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Post by mechanicalpaladin on Aug 8, 2016 5:54:33 GMT 10
they used re5 models and Orc models and rev1 models for revelations 2 For an extra game mode, not the main game.
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sed.akoson@gmail.com
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Post by seda on Aug 8, 2016 12:38:05 GMT 10
i think most important things are gameplay, new cameras, new ways, and all of things that we are not able to do anything about them and don't worry about other things some stuff like which character has which gun or not likely costume or musics and all of these kind of stuff are easy to change by modes or just swapping actually we are exactly looking for different taste (more interest for modding ) so if they add a menu like re3 for atleast 8 outfits we can made our favorite and replace those which we don't like easy peasy and i think if they add few difficulty with different method and style for inventory, it make the game more popularfor example: classic inventory for easy or normal and non stop like re5 for hard or professional (or maybe just selectable) ( i love to see a manageable inventory like re4 too ) and we are not capable to add new camera without having the engine so if they just make a classic view... all of us (i guess) had played the game already ( some people played that more than 100 time!!) so i think the game really need to adding a new scenario and an alternative way too and also they are simply able to add 2 mode for play 1- horror : less weapons and ammo and herbs 2- action : more and more weapons and... and this is veeeeerrrrrrrry easy to do
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Posts: 219
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Post by mechanicalpaladin on Aug 8, 2016 23:45:47 GMT 10
1- horror : less weapons and ammo and herbs 2- action : more and more weapons and... They kind of did this with the Dual Shock version. IIRC if you chose arrange mode, you started with sub-machine gun and there was rocket launcher and minigun waiting in the item box.
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Post by Rtoo on Aug 9, 2016 3:48:44 GMT 10
I'll throw in my 3 cents, why not. -expand the 2 character gameplay. Make each scenario unique for both characters, not having them retread the same locations solving mostly the same puzzles. Have some rooms exclusive to Claire or Leon or have them inaccesible until the other character unlocks them, -3D enviroments with tpp camera, -no or very limited malee, -RE4 "wobbly" aiming, -and most importantly no reticule or lasersight while aiming.
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Majini Killer
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Post by Fullbuster23 on Aug 9, 2016 3:58:48 GMT 10
So anyone think we will get any teaser/trailer update oficial by CAPCOM this year still?
Or this year we will not get any news related RE2 Remake? (coz RE7)
BTW: I don't think CAPCOM will put two cameras in this Remake, I think it will feature the RE4 camera only.
But if they going to add two, then it probably will feature both I would say, the classic camera RE2 and the new camera from RE4.
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Posts: 219
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Post by mechanicalpaladin on Aug 9, 2016 6:56:15 GMT 10
Have some rooms exclusive to Claire or Leon or have them inaccessible until the other character unlocks them They used this idea in RE2 with the Culture Room, I liked it. Wish they'll expand on it. residentevil.wikia.com/wiki/B4F_culture_roomand most importantly no reticule or lasersight while aiming. This would only work with first person aiming.
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Post by Rtoo on Aug 9, 2016 7:53:20 GMT 10
This would only work with first person aiming. Why? Not knowing where you're shooting is the point of this whole idea. Wanna get a sure shot? Let the monster come closer to you, unless you want to waste ammo (or are good with geometry). It would make encounters meaningfull with the player risking losing health when entering combat. It would also encourage avoiding it when possible. Whats the point of having slow zombies as enemies if you can take them out from far away with a couple of headshots...
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Post by mechanicalpaladin on Aug 9, 2016 18:23:15 GMT 10
Why? Not knowing where you're shooting is the point of this whole idea. Wanna get a sure shot? Let the monster come closer to you, unless you want to waste ammo (or are good with geometry). I assume that you are talking about tpp aiming (like RE4). The camera is in a angle and not in a straight line with enemies, so it would be frustrating just trying to aim. That is bad game design. It works with classic RE games because the games use static camera angles. Whats the point of having slow zombies as enemies if you can take them out from far away with a couple of headshots... And that is why modern RE combat/camera wouldn't fit classic games.
