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Capcom to charge money for continues in Resident Evil Revelations 2?

Well, PvZ did. I mean, you could earn the stuff you want via a quick match or so, or you could pay for it. Balance wasn't really affected from people using money, since the weapons were more like TF2 than stat boosts.

They do want to make money, but it could be that it's an option to get those who suck back in the game if they want much faster than usual. You aren't spending more money if you just reload at the checkpoint/have enough crystals.

Now, if the game is built around this system, grab those pitchforks, but until I see that, I'm avoiding pushing out kneejerk responses.

Not that Capcom has been the best when it comes to doing shit like this. But I take it case by case.

Yeah, in the end I always try to wait and see. But Capcom being Capcom has me on high alert by default.
 
Both. They explain if you die in a chapter (they're about 20 mins long), you have to restart from the beginning unless you spend "life crystals" (which I assume you gain playing) or spend real moneys, which will allow you to continue from the same point where you died, without any penalties.

This won't end well.
If this is true and there's 20 minutes between checkpoints then that seems really shitty.
 
"Daily challenges" to earn the continues? Isn't this a linear episodic game where each episode will be like a couple hours long? What are they envisioning us coming back to every day? Or is this for Raid mode somehow.
 
This is a brilliant idea. Instead of paying full-retail for the game they should charge you 50 cents to play and 50 cents to continue no matter what.

Players should be punished for their lack of skill and for dying. Back in my day, if you paid more than $2 at the arcade you accepted the fact that it was your punishment for not upping your game.

Kids these days have it too easy.
 
Then ask yourself this, has RE ever had such a continue system before?

If you were able to enjoy RE before then you should be able to now as well.

Not exactly like this, because this is stupid. But RE always had easy mode. I remember playing with infinite ammo and powerful weapons at the beginning on RE2 easy mode. So yeah, they had non-ripoff options for bad players before.
 
To the people who say it doesn't affect you: Have you ever played a mobile game? Want to build a house: 90000000 gems or waiting 30 days ... Oh boy the fun. The game design changes so people actually feel good about their purchase. They have to feel the need. This would include: Endless grinding, difficult one hit kill sections ... When the game design is affected by microtransactions it's good for nobody. Doesn't matter if you don't buy in

Considering Resident Evil:
Stop+stop+he+s+already+dead+_90b9f3f4a7618e8a3459f55896b577dc.png
 
Doesn't this kind of stuff seem crazy counterintuitive for a franchise and a genre that they're trying to evoke an atmosphere into?
 
It's a slippery slope. If game design isn't impacted today to try to force people to buy these items, it will be tomorrow. They're just trying to make people see these paid for cheat codes as the norm before they make that change, so that people like you can say that it's not that big of a change again. If they go down the slippery slope slowly enough, people won't even notice what's happening until they've hit the bottom.

Ahh Yea I see your point. It sucks and I have a feeling they'll make quite the penny out of this. Hopefully that future doesn't come to pass. :/
 
To the people who say it doesn't affect you: Have you ever played a mobile game? Want to build a house: 90000000 gems or waiting 30 days ... Oh boy the fun. The game design changes so people actually feel good about their purchase. They have to feel the need. This would include: Endless grinding, difficult one hit kill sections ... When the game design is affected by microtransactions it's good for nobody. Doesn't matter if you don't buy in

jump-to-conclusions-mat.jpg
 
This is a brilliant idea. Instead of paying full-retail for the game they should charge you 50 cents to play and 50 cents to continue no matter what.

Players should be punished for their lack of skill and for dying. Back in my day, if you paid more than $2 at the arcade you accepted the fact that it was your punishment for not upping your game.

Kids these days have it too easy.
And make the game brutishly difficult with an easy start! that way you got them.
Unless they unlock the very easy difficulty for $ 20
 
So theres checkpoints and the item you can buy can be obtained via playing the game.

I guess I'll have to see the actual implementation of it because I'm not seeing a problem with this.
 
