Sensei-San Posted July 25, 2002 Share Posted July 25, 2002 When Capcom decided that Nintendo would be the exclusive new home for the Resident Evil series, the company also revealed that the series prequels are coming along nicely. This comes as great news to Nintendo, seeing as how Capcom's first survival horror is relatively that successful. Resident Evil 0 shares the same good looks and visual flair as its previous successor. Asides from similar graphics, this RE adventure boasts crucial differences over its gory cousin, most notably, the option that allows you to swap between two characters during play. With the first available character being S.T.A.R.S Bravo team member [I]Rebeca Chambers[/I], and the second being a brand new asset to the series, [i]Billy Cohen[/i]. The ability to swap between heroes will open up new ways to play, as each character has strengths and weaknesses which players must exploit to progress further on the game. One new feature to the Resident Evil series, which is introduced in Resident Evil 0, is the ability to drop your weapons and items. Most surprisingly, you are able to re-trace your steps and pick up your dropped equipment at the same place. It will be great to see just how successful Resident Evil 0 will be without the famous "treasure" chests. My final point, are Capcom overdoing it? and are they losing their sense of originality? planning to release many survival horrors of the kind. It is all just a question of what the future will hold for Capcom and Nintendo. Link to comment Share on other sites More sharing options...
Semjaza Posted July 25, 2002 Share Posted July 25, 2002 I don't see how they are losing their originality... Honestly, GC is only getting 3 [i]new[/i] RE games, one of which (the remake) already came out. The rest are really just straight ports to get Nintendo fans into the franchise. It's not like Capcom hasn't released a million versions of one game in a short period before. There are so many Street Fighter games that most people lost count. At least 7 of which came out on the DC in it's short life cycle (I'm including imports). I don't think this is nearly as bad as that :). These games are still really popular, and they do sell. RE didn't sell as well as most Nintendo freaks here thought it would in Japan, but Capcom never expected it to. It was ahead of their estimates even. Apparently, people there aren't too keen on remakes... but I know that RE Zero is in the Top 5 most wanted at Famitsu. Hopefully this game will sell, and it will show that Capcom made a good decision. Link to comment Share on other sites More sharing options...
Sensei-San Posted July 25, 2002 Author Share Posted July 25, 2002 It is great to see that Nintendo and Capcom are working together to produce a vast amount of good quality titles, one based on another. Street Fighter and Resident Evil both come from different genres, and the success of either one of them are all due to different reasons. Although they are both are Capcom titles, Street Fighter, unlike Resident Evil, tend to reach out and grab any opportunity available to nab a console and start reproducing a new life cycle on it. The difference between Resident Evil 0 and any other Resident Evil remake coming to the Gamecube is that zero is introducing something totally new, who knows, it may even change survival horrors for the future to come. Resident Evil 0 and Rebirth aren't the only RE titles being developed for the Gamecube, many gamers may get sick of the cocept, although me myself see it as a new experience, even though there have been many RE games of the kind. Link to comment Share on other sites More sharing options...
Schrat Posted July 25, 2002 Share Posted July 25, 2002 Nintendo is the exclusive home for RE now right??? SO why is Resident Evil Online coming out for the ps2? Link to comment Share on other sites More sharing options...
Semjaza Posted July 25, 2002 Share Posted July 25, 2002 The deal doesn't include spinoff's and such. So RE Online and any Gun Survivor games don't count. Link to comment Share on other sites More sharing options...
Charles Posted July 26, 2002 Share Posted July 26, 2002 Resident Evil 0 looks very interesting and the setting perfectly suits the genre. Rebecca is a fairly green medic, trapped within the narrow corridors of a train, which is infested with zombies. Plus, there's a convicted criminal on the loose to boot. Now, if that premise doesn't sound cool, then what does? The fact that Shinji Mikami was busy developing the original Resident Evil remake during Zero's development doesn't bother me one bit. Because of his work on the remake, the team behind Zero has really had to step it up a notch in order for this prequel to meet the quality standards of Mikami's work. Swapping characters on the fly is also a step in the right direction. Oddworld for the Xbox used this concept somewhat, but came up a little short. If Capcom uses this feature to it's potential, the puzzles will be more intricate and fun to play through. Rationing weaponry, ammo and healing items will create a deepened sense of strategy as well. I do hope that Capcom ends the Resident Evil series as it is though. These prequels and sequels are becoming a little ridiculous. During the first Resident Evil, Rebecca was supposed to be lacking in combat experience and more helpless than other members. Now that we know she went through an entire zombie-infested adventure, this premise seems a little ridiculous. Also, I didn't like Code Veronica's action approach. The game just didn't strike me as survival horror. Even the opening cinematic screamed "action movie." I guess this is due to the fact that the characters have grown used to these monsters by now. The feeling of helplessness and fear just isn't as strong. Resident Evil 4 is being hyped as revolutionary, Resident Evil 0 ditches the crates, while allowing us to swap characters in real time and Resident Evil Online is allowing us to play the game how it truly was meant to be played. The franchise is still strong. I would just like to see it taken in a different direction. Link to comment Share on other sites More sharing options...
