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FSLAR

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RE4make happening RECVmake will never not be a mistake. CVmake has good ideas but it's still crazy how it's aged rather poorly.
 

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CV's biggest issue is something is so off putting with it's gameplay and game world. It feels very alien to RE. It's probably due to the fact it's not pre rendered. Somewhat pointed out somewhere that it feels like Dino Crisis under the RE marquee. And now, I can't help but see what they mean. Something about it's scenario design and use of panning camera makes it feel very similar, and the games both came out at the same time. I wonder if Capcom had intended to test it's engine, or at least it's play style in an off brand survival horror like DC.

One other thing I've seen pointed out which I agree with, is the game world is just too large. I think it should of just remained on Rockford, or at least have better pacing. Rockford is a slog to play but Antartica seems paced better.
 

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I’m all for a CV remake, as long as it’s not dogshit.
 

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CV's biggest issue is something is so off putting with it's gameplay and game world. It feels very alien to RE. It's probably due to the fact it's not pre rendered. Somewhat pointed out somewhere that it feels like Dino Crisis under the RE marquee. And now, I can't help but see what they mean. Something about it's scenario design and use of panning camera makes it feel very similar, and the games both came out at the same time. I wonder if Capcom had intended to test it's engine, or at least it's play style in an off brand survival horror like DC.

One other thing I've seen pointed out which I agree with, is the game world is just too large. I think it should of just remained on Rockford, or at least have better pacing. Rockford is a slog to play but Antartica seems paced better.
Antarctica in concept feels so weird (especially because NO ONE is dressed appropriately for it lmao) but it did work pace wise. However, I do feel in the remake they could either remove it or rework it so everything is on Rockford. You end up back there anyway. I have not played Dino Crisis but I've watched a lot and I can see what you mean. I honestly feel like CV was meant for a technical show case then anything and for the time it excelled, but now it's backfired; especially the in-game models unlike RE1-3 which at least has charm. Compare with RE3 which came out around the same time and seemed inferior (but still great in all other aspects) technically.

On that note of CV being like Dino Crisis, CV feels super weird with how it does not implement all of the same improvements from RE3 such as manually walking on stairs...they didn't share notes? It's like RE3R having worse mechanics then RE2R.
 

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Antarctica in concept feels so weird (especially because NO ONE is dressed appropriately for it lmao) but it did work pace wise. However, I do feel in the remake they could either remove it or rework it so everything is on Rockford. You end up back there anyway. I have not played Dino Crisis but I've watched a lot and I can see what you mean. I honestly feel like CV was meant for a technical show case then anything and for the time it excelled, but now it's backfired; especially the in-game models unlike RE1-3 which at least has charm. Compare with RE3 which came out around the same time and seemed inferior (but still great in all other aspects) technically.

On that note of CV being like Dino Crisis, CV feels super weird with how it does not implement all of the same improvements from RE3 such as manually walking on stairs...they didn't share notes? It's like RE3R having worse mechanics then RE2R.
While I feel the transition to an entirely different location on Earth is weird, I think removing it would be a mistake and goes against everything I stand for in remakes. I think the main thing to fix with it would be the overall pacing including the first act, and a more enjoyable play style. Which of course would be fucking OTS. Yuck.

You make a good point about the character models as I was thinking about that earlier. The models don't look good and don't have a nostalgic charm for me. Where as the blocky ones from the first three still I hold dear.

I went through DC cover to cover the first time during lockdown. I've played it before but never beaten it. While I think CV was heavily inspired by it's playstyle, 3D world and even the puzzles feel like the same flavor, I think DC still did it better. Something about CV's gameplay feels very stilted and unsatisfying. Like the shooting always feels good in RE and it just doesn't here.

And yeah, I like the little quality of life improvements RE3 did over RE2. Not all stairs require load screens and gunpowder should of been the mainstay feature going forward. CV didn't do either. I don't count the arrow gunpowder thing as you can only do one thing with it.
 

