Muchi Muchi Pink
Member
Hey doesn't look that bad, as the E3 demo.
Capcom already confirmed that you can switch off the destination mark in the options.
Detail? What is the point of it? I'll just walk into this room, oh hey there's a dead body on the chair, oh it just fell off the chair now for no reason. No reaction. : |You seriously think that was meant to be a jump scare? Come on son. Just a detail.
Ahh, so that's how you justify it. You just can't admit you'll enjoy this game, no matter what. Humorous.
Detail? What is the point of it? I'll just walk into this room, oh hey there's a dead body on the chair, oh it just fell off the chair now for no reason. No reaction. : |
I hope that you can turn that off. After all do they still have the laserpointer.The crosshair is garbage. Waaaaay too big and obtrusive.
the slow pace exploration doesn't really excite me, seeing as its appears to be very linear and you're constantly being comforted (and interrupted) which stops any tension from forming.
doesn't really compare at all compared to say the Village in RE4 or Racoon Police Department in RE2.
The way Leon handles this scenario is really annoying.
Yeah, we're in a zombie apocalypse.
So let's find this guy coughing and stumbling and don't even check him for bites or anything, just bring him along.
Now we find his daughter, she's even worse than the guy, don't check her for bites either, just bring her along too.
Now let's get into a small confined space with both of them. Yeah, that's a good idea.
I feel like Leon's been through this shit enough times that he should know what's up and not do stupid stuff like the.
This is a huge problem with horror games as of late that has continued to bug me. Doom 3 suffered from this aspect and it has continued with other more modern games (such as Dead Space and Silent Hill Homecoming). You should NEVER focus on your creature design via a cutscene. It always spoils the horror.(also drawing your attention to something running around in the shadows with like 3 seconds introduction - isn't scary)
I think this is wishfull thinking, because all signs on earth and sky show us this is going to be Resident Dudebro 6...Hopefully the Leon segments really evolves post this area, and becomes more like RE4.
This is a huge problem with horror games as of late that has continued to bug me. Doom 3 suffered from this aspect and it has continued with other more modern games (such as Dead Space and Silent Hill Homecoming). You should NEVER focus on your creature design via a cutscene. It always spoils the horror.
All the "drama" in these cutscenes is extremely tedious and completely non-entertaining.
I suppose it does depend on the person.That's not true. Knowing what's coming after you is just as scary in some cases. That kinda depends on the person.
I can't get scared after realizing the thing chasing me won't actually get me. Or isn't really there.
I thought Capcom already confirmed numerous times you could turn off the guide markers and switch to the traditional laser sight?
The sections they demoed at E3 were much more gameplay-focused, like the multi-level open arena boss fight with Ustanak in Jake's scenario, and the multi-level rooftops you criss-cross in Chris' scenario.It's definitely the most different the series has ever been. RE5, while being linear, still felt like a fun game to do speed runs through, but this is really getting bogged down with the cinematics. This game is like a reflection of this entire generations streamline to cutscenes and corridors.
I know, right?Ah, so this is why they're saying that the game is going to be around 30 hours. Half of it will be cut scenes.
The sections they demoed at E3 were much more gameplay-focused, like the multi-level open arena boss fight with Ustanak in Jake's scenario, and the multi-level rooftops you criss-cross in Chris' scenario.
Doesn't look bad.... but HOLY SH*T on the NEXT DESTINATION MARK!!!!
It's ruining the atmosphere and killing the already dead exploration feelings :\
WTF at this point all you have to do is following the Target and you will finish the game in no time because it will tell you where to go ALL THE TIME -_-"
Is this the footage where he and his partner are searching that creepy building for some old guy's daughter?
Why would they even need markers on a game as linear as this? They're really making sure the casual sheep don't get lost I guess.
Agreed. Really really stupid. So tired of all the fucking hand-holding in so many games. It would be a bit scarier if you DIDN'T KNOW EXACTLY WHERE TO GO and had to actually FIND your way through it.
The presentation, set pieces, lighting were all top notch... but its lacking that horror element somehow. I can't say I'm very interested in this, especially since Leon's playthrough held most the interest for me.
Waypoint evil six!!!!!!!
Even if you're able to turn it off, what's the point? The game clearly as built on linearity and "there's nothing interesting in other rooms, so don't waste your time and just follow the waypoint".
It's not about being or not being there. It's WHY it is there.![]()
Even if you're able to turn it off, what's the point? The game clearly as built on linearity and "there's nothing interesting in other rooms, so don't waste your time and just follow the waypoint".
It's not about being or not being there. It's WHY it is there.![]()
...which isn't possible, because it's the E3 demo!I started and can't stop. Looks a hell of a lot better than what they showed at E3, I'll say that much.
Did nobody follow this game at E3 at all?Hey doesn't look that bad, as the E3 demo.
Youareabletoturnitoffintheoptions evil six!!!!!!
In other words, just like RE4.Turning off the waypoint icon doesn't stop the game from being nothing but "go here, then here, then here".