Sensei-San Posted July 26, 2002 Author Share Posted July 26, 2002 [QUOTE][i]Originally posted by Crazy White Boy [/i] [B]Also, I didn't like Code Veronica's action approach. The game just didn't strike me as survival horror. Even the opening cinematic screamed "action movie." I guess this is due to the fact that the characters have grown used to these monsters by now. The feeling of helplessness and fear just isn't as strong.[/B] [/QUOTE] Well, it is true that the essence of fear and suspense is dying down, as are the attitudes of the heroes towards the incidents, but I wouldn't really say that it is due to "getting use to the monsters". Code: Veronica didn't really appeal to me either, there was just a few new features which worked quite well with the game, like the ability to have two guns of the same kind at the same time in a Tomb Raider format. Even if this made Code: Veronica that much easier to complete, I would still go for it. :) The Resident Evil team are yet again taking another short cut. They are re-using an old story plot, but in a different manner. When Clair Redfield was first introduced to the series, she was totally unaware of anything, no zombies, no lickers, no Umbrella. She was also, as Rebecca was in Resident Evil One, inexperienced and new. This whole criminal on the loose ordeal is just another "add-on" so gamers feel as if they are experiencing a brand new storyline. I'm with Resident Evil 0 all the way, and am even more eager to get it than the remake, but I'm upset with some of the plots and twists. :) Link to comment Share on other sites More sharing options...
Charles Posted July 26, 2002 Share Posted July 26, 2002 [QUOTE][i]Originally posted by Sensei-San [/i] [B] Well, it is true that the essence of fear and suspense is dying down, as are the attitudes of the heroes towards the incidents, but I wouldn't really say that it is due to "getting use to the monsters". [/B][/QUOTE] All I have to say, is refer to your own paragraph, lol. :) [Quote][B]They are re-using an old story plot, but in a different manner. When Clair Redfield was first introduced to the series, she was totally unaware of anything, no zombies, no lickers, no Umbrella. She was also, as Rebecca was in Resident Evil One, inexperienced and new. This whole criminal on the loose ordeal is just another "add-on" so gamers feel as if they are experiencing a brand new storyline. [/B][/QUOTE] You said it yourself, Claire is now familiar with these manifestations. Why should I believe she's frightened by a simple zombie, when she's tackled a Tyrant in Resident Evil 2? With the sense of fear vanishing from the onscreen characters, the sense of horror as a whole diminishes. In order for a survival horror formula to be successful, we have to believe that the characters are somewhat helpless. The insane acrobatics that Claire pulled off in that opening video didn't make her look like an underdog at all. Thus, survival isn't necessarily a big idea. Shinji Mikami even refused to use Chris or Jill in the second Resident Evil because he didn't want to hurt the sense of fear. Hopefully, all of the current heros (except for Barry) will be killed off or something. Link to comment Share on other sites More sharing options...
