How About No
Member
I'm sorry the why
The story does have some entertaining cheese going for it though. Billy's out of place one-liners and the goofiest fuckin villain ever at least have made the cutscenes terrible in a good way.
Anyway, finally passed the point I ended my last play through....and I'm actually really enjoying this. First off, I don't really like the train. I like it in theory, the atmosphere is awesome, and the climax to is legitmately pretty great, but it just feels like handholdy tutorial stuff with really basic level design. REmake just throws you into the mansion and you're on your own, and RE2's intro in the city streets just flows a lot better than the backtrack heavy and cramped train.
But the training facility thus far has been dope. The atmosphere here is again incredible, like a renaissance/industrial hybrid version of the mansion from REmake. The music is really, really good too. It's legitimately pretty spooky. Other than that, it just feels like good ol classic Resident Evil now that I'm off the train: good atmosphere, some freedom, lots of locked doors and puzzles, and I'm even digging the two character gimmick. It gives you a good amount of freedom for how you want to progress, as you can roll together or split up and make progress bouncing back and forth. I've been sticking together for the most part, and it makes things pretty fun while easing some of inventory niggles. It adds a little tension and satisfaction when you and your partner both save each other from a zombie coming behind you.
And yeah, it's a shame that REmake couldn't get the same attention to the graphics, because this game looks fantastic. I didn't mind REmake HD, but playing this now it looks quite a bit better. I really dig the enemy models too, there are a lot of nice details on the zombies and dogs, like exposed ribs and spines. It feels great to be back in a classic RE game, especially since I don't know what's coming up ahead.
Anyone here dislike doors? I do! Especially when they take 7 seconds each time you open them, and you end up spending more than an hour looking at doors throughout a playthrough.
So I decided to bang my head against code until the doors started behaving a bit better. Note that this is an early version of the mod, and I'm hoping a future version will simply skip the entire animation (right now it doesn't skip the part where it fades the door in and out).
Once that version is finished I'll make a small separate tool which applies only the door skip, but for now you can try the current door skip mod by downloading Fluffy Manager: www.tzarsectus.com/tools/modmanager.rar
Instructions:
- Start Fluffy Manager
- Choose the "Game" option and change it to Resident Evil 0 HD
- Choose the "Activate Trainer" option (make sure RE0 is already running at this point)
- Enter the "Trainer Functions" menu and click on "Skip Doors"
- Rejoice as the evil doors have now been vanquished!
Note that I haven't tested a full playthrough like this, so I'm not sure if there's any issues. You may have noticed the "No door sounds" option. I added that in case there's a lift somewhere in the game which likes to create a looping sound. That ended up being an annoying issue with my RE1 HD door skip mod, so I added that just in case
Video of how the current mod looks like: https://www.youtube.com/watch?v=pVbcvWB35pY
Not doubting you, do you have a source about this? Curious about that.
I'm sorry the why
She's certainly partial to screaming more than the average RE heroine, in fact I'm playing RE0 right now and she screams a lot at the start of the game- something which seems to go away as the game progresses...
If people single the Hunter scene out it's because it's a total dependent damsel in distress moment- she's not on the verge of falling to her doom or being crushed by a falling ceiling- she's curled up on the floor in fear. It's not a scene I'd ever criticise either because I love it, but it undeniably feels at odds with a character who supposedly went through some whole other RE game less than 24 hours prior, psychological trauma or not. The blame is squarely on RE0 of course.
UC goes a hell of a long way towards smoothing things over, it's true, but it's not an elegant solution.
Wait....going through doors is part of the tension :/
You monsters
How is that a problem?
Seriously fuck eliminators, just went from fine to orange caution as Billy from getting gangbanged because of the fucking hit stun.
It's not a problem at all. But it's hard to suspend disbelief for if you view the series contextually.
Which honestly, I often don't, particularly where RE0 is concerned. I like the game a lot, but I'm not going to pretend that it's a smooth addition to the lore regarding not only Becky but others too.
