RESIDENT EVIL.... (Part 1)

I like that they just DUMP Mr. X into the middle of a fight in that trailer. That kind of slap-dash stuff makes me think maybe this multiplayer thing might be good for some hectic fun.

What a mindjob.

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main impressions: feels and looks a lot like REmake 2 but with a wider spectrum of color, dodge is very similar to Rev 2 dodge, shotgun has wonderful spread, glock sound effect really meaty. really hope the gun powder system is closer to the original than the exact REmake 2 system in place in the demo.

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Wait what?

Wait what?

WAIT WHAT

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Dang, didn’t expect CAPCOM to come out as Epstein truthers.

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Gotta say, aside from some boring logotypes here and there the poster/ads/products/signwork from the environmental artists are on point

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the demo felt lukewarm to me but maybe only because it forces you to play on “standard” difficulty. at the very worst this will be a popcorn type of game but I’m hoping the “classic” difficulty will be selectable from the start and as tense as the RE2 remake.

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RE2make had me craving a hamburger. R3make has me craving a donut.

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The Dead Rising 1 graphic design/ad copy A-team is back

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I thought it was nice economical game design the way that a few balance tweaks (predictability: zombies always go down in three headshots, always get back up, way more ammo and health drops, exploding barrels) made it feel like an action respin of of the RE2 demo, that feel-through-numbers is right up my wheelhouse. I did RE2 remake on Hardcore but I might prefer the sloppy feel of Standard for this if it’s always this crowded, if it wants me to not feel guilt every time I use a bullet.

They have to be careful not to tread onto the action turf of a decade of Resident Evil games post-4. They have the new juke move but nothing like that vocabulary of melee finishers or shot reactions so it’s inherently limited as action.

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it feels much more like revelations 2 beyond even the dodge move which is certainly not a bad thing. revelations 2 also had some intensely difficult sections.

I’m definitely open to it being more actiony or whatever but I feel like overly plentiful ammo and infinite durability knives are overall steps backward. but we’ll see how it shakes out in the full game.

the combination of the two alone makes it feel so much like RE4 tbh. so many zombies can now be reliably killed by a few leg shots to down them and then keep stabbing them till they die with no consequence. this is so similar to RE4’s basic combat loop of head shot / kick / knife / repeat

i always felt re3 was harder than 2 (you really have to manage your gunpowder well or you never have enough fuckin ammo) so this is a really weird choice to me

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Can’t shake the feeling that the demo was being overgenerous with resources that might not appear in the final game? Like there’s no way you’re going to get all of that stuff in that time span and it smells like a demo thing, though maybe I’m wrong. But yeah, infinite knife+dodge+explosive barrel clearance sale do feel like they’re going to change the balance a bit with zombies. I would conjecture that with more Nemesis in the picture, these advantages are going to feel like a necessity.

I dunno, I think it’s hard to take that much away from the beginning of any RE game? It’s really hard to run out of resources/options in the first 40 minutes of most of them.

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It’s good they gave jill a glock, which she had in her original re1 concept art

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the RE2 demo was fairly representive of the difficulty of the full game

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This is definitely subjective, but I actually got blindsided and attacked more in this demo than when I played the REmake 2 demo at E3 on the show floor. The main difference being that there were so many more healing items and 9mm bullets lying around this time that I never felt like I never had to make difficult strategic choices or pay extra special attention to who was lying on the floor around a corner.

If the whole game has the same kind of safety net on standard difficulty, color me surprised. I suspect some design choices were made because Nemesis is going to be way more mobile, pervasive and dangerous than Mr X in practice, whether you’re stalked or he appears at scripted points (I hope there’s some kind of dynamic factor, since that’s what made Mr X ruining your day at the “wrong moment” so interesting).

I think Capcom did say something along the lines of this game being more action oriented than REmake 2. I really do love the sweet spot that REmake 2 hit in regards its difficulty and how well it reconciled the two styles of RE games if you consider the split to have happened at RE 4. I play these games on normal difficulty, and I felt like there was just enough tension in REmake 2 to give you friction without forcing you into Hail Mary situations all of the time.

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A lot of people would not know the shoot them in the leg > knife forever method.

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the perfect dodge mechanic (?) is pretty nifty

i also appreciate RACCOON TOONS

otherwise i am not terribly optimistic about this

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