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Post by Frostwolf on Aug 9, 2016 20:32:45 GMT 10
Why? Not knowing where you're shooting is the point of this whole idea. Wanna get a sure shot? Let the monster come closer to you, unless you want to waste ammo (or are good with geometry). I assume that you are talking about tpp aiming (like RE4). The camera is in a angle and not in a straight line with enemies, so it would be frustrating just trying to aim. That is bad game design. It works with classic RE games because the games use static camera angles. Whats the point of having slow zombies as enemies if you can take them out from far away with a couple of headshots... And that is why modern RE combat/camera wouldn't fit classic games. Due to limited ammo and goods it doesn't matter which camera (or how many angles) they would use.
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Post by mechanicalpaladin on Aug 9, 2016 22:06:06 GMT 10
Due to limited ammo and goods it doesn't matter which camera (or how many angles) they would use. Good point. By biggest fear is that they'll turn enemies into ammo piñatas.
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Post by Rtoo on Aug 10, 2016 0:59:23 GMT 10
I assume that you are talking about tpp aiming (like RE4). The camera is in a angle and not in a straight line with enemies, so it would be frustrating just trying to aim. That is bad game design. Indeed I am talking about that style of aiming, which I actually did mention in my initial post in this thread. Bad game design, eh? I suppose static cameras where most of the time you can't see what's in front of you, not mentioning aiming at it without the handy-dandy autoaim button which, the original western releases of RE1 and 2 didn't have is good game design to you. Alrighty then.
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Post by mechanicalpaladin on Aug 10, 2016 7:13:10 GMT 10
Bad game design, eh? I suppose static cameras where most of the time you can't see what's in front of you, not mentioning aiming at it without the handy-dandy autoaim button which, the original western releases of RE1 and 2 didn't have is good game design to you. Alrighty then. Look, I'm not trying to bash you here, just stating the obvious. Give me a example of a game where there is such shooting mechanics and still manages to be fun, I might change my opinion. If there isn't such game, try modding out the laser sight from Resident Evil 4. I know Ganados ain't same as zombies but you could test out your proposed aiming style since Ganados change from running to walking once they are close enough. With the classics, they did the most of what they had and it worked. We wouldn't be having this conversation if people didn't like that style. While aiming you see the direction you are shooting and with later games that used the mechanic, you could randomly score a headshot even with a pistol. There is still a risk and reward thing in the classics. You can wait for a zombie to get close and score a headshot with a shotgun; wait too long and you'll get bitten.
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レッドフィールド
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Post by Beefy Busch on Aug 10, 2016 8:31:09 GMT 10
RE: Code Veronica and Outbreak had an auto-aiming mechanic which balanced the issue with regards to shooting enemies and fixed camera angles.
I personally think the remake should have fixed camera angles as the camera work of RE4 is what in part contributed to the series being more shoot em up with RE4 and onwards. It should be as faithful as possible to the original RE2 because that was pretty serious in tone anyway.
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Post by Rtoo on Aug 11, 2016 4:35:22 GMT 10
Look, I'm not trying to bash you here, just stating the obvious. Give me a example of a game where there is such shooting mechanics and still manages to be fun, I might change my opinion. If there isn't such game, try modding out the laser sight from Resident Evil 4. I know Ganados ain't same as zombies but you could test out your proposed aiming style since Ganados change from running to walking once they are close enough. With the classics, they did the most of what they had and it worked. We wouldn't be having this conversation if people didn't like that style. While aiming you see the direction you are shooting and with later games that used the mechanic, you could randomly score a headshot even with a pistol. There is still a risk and reward thing in the classics. You can wait for a zombie to get close and score a headshot with a shotgun; wait too long and you'll get bitten. Considering that you ask me to find you a game with those mechanics I guess that you haven't experienced them yourself. So you're more asuming that this is bad game design rather than stating it. But if your idea of fun is shooting slow moving malee monsters from across the room who am I to argue with you. Actually the only way that one could outright dissmiss this change without even considering the possibilities it creates is someone who expects this to be a regular action game which almost nobody wants. And no, I can't think of any game that plays like this- most of the time games today rip eachother off anyway, but I that even when trying to make an impactful change there still will