I don't really care if people want to pay extra for the game to suck. I'll continue from checkpoints for free as I have done for 20 years. No harm done.
 
To everyone saying "No big deal it's just an easy mode blah blah" keep in mind that gameplay balance decisions are often impacted by shit micro DLC like this.
 
So theres checkpoints and the item you can buy can be obtained via playing the game.

I guess I'll have to see the actual implementation of it because I'm not seeing a problem with this.

Guys, seriously. Can we stop pretending they are not changing the checkpoint system to accommodate the monetisation? Monetising something as simple as a checkpoint system in a video game you paid full price for is a ridiculous decision, regardless of how it is implemented.

I fear that being complacent with this kind of decisions from the start is what made the industry come all the way to this point.
 
There is no chance that other decisions are not effected by this kind of shit. Item placement, checkpoints, difficulty spikes... I cannot trust a developer that is trying to get every penny they can out of me to keep the experience pure when shit like this is in the game.
 
Guys, seriously. Can we stop pretending they are not changing the checkpoint system to accommodate the monetisation? Monetising something as simple as a checkpoint system in a video game you paid full price for is a ridiculous decision, regardless of how it is implemented.

I fear that being complacent with this kind of decisions from the start is what made the industry come all the way to this point.

We don't know the extent of such a change. It could very well be small. People have even pointed out this being a thing in other games above your very post, and it hadn't affected the balance at all.

Also, you should read the OP. You aren't being charged to use a checkpoint. You are being charged if you feel the need to have more crystals in order to revive, which can be gained within the game itself anyway.

As to how bad those things are, we just have to wait and see, but there's no reason to assume this to be the end of the industry.

(FYI, terrible practices in the same vein have existed for years and did not preform the murdering of the industry as you proclaim.)
 
Something about this news seems off to me. I could see this for a full retail title, but for for an episodic game where each episode will be a few hours long it seems very strange to implement this. What is the source this website is pulling from exactly? Do they have an early copy of the game or is this a quote from a rep that details this?
 
To the people who say it doesn't affect you: Have you ever played a mobile game? Want to build a house: 90000000 gems or waiting 30 days ... Oh boy the fun. The game design changes so people actually feel good about their purchase. They have to feel the need. This would include: Endless grinding, difficult one hit kill sections ... When the game design is affected by microtransactions it's good for nobody. Doesn't matter if you don't buy in

RPGs with EXP boost DLC mostly didn't seem to suffer.
 
Guys, seriously. Can we stop pretending they are not changing the checkpoint system to accommodate the monetisation? Monetising something as simple as a checkpoint system in a video game you paid full price for is a ridiculous decision, regardless of how it is implemented.

I fear that being complacent with this kind of decisions from the start is what made the industry come all the way to this point.

They are not monetizing the checkpoint system. The item you get to revive yourself can be obtained in the game.

Unless you can point me to some specific examples of how this is bad in the game, I'm not seeing the problem. I can continue to ignore the item and just use the checkpoint system or obtain the item via the game.
 
Yikes.
Capcom must be in dire straits if they have to pull BS like this.

While reportedly having less than 125 mil in the bank, and constructing 2 new state of the art R&D buildings, you're damn right Capcom is in dire straits. That's why the company is really pushing their "single content, multiple usage" plan; which means the more the milk a franchise, the more money they'll profit from.
 
What idiot came up with this?

I really hope they aren't greedy enough to mess with the checkpoint system to make this more appealing but the fact that it exists suggests to me that they probably will.

When Capcom resort to things like this, I can't help but hope they go under sooner, rather than later. We may lose in the short term, but long term it will send a message that this kind of thing is not cool and won't be stood for.
 
We don't know the extent of such a change. It could very well be small. People have even pointed out this being a thing in other games above your very post, and it hadn't affected the balance at all.

Also, you should read the OP. You aren't being charged to use a checkpoint. You are being charged if you feel the need to have more crystals in order to revive, which can be gained within the game itself anyway.

As to how bad those things are, we just have to wait and see, but there's no reason to assume this to be the end of the industry.

