• Hey, guest user. Hope you're enjoying NeoGAF! Have you considered registering for an account? Come join us and add your take to the daily discourse.

Resident Evil 0 HD |OT| I'm Rebecca! Let's do our best!

MORT1S

Member
My brother just bought the complete costume pack and he didn't get Billy's Cody Costume or Rebbeca's Nurse Costume. The description says it suppose to unlock them but it didn't. Anyone else have this problem?

I just ran into this myself on Xbox One. I spent an hour with Xbox Support trying to sort it out, but they were basically no help at all. The description clearly states that it includes all of the costumes.

Hopefully they are just holding it back for a bit, though.. I also purchased the complete pack on Steam and received everything I was supposed to.

Edit- I just PM'd wbacon... Hopefully he checks his PM's, I'd like to get some sort of clarification on the situation.
 
Beat the bat boss and advanced until the next typewriter. When I played 0 previously I only played until saving Rebecca in the basement, so I played a decent chunk more.

I think I'm enjoying it a bit more than last time, but that just might be due to the familiarity so I'm not as lost/frustrated. Much of my original issues still stand.

The inventory management in this game is complete dogshit. Anyone who says otherwise can kiss my ass. So let's break it down. Each character only has 6 slots. Shotgun, Grenade Launcher, and Hookshoot take 2 slots each, no magic boxes, you can drop items but there's a limit to how many in any given area, and you're forced to lug around your shit when you're moving to new locations. Also if you're not proactive with moving around your items, new enemies will often respawn in old areas.

What the fuck were they thinking?

I mean if they were hell bent on not adding magic boxes, at the very least give each character 8 slots and/or make every item take a single slot only. Having both restrictions is just a giant middle finger to the player. I played every mainline RE game and never had issues with inventory management until now.

Moving on to enemies. They just suck plain and simple. Regular zombies almost never flinch to handgun bullets. If you're shooting them while near you, you will get bit. Shit, even the shotgun sucks here, though aiming at the legs seems the way to go. The monkeys and the centipedes are just obnoxious, they send too many at once, and the shotgun usually isn't fast enough to deal with them without getting damaged, it's annoying. Spiders are really fucking aggressive here as well. You can literally go through the entire original trilogy without being attacked by a spider.

Bosses were generally not the highlight in the original series, but they were memorable (and you had Nemesis who's amazing), but they really hit a new low here. Just generic giant bullet sponge animals. Don't hate them, but they didn't do much for me either so far.

As a side note, the amount of damage that Rebecca takes is insane. I literally haven't seen her take a hit without her going immediately into caution. You're better off just killing everything before moving on, unless you're absolutely certain that you can dodge without damage.

Overall it's not bad, but unless the rest of the game blows my mind, I don't see myself going back for a replay anytime soon, while I'll probably replay 1-3 & REmake until the day I die. I mean at least it's better than the shit stain that is CVX, but that's not really a high bar.

Will post more impressions whenever I beat it (probably tomorrow).
 

NullMoon

Neo Member
I just ran into this myself on Xbox One. I spent an hour with Xbox Support trying to sort it out, but they were basically no help at all. The description clearly states that it includes all of the costumes.

Hopefully they are just holding it back for a bit, though.. I also purchased the complete pack on Steam and received everything I was supposed to.

Edit- I just PM'd wbacon... Hopefully he checks his PM's, I'd like to get some sort of clarification on the situation.
If you wouldn't mind let me know what you find out. I was going to contact support too but figured I would just be wasting my time.
 

braves01

Banned
Played a little bit more and beat the *mid-game boss spoiler*
giant bat. I wasted like 80 bullets on it just because I was scouting out what was up ahead for my real run through the area. Worth because I got some trophies to pop, one for shooting a ton of the little bats and another for getting picked up, and I can still go beat it again from my last save to conserve ammo.
It was nice to finally hear some save room music again, too. My biggest complaint after how easy it is to get stunlocked by things is the paucity of save room music. Way too many typewriters just out in the open with the music.
 
I kinda agree with him. And REmake has my favorite environment art ever. The art direction was stunning. Every room oozed with a sick aura and thick ambiance. RE Zero's backgrounds, while absolutely gorgeous, don't exude the same uneasiness and the terrifying simpleness of the rooms in REmake.

In Zero, there's a room where they stock art pieces or maybe it's a lecture room or maybe it's a living room. I dunno. Then there's that one office with a desk and a computer or something. There's a lot of interesting details but it's overcharged with too many elements sometimes.