How is she a horror movie scream queen? Most of the cutscenes involving her are optional in a game that already has a loose narrative. There are no personas involved. She acts like a normal person, gradually broken down by the constant flurry of shit that happens around her, and even then she continues to soldier on.
People like to use the scene with the Hunter as an example. Well, if you're stuck in a small room and a Hunter is blocking your only escape and you're out of ammo... how are you going to react? Stare the scaly bastard down? It's easy to complain when you're on the outside looking in and aren't subjected to circumstances.
There's a reason this image was made for UC.
People get beat down. Rebecca had Billy to help her. He left while she resolved to continue on. Then she had Richard and witnessed him get tossed around like particularly bloody confetti by a giant snake but she maintains her composure and saves Chris from Plant 42, breaking down once or twice at everything she's witnessed so far. The series is a succession of brief reprieves. Rebecca's story is a condensed, single character version of that. Do you soldier on or do you let the situation weigh you down? In Rebecca's case it's both, and that's better than one or the other.
So I can only get a physical copy of this game through the collection coming out later?
Anyone here dislike doors? I do! Especially when they take 7 seconds each time you open them, and you end up spending more than an hour looking at doors throughout a playthrough.
So I decided to bang my head against code until the doors started behaving a bit better. Note that this is an early version of the mod, and I'm hoping a future version will simply skip the entire animation (right now it doesn't skip the part where it fades the door in and out).
Once that version is finished I'll make a small separate tool which applies only the door skip, but for now you can try the current door skip mod by downloading Fluffy Manager: www.tzarsectus.com/tools/modmanager.rar
Instructions:
- Start Fluffy Manager
- Choose the "Game" option and change it to Resident Evil 0 HD
- Choose the "Activate Trainer" option (make sure RE0 is already running at this point)
- Enter the "Trainer Functions" menu and click on "Skip Doors"
- Rejoice as the evil doors have now been vanquished!
Note that I haven't tested a full playthrough like this, so I'm not sure if there's any issues. You may have noticed the "No door sounds" option. I added that in case there's a lift somewhere in the game which likes to create a looping sound. That ended up being an annoying issue with an early version of my RE1 HD door skip mod, so I added that just in case
Video of how the current mod looks like: https://www.youtube.com/watch?v=pVbcvWB35pY
CAPCOM have always branched out into different mediums, which is partly why anyone who thinks the story is only what the games depict is a fool. Novels, drama albums, manga, etc. It's actually a very good scenario.
It is a smooth addition though. Being a poor story doesn't mean it doesn't fit perfectly.
From theonwards I spent at least 40% of my time backtracking. By the time it gives you a decent shortcut to work with, I had already had to go back for various items.underground lab
The story is total bollox, the environments and enemy encounters are boring, worst bosses in the entire series, it's not scary, there's no atmosphere and the inventory system is rage-inducing..
Boring environments and no atmosphere? Breh.
while this eerie ass music plays? That's some atmosphere right there.
Maybe it's because I have played it before and I knew what was coming, either way it just wasn't doing anything for me. There are some interesting bits in the training facility, but nothing comes close to REmake. It goes way downhill afterwards as well.
Yeah, I'm early still. Plenty of game left for me to grow to hate it. Still, I appreciate the aesthetics they got going on, even if it is basically the mansion from REmake "More Gothic Edition"
Just finished it for the for the first time since my original playthrough in 2002. Time, remastered graphics and the awfulness of RE6 haven't changed my opinion. It's a decent game, but still easily the weakest of the classic RE's.
The story is total bollox, the environments and enemy encounters are boring, worst bosses in the entire series, it's not scary, there's no atmosphere and the inventory system is rage-inducing. From theonwards I spent at least 40% of my time backtracking. By the time it gives you a decent shortcut to work with, I had already had to go back for various items. I don't mind the character swapping mechanic, but they never do anything interesting with it, it's like they had no imagination.underground lab
I don't regret buying it, as I'll never say no to classic RE, but it cemented my hazy decade-old opinion. Now back to the REmake 2 waiting game.
