Honestly the version I was thinking about playing! If only to cut down load times (dunno if I wanna bother blowing into the mic to avoid zombie puke and whatever other DS touch stuff they added).
I think itâs pretty weird to say that RE4 has derivatives, because in my estimation it mostly doesnât. True, it was sort of the first workable Thirps; but the genre didnât develop in a linear path springing from its entire base, it shot off to the side. Modern thirpses are Gears games, not RE4 games. The weirdness that distinguishes RE4 from your standard thirps is one of the very best things about it!
I honestly canât think of anything that interesting about it other than the highly localized damage modelling which was really impressive the first time I played it and which you see elsewhere but still not that often. it sounds like this made it into the RE2 remake as intact as a person might want and then some so thatâs good.
other than that though itâs so very⊠gamey. like meat is gamey.
The enemy design is new and huge for shooters â slow walking plus randomized stumbling and lunges and runs solves their shooter issues and is a large design leap (this is why I donât understand RE6, they sped it up and short-circuit it and I donât understand how the game works anymore).
The level design of that first town battle is maybe the best thing Iâve ever seen and Iâve seen it emulated in action games since, from Bloodborne to Doom â a sprawling, hard check designed to make players fail and learn through failure and present as open and be honest about the gameâs values.
Kicking down doors! Modeling projectiles so they can be shot out of the air (and it just waits until you figure that out for yourself when you ping a hand axe)! It just oozes quality
I enjoyed looking at old Resident Evil 2 advertisement stuff this week, so while I was out today I made an effort to stop in and take photos of the RE2 Remake advertisement materials myselfâŠ
iâve always felt RE6 is going deep down the rabbit hole of mechanical iteration on RE4âs combat.
since this (RE6 and its continuing legacy of causing people to go âwhat the fuck is this shitâ) comes up relatively often, itâs worth noting that RE6 has absolutely no idea how to present itself. the campaigns donât really focus on the mechanical detail at all (certainly not on the default difficulty) - itâs mostly gimmicks and a bizarre, intense commitment to its utterly unremarkable narrative beats. the pacing (on any difficulty) feels slapdash and simultaneously rushed and tedious. and the tone. the tone! an irreconcilable juxtaposition of self-seriousness and self-parody. itâs incoherent.
all that said, the combat mechanics are simply the absolute fucking best. i could just toy around with those controls forever. theyâre perfect. it is the culmination of all the good things about RE-as-action game, and itâs probably the last of its breed, at least for a long time. there may never be another game quite like it again!
it should be said though that Iâm pretty sure my enjoyment of the game peaked at that first town battle and then went slowly downhill for twelve hours or whatever, which isnât exactly a success
I can barely remember the rest of it other than really bad late game bossfights and inventory tetris and scenes with the girl that felt like they werenât even succeeding at being lecherous
like⊠the knife fight? the bats you have to shoot in the castle? the cultists later on who take eight million hits?
think Iâd rather have kept the demo disc for this one if anything