Nothing was really memorable about the game. The pacing, the presentation, the boss fights, the design. Everything was just so uninventive. I bought it and I'm really enjoying going through it (and makes me dream a little about REmake 2), but Zero is just a very generic entry in the series. Felt like it was helmed by people who didn't understand what made RE so special.

Also the story
doesn't need young Marcus. Having you read the files, guess why Wesker and Birkin are terrified of the Leech Man's presence and trying to figure out the mystery yourself is enough elements to support the story. That character is not needed and doesn't help the already generic way the story is told and played out.
I like the overly gothic everything, but I will give you this... that would be the worst lay out and facilities for a training facility that I have ever seen.
 

braves01

Banned
I like the overly gothic everything, but I will give you this... that would be the worst lay out and facilities for a training facility that I have ever seen.

None of the layouts in any RE really make practical sense without further explanation. In RE1 at least, you could maybe argue the the mansion was rigged because STARS was being lured there and it was necessary for good combat data. All the rest seem to rely on the weird eccentricities of the villain to justify the nonsensical arrangement of things and convoluted lock mechanisms.
 

MORT1S

Member
Here are some US T-Shirt codes. Please, one per user... Thanks!
Quote to reveal


If you wouldn't mind let me know what you find out. I was going to contact support too but figured I would just be wasting my time.

Wbacon has informed me that he was going to look in to it. No clarification on further than that. Hopefully It's retroactively added to the accounts that have already purchased it.
 
Yo how you guys keeping ammo conserved on hard mode? I started my playthrough on hard
and just beat the caterpillar boss
and bros i only got like 2 pistol ammo left and 0 shotgun and 0 on Grenade launcher.... :( restart at this point? I have tons of life items left though.
 

TheSeks

Blinded by the luminous glory that is David Bowie's physical manifestation.
I have tons of life items left though.

There's your problem. You should be able to "juke"/run past a majority of enemies without having to fight. It's only rooms that you need to go through often that you should probably clear if they're problematic.
 

Orin GA

I wish I could hat you to death
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


Thank you, so much better now.
 

joe2187

Banned
Man...Zero is a lot harder than REmake was. I breezed through REmake like it was a cakewalk even on the harder difficulties.

Im have issues just on normal!
 
I like the overly gothic everything, but I will give you this... that would be the worst lay out and facilities for a training facility that I have ever seen.

Give us something. Something relatable and a bit personal. A cafeteria, a janitor's office, a classroom, a dormatory. Something other than a third generic reading room, a bathhouse dungeon (?) and a bunch of absolutely boring corridors.

That's why I loved Evil Within so much. Same Art Director as REmake. Evil Within's environments were a direct follow-up to Remake's background art.
 

Grisby

Member
I'm having a tougher time on normal too. They don't give you many healing items and Rebecca is made of cotton angel sneezes and goddamn tissue paper.

I remember why this game got on my nerves so much. The damn item management is a pain, literally spilling into each room of the game world.
 
I'm having a tougher time on normal too. They don't give you many healing items and Rebecca is made of cotton angel sneezes and goddamn tissue paper.

I remember why this game got on my nerves so much. The damn item management is a pain, literally spilling into each room of the game world.

Yeah this definitely one of the harder RE games not because of actual difficulty but because how annoying and non user friendly the mechanics of the game is.
 
Yo how you guys keeping ammo conserved on hard mode? I started my playthrough on hard
and just beat the caterpillar boss
and bros i only got like 2 pistol ammo left and 0 shotgun and 0 on Grenade launcher.... :( restart at this point? I have tons of life items left though.

spend those health items to get through certain rooms, rather than spending bullets. you want to balance out what you've got.

first time I ever played the game, I started on hard, and the train was fine, but then I walked into the bathroom and... well. Let's just say I ended up where you were with basically no ammo left by after the caterpillar boss, and I started over. I'll always make sure not to use that second box of shotgun ammo, and the molotovs on the train after that.

I'm playing on normal this time, and just enjoying the ride / puzzles :)

I'm having a tougher time on normal too. They don't give you many healing items and Rebecca is made of cotton angel sneezes and goddamn tissue paper.

