 

Riposte

Member
There is depth and then there is "depth". The latter is more about having the appearance of being someone above the "mainstream", while the former is actually concerned with meaningful complexity to be found within the game. Resident Evil 6 has depth, but not much "depth". Meanwhile a demonstrably mechanically simpler game like Revelations has a lot of "depth", because it appears to stray from the "mainstream" RE5/6 (4 doesn't count, because reasons).
 
Now this is something I don't understand. There's been tons of complaints about RE's story getting increasingly bloated and nonsensical, while at the same time asking characters whose stories and arcs are complete to come back. Why would Rebecca return almost 20 years after the mansion? Or Barry?

Those complaints are not from me. I fucking love RE's story haha. I also love the MGS series story. Bring on the crazy I say.
 

BocoDragon

or, How I Learned to Stop Worrying and Realize This Assgrab is Delicious
Back to roots? Not necessarily. I don't need tank controls, typewriter ribbons, "Eagle Crests" and crap.

But it can't be more generic action-movie TPS with monsters. It's just not interesting.

I vote for attempting a legitimate horror game, with some elements of item conservation, but in a way that adheres to the expectations of modern games.
 
I love it too. Hurray for nonsense! But still, Barry is a 60 year old dude living in Canada with his family. Why bring him back?

Because anyone is better than Chris, Jill, and Leon. Chris and Jill have become entirely void of any sort of personality, and Leon seems to have a drastic change in personality and look from game to game.
 
I think nostalgia makes people think the retro RE's were good by today's standards. The controls were awkward, the writing was laughably bad, and the visuals aged poorly. Silent Hill has been a better horror story every step of the way, while RE has had the better gameplay. The Evil Within is a good example of the insane places RE would have to go in order to hold up as a horror title. At which point it stops being RE and more Silent Hill.
 
I think nostalgia makes people think the retro RE's were good by today's standards. The controls were awkward, the writing was laughably bad, and the visuals aged poorly. Silent Hill has been a better horror story every step of the way, while RE has had the better gameplay. The Evil Within is a good example of the insane places RE would have to go in order to hold up as a horror title. At which point it stops being RE and more Silent Hill.

I will defend the tank controls until the day I die. I could make it through the whole trilogy easily without dying, rarely taking any damage. Silent Hill's story arch may be more interesting, but I'd say the script and voice acting were even more hilariously bad.
 
I thought Leon's campaign and Jake's campaign were pretty good on RE6. Leon's campaign brought back the horror, and Jake's campaign gave me RE3 vibes. I remember in Jake's campaign you have to hide from the huge monster. That was really intense, and I loved it.

The only thing I disliked about RE6, was the QTE's. Those were atrocious, and ruined the game for me. Nothing worse then playing through professional difficulty. Then your rank gets ruined because you failed a QTE that randomly popped up. I think that if they steer away from Chris's campaign, and keep Jake's and Leon's campaign styles. They'll be on a good track. They have enough mechanics working for the gameplay, they just need to work on the environments/story its set in (which Leon's excelled at).

Also, most importantly. NEVER put QTE's like that in an RE game again, I can't stress that enough.
 
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