RESIDENT EVIL....

we :clap: want :clap: mercenaries :clap:

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I refuse to fight Bloodborne Jerry Garcia

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just thingken of the brilliant simplicity of making something scary by just scaling it x2… that very big woman…

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scary giant witches is the direction resident evil needs to go ive been saying this for years

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655

I have an existential problem!
I have played the remakes of RE1, 2, 3 and loved all three.
Now I need to decide if I should play RE4 on the PS4, or RE7. I have played neither.

Should I proceed with RE4, or do I risk to be underwhelmed after having played those remakes? Should I wait (for how long, I wonder) for the remake of RE4, and in the meanwhile play RE7?

What would you guys do?

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PLAY RESIDENT EVIL 4

i can’t tell you if you are gonna be underwhelmed or not, but re4 is a super tightly designed action game and you should give it a go at least. the games following it pick certain things out of it but don’t really repeat what it does. it’s very videogamey, in the best kind of way

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videogamey in the sense of: haha, immersion?! nah, just use the iframes of your suplex to avoid damage! it’s dumb. it’s great. it’s hilarious. it’s stressful. it is trashy and super well-designed.
it’s one of my all time favourites and i’m glad it’s ported to practically everything.

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The jacket

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i enjoyed the campaign of 4 a decent amount, but i come back to the mercenaries mode repeatedly. i’ve probably put 200+ hours across various platforms into mercs alone. that’s where the post-cv games really shine imo - they get a chance to flex their arcade-y action mechanics

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really need to give that a go sometime. can say i’ve never spent time doing the extra modes of any resident evil.

oh jeez, you definitely need to try score-attacking in mercenaries! i got extremely addicted to it in the mid-aughts lol

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what’s interesting about this is i started smoking weed around the same time as i was playing RE4 and i remember it feeling like the most immersive, moodiest game of all time. 420 fucking blaze it

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it’s super moody and gorgeous, but what i mean is that even then it really doesn’t care about holding back or contextualizing in a ā€œrealisticā€ way videogamey stuff.

you’ve got enemies that react to which body part you shoot, but doing this leads to button prompts that activate invulnerable attacks. items are always surrounded by glowing circles. enemies drop treasure chests with gold.

somehow the merchant has installed a shooting gallery with moving cardboard cut-outs in various places, not to mention he’s arranged a little medals for you to shoot in the starting area which he’ll reward you for doing.

it should maybe be jarring but isn’t, i love all of this stuff, especially together.

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yeah! but it’s all so smooth and cohesive. i guess the game never trained me to expect anything but what i got from it

i can take a game like that extremely seriously, because i know it only takes itself just seriously enough… sorry i’m not sure that makes sense

in the re4 world logic, invulnerability frames are just an inevitable fact of life!

what’re ya buyin’?

i guess for me it highlights the difference between immersion and realism/simulationism?

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thinking more about this, things like invuln’ing thru an enemy attack are a type of expressive verb in RE4. you are limited to the verbs the game provides, so it is sure to provide some funky flash so you can really get leon’s groove on. these things can be ā€œunrealisticā€ without breaking suspension of disbelief, and it’s a fascinating space that seems more neglected these days

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it also makes me think about the concept of targeted generosity

e.g. super mario bros will still let you jump for a frame or two after you’ve run off a platform

e.g. some games will buffer your input if you press it too early so it will still register the input

if the function is ā€œgenerousā€ to the player, it will be easier to swallow. i think RE4’s quirk fits this too

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image

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