RE2 was my first playstation game, it's my favorite series, read all the books, used to post on gamefaqs like 10 years ago with CVX on gamefaqs. My favorite series.
Couple of thoughts of the overall series:
RE2/CVX are my favorite, but I've got a soft spot for 3.
4 > Revelations > 5
Lost in Nightmares is not the saint that half of gaf thinks it is, its pretty horrible.
Avoided this thread due to all the negativity, here are my thoughts:
First things first, when I first jumped into the game with my friend I had two very opposing energies, one being the desire to prove all the haters here wrong and not wanting to believe the bs, and the other being that I desperately wanted to play Borderlands 2 which was sitting unopened by my console.
My friend and I jumped right into Chris's campaign and I played as Piers. Words I'd use to describe that playthrough weren't disimilar to what we've seen on GAF : Uncomfortable, claustrophobic, awkward, bad controls, shitty. We didn't bother playing the other two campaigns, it was such a bad experience that we jumped straight to BL2.
Being more objective the second time around and wanting to go through it at my own pace I replayed through everything and each character via singleplayer, and came out of that experience feeling a lot more comfortable.
The Good
- It's the best TPS on the market in regards to how good it feels to fire the guns and hit an enemy. The red dot within a crosshair system is a brilliant and well executed idea, and no other TPS feels as good to hit enemies. It's visceral: Chunks of the head can be blown off, but it's also functional in the same way as 4/5 in regards to location based damage setting up combos without being as painfully obvious and restricting in regards to enemy movement. Enemies fading into ash or just boiling away into black gore just adds to the awesome.
- Technically speaking, Capcom has a team that can do whatever they want technically, at least on the PC and 360, and it shows here. No tearing on my demo, fps drops were occasional but not horrible. The only thing that suffers slightly other than 5 is image quality and textures, but the textures aren't an issue in the darker environment and there's so much more going on in this one in regards to dynamic lighting, depth of field, generally more enemies on screens and effects in general.
- They've created a foundation which can last for at least a trilogy in terms of what they've created with the stamina functionality, quickshot system, and new evades, unfortunately from what I've seen it's not utilized properly due to enemy types and environment, which I'll explain below, but they've done the hardest part.
- Going the Revelations route ends up with the perfect sweet spot. Coop is there if you want it, and not having to worry about your coop partners ammo and weapons means singleplayer feels very solid.
- Weapon diversity seems pretty incredible in general from what I've seen.
- Playable partner characters is going to result in a shit ton of replayability in general. Sherry's burst pistol and Piers sniper rifles were pretty awesome.
The Bad
- 180 turn is more trouble than it needs to be, which is crucial in a game like this
- HUD system is fucking bad no matter who you play as. Visually they are fantastic looking, but it's a problem that so much work went into so much style over functionality.
- Absolute lack of visual cues = Arguably the biggest problem with the game. It's a huge problem during Chris's campaign when during broad daylight you have to take a moment or two to realize if something is an enemy or an ally, and it creates a lot of chaos as a result. Lack of bullet trails/smoke trails, very muted colors for enemies, it just creates a logjam situation where you don't know what the fuck is really going on, and as aresult you end up getting flanked by guys and assaulted from all directions. It makes you think that it's a camera issue , when really it's just enemy and level design.
There need to be more cues in regards to what's an enemy and what isn't, and you should be able to identify their placement right away. Red glowing eyes, glowing weak spot appendages, something, anything.
- Gun wielding enemies. It just doesn't work. It didn't work in 4, didn't work in 5, and it doesn't work in 6. It's working better now than any of the previous games but it's just not necessary. Mechanically a system has been put in place for fantastic BOW/Melee enemy encounters, and it's being wasted by forcing the player to play the game like it's Ghost Recon.
- I didn't have any reason to ever use many of the dodge mechanics. With whats in place the game is just begging for waist high licker strikes with solid visual cues and an ability to dodge to the floor to avoid them, followed by a few vertical strikes that force rolling, or environmental hazards to slide under that the enemy might run into. All of this again seems perfect for melee enemy types and NOT for gun wielding opponents.
- Remove melee weapons as a wielded item. Awkward.
Overall it was a much better experience the second time around and it holds a lot of promise. My main concern is what the ratio will be like in the main game regarding shooting enemies and virtually anything else. More of the latter will create a better experience. I'm hoping for more strategical use of the new dodge system and better visual cues on enemies in general.
I'd rank the campaigns like this thus far : Leon = Jake >>>>>>>Chris.