Sensei-San Posted July 28, 2002 Author Share Posted July 28, 2002 [QUOTE][i]Originally posted by Crazy White Boy [/i] [B]You said it yourself, Claire is now familiar with these manifestations. Why should I believe she's frightened by a simple zombie, when she's tackled a Tyrant in Resident Evil 2?[/b][/quote] Precisely, which is why Shinji Mikami needs to rid Claire from the Resident Evil series, she is pushing the lines of fear and suspense much more further in a ridiculous way. She is used to it, as is Jill in Resident Evil Nemesis. They both need to disappear from the Resident Evil universe. [quote][b]With the sense of fear vanishing from the onscreen characters, the sense of horror as a whole diminishes. In order for a survival horror formula to be successful, we have to believe that the characters are somewhat helpless. The insane acrobatics that Claire pulled off in that opening video didn't make her look like an underdog at all. Thus, survival isn't necessarily a big idea.[/b][/quote] The difference between Code: Veronica and all the other Resident Evil games is that Claire actually chose to go and infiltrate the Umbrella headquarters, unlike the heroes of the others, they have no choice but to fight. It also comes to notice that all of the Resident Evil heroes are police officers, with the exception of Claire, and are either trained well and able to work well, or just plain wimps, who compare training to the battle field (I got carried away there, sorry). If a police officer is set to escape and survive from a house of fiends, then obviously there is already nothing in store for the players. A new twist would be to start off unarmed, and be able to use your surroundings to your advantage, just blasting your way through a horde of villains isn't good enough. [quote][b]Hopefully, all of the current heros (except for Barry) will be killed off or something.[/B][/QUOTE] Hmmm...are you sure you want that to happen? Think about it, if all of the characters die (except for Barry :) ), what would that leave? Let me guess, the daughter of Steve and Claire, out to avenge her parents as a one man army against Umbrella. The plot and usage of characters really need to be thought out carefully, this isn't your average third person shoot 'em up. Link to comment Share on other sites More sharing options...
James Posted July 28, 2002 Share Posted July 28, 2002 [color=royalblue]Mr. Mikami needs to take a leaf out of Konami's book. Whilst I find Resident Evil becoming increasingly tame, I am continually amazed at the level of fear that the Silent Hill series can generate. I found that while Resident Evil: Code Veronica looked gorgeous, it was quite a boring and lifeless game. I didn't really enjoy the story, I felt that the environments (while pretty) were fairly uninspired and sterile...and there was really nothing scary about the game whatsoever. Resident Evil: Nemesis was somewhat more scary for me, simply because the addition of Nemesis (and his unpredictability) added something new and exciting to the formula. I believe that Capcom need to go for a mixed approach. On the one hand, they need to keep focusing on the traditional "jump out and give you a heart attack" type scares...but moreover, they need to start injecting some freaky/horrific atmosphere and a deeper/more disturbing storyline. The original Resident Evil (and thus, the remake) was my favourite in the series. I felt that it was the scariest, to some extent. The main reason for that is because of the way the main character is essentially trapped in the mansion in the middle of nowhere - with no real way of escaping. It provides a claustrophobic atmosphere that, I believe, is highly beneficial to the game's overall feel. I also felt that the original RE's music was the best. Very moody and subtle...it was very good. Resident Evil 0 sounds like a worthy addition to the series, from what I've read thus far. The inclusion of new innovations (like the dual character system) seems to definitely be a step in the right direction, as was mentioned previously. I also hope that the controls are massively overhauled -- no more of this silly "rotate and run" rubbish, please...let's actually fully utilize the GameCube's fantastic controller to really create a better gaming experience. If Capcom can get a good storyline going...and have an improved control system, combined with a better atmosphere...then I'm definitely going to get right back into the series. As it stands, Code Veronica definitely left a sour taste in my mouth. And since then, I've found myself becoming much more drawn to Silent Hill 2 (and really looking forward to Silent Hill 3). I am also interested to hear about RE4. It has been said that RE4 will be a major change in the series...and thus, will represent the future of the Resident Evil series overall. I can't wait to see what RE4 adds to the formula.[/color] Link to comment Share on other sites More sharing options...
