RESIDENT EVIL.... (Part 1)

set a game in the memphis pyramid

2 Likes

I’ve been in there! The whole place looks like Fallout 3 DLC.

5 Likes

toups Sprinfield has the original Bass Pro Shop and it was arguably more of a nightmare than the Pyramid (which I have been in.)

4 Likes
2 Likes

My God that looks awful! And amazing!

1 Like

oof

3 Likes

That trailer sucks!?

1 Like

I thought it was aight. Don’t remember the car plummet? Super down for new/different areas or elements. There…is something a bit lackluster about everything they’ve been showing with RE3make. Also doesn’t strike the same effect that 2 did with 20+ years of new tech, not quite as iconic. I just know that Nemmy needs to majorly upstage a recent Mr. X, since they infused him with some of the og’s presence/concept.

Cool mid-air lunge bro

I’ll play this like I did RE2make six months after launch for 25 bucks. The game play loop of that was pretty great and moving it to more open city street environments could be cool. That is where I would lean this more of an open world maybe with a loose time limit to finish certain objectives the world changing as you do and do not finish tasks.

The problem with Mr. X is the station became about dealing with him at all times. It is pretty hard to balance making the main game a decent challenge an also this constant high stress challenge stalking you.

If the bosses were a bit more communicative this time that would be great.

Mr. X stalking you in the station was easily the best part of RE2 and I wish the game had had more of that.

1 Like

I haven’t had a chance to play RE2 remake yet but from what I hear, he literally never stops being just around the corner at all times throughout the run?

What made him so good in the original was that there was uptime and downtime, you could get away and breathe for a while and then he’d just show up again later. I can’t imagine he’d still be as fun of an element if he was just always constrantly nearby

he is only around at certain points of the game, but during those points he’s very persistent and you’re not likely to be away from him for all that long

1 Like

it’s very similar to the ā€œstalkingā€ sections of RE7 where there are fairly clearly defined sections where you’re being actively searched for.

in RE2 remake it’s more like there is a specific single, fairly long portion where he’s searching you and you have to be mindful of his possible appearance as you navigate the station.

when that part ends it never really happens again and I think it’s a shame.

RE7 also underutilized this mechanic but when it was good it was so good.

2 Likes

The bad part is it is during the clocktower section which has one entrance and a narrow path to get there and he just hangs outside the whole time. Like that point it goes from ā€œthoughtfulā€ to gah I have to deal with this jerk getting there and leaving.

I mean I guess it is balanced right because I do not get to an unwinnable state.

1 Like

I don’t know if the rest of you have just mentally blocked out the part where he shows up in the lab, because that combination of obstacles was such bullshit I put down the game then and there and will never touch it again. Didn’t care for that supermeatboy bullshit in a real game.

that part isn’t bad at all and it’s over before it starts. I really wish he was stalking you throughout the entire lab section!

what a good game

3 Likes

instant-kills in resident evil only work when they are jokes.