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While I feel the transition to an entirely different location on Earth is weird, I think removing it would be a mistake and goes against everything I stand for in remakes. I think the main thing to fix with it would be the overall pacing including the first act, and a more enjoyable play style. Which of course would be fucking OTS. Yuck.

You make a good point about the character models as I was thinking about that earlier. The models don't look good and don't have a nostalgic charm for me. Where as the blocky ones from the first three still I hold dear.

I went through DC cover to cover the first time during lockdown. I've played it before but never beaten it. While I think CV was heavily inspired by it's playstyle, 3D world and even the puzzles feel like the same flavor, I think DC still did it better. Something about CV's gameplay feels very stilted and unsatisfying. Like the shooting always feels good in RE and it just doesn't here.

And yeah, I like the little quality of life improvements RE3 did over RE2. Not all stairs require load screens and gunpowder should of been the mainstay feature going forward. CV didn't do either. I don't count the arrow gunpowder thing as you can only do one thing with it.
That's true on remakes, so fixing the pacing would work. Wonder if they change the story to better justify it.

CV's character models vs cutscenes is pretty bad but it's very noticeable; it's two separate models. Further adding to what I mean where the visuals was a huge selling part in Capcom's eyes. I quite like the blocky ones too and think they worked fine, I can respect Capcom making do with them. This does, in a way, make me appreciate REmake more because they nailed the engine damn near perfect and still got the gameplay and entire package just as refined.

I'm not sure about CV's gunplay but it's interesting since they added dual wielding and it felt no different from regular wielding imo, in fact shooting in two directions could harm you. But also on gameplay, the amount of back tracking and some BS like that magnum side quest was just not fun. RE does backtracking usually well but here it's such a slog. Respawning enemies were awful too and especially in the beginning.

I'd like to see the gun powder in future games too, I think RE2R did it pretty decently and had some room for branching off.
 

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That's true on remakes, so fixing the pacing would work. Wonder if they change the story to better justify it.

CV's character models vs cutscenes is pretty bad but it's very noticeable; it's two separate models. Further adding to what I mean where the visuals was a huge selling part in Capcom's eyes. I quite like the blocky ones too and think they worked fine, I can respect Capcom making do with them. This does, in a way, make me appreciate REmake more because they nailed the engine damn near perfect and still got the gameplay and entire package just as refined.

I'm not sure about CV's gunplay but it's interesting since they added dual wielding and it felt no different from regular wielding imo, in fact shooting in two directions could harm you. But also on gameplay, the amount of back tracking and some BS like that magnum side quest was just not fun. RE does backtracking usually well but here it's such a slog. Respawning enemies were awful too and especially in the beginning.

I'd like to see the gun powder in future games too, I think RE2R did it pretty decently and had some room for branching off.
Yeah I forgot there's different models in cutscenes vs ingame. There's three for Claire. The FMVs have an entirely different one from both the regular cutscenes and in game.

And yeah, the backtracking here isn't fun at all. Respawning enemies is fine if it's not overdone. RE3 has respawns in the alley outside the save room before City Hall, but that's only for the fact you transverse it so fucking much and they need to give a threat as all the other areas don't have respawns.
 

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Yeah I forgot there's different models in cutscenes vs ingame. There's three for Claire. The FMVs have an entirely different one from both the regular cutscenes and in game.

And yeah, the backtracking here isn't fun at all. Respawning enemies is fine if it's not overdone. RE3 has respawns in the alley outside the save room before City Hall, but that's only for the fact you transverse it so fucking much and they need to give a threat as all the other areas don't have respawns.
The models get so much more noticeable over time I feel. You could argue RE4 on PS2 and non-HD PC had this too but that wasn't in every port.