Sensei-San Posted July 28, 2002 Author Share Posted July 28, 2002 [QUOTE][i]Originally posted by James [/i] [B]Whilst I find Resident Evil becoming increasingly tame, I am continually amazed at the level of fear that the Silent Hill series can generate.[/b][/quote] The Silent Hill series are deeply terrifying, and far more realistic in a way. Capcom have created a habit of making their Resident Evil games as if they were a Hollywood movie, where the main character escapes a facility just before a bomb triggers managing to get the other survivors out swiftly. The fact is also always exaggerated, for example, a building goes off with a big bang, and the hero just manages to escape with a relatively big dive out of the front door. Silent Hill also know how to sustain their sense for originality. As in not ending all of the adventures with a timer and a bomb, lol. :rolleyes: [quote][b]I found that while Resident Evil: Code Veronica looked gorgeous, it was quite a boring and lifeless game. I didn't really enjoy the story, I felt that the environments (while pretty) were fairly uninspired and sterile...and there was really nothing scary about the game whatsoever.[/b][/quote] There truly were some astonishing backgrounds and character detail, but when you compare them to the likes of Silent Hill 2, it's almost as if Resident Evil is just child's play. The grainy graphics added so much more to the game, rather than just producing something smoother and swifter, Konami decided to push their levels of play to maximum. One factor fear which made the game that much more terrifying was the "long walk" in the beginning. Although it was a very risky step, it proved to be quite successful. Capcom could learn a surprising amount from Konami and the Silent Hill team. [quote][b]Resident Evil: Nemesis was somewhat more scary for me, simply because the addition of Nemesis (and his unpredictability) added something new and exciting to the formula.[/b][/quote] I didn't really like Nemesis myself, but it introduced many new features to the Resident Evil series, like the ability to dodge the fiends attacks, or the two options you could chose from when encountering the Nemesis. I do understand why Capcom let go of the Nemesis encounter option, only to show their sense for originality, but I see it as a great shame to see the dodging feature go to waste. I have not yet played the Remake yet, since it hasn't been released here in the UK, but even if the dodge feature is enabled in that, it seems a great shame, to let it pass through other Resident Evil titles unnoticed. Who knows, maybe it could've gotten Code: Veronica one step closer to heaven. I believe that Capcom need to go for a mixed approach. [quote][b]On the one hand, they need to keep focusing on the traditional "jump out and give you a heart attack" type scares...but moreover, they need to start injecting some freaky/horrific atmosphere and a deeper/more disturbing storyline.[/b][/quote] We don't see this much anymore, maybe it could be to a lack of ideas, or that the Resident Evil team are producing new ones. [quote][b]I also felt that the original RE's music was the best. Very moody and subtle...it was very good.[/b][/quote] Duely noted, it is unfair to judge the soundtrack in that manner. It mainly depends on the atmosphere you are playing in. Resident Evil had a very scary soundtrack, and scary did suit that particular game, as it does with the others. However, Resident Evil 2 was more on the tragic side, seeing as the [i]whole city[/i] had become infested with the T-Virus, so RE2 worked better with tragic sounds in order to produce the "tragic effect". Link to comment Share on other sites More sharing options...
James Posted July 28, 2002 Share Posted July 28, 2002 [QUOTE][i]Originally posted by Sensei-San [/i] [B] Duely noted, it is unfair to judge the soundtrack in that manner. It mainly depends on the atmosphere you are playing in. Resident Evil had a very scary soundtrack, and scary did suit that particular game, as it does with the others. However, Resident Evil 2 was more on the tragic side, seeing as the [i]whole city[/i] had become infested with the T-Virus, so RE2 worked better with tragic sounds in order to produce the "tragic effect". [/B][/QUOTE] [color=royalblue]Well, what is the Resident Evil series about? It is, at heart, a horror series. And thus, the music needs to reflect the horrific theme of the game. Of course, Resident Evil is also about hopelessness and tragedy; these two elements are very important. Having said that, I felt that the music in the original achieved more than the music in sequels. I personally had more of an emotional response to RE's music. And while music is important for creating atmosphere (or [i]enhancing[/i] atmosphere), I felt that Silent Hill 2's approach of being completely devoid of music was also very effective. The sound in SH2 was something else entirely...it achieved so much more than Resident Evil ever could, in terms of building a very specific atmosphere that felt very real and dangerous.[/color] Link to comment Share on other sites More sharing options...
Red Posted July 28, 2002 Share Posted July 28, 2002 [b]At the moment, I'm far more interested in the remake of the orginal version of Resident Evil. Personally, I don't think that Resident Evil 3 and beyond really did anything to push the envelope and enhance the series in any way. Resident Evil 1 and 2 had a great atmosphere, while RE3 was a tad too easy and predictable. RE Zero looks like it could "revive" the series, the fact that you're stuck on a cramped train, surrounded by Zombies. Especially the new gameplay features, such as not having to trudge through half the area to get to a crate, only to grab some healing herbs or ammo. Switching between characters at the touch of a button sounds good, since you will be able to fight on 2 fronts if so required. I have seen that you can give the character you are not currently controlling a handful of "orders", such as hold back due to them being injured.[/b] Link to comment Share on other sites More sharing options...