I remember why this game got on my nerves so much. The damn item management is a pain, literally spilling into each room of the game world.
Primarily play as Becky. Make sure you switch handguns though. Don't let Billy waste pistol bullets on stuff better suited for the shotgun (IE headshotting zombies, or fighting the large bugs that pistols do dick all to). Always keep distance between the two of them and zombies.
 
spend those health items to get through certain rooms, rather than spending bullets. you want to balance out what you've got.

first time I ever played the game, I started on hard, and the train was fine, but then I walked into the bathroom and... well. Let's just say I ended up where you were with basically no ammo left by after the caterpillar boss, and I started over. I'll always make sure not to use that second box of shotgun ammo, and the molotovs on the train after that.

I'm playing on normal this time, and just enjoying the ride / puzzles :)

yeah another stupid thing in this game is how narrow the corridors are. Super annoying to run past zombies.
 
If you're playing on PC you always have the option of using Cheat Engine to get through this fight if you're 100% stuck.
Can I get a link to said engine? I'm getting frustrated with this game.
will probably go through REHD as my first legit playthrough of a old school resident evil
 
Well, I think that was the idea, but it doesn't really jibe so well with having two characters to manage.

yeah i juke/run past the zombies but the AI character is just sitting there getting destroyed.......I know i can control it's movement by moving the right analog stick but yo this game in general is badly designed. Still a good RE game better than part 4,5,6 (IMO) but weakest classic RE game overall. (6/10). This game would have been better as a 2 player game IMO.
 
yeah i juke/run past the zombies but the AI character is just sitting there getting destroyed.......I know i can control it's movement by moving the right analog stick but yo this game in general is badly designed. Still a good RE game better than part 4,5,6 (IMO) but weakest classic RE game overall. (6/10). This game would have been better as a 2 player game IMO.

Hopefully Outbreak HD happens, that game was the 0 idea done right.
 
Forced to fight two hunters with a handgun, still in fine afterward. Billy the Beast.

Now this would be more impressive if he didn't get bitten by every zombie (including the one laying down) in the last room and brought to danger
 

Bergerac

Member
No healing items run is going fairly well so far, basically in the last area
heading to pick up Billy but God damn there's a Leech zombie it's hard to get past
without putting Rebecca onto yellow Caution. Haha I want to be on Green for the finale with both. Stupid thing is I got past it the first time and one of the
clinging Leeches
put me onto yellow caution before I could grab the door handle, now every time I try it,
Leech Zombie
seems to take loads of ammo - last time took 5 incendiary rounds. Can't be right.
 
So far I'm not finding this harder than REmake. I'd say it's definitely easier in fact. Rebecca takes a ton of damage, and herbs seem a lot scarcer, but the level design makes it easier to avoid enemies, you don't have to worry about crimsons, having both characters you can clear out rooms super fast, and they give you a lot of shotgun ammo. Maybe I'm not at the hard parts yet, but usually classic RE games get easier as they go, not harder.

I kinda agree with him. And REmake has my favorite environment art ever. The art direction was stunning. Every
room oozed with a sick aura and thick ambiance. RE Zero's backgrounds, while absolutely gorgeous, don't exude the same uneasiness and the terrifying simpleness of the rooms in REmake.

In Zero, there's a room where they stock art pieces or maybe it's a lecture room or maybe it's a living room. I dunno. Then there's that one office with a desk and a computer or something. There's a lot of interesting details but it's overcharged with too many elements sometimes.

Nothing was really memorable about the game. The pacing, the presentation, the boss fights, the design. Everything was just so uninventive. I bought it and I'm really enjoying going through it (and makes me dream a little about REmake 2), but Zero is just a very generic entry in the series. Felt like it was helmed by people who didn't understand what made RE so special.

Also the story
doesn't need young Marcus. Having you read the files, guess why Wesker and Birkin are terrified of the Leech Man's presence and trying to figure out the mystery yourself is enough elements to support the story. That character is not needed and doesn't help the already generic way the story is told and played out.

Trust me, I'm not saying it's close to REmake quality, because it's not. But I am enjoying it more than I thought it would, and I do think there's some solid atmosphere from the art and music. The game doesn't have the labrythine level design of REmake, nor the constant escalation of encounters and gimmicks (zombies busting through windows, locks breaking) to make navigation nearly as tense or strategic, not to mention the return to no Crimson heads makes the zombies much less of a constant stressor.

But I liked RE3's blend of linear environmental progression and the metroidvania RE exploration in its second half, and this seems like a further exploration of that except hewed slightly closer to exploring environments longer. It loses strategic depth and tension, but it adds momentum and a satisfying sense of progress.