Not trying to sour you on it or anything, I remember when I got to the training facility for the first time, I was excited that I was gonna get to explore another RE environment like the mansion. Outside of one or two rooms it doesn't really have an aesthetic of it's own, the rooms and corridors are all pretty bland and tend to run together, and there's no backstory really. It doesn't feel like anything happened there despite the game trying to tell you it did. It's sterile next to the Spencer Mansion.
It's probably an unfair comparison, as it's not as significant to the events of the game than the mansion is to RE1. Now that I think about it, it's more like the Police Station in RE2 (maybe). They certainly invite the comparison to the mansion though.
I was almost with you the whole way. Zero environments doesn't have that feel of people having been there and gone through shit, but the Police Station most definitely does have that feel of having been a real place where it affected the many lives of it in a meaningful way.
I think the atmosphere is fantastic. The mansion theme is very creepy and the environments are spooky. Of course it's not as good as REmake but it's still a fantastic survival horror game.
I also don't get the complaints about backtracking. Backtracking is essential in any survival horror game and I love it (and miss it in current gen games) because it gives you a sense of place and forces you to go back to areas you don't.....like
Being a poor or a good story is irrelevant here (but for the record 0's is poor), a good story can have logic leaps and a bad one can be tight as a drum. There's justification for Becky being viewed as inconsistent, if BIO1 had the benefit of foresight it would no doubt have characterised her differently, as there's a ton of things she should be doing and saying post-0, but obviously isn't due to Capcom having not invented time travel. Basically, they needed a game from a supporting player because they wanted to sell one, turning her into a can-do badass on par with the best of S.T.A.R.S., but that supporting player is still playing that plucky underdog role in the game that introduced her and forever will be, no matter how many Umbrella Chronicles' attempt to bridge the gap. My honest opinon is that they didn't really care too much about the inevitable inconsistency, they just assumed people would go along with it. And most do, including myself.
But it's still dumb.
My biggest problem with Zero is how weirdly connected and nonsensical all the environments come together.
Raccoon Forest > Train > (conveniently crashes exactly at) Training Facility > Observatory (why is this here exactly) > Church > Church basement lab > RE2 Factory (how the hell did we teleport here exactly) > Marcus's lab (this was in the RE2 labs the whole time behind the cable car, cmon...) > Raccoon Forest again > Mansion
Also why does Enrico care so about meeting up at the mansion anywayhe just came out of the Umbrella labs you would think him being there he would have better things to do and change the plan of action. If they where gonna have him meet up with Rebecca to have their little scene why would they do it there, it just creates a bunch of logic holes.
The BIO2 laboratory is an easter egg. You can ignore it with no consequence. But if you wanted to be logical about it, quite simply there's no way of knowing how far that cable car goes and the entire section was likely sealed off by Umbrella in the two months between 0 and 2. It'd be nice if they addressed it once and for all in the BIO2 remake.
The BIO2 laboratory is an easter egg. You can ignore it with no consequence. But if you wanted to be logical about it, quite simply there's no way of knowing how far that cable car goes and the entire section was likely sealed off by Umbrella in the two months between 0 and 2. It'd be nice if they addressed it once and for all in the BIO2 remake.
I will say the game looks damn good though. A few Steam screenshots I took yesterday.
I will say the game looks damn good though. A few Steam screenshots I took yesterday.
I've been playing RE1... and just WOW.
THIS is the kind of games I love. Atmosphere is through the roof, incredible soundtrack, GOD DAMN GREAT PUZZLES, fantastic visuals, solid jump scares, some cool combat, and ace controls for this kind of genre.
So I got the Origins Collection, and this is my first RE pre RE4. RE4-6 done, and Rev 1 and 2.
I've been playing RE1... and just WOW.
THIS is the kind of games I love. Atmosphere is through the roof, incredible soundtrack, GOD DAMN GREAT PUZZLES, fantastic visuals, solid jump scares, some cool combat, and ace controls for this kind of genre.
The result? This game is inching its way into top 10 status of all time played. I completely get why people hate modern RE's if this is what they came up with. Complete night and day. WOW.
