Hey did they ever announce a sequel?
Wait a second, what the hell are you trying to do here? YOU were the one that said that the "fixed camera" Gears played exactly like a Resident Evil. If it plays like a Resident Evil, then it's a Survival horror. As I said, a camera change implies gameplay changes, it doesn't mean that it's a survival horror only because of the fixed camera system, but it's pretty obvious that a fixed camera CoD it's not a First Person Shooter
Yeah, that's if you play in easy mode and don't give a fuck about the final score.
In RE3, if you wanted to beat the game at 100% you had to fight and defeat Nemessis in every encounter you had with him, those wasting tons of ammunition in order to do so.
The game was more flexible in that it let you choose between fight and run and if you ran every time then of course you would have more than enough ammo to waste, but that's not because RE3 was less of a survival horror than the others, it was just a design decision that you, of course, weren't able to understand at all.
Let's say in a Survival Horror it's 80% plannification and 20% fighting skills, in ZombiU it would be closer to 50%-50%, and in a shooter it would be 20%-80% or like in most cases nowadays 0%-100% and in a pure adventure it would be 100%-0%.
Now of course there can be variations between games, for example, a Silent Hill is more like 70%-30% (to compare it to the 80%-20% of the RE game).
In ZombiU there is a part where you have to survive purely based on your fighting skills, that alone is proof enough of this game pertaining at a different genre than pure survival horrors.
this game is the reason I bought a Wii u and I enjoyed it immensely, really hope a sequel gets released, preferably without the sonar radar mechanic and nerf the push back move, those both destroy the tension and makes it too easy.
COMBAT
It's depressingly atrocious. I honestly don't mind the gunplay so far. I've picked up and used a good assortment of guns so far and there's a very basic upgrade feature. My complaint is the melee combat. I'm not sure what Ubisoft was thinking. They give you an assortment of guns but only one melee weapon? Okay, whatever, I could overlook that if it was fun to use but every single encounter with a zombie is the same when using the cricket bat.
Should have had an easy mode where you can save anywhere and your survivor doesn't change or downgrade if you die. I wouldn't play that shit, but it might make more people happy.
Eh, I like the radar honestly. Since it only detected movement, you never new if something was actually a zombie or not. Really gave it a great feeling. How would you nerf the push back though? What changes would you make?
Yeah the game was good and worth a single play through but I have no desire to go through it again with that melee combat. Made it feel like a chore at times unfortunately.Completely agree. I absolutely loved the game, but the cricket bat just took what could have been an 8.5 - 9.0 game for me an dropped it to a 7.0. The bat was just that bad, and you relied on it so much. It's also a shame that there won't be a sequel, but the game had so much good going for it.
Completely agree. I absolutely loved the game, but the cricket bat just took what could have been an 8.5 - 9.0 game for me an dropped it to a 7.0. The bat was just that bad, and you relied on it so much. It's also a shame that there won't be a sequel, but the game had so much good going for it.
I would classify it as being incredibly repetitive and mindless. The single animation response for the zombies really hurt the appeal as well. I wouldn't call it broken, but it needed some serious refinement or variety.When you guys say the bat/combat was bad, are you saying that you just didn't like it(it's very "commitment" driven) or that the combat was broken?
Completely agree. I absolutely loved the game, but the cricket bat just took what could have been an 8.5 - 9.0 game for me an dropped it to a 7.0. The bat was just that bad, and you relied on it so much. It's also a shame that there won't be a sequel, but the game had so much good going for it.
I would classify it as being incredibly repetitive and mindless. The single animation response for the zombies really hurt the appeal as well. I wouldn't call it broken, but it needed some serious refinement or variety.
I would consider it refined if at the very least the adjustment of blows would change the outcome but it's literally just a waiting game.it was repetitive but I thought it was refined, it functioned exactly as intended, though once you got the crossbow, no need to use the bat all the time.
For me, it wasn't the method of melee death, it was the approach. Planning a zombie death and orchestrating in secrecy was the thrill. Beating them with the bat was satisfying because it meant one less opponent without anyone noticing. I got comfortable with the bat and I knew the timing of it perfectly. I'd they did a sequel they could've added more, but I was happy with it as it was.
Hey did they ever announce a sequel?
When you guys say the bat/combat was bad, are you saying that you just didn't like it(it's very "commitment" driven) or that the combat was broken?
Yes, and ZombiU forces the player to have some degree of combat ability and also encourages it to plan it's actions according to the available inventory. So what?No, Mario encourages you to master a course through trial and error, which is why it gives you tons and tons of lives.
I was referring to the "circus" part of the game. A pure combat-focused situation impossible to find in a pure Survival Horror.Except you can't. I lost my best survivor (seriously, the characters are even called survivors) because I got cocky and wasn't watching my back going down a sewer tunnel. The endgame was impossible without my gear, and I got the shit ending because of it.