be poeple against that because of reasons. But to counter that I'd like you to find me a recent high profile/popular game with static camaras and firearms as the main means of combat that isn't a rerelease or remaster if you think that those mechanics hold up so well, because I think they didn't went away without a reason. Nothing comes to my mind but maybe you'll be able to prove me wrong. I acutally followed your advice and played a bit of RE4 without the lasersight (the steam version doesn't even require modding, just changing a couple of values in the cfg if anyone would want to try that out for themselves), and to the surprise of absolutely no one it playes exactly as I expeced it would- it doesn't require a lot of imagination to figure out how much impact it would have on combat and resource management during even the most basic of encounters. Here's some observations- at ~3 meters it's not all that hard to score a headshot, at ~5m body shots are not uncommon and beyond that it's more or less a lottery. I even managed to shoot a crow. And that was me playing about 10 minutes so I didn't even have a chance to really adapt to this gameplay. After some training I'm sure you can get even more effective. I won't be playing the whole game like this because it wasn't designed to be played that way, but it proves that it is possible, and that in right hands can build an experience around it. Also that risk-reward thing is basically paraprhasing what I was writing earlier when explaing the mechanics of my ideal RE game. Significance of pistol headshots is rather debatable- they were independant of the player and weren't awarded for skill and whatnot. To the person playing it was just a regular attack. The same way you could explain random enemy damage vaulues- this zobmie clearly bit me in the heart or whatever, because the damage done was higher the that taken from the prevous one. Shotgun headshots also weren't that risky- the distance required to score one was rather generous so the only risk involved was when the camera was placed in such a way that it obstructed your view and made it difficult to judge whether it's safe to shoot or not, but that's the "good" design for you. Beefy Busch Yeah, I suppose that this could remedy the situation somewhat, but in actuality the autoaim in itself is bad. It basically allows you to scan for enemies as soon as you enter a room, breaking tension and immersion. As soon as the character would snap to something you knew the room wasn't safe, ruining the potential surprise moment. It also made the game much easier since you could altually miss if you were a couple degrees too much of target- so that invited even more careful resource management. You also turned much more slowly when manual aiming (and that was before quick turning) so it was more dangerous in turn. My brother, when playing the B scenario of RE2 many times missed the Tyrant with the rocket launcher either dying at that point or having no rockets for tentacle Birkin. So you could say that the autoaim is a double edged sword with atmosphere being the price for convinience.
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レッドフィールド
Posts: 1,332
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Post by Beefy Busch on Aug 11, 2016 5:16:39 GMT 10
Beefy Busch Yeah, I suppose that this could remedy the situation somewhat, but in actuality the autoaim in itself is bad. It basically allows you to scan for enemies as soon as you enter a room, braing tension and immersion. As soon as the character would snap to something you knew the room wasn't safe, ruining the potential surprise moment. It also made the game much easier since you could altually miss if you were a couple degrees too much of target- so that invited even more careful resource management. You also turned much more slowly when manual aiming (and that was before quick turning) so it was more dangerous in turn. My brother when, playing the B scenario of RE2 many times missed the Tyrant with the rocket launcher either dying at that point or having no rockets for tentacle Birkin. So you could say that the autoaim is a double edged sword with atmosphere being the price for convinience. I agree in that auto aim has its perks and cons. I still think Coder Veronica had it fairly balanced out as, you have a variety of enemies that countered the auto aim's advantages with fast movement or range. Bandersnatches had reach and could stunlock you, Hunters could move fast and leap at you, some bosses had ranged attacks as well. So while it was easier, in certain regards such as knowing where enemies are coming from and stuff, the BOWs hand plenty of tricks up there sleeves. Also zombies made more than enough moans and noises so you could walk in a room and hear them shuffle to you anyways without aiming your gun. I walked into many zombies and got munched on in RE:CV. I think RE:Remake had more zombies that would chill and stare into space, than the later games. There were also crowds of enemies where they'd fly and inflict poison so even with auto aim you were a sitting duck in a crowded room. Basically no mechanic in any game is 100% perfect because it comes down to the developer's time of testing and the player's own knowledge to master the mechanic's effectiveness as well.
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