I also think the artists did a good job differentiating the rooms in the facility. Many of them have clear uses like the kitchen, dining room, lecture room, art storage room, bathroom, etc. They aren't all quite as distinct or logical as in REmake but they do a good job of letting you know where you are as well as giving the environment a sense of place.

I'm also not hating the inventory like I was on the train either (I really think that zone exacerbates a lot of the game's design). I think it adds a different dimension of strategy to item planning, especially when coupled with having a second player and some weapons taking two slots. I really enjoy that aspect actually, and thus far I've had no issues. Being able to drop an item, send one over to a teammate, combine them, and then make space for the new item without having to leave anything behind is pretty satisfying for me. That being said, I can see it being a pain in the ass when you have to move to a totally new location, and it can be an issue when you place items next to eachother and have to grab them both.

I also dig the two player concept. So far it feels like a decent way to differentiate itself from it's predecessors without being too gimmicky, and it's implemented pretty well. Although I hope the game comes up with some more unique scenarios down the line to take advantage of the system, because there's a lot potential for creating tension and interesting setpieces with it. As it is, it's a fairly cool system but doesnt fundamentally change the game yet really.

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.

The training facility isn't the problem though, there are 3 more main locations afterwards and they are all pretty poor. If it weren't for the fancy graphics you would swear they copy/pasted them from other RE games. Locations like the woods, Aqua-ring and caves gave REmake a real sense of variety. It also did the more standard RE stuff very well (basement, labs etc). IMO the
church
is the only interesting location after the training facility, and that's essentially 1 room where the stupidest boss battle of the entire series takes place (and that's saying a lot when the series includes a boss battle where you punch a boulder).

I can give the training facility a pass for not holding a candle to the spencer mansion because it seems like this game is sort of going for a RE3 feel of going through a bunch of very different environments. And for being one location out of a handful, I'd say the training facility has been a very solid one. I think I'm nearing the completion of it as I just unlocked the knight guarded doors.

You were right though, the second boss was garbage too.
 

Dance Inferno

Unconfirmed Member
Can I get a link to said engine? I'm getting frustrated with this game.
will probably go through REHD as my first legit playthrough of a old school resident evil

Yeah here you go:

http://www.cheatengine.org/downloads.php

And here's a preset for RE0:

http://forum.cheatengine.org/viewtopic.php?p=5643943&sid=04b17ed4cabbdd6c3675fd4690afa77b

Haven't used it (I try not to use Cheat Engine generally), but from the comments in the link the preset seems to work.
 
Fucking bullshit, why does it take so long to throw molotovs? I'm getting tucked into corners but can't do shit.

This game is definitely a one and done, just like Code Veronica.
 

TheSeks

Blinded by the luminous glory that is David Bowie's physical manifestation.
This game is definitely a one and done, just like Code Veronica.

Wait until you play the mini-game. :3

Also should i keep partner on idle?

If you can stand micromanaging: Have the AI stand around until you reach a door. Then set the AI to follow. Enter the door. Rinse repeat.

It's slow, but it'll bring the AI through rooms with no damage.
 

Nasser

Member
This is my first time playing RE0 since i didn't own a GC back then. I tried the game for like an hour and I already hate the fact that I need to control (or pay attention to) 2 characters at the same time. ugh
 
Wait until you play the mini-game. :3



If you can stand micromanaging: Have the AI stand around until you reach a door. Then set the AI to follow. Enter the door. Rinse repeat.

It's slow, but it'll bring the AI through rooms with no damage.
I played this on GameCube, Fuck the mini game.
 

LegendX48

Member
I remember
seeing the bat boss
and being on the 2nd disc back on the GameCube but playing through this, after getting through the train and doing the
good/evil item balancing bit
it's like an entirely new game cause I don't remember jack about any of the things happening right now lol

Also, Fuck monkeys.
 

-MD-

Member
Fuckin Billy dying on me. I hadn't saved in like 40 minutes.

Did this game always have this many enemies? It threw like 2 hordes of 4 zombies at me during the end of the train sequence.
 

L00P

Member
The game's way easier to play now with the new control scheme. Being able to turn around instantly to get away is kind of op
 
Fuckin Billy dying on me. I hadn't saved in like 40 minutes.