No, it isn't.Soyongdori said:Let's admit it, Condemned was a survivor horror as much as ZombiU.
Its not a matter of degree, it's a matter of gameplay mechanichs. In Condemned it all was about how well you fought. You had multiple hand to hand options and you could beat everyone without worrying about how many ammo you had left, or how many free spaces there were on your inventory, or any of that.Soyongdori said:Just because you didn't think it was survivor horror enough doesn't change the game's genre.
My logic was in fact your logic, categorizing games not by their gameplay but by their theme.Soyongdori said:Although, using that statement pretty much proves that you've never touched Age of Empires, I'll bite. By using your same logic, I could say Call of Duty is same genre as Amnesia. See what I did there?
It wouldn't be better, but you would have had a better time with it.Neff said:So if I understood what ZombiU is trying to be, it'd be better right?
Your ignorance makes you to think that design choices are flaws. I also can criticize Mario games because they don't have any weapons, and say that they should learn a lot of Battlefield. What would that say about me? That I didn't know what I was playing exactly.Neff said:And my ignorance is preventing me from ignoring its flaws?
And there was variety in ZombiU. But the variety came from the multiple situations you had to deal with your limited range of actions, and not with the multiple options of hand to hand combat you had to resolve a certain situation.Neff said:All games need variety to truly stand out. ZombiU is no different.
Yes, and part of the mechanics are inventory management as well. Would that supposed GeoW have that? Even if it was so big that you wouldn't have to manage nearly anything?TheRedSnifit said:All those games would be mechanically identical to Resident Evil: Tank controls, simple aiming, etc. They'd be unplayable and not very scary, but you yourself said that "themes" and "difficulty" don't matter, just mechanics.
It's been a long time since I played RE3 and I thought that Killing Nemessis was also counting for the rank. Still a survival horror, though, because as I said, difficulty doesn't imply genre change.TheRedSnifit said:Uh, no. An A rank in RE3 requires you to beat the game in under 2:30, only save twice, and use first-aid sprays sparingly. All that killing Nemesis earns you are bigger and better guns, including an upgrade that gives you infinite ammo (and no, using it does not effect your score). Even so, you can still kill everything in the game (including Nemesis), even without the infinite ammo item.
1. Planning also involves knowing how many spaces are left in your limited inventory and how to manage them.TheRedSnifit said:Here: RE2 is 0% planning (because ammo everywhere) and 100% fighting, because evading and timing the shotgun is something. Numbers!
And that's why they aren't pure adventure games. That 20% of action, remember? It's not that the boss fights of RE are solved based on your ability, it's more about knowing and planning what to do. Important difference.TheRedSnifit said:And RE has boss fights, where you have to survive purely on your ability to fight. Action horror!
Started this game up a little while back. I'm about where OP is and I have to say that this is the most legit survival horror experience I've... experienced in a long time. Every bullet counts, every encounter has to be approached with care because you never know what type of situation you'll be faced with and inventory space is limited. It's a tense experience and it's awesome.
The multiplayer is excellent too, I tried it out with my friends last weekend and we were hooked for a few good hours.
I was referring to the "circus" part of the game. A pure combat-focused situation impossible to find in a pure Survival Horror.
Not that I really give a shit what you call Zombi U, but plenty of Survival Horror games have bits where you are trapped and have to kill the enemies before the area unlocks. I don't think a single example of this changes anything... unless, you know, you're defining Survival Horror as *never* having a bit where you have to kill all the enemies to progress.
I presume you're giving boss encounters a free pass, for some generic reason.
I agree, plus: that was pure survival considering how you had to properly manage the weapons spread over the level in order to survive.
I don't agree.
A game that challenges you die as little as possible, suddenly turns into a combast specific area where luck is also an important factor.
I was furious the first time I died there (I was on my 3rd survivor or something)
My friend just recently got a Wii U and she is loving it. She mentioned she loves the Walking Dead show and anything Zombie based. Im going pick up a new copy of this game for her as a surprise.
I heard on Miiverse that Zombi U sold 550,000 copies. Can anyone confirm this? I cant believe it sold that many copies and Ubisoft still didnt turn it a profit. Its not like the game had some AAA budget to begin with.
True, but you have to be prepared for those parts, as they are part of the puzzle. You know you will have to fight the boss there, so you have to reserve enough resources to fight him properly.Not that I really give a shit what you call Zombi U, but plenty of Survival Horror games have bits where you are trapped and have to kill the enemies before the area unlocks. I don't think a single example of this changes anything... unless, you know, you're defining Survival Horror as *never* having a bit where you have to kill all the enemies to progress.
I presume you're giving boss encounters a free pass, for some generic reason.
That was nearly pure combat. Yes, you had to know to a certain degree what to do with what you had, but combat skills >>> planning in that situation.Aostia said:I agree, plus: that was pure survival considering how you had to properly manage the weapons spread over the level in order to survive.