RE is one of the few series I can live with its backtracking and maybe even like it, so CV messing up that badly was shocking. It gets confusing a bit too...and not in the 'it's my fault' way that I feel RE1-3 was good about. The problem with respawning enemies is it's an ammo waster too so for first time players, you can be so badly screwed if you say, return to the graveyard early or any of the areas in the prison and kill them all only to realize later you didn't need to come there. That's honestly a consistent problem across CV, very beginner unfriendly and first time traps. Other RE games had respawning enemies or even new ones take their place, but it wasn't anywhere near as bad and made more sense like your example.
 

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The models get so much more noticeable over time I feel. You could argue RE4 on PS2 and non-HD PC had this too but that wasn't in every port.

RE is one of the few series I can live with its backtracking and maybe even like it, so CV messing up that badly was shocking. It gets confusing a bit too...and not in the 'it's my fault' way that I feel RE1-3 was good about. The problem with respawning enemies is it's an ammo waster too so for first time players, you can be so badly screwed if you say, return to the graveyard early or any of the areas in the prison and kill them all only to realize later you didn't need to come there. That's honestly a consistent problem across CV, very beginner unfriendly and first time traps. Other RE games had respawning enemies or even new ones take their place, but it wasn't anywhere near as bad and made more sense like your example.
Oh don't get me wrong. Backtracking is the bread and butter of classic RE and it's really the first game I know of that did such a thing. CV is the only one that just doesn't feel good to do as the area just isn't interesting.

The backtracking in RE2 isn't really that noticeable since you go to the basement/chemical (which is the place of the guardhouse/middle area of the game) plant to get the club key and go open up just a few doors with it.

RE3 is the most heavy backtracking game of the series since you spend so much time going back and forth in the downtown area.
 

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Oh don't get me wrong. Backtracking is the bread and butter of classic RE and it's really the first game I know of that did such a thing. CV is the only one that just doesn't feel good to do as the area just isn't interesting.

The backtracking in RE2 isn't really that noticeable since you go to the basement/chemical (which is the place of the guardhouse/middle area of the game) plant to get the club key and go open up just a few doors with it.

RE3 is the most heavy backtracking game of the series since you spend so much time going back and forth in the downtown area.
Totally, yeah. It's not just CV's area but the amount of time you spend doing it - going from the Rockfort mansion to the prison area and vice versa without a quick way is so fucking annoying. RE2's backtracking is actually fun, though I love its design and world. I find RE1's to be good mostly because it feels almost non linear and open ended personally, and the REmake took it one step above. RE3 was pretty all right with it, it's noticeable but a good kind. There's at least plenty to do.
 

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Totally, yeah. It's not just CV's area but the amount of time you spend doing it - going from the Rockfort mansion to the prison area and vice versa without a quick way is so fucking annoying. RE2's backtracking is actually fun, though I love its design and world. I find RE1's to be good mostly because it feels almost non linear and open ended personally, and the REmake took it one step above. RE3 was pretty all right with it, it's noticeable but a good kind. There's at least plenty to do.
This just reminded me how shitty the backtracking in Rockford is with Chris. Like the shotgun stairway and the whole gas area. That shit is such a chore to deal with. RE2 is very straightforward and you never get lost on first playthroughs. RE3 on the otherhand, even being a straightline to the train more or less, I still got confused with the sales office and power station side quests.
 

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This just reminded me how shitty the backtracking in Rockford is with Chris. Like the shotgun stairway and the whole gas area. That shit is such a chore to deal with. RE2 is very straightforward and you never get lost on first playthroughs. RE3 on the otherhand, even being a straightline to the train more or less, I still got confused with the sales office and power station side quests.
It's so stupid! I remember reviews saying CV's puzzles and item placement made much more sense. The shotgun throws that completely out the window. That's stupid, who the hell thought that was smart in-universe? There's also the power supply in the Spencer replica mansion. RE2 is great with its pace and progression, you could say its very straight forward but it knows it and runs with it. RE1 was fine as well but I feel while giving you options, it's not misleading. RE3 I agree on and initially I didn't like it, but it isn't a pain in the ass like CV EVER could be and I think due to the chaos of the city, there's some appeal. RE3 also doesn't feel like it punishes you like CV's intentional backtracking. RE0 can be bad due to stupid shit (separating the duo, dropping items, small inventory) but with how long any single back tracking instance is in CV, it's not as bad and RE0 was trying to be different which I can respect. REmake works well similar to RE1 but I won't lie, some shit did annoy me for being unnecessary like the door knob that falls apart near the shotgun location.