James Posted July 28, 2002 Share Posted July 28, 2002 [color=royalblue]Yep, you can give the "secondary" character (the one not directly under your immediate control) some commands, which dictate their actions. I think this is very useful; you can use your secondary character to form strategies for different situations. This aspect potentially adds a lot more thought and depth to the gameplay experience.[/color] Link to comment Share on other sites More sharing options...
Sensei-San Posted July 28, 2002 Author Share Posted July 28, 2002 It is obvious that Capcom are using the "swithcing characters" function as a test on one of their better Resident Evil titles. Personally, I can't wait to see how it turns out, and what others will have to comment about it. The Resident Evil team need to be careful and take deep pre-cautions though. Whether this will ruin them or not. Switching characters through out your adventure, during either a puzzle or a life or death battle, can create different forms of strategy. Discussions on different tactics against the monsters could prove very useful. This new function could revolutionise the Resident Evil series forever. :) Link to comment Share on other sites More sharing options...
Charles Posted July 28, 2002 Share Posted July 28, 2002 Well, the main problem that I have with the Silent Hill series, is that a good deal of the monsters don't look particularly frightening. Heh, Especially when I can beat them using a board with a nail in it. [Quote][B]Hmmm...are you sure you want that to happen? Think about it, if all of the characters die (except for Barry ), what would that leave? Let me guess, the daughter of Steve and Claire, out to avenge her parents as a one man army against Umbrella. The plot and usage of characters really need to be thought out carefully, this isn't your average third person shoot 'em up.[/Quote][/B] I would much rather the series use totally original characters. There are so many interesting things that Capcom can do to bring fear back into the series. For instance, give us a player that is inexperienced in combat, like you mentioned. As an example, it would be terrific, if a version of the game started out of context with the current plot. Give us a school teacher and a few struggling survivors barricaded in a school, surrounded by monsters and you're starting out great. Especially if real-time actions came into play, like a timer counting down how approximately how much time you have left until the barricade begins to fail. I remember when Capcom was in talks to bring a Resident Evil to the N64. During a press conference, someone said that it would be interesting to see Resident Evil take place with ninjas. Upon thinking about it, that's probably how Onimusha came about, lol. Moving on to another quote that I found interesting..... [Quote][B]Personally, I don't think that Resident Evil 3 and beyond really did anything to push the envelope and enhance the series in any way. Resident Evil 1 and 2 had a great atmosphere, while RE3 was a tad too easy and predictable.[/Quote][/B] Considering that Resident Evil 3 was first released on the PSX, you have to be fair. There wasn't much that Capcom could do to "push the envelope." Essentially, Resident Evil 3 was a treat for the fans. While I still don't consider it much of a sequal, I am also fond of the Nemesis idea. Also, Capcom finally delivered and allowed players to explore the city somewhat, instead of being totally confined to indoor environments. Link to comment Share on other sites More sharing options...
Semjaza Posted July 28, 2002 Share Posted July 28, 2002 That is how Onimusha came about heh. It was originally going to N64, although I don't think it had a name at the time. It was then moved to DC (or possibly PSX, one of the two), and then finally to PS2. I think Silent Hill is scarier for a few reasons... The fact that you cannot see very far is a big part of it, as you never know what's coming. The graininess of SH2 also made it look almost home movie in quality, which I think was a great effect. Also, you cannot even tell what the monsters are... but they look digusting and give off some horrible sounding screams when hit. RE isn't scary to me really, other than the parts where things jump out at you. Nothing about it is even that creepy anymore. RE Remake did a lot fo fix the ambiance (with all the cool lighting tricks), which I feel added a lot. But it doesn't help the fact that most of the enemies just aren't creepy at all, and that goes for the whole series. There are only so many zombies and dogs you can kill before it gets tiring. The introduction of Lisa Trevor really benefitted the remake...mainly because you didn't know what she was at first, and what they did tell you about her was really disturbing (at least to me haha). I hope RE Zero has more of this, becuse zombies aren't doing much for me anymore. At least he giant scorpion in RE Zero looks good. I'm not really liking the second character though... too generic. Link to comment Share on other sites More sharing options...