Did this game always have this many enemies? It threw like 2 hordes of 4 zombies at me during the end of the train sequence.
It always did and the game also likes to respawn enemies in the most crowded halls, kinda bullshit Tbh. I didn't remember it being as bad but this play through definitely highlights that problem.

Also Wesker mode is way more fun than the regular game.
 

Dusk Golem

A 21st Century Rockefeller
I never really viewed the zombies as respawning since they always come from corpses that are always laying there in the environment if you're paying attention. Just, they come back to life at different times. This mainly happens in the train, but that's partially because you go from one end of the train to the other fairly often.

This said, zombies do come in large numbers, like Resident Evil 3 or the streets of RE2. As I said a few days ago, and whenever I try to explain RE0, its pacing is kind of like a mix of RE1 and RE3; you go through smaller-designed environments, but spend more time sort of back-tracking and exploring said environments, but sort of continue forward from location to location.
 

KiLLaDeZo

Member
I just have a quick question regarding this game as i am quite keen on getting this. Is this game set in the same mansion as resident evil 1 ?
 
I just have a quick question regarding this game as i am quite keen on getting this. Is this game set in the same mansion as resident evil 1 ?
No, although you do get glimpses of
the Umbrella train platform and storage room from RE2
.

The rest of the game takes place in its own little area not far from the mansion though.
 

Ludens

Banned
I'm dumb. I promised myself yesterday, when I uninstalled RE0, I wouldn't touch it again...but I want to get the S rank on Hard like I did for RE Remake, expecially since I screwed by 28 minutes only, and this should be because I watched all cutscenes.
Also if I complete Leech Mode (I saw a 40 minutes video to get all 100 talismans), Hard should be dumb easy with infinite rounds Magnum and Grenade Launcher.
 
Man after playing RE zero again I am reminded again how inferior this game was to Remake. I remember why I played Remake like 50+ times atleast since 2001 and why I played this once or twice since 2002. Playing this game is like a chore. I get what they were trying to do here and it could have been revolutionary if the N64 version came out.
 
Billy's lines on Wesker made me chuckle.

xc7rhdk.jpg

AX3rH8Y.jpg

RZc4TEs.jpg
 

Neff

Member
Fucking bullshit, why does it take so long to throw molotovs? I'm getting tucked into corners but can't do shit.

They are not a close range weapon. Throw them from medium range and for the love of god throw them early. Switch to a gun if anything is moving towards you.
 

Ludens

Banned
How big is Leech mode? I mean, it covers the mansion only? Are all rooms opened or do I need to look for keys too?
 

Dusk Golem

A 21st Century Rockefeller
How big is Leech mode? I mean, it covers the mansion only? Are all rooms opened or do I need to look for keys too?

Training Facility only, but it covers all the rooms of the Facility, and it includes the basement stuff/
torture chambers
. Most of the rooms are unlocked, but there are a few keys, like the Fire key is still at play, and some doors can only be unlocked from one side, that sort of thing.
 

Ludens

Banned
Training Facility only, but it covers all the rooms of the Facility, and it includes the basement stuff/
torture chambers
. Most of the rooms are unlocked, but there are a few keys, like the Fire key is still at play, and some doors can only be unlocked from one side, that sort of thing.

Is the location of talismans fixed? If I use a guide, the location should remain the same, right? Or is it random?
 

Markitron

Is currently staging a hunger strike outside Gearbox HQ while trying to hate them to death
I never really viewed the zombies as respawning since they always come from corpses that are always laying there in the environment if you're paying attention. Just, they come back to life at different times. This mainly happens in the train, but that's partially because you go from one end of the train to the other fairly often.

I suppose I hadn't noticed that, it still annoys me that the only reason they spawn is to make back-tracking even more irritating. There are two major incidents of this, the first is after
you lower the observatory and unlock the church, after this section it spawns zombies and apes along your path back to the training facility
. The second time is when it spawns a load of zombies on your way back to
the main elevator on the bottom floor of the treatment plant, I noticed after I got the final key card but it may happen sooner.
The point is that in both of these instances, there's no story or progression reason why you would have to run into them again. They are just there to make your trek back to your weapons/items more difficult. It just feels really cheap, this is amplified by the fact that I'm already irritated that I have to spend the next few minutes backtracking just for items. It completely breaks the flow of the game for me and takes me right out of it.
 

Semajer

Member
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

Will this mod have the door closing sounds like your REmake one?
 
Top Bottom