The thing with CV is you can't avoid it, ever. You have to go from the Prison -> Mansion, then BACK to the prison, then back to the mansion and so on. That's simplifying it, there's more to it and that's only maybe 25% in. By comparison, you can take on other wings of the RPD in RE2 before going to another and being nearly done in a single run, most notably I think the west wing where Mr. X smashes a wall. You can work around RE1, REmake, RE2 - I'd argue you can take advantage of it in RE2's case even - and RE3's. RE0 is harder due to its design, but I think if it got a proper remake...you could fix it easily. CV doesn't necessarily play bad, but its design is the issue. RE0 has some issues with its gameplay, but I don't think the design is terrible.
 

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It's so stupid! I remember reviews saying CV's puzzles and item placement made much more sense. The shotgun throws that completely out the window. That's stupid, who the hell thought that was smart in-universe? There's also the power supply in the Spencer replica mansion. RE2 is great with its pace and progression, you could say its very straight forward but it knows it and runs with it. RE1 was fine as well but I feel while giving you options, it's not misleading. RE3 I agree on and initially I didn't like it, but it isn't a pain in the ass like CV EVER could be and I think due to the chaos of the city, there's some appeal. RE3 also doesn't feel like it punishes you like CV's intentional backtracking. RE0 can be bad due to stupid shit (separating the duo, dropping items, small inventory) but with how long any single back tracking instance is in CV, it's not as bad and RE0 was trying to be different which I can respect. REmake works well similar to RE1 but I won't lie, some shit did annoy me for being unnecessary like the door knob that falls apart near the shotgun location.

The thing with CV is you can't avoid it, ever. You have to go from the Prison -> Mansion, then BACK to the prison, then back to the mansion and so on. That's simplifying it, there's more to it and that's only maybe 25% in. By comparison, you can take on other wings of the RPD in RE2 before going to another and being nearly done in a single run, most notably I think the west wing where Mr. X smashes a wall. You can work around RE1, REmake, RE2 - I'd argue you can take advantage of it in RE2's case even - and RE3's. RE0 is harder due to its design, but I think if it got a proper remake...you could fix it easily. CV doesn't necessarily play bad, but its design is the issue. RE0 has some issues with its gameplay, but I don't think the design is terrible.
Yeah the puzzles are trash in CV. While they're inventive, it doesn't translate as "fun" into the game. There's no flow the scenario design. While I find the Antartica section dull, it feels a bit more smooth to play than the Island section. That entire map is horrible.

The old games all follow a similar formula. It's all based on the beats of the first game. Like in RE2, the basement section acts as the Guardhouse. And then you return to the RPD, just like the Mansion with a new key. There's a very logical flow in that and it doesn't feel like a slog to backtrack. It's fun to return to areas that you spent a little time in to open new doors.

Zero is a slog from cover to cover. With no item box, having to mule items to key points across the game is a pain in the ass. We should of just got a box. We could keep the 12 item slots, but not make the shotgun and grenade launcher eat two slots a piece.

And it's weird, RE3 has more backtracking than any classic game and it never feels stale or like a chore.

Is it me, or does RE3 Jill run faster than the previous two games? I've always maintained of all the tank control games, that one feels the most responsive and cohesive. There's no warm up time to movement. Her quick turn feels instantaneous. It's fast to go from aiming to not aiming, and run forward. They really nailed so much within that one.

I mean I like RE2's gameplay, but it feels sluggish when you compare the two.
 