Turkey Posted July 29, 2002 Share Posted July 29, 2002 CBW, that idea about the teacher and the barricade meter was pretty creative. It would be interesting if they put more secondary characters, each with his/her own personality, you being their leader. You would be given options about what to say or do to them. For instance, in a moment you have to leave them behind, but you decide to trust one of them with a gun. Depending on who you choose, future events would change (one would go crazy and murder the others, while another one would run away, and another one would bravely defend them). Link to comment Share on other sites More sharing options...
Sensei-San Posted July 29, 2002 Author Share Posted July 29, 2002 Crazy White Boy, apparently I like the idea of a 2x4 with a nail stuck in it. Unlike Resident Evil, where every weapon is gun or a knife, it creates a more horrific image, that the main character is using what ever he can find to his advantage. Which shows proof of Silent Hill 2 being a [i]real[/i] survival horror. :) Take a look at the inventory in the Resident Evil series, it almost always contains a huge arsenal of guns or explosive items. Moving on to Silent Hill 2, the maximum amount of weaponry you can obtain is very limited, it is obviously that this clearly gives the desired effect of fear and suspense. [QUOTE][i]Originally posted by Crazy White Boy [/i] [B]As an example, it would be terrific, if a version of the game started out of context with the current plot. Give us a school teacher and a few struggling survivors barricaded in a school, surrounded by monsters and you're starting out great. Especially if real-time actions came into play, like a timer counting down how approximately how much time you have left until the barricade begins to fail.[/B][/QUOTE] Although I respect all of your ideas, this happens to be one of the bad ones. There have been [i]too[/i] many occasions where Resident Evil ends with a timer. This is exactly what is killing Capcom's sense for originality. By all means, the idea of the school is something new, but it could really do without some of the unnecessary "add-ons". :) Link to comment Share on other sites More sharing options...
James Posted July 29, 2002 Share Posted July 29, 2002 [color=royalblue]This is why I like the concept in Silent Hill 3 -- a woman who is on her way home from shopping...and as she passes through the train station, things start to go all dark and weird. Of course, it seems completely random...and for the character, there is an immense sense of confusion and unfamiliarity... And really, that is a great way to set up a frightening scenario. One of the aspects that makes Silent Hill so scary is the disorientation that the character (and thus, the player) experiences. By continually confusing and disorienting the player, Konami is able to achieve a more scary effect. I think Resident Evil needs to inject a little more of this concept, to create a more chilling atmosphere.[/color] Link to comment Share on other sites More sharing options...
Charles Posted July 29, 2002 Share Posted July 29, 2002 [QUOTE][i]Originally posted by Sensei-San [/i] [B]Crazy White Boy, apparently I like the idea of a 2x4 with a nail stuck in it. Unlike Resident Evil, where every weapon is gun or a knife, it creates a more horrific image, that the main character is using what ever he can find to his advantage. Which shows proof of Silent Hill 2 being a [i]real[/i] survival horror. :)[/B][/QUOTE] I guess this is a matter of preference and nothing more, really, lol. The fact that a mere 2x4 with a protruding nail, can eliminate a monster just makes it hard for me to take them seriously. Have you ever played Clock Tower? If not, I'll explain what I like about it. Like Silent Hill, your character is completely ordinary, only more helpless. In order to slow down Scissor Man, you must utilize background objects. If anything, this feature would be a proper middle ground to our opinions, as the main character is using whatever they can to survive. While it would be nice to see a more unique variety of weapons, I don't think that a board is the best permanent item. :) [Quote][B]Although I respect all of your ideas, this happens to be one of the bad ones. There have been [i]too[/i] many occasions where Resident Evil ends with a timer. This is exactly what is killing Capcom's sense for originality. By all means, the idea of the school is something new, but it could really do without some of the unnecessary "add-ons". :) [/B][/QUOTE] Well yeah, I was just throwing something out there. I came up with the timer because it would probably heighten the pace a bit. Keep in mind that you wouldn't be able to see this timer though. And being able to switch characters on the fly, a la RE0, would make my idea even more effective. Even without the timer, the goal of providing that idea was just to serve as an example of what Capcom can do to invoke more fear. Anyway, it's funny how James mentioned the an immense sense of confusion and unfamiliarity of the Silent Hill series, because that's exactly what was present in the first two Resident Evil games. Though such an atmosphere won't help if there are shotguns and flame throwers littering the environment..... Link to comment Share on other sites More sharing options...
