shouamabane
Member
Those were some damn good roots.
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.
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.
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.pre-rendered backgrounds + tank controls + shit polygonz, lets do it
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.
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.
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.
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.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.
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.
never even played REmake but I hear it's great.C
I sometimes wonder how many "classic fans" have played anything besides REmake.
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 have been plenty of encounters in RE4/5 where I was stripped down to my Knife.
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.
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.
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
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 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.
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.
Evolving is copying every other shooter?
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.
Evolving is copying every other shooter?
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'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'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
just the right amount of ammo and supplies so you're almost always running a bit low
Why not trying something like the RE1 remake for digital platforms to test the waters?.
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?
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.
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?
Seriously, you need a definition?What is your definition of 'scary'?
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.