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Yeah the puzzles are trash in CV. While they're inventive, it doesn't translate as "fun" into the game. There's no flow the scenario design. While I find the Antartica section dull, it feels a bit more smooth to play than the Island section. That entire map is horrible.

The old games all follow a similar formula. It's all based on the beats of the first game. Like in RE2, the basement section acts as the Guardhouse. And then you return to the RPD, just like the Mansion with a new key. There's a very logical flow in that and it doesn't feel like a slog to backtrack. It's fun to return to areas that you spent a little time in to open new doors.

Zero is a slog from cover to cover. With no item box, having to mule items to key points across the game is a pain in the ass. We should of just got a box. We could keep the 12 item slots, but not make the shotgun and grenade launcher eat two slots a piece.

And it's weird, RE3 has more backtracking than any classic game and it never feels stale or like a chore.

Is it me, or does RE3 Jill run faster than the previous two games? I've always maintained of all the tank control games, that one feels the most responsive and cohesive. There's no warm up time to movement. Her quick turn feels instantaneous. It's fast to go from aiming to not aiming, and run forward. They really nailed so much within that one.

I mean I like RE2's gameplay, but it feels sluggish when you compare the two.
Yeah pretty much. Though RE1's puzzles work in hindsight; in-universe, they had to be crazy because of what Trevor wanted. Traps and craziness. RE2 I can argue since Ironside was purposely fucking with the whole station. RE3...I don't have an explanation for but some like the water level adjustment makes sense. Gameplay wise, RE3 was only bad with puzzles due to randomization. They aren't all bad however, and the classic games were very consistent.

That's a pretty good point on the formula with the RE2 basement. It is really natural unlike the long slog with CV that...just doesn't really make sense in-universe I feel. RE3's back tracking wasn't too bad either and I think it's since it's what you'd expect in a city. There were parts that had me groan but I do want to replay it for a reason.

Agreed on Zero. A remake could fix that because 0's problems were mechanically imo, exactly as you detailed.

I'm not sure on RE3 Jill...the control is overall better and it's really noticeable with RE1 on the Nintendo DS too which implemented similar improvements. The REmake too. RE2 does feel awkward in that respect, because it's the only one without some version of the control improvements technically. That's probably the closest to a flaw RE2 has, game is truly damn near flawless.
 

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Yeah pretty much. Though RE1's puzzles work in hindsight; in-universe, they had to be crazy because of what Trevor wanted. Traps and craziness. RE2 I can argue since Ironside was purposely fucking with the whole station. RE3...I don't have an explanation for but some like the water level adjustment makes sense. Gameplay wise, RE3 was only bad with puzzles due to randomization. They aren't all bad however, and the classic games were very consistent.

That's a pretty good point on the formula with the RE2 basement. It is really natural unlike the long slog with CV that...just doesn't really make sense in-universe I feel. RE3's back tracking wasn't too bad either and I think it's since it's what you'd expect in a city. There were parts that had me groan but I do want to replay it for a reason.

Agreed on Zero. A remake could fix that because 0's problems were mechanically imo, exactly as you detailed.

I'm not sure on RE3 Jill...the control is overall better and it's really noticeable with RE1 on the Nintendo DS too which implemented similar improvements. The REmake too. RE2 does feel awkward in that respect, because it's the only one without some version of the control improvements technically. That's probably the closest to a flaw RE2 has, game is truly damn near flawless.
Well it wasn't Trevor, it was Spencer that wanted traps and puzzles in the Mansion. And Spencer had him killed since he was the only other person that knew all the secrets of the house.

RE2's main deal is that the ammo is spread out because Irons was worried about "terrorism" if someone used their ammo storage on them. But it's purely because he was trying to get everyone killed, so I can give that a pass. You read the files and he kills a few cops IIRC. Been awhile since I read those, but I know it's at least in the novel.