There's a difference though. While all the horde situations were possible to anticipate if you knew beforehand (reserving ammo for those parts), the circus part is combat focused no matter what you do. Even if you beat all the game through there without wasting a single shot, once you reach there, you're at the same position as someone who has played with a much less conservative approach.Aostia said:Don't know...there was a change in the pace, but there are also other horde situations during the game (a couple).
Somebody said here that the fact that the games started as Kilker Freaks, then it was ditched, then pcked up again and redone as zombies made costs skyrocket
I dont know if this is true, but the final game does seem kinda cheap (even if its a great game). Reused assets all around, low on cutscenes (which is great for me) no online multiplayer.
You were expecting a shooter/brawler like Condemned, and so you want the combat to be like it is in Condemned.
Yes, and part of the mechanics are inventory management as well. Would that supposed GeoW have that? Even if it was so big that you wouldn't have to manage nearly anything?
It would be a really bad survival horror, but a survival horror after all.
1. Planning also involves knowing how many spaces are left in your limited inventory and how to manage them.
2. RE2 in hard wasn't a CoD either, nor even ZombiU. The ammo was placed in certain spots all calculated by the developers (it doesn't matter if that seemed much to you, a puzzle of 4 pieces is still a puzzle even if easier than a puzzle of 1000 pieces, while in ZombiU apart from the fixed ammunitions, you can find other's people Zombies that gives you plenty of EXTRA ammo).
And that's why they aren't pure adventure games. That 20% of action, remember? It's not that the boss fights of RE are solved based on your ability, it's more about knowing and planning what to do. Important difference.
did you not make it to the palace and find the crossbow?
once you have that it becomes your primary weapon as the arrows can be reused, aiming for zombies heads using the gamepad felt awesome too.
You're asking for a "varied combat system" that trounces the whole concept of the game. It's pretty obvious that you weren't expecting a survival horror (even first person), a game that NEEDS this to be what it is.Don't go around telling people what they think, are, or want. You're doing it a lot, and it's disgusting. I haven't even played Condemned. I don't play FPS games much at all in fact.
And I'm telling you that this is the only way to do a first person survival horror, that this is not a flaw even when you may not like it. This was not a flaw by any means.I didn't judge ZombiU against other FPS games. I didn't judge ZombiU against other horror games. I judged it as a game in its own right, and my feeling is that doing the same task in the same way without variation several hundred times is a negative toward the game, not a plus, regardless of setting.
Player engagment can come from lot's of things, not only combat variety. In this game the combat it's not the purpose but the means.Genre, or in this case fabrication of supposed genre, never negates the need for consistent player engagement and learning that videogames thrive on. ZombiU mostly succeeds in this area, but the scales are still tipped toward repetition, which is a fair, common, and obvious complaint.
Do you also want Mario to shoot weapons? It may be pretty boring to just jump all the time, there has to be more variety with weapons, vehicles, and also more violence... because if not, the game is bad designed. Isn't that how it works?Come up with a better argument than 'you just don't get it', or stop being a jerk.
The camera and the controls? Making the aim mathematically accurate instead of giving the player the hability to aim is enough to make it another genre. Of course it would.TheRedSnifit said:"Inventory management" is a design choice, not a mechanic. The mechanic involved in management is limited inventory space, which GoW and pretty much every console shooter ever has.
So again, the only thing seperating Gears from Resident Evil is the camera and controls?
Again, a puzzle of 4 pieces is still a puzle, even if it is easier than a 1000 pieces puzzle.TheRedSnifit said:Okay, 2% planning. And you could finish RE2 with literally hundreds of rounds of ammo left; there's almost as much magnum ammo as there are total enemies. The fact that there's a random element in ZombiU doesn't change the fact that ammo is more restricted than in pretty much every RE game.
Again, EASY doesn't mean it is something that it isn't. They give you the ammunition close to the boss instead of giving it to you far from it, that makes it easier to reach the boss with those weapons, but it's not like the circus part or the random zombies full of ammo that have a finality, test the player ability to fight. That's not the purpose on a RE, it's in a higher degree on ZombiU, and it's in a much higher degree in a Shooter.TheRedSnifit said:After all, there's usually no "flight" option and ammo and powerful weapons tend to be found suspiciously close to the boss rooms.
Just beat it and got the best ending.
Obvious Ubisoft ran out of time with this. The ending was pretty terrible. The copy pasta of transition areas also sucked but a small gripe since they were small areas.
It's still a good game every Wii U owner should pick up. It really blows we won't see a more refined sequel.
Managed to run the hard mode? Props to you.
You mean Survivor Mode? Nah, just Normal. Are there any differences or a better ending with that mode or is it simply you die and game over? If there's nothing extra I don't really have the urge to replay it again.