Sensei-San Posted July 29, 2002 Author Share Posted July 29, 2002 [QUOTE][i]Originally posted by Crazy White Boy [/i] [B]I guess this is a matter of preference and nothing more, really, lol. The fact that a mere 2x4 with a protruding nail, can eliminate a monster just makes it hard for me to take them seriously.[/b][/quote] You have to keep in mind that it is always the most feeble looking weapon which proves to be most lethal. The Beretta in Resident Evil would do more damage if you hit the zombie with it, lol, the knife however took down your opponent only in a matter of a several slashes. [quote][b]Have you ever played Clock Tower? If not, I'll explain what I like about it. Like Silent Hill, your character is completely ordinary, only more helpless. In order to slow down Scissor Man, you must utilize background objects. If anything, this feature would be a proper middle ground to our opinions, as the main character is using whatever they can to survive. While it would be nice to see a more unique variety of weapons, I don't think that a board is the best permanent item. :)[/b][/quote] Clock Tower?.....rings a bell....I've only heard so much about it, but have never actually played it. Judging by your description, it is ok to compare Clock Tower to Resident Evil 2. Scissor Man sounds almost identical to "Mr.X" from RE2, almost impossible to stop, and can only be slowed down, however, the big difference between the two is that in RE2, you are fully equipped with a heavy arsenal, making it a tad more easy. It also comes to note that RE: Nemesis was something of the kind, choosing an option which determines yours and the Nemesis' path in the game really added some life into it. I was particularly pleased with that. :) Resident Evil's line of weapons will never change, exactly what other "gun" is there that isn't included there? Link to comment Share on other sites More sharing options...
Semjaza Posted July 29, 2002 Share Posted July 29, 2002 I don't know what RE you've been playing, but from most of my memories the knife was nearly useless. It takes several hits with it just to knock a zombie down in most of them. The same with the board. It's not like you can kill everyone with it, you mainly use it on the lower class monsters. I liked the idea of the 2x4, mainly because it shows that he was unprepared for this situation. He didn't have a knife, he didn't have a gun. He was just some ordinary guy looking for his wife. He grabbed what was there at the time to protect himself. It's not like it's the only weapon in the game heh, and I think it added more urgency to the situations. I'm not sure why he keeps it the entire game though lol. In RE you either start with a gun, or you get one within the first few minutes from another person. I don't think making bullets hard to find heightens the fear or tension of anyone while playing this game (like the creators seem to think). It just makes it more annoying to me :). Link to comment Share on other sites More sharing options...
Turkey Posted July 29, 2002 Share Posted July 29, 2002 [QUOTE][i]Originally posted by Semjaza Azazel [/i] [B]I don't know what RE you've been playing, but from most of my memories the knife was nearly useless. It takes several hits with it just to knock a zombie down in most of them. The same with the board. It's not like you can kill everyone with it, you mainly use it on the lower class monsters.[/B][/QUOTE] Sensei's probably talking about Code Veronica. MAN was that knife powerful! [QUOTE][i]Originally posted by Semjaza Azazel [/i] [B]I liked the idea of the 2x4, mainly because it shows that he was unprepared for this situation. He didn't have a knife, he didn't have a gun. He was just some ordinary guy looking for his wife. He grabbed what was there at the time to protect himself. It's not like it's the only weapon in the game heh, and I think it added more urgency to the situations. I'm not sure why he keeps it the entire game though lol. [/B][/QUOTE] Yeah, it was very cool of him to grab the first thing he saw. Exactly what anyone else would have done. I bet he kept it in case there weren't more bullets. [QUOTE][i]Originally posted by Semjaza Azazel [/i] [B]In RE you either start with a gun, or you get one within the first few minutes from another person. I don't think making bullets hard to find heightens the fear or tension of anyone while playing this game (like the creators seem to think). It just makes it more annoying to me :). [/B][/QUOTE] I actually like the scarce amount of ammo. It gives the game more challenge, and creates a strategy element (which is being heightened by Rebirth and Zero). Link to comment Share on other sites More sharing options...
Semjaza Posted July 29, 2002 Share Posted July 29, 2002 Well, my main point was that Mikami and other people involved in the series use that as if it's the main source of fear in these games. You have no way of killing them, so you better run. To me this doesn't make it anymore scary than letting me kill everything in sight like ED did. All it did was increase the challenge, and personally I think there are better ways to do that. Link to comment Share on other sites More sharing options...
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