RE3 probably had the most legit puzzles that weren't trying to be the nonsense of crests and chess plug stuff. Although the City Hall gems, and the Michael Warren statue are nonsense. Although I don't know if it's in the files or some extended lore, but the reason there's a battery in his statue was something to do with him being involved with the Raccoon power company or something so it's like a memento. The lore is so big about Raccoon I lost track.

Zero could be fixed very easily. Although it would take a fairly big overhaul. Add assets and programming from REmake. Boxes, item slots, and add weapons. I would go as far as say add Crimson Heads. It's the same Epsilon strain I would think, and that creates them. But, the problem with that is. You would need to bring that wireframe over and mold the skin of the existing zombies in it and make them red. That just seems like way too much leg work. Having to program Billy and Rebecca to be able to interpret damage from that.

The Plague Crawlers in that are just so fucking bad. Leech Man is poorly programmed and takes like no hit stun. Eliminators are just a fucking joke and take shotgun shells when they weight like 50lbs.

RE3 Jill is the most responsive for sure. RE2 unfortunately feels like they didn't change much with the tank scheme from RE1 at all. Not that it's bad, but quick turn should of come in sooner. I suspected and looking into it, and RE3 was the first game with a quickturn. It really is astounding the quality and innovation that came from it. Gun powder, quickturn, live events that change the course of the plot and boss battles, and a boss enemy type that chases you the entire game and requires different strategies every time.
 

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Well it wasn't Trevor, it was Spencer that wanted traps and puzzles in the Mansion. And Spencer had him killed since he was the only other person that knew all the secrets of the house.

RE2's main deal is that the ammo is spread out because Irons was worried about "terrorism" if someone used their ammo storage on them. But it's purely because he was trying to get everyone killed, so I can give that a pass. You read the files and he kills a few cops IIRC. Been awhile since I read those, but I know it's at least in the novel.

RE3 probably had the most legit puzzles that weren't trying to be the nonsense of crests and chess plug stuff. Although the City Hall gems, and the Michael Warren statue are nonsense. Although I don't know if it's in the files or some extended lore, but the reason there's a battery in his statue was something to do with him being involved with the Raccoon power company or something so it's like a memento. The lore is so big about Raccoon I lost track.

Zero could be fixed very easily. Although it would take a fairly big overhaul. Add assets and programming from REmake. Boxes, item slots, and add weapons. I would go as far as say add Crimson Heads. It's the same Epsilon strain I would think, and that creates them. But, the problem with that is. You would need to bring that wireframe over and mold the skin of the existing zombies in it and make them red. That just seems like way too much leg work. Having to program Billy and Rebecca to be able to interpret damage from that.

The Plague Crawlers in that are just so fucking bad. Leech Man is poorly programmed and takes like no hit stun. Eliminators are just a fucking joke and take shotgun shells when they weight like 50lbs.

RE3 Jill is the most responsive for sure. RE2 unfortunately feels like they didn't change much with the tank scheme from RE1 at all. Not that it's bad, but quick turn should of come in sooner. I suspected and looking into it, and RE3 was the first game with a quickturn. It really is astounding the quality and innovation that came from it. Gun powder, quickturn, live events that change the course of the plot and boss battles, and a boss enemy type that chases you the entire game and requires different strategies every time.
My mistake on Trevor, that makes even more sense. Thanks!

RE2 I knew as much, I know he kills some people but not sure exactly on cops included.

Same on RE3, not much to say there. The battery thing is strange.

Zero is an easy fix in concept but the execution truly is the issue. I don't think adding everything is the problem, probably more so re-working the whole game. I don't know if I'd want Crimson Heads in RE0, I don't think the game would work well...and managing the duo is another thing with that in mind. Additionally, RE0 was WAY too similar to RE1/REmake in some ways (mansion, outbreak and so on) that it actually made the game worse. Because RE0 did them far worse then any version of RE1 ever did. I think adding in more of REmake's concepts, great as they were, would amplify this issue. I do think because RE0 was initially for the N64, which only had RE2...that was why RE0 was identical to RE0. As if to give N64 players a mixture.