Can't wait to get to 0 here after I get through 1.
I could almost buy the cable car traveling a great distance but that would mean that Billy would have fallen and made the huge trek to where Rebecca finds him in his semi groggy state. I can buy that Umbrella covered up or destroyed Marcus's section of the lab though. That's plausible enough. I get the RE2 stuff is an Easter egg or a cool "remake area" but it's still dumb.
The truth of it is that it's one of the problems created by the console shift. Its inclusion was actually suggested by Sugimura, the writer, who admitted to forgetting most of the story when development was restarted and he was brought back in to look over and make corrections.
Originally, Marcus' lab connected directly to the treatment plant.
Don't stop at 0, play them all, go crazy.
It's the greatest gaming series there is.
It would have to be a remake. I'm not about to break out RE2 for PS1 lol.
I'll wait for RE2 Remake, and the eventual 3, nemesis, etc etc.
It would have to be a remake. I'm not about to break out RE2 for PS1 lol.
I'll wait for RE2 Remake, and the eventual 3, nemesis, etc etc.
I will say, I knew the geography was wrong in Zero, but replaying it last night I forgot how laughibly wrong it was, it amuses me.
The Training Facility of Resident Evil Zero supposedly is sitting on top of thewhich is supposedly sitting on-top of the treatment plant. Even though you take a trolly from theFactory and Lab from RE2, there's an elevator that leads to different floors that just leads to all of these areas like they were on-top of each other.church lab
That elevator is a separate issue. It's a gameplay device to ensure the player doesn't have to backtrack ridiculous amounts to pick up items they dropped in the training facility. They're not literally on top of each other.
Trust me, I know, gameplay before sense, but it gets amusing since the map tries to describe how these areas link together, and they obviously need to allow the player a way back to the Training Facility, but on-top of the other geographical issues RE0 has (the helicoptor landing next to the mansion, yet they go on a train that goes straight to another mansion that is supposedly maybe only a few miles away from visible distance from RE1's mansion going by Zero's ending, somehow theis connected by an underground trolley tochurch lab, which is supposedly on-top of the treatment plant, but that same elevator will take you also back to the training facility), it just makes the whole scenario fairly amusing. An odd non-related comparison, it for some reason reminds me of something like Silent Hill, both in the sense that there will be scenarios like the Prison in SH2 where you keep going impossible lower and lower, and when you finally get out of the Otherworld you find out you've only gone down like, a single story in the real world. Or maybe more of a apt comparision, how the different Silent Hill maps fit together; most make sense but there's a few geographical mistakes, or at the very least oddities, in that series as well.RE2's Factory & Lab
I know for the elevator it's connecting them more-so for gameplay to make more interesting scenarios and connect where it makes sense in gameplay, but it's amusing to think of how ridiculous this all makes in a geographical sense to everything else.
It would have to be a remake. I'm not about to break out RE2 for PS1 lol.
That would be a shame, a classic's a classic.
I honestly don't know if the rest of the old RE titles are important enough to warrant remakes like RE2 is. For a lot of people, RE2 is THE RE title. I personally prefer the first game, but it's hard to argue with RE2's quality and iconic stature.
They could have made it a team cargo thing. Even Dino crisis had a sideways elevator thing.
I partially believe Capcom's doing these REmaster's also for preserving the older RE games. They've been moving every RE game to MT Framework because MT Frameworks is pretty optimization and transferable to new platforms. The only main RE game that needs an MT Framework version after RE2 will be RE3, and I believe they'll do it if RE2 REmake is successful not only for sales (and I believe if RE2 Remake does well, RE3 remake may do well too, even if not as well), but also for preservation and so they'll have every main RE game in MT Framework then.
That was also my thought, they could of had some bullshit explanation, like a fast elevator tube or something, or Dino Crisis' sideways elevator. But just a normal up and down elevator that leads to all of these points is almost... magical.
Boring environments and no atmosphere? Breh.
while this eerie ass music plays? That's some atmosphere right there.