(FYI, terrible practices in the same vein have existed for years and did not preform the murdering of the industry as you proclaim.)

I dunno, an RE game going episodic and including an "...or pay us to continue playing NOW!" system a la Candy Crush sure feels like murder to me.

Maybe I'm just getting old.
 
I dunno, an RE game going episodic and including an "...or pay us to continue playing NOW!" system a la Candy Crush sure feels like murder to me.

Maybe I'm just getting old.

Once again, you aren't paying to continue. It's in the OP, and I and others have explained this many times already. The series isn't even going episodic - it's just this one game.

If you are getting too old for this shit, I suggest getting your eyes checked.
 
They are not monetizing the checkpoint system. The item you get to revive yourself can be obtained in the game.

Unless you can point me to some specific examples of how this is bad in the game, I'm not seeing the problem. I can continue to ignore the item and just use the checkpoint system or obtain the item via the game.

After a checkpoint they can make a long boring things to do and after an hard QTE events that kill you. In this part all the crystal you have will be spend and maybe you'll buy some.

They can make the game to help the desire to buy some, and if they don't do it, i wonder why the add this system.
 
Once again, you aren't paying to continue. It's in the OP, and I and others have explained this many times already. The series isn't even going episodic - it's just this one game.

If you are getting too old for this shit, I suggest getting your eyes checked.

Paying to continue "right now" I.e. respawning versus going back to a checkpoint. I assure you I can read.

I can also assure you it will not be "just this one game" if they make any kind of money off of it.
 
We don't know the extent of such a change. It could very well be small. People have even pointed out this being a thing in other games above your very post, and it hadn't affected the balance at all.

Also, you should read the OP. You aren't being charged to use a checkpoint. You are being charged if you feel the need to have more crystals in order to revive, which can be gained within the game itself anyway.

As to how bad those things are, we just have to wait and see, but there's no reason to assume this to be the end of the industry.

(FYI, terrible practices in the same vein have existed for years and did not preform the murdering of the industry as you proclaim.)

I've already read the OP, thanks. I understand how it is claimed it works.

And I'm not saying it is the end of the industry, I'm just saying the trend I see is not something I'm comfortable with, hence why I'm contemplating avoiding this industry all together (and maybe continue with Retro only, as I don't have that much time to play video games anyway).

I just don't like the complacent attitude and how it is always "Let's wait and see". And then it becomes "It's not too bad" or "You don't have to use it". Why monetise a checkpoint system instead of just adding a "Easy" or "Super Easy" mode as it has always been done and has always been free? THERE ARE WAY BETTER ALTERNATIVES THAN THIS TYPE OF MONETISATION IN A GAME YOU PAID FULL PRICE FOR. And yet people defend this. You defend this.

This is one decision that benefits NO ONE but Capcom. It is not with their customers best interest in mind, REGARDLESS (and I don't think the amount of emphasis here is enough) of the implementation or regardless if it is well balanced or not. That is why I think it is indefensible. It is not making the game better for anyone.
 
And if they've skimped on mid-level checkpoints to increase demand, then what? Also why charge for something that costs nothing to make in the first place? If people want to play it with infinite continues there's no reason why they should pay extra for it.
If they did that, then the game design is changed. I really doubt that the game design has changed because of this. I guess we can compare it to Revelations 1.

You can play fine with infinite continues. What cost money is to buy an item that allows you to continue from the spot where you died (this item can be achieved through normal gameplay too). Its to cash on on those who are lazy on playing the game the old fashion way.
 
This doesn't really bother me assuming I'm not given paragraphs of advertisement every death.

Respawning right where I died is far worse than being sent to a checkpoint, after all.

Jackpot said:
And if they've skimped on mid-level checkpoints to increase demand, then what?
Whether they've held back or not is meaningless to me. I only care about how well the checkpoints work in the end experience, which I obviously can't judge until I play it. I'd like more spaced-out checkpoints than what we saw in Revelations, though, regardless of what the motive for spacing them out is.
 
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