Let's not talk about RE0 enemies....cool as they kind of were....holy shit those were unfun.

RE2 feels better to control then vanilla RE1, like more responsive and better turning. I don't hold the lack of notable control improvements either. And yes on RE3's new additions. They didn't ruin the formula, by far it added and at worse like the real time selection, it didn't hurt. It's funny that the game on older hardware that is considered a side story did more for the series as a whole then the one meant to be next generation and ahead of its time, and ironically the latter is aging very poorly. I do think pursuer enemies now are...nowhere near Nemesis or RE2make Mr. X's level of horror. Jack was more funny then anything (still crazy), and Lady D though threatening and imposing...doesn't do anything in gameplay. RE6's Uhstank wasn't even much. RE3make Nemesis is nothing special, a disappointment at best; I'd argue it was like RE6's Uhstank even.
 

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My mistake on Trevor, that makes even more sense. Thanks!

RE2 I knew as much, I know he kills some people but not sure exactly on cops included.

Same on RE3, not much to say there. The battery thing is strange.

Zero is an easy fix in concept but the execution truly is the issue. I don't think adding everything is the problem, probably more so re-working the whole game. I don't know if I'd want Crimson Heads in RE0, I don't think the game would work well...and managing the duo is another thing with that in mind. Additionally, RE0 was WAY too similar to RE1/REmake in some ways (mansion, outbreak and so on) that it actually made the game worse. Because RE0 did them far worse then any version of RE1 ever did. I think adding in more of REmake's concepts, great as they were, would amplify this issue. I do think because RE0 was initially for the N64, which only had RE2...that was why RE0 was identical to RE0. As if to give N64 players a mixture.

Let's not talk about RE0 enemies....cool as they kind of were....holy shit those were unfun.

RE2 feels better to control then vanilla RE1, like more responsive and better turning. I don't hold the lack of notable control improvements either. And yes on RE3's new additions. They didn't ruin the formula, by far it added and at worse like the real time selection, it didn't hurt. It's funny that the game on older hardware that is considered a side story did more for the series as a whole then the one meant to be next generation and ahead of its time, and ironically the latter is aging very poorly. I do think pursuer enemies now are...nowhere near Nemesis or RE2make Mr. X's level of horror. Jack was more funny then anything (still crazy), and Lady D though threatening and imposing...doesn't do anything in gameplay. RE6's Uhstank wasn't even much. RE3make Nemesis is nothing special, a disappointment at best; I'd argue it was like RE6's Uhstank even.
Crimson Heads in Zero probably is a bad idea. Working with two characters would be a nightmare, especially some of those hallways are super tight, and I can't imagine dealing with a running enemy.

Zero does need an overhaul. I'm fine with the set design being the same. It's strong art direction that clearly had the same people that REmake, it's just it's trying to be the Spencer mansion and it fails miserably.

But yeah, the zombies in Zero are strangely underutilized. They've been returned to their RE1 PS1 level of threat and they just feel like window dressing. They're not bullet sponges and there's no innovation used with them. I do appreciate it's all new models compared to REmake and there's a bigger variety.

I don't necessarily consider Mr X a pursuer type since he's only encountered a couple of times, where as Nemesis is at least a dozen total encounters, and more than half of those can be determined through player's choices of going to one area first over another, or the live selection choices. X is a pursuer in terms of the plot, but Nemesis actually does it.

RE3 should be a bad game when it has everything going against it, and it just wasn't the case. I think the only weakness I can think of, since I played it earlier tonight, is the lack of interesting enemies in the city section. Drain Demos and Brain Suckers are terrible. Beta hunter is fine and I like they brought in a variant of the MA121 from RE1 as a throwback. I think it needed a few placements of more touch and aggressive enemies in that area. Not everywhere, just a few key points that aren't in the save room alley near City Hall since that's just zombie respawns and it works.

The Demos and the Suckers could work if they were programmed to work like a Licker/Hunter hybrid in terms of attack patterns, but they're both just so uninteresting in a series that gets their bread and butter for some of the coolest monster designs of the genre. Even Z tier monsters like the Chimera I find more disturbing and fun to shoot at than any of the medium tier enemies in RE3 that aren't the Hunters. I do like Gravedigger since it's damage output is just so stupid high that it'll throw you into red caution fast.

Zero's enemies are the worst in the series by far. It's all big things of shit that already exists.

Plague Crawlers are big crickets I think?

The Bat is just a giant Bat. Albinoid sucks since you can just leave it there, but the Bat boss fight is the worst boss fight of the entire series. I wonder if they stuck the Bat fight in RE5 as a way to fix that. Maybe I'm just reaching.

Eliminators get the coolest monster name and they're just pissed off tiny monkeys.

The Centurion is just a boring looking giant Centipede that doesn't even look fucked up looking.

Stinger is just a giant fucking scorpion.

But Proto Tyrant is the fucking shit since it's busted and unfinished.



The other games did use big things of shit that already existed but did it in such a way that it's disturbing. Yawn was always cool and the first boss fight in a game where I felt really threatened to tangle with it. And it in REmake looks horrifying since it's covered in sores and big as shit.

Plant 42 looks like something out of Jumanji, but it works. Although I think it's dumb looking in RE1 and it's boss fight is terrible. But in REmake they made it feel more like a legit monster.

The Neptunes are just sharks, but again, REmake made them much more legitimate and worthy to be included, especially the big Neptune. The run along the flooded catwalk with the proximity threat music playing when you stand still too long and it comes up and instakills you was great. I just with in REmake you had some way to fight it, but I get why they didn't since you'd have to be in the water or something and it just wouldn't work. Having it as just a semi boss fight sorta thing where you just need to avoid it made more sense.
 

FSLAR

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Crimson Heads in Zero probably is a bad idea. Working with two characters would be a nightmare, especially some of those hallways are super tight, and I can't imagine dealing with a running enemy.

Zero does need an overhaul. I'm fine with the set design being the same. It's strong art direction that clearly had the same people that REmake, it's just it's trying to be the Spencer mansion and it fails miserably.

But yeah, the zombies in Zero are strangely underutilized. They've been returned to their RE1 PS1 level of threat and they just feel like window dressing. They're not bullet sponges and there's no innovation used with them. I do appreciate it's all new models compared to REmake and there's a bigger variety.

I don't necessarily consider Mr X a pursuer type since he's only encountered a couple of times, where as Nemesis is at least a dozen total encounters, and more than half of those can be determined through player's choices of going to one area first over another, or the live selection choices. X is a pursuer in terms of the plot, but Nemesis actually does it.

RE3 should be a bad game when it has everything going against it, and it just wasn't the case. I think the only weakness I can think of, since I played it earlier tonight, is the lack of interesting enemies in the city section. Drain Demos and Brain Suckers are terrible. Beta hunter is fine and I like they brought in a variant of the MA121 from RE1 as a throwback. I think it needed a few placements of more touch and aggressive enemies in that area. Not everywhere, just a few key points that aren't in the save room alley near City Hall since that's just zombie respawns and it works.

The Demos and the Suckers could work if they were programmed to work like a Licker/Hunter hybrid in terms of attack patterns, but they're both just so uninteresting in a series that gets their bread and butter for some of the coolest monster designs of the genre. Even Z tier monsters like the Chimera I find more disturbing and fun to shoot at than any of the medium tier enemies in RE3 that aren't the Hunters. I do like Gravedigger since it's damage output is just so stupid high that it'll throw you into red caution fast.

Zero's enemies are the worst in the series by far. It's all big things of shit that already exists.

Plague Crawlers are big crickets I think?

The Bat is just a giant Bat. Albinoid sucks since you can just leave it there, but the Bat boss fight is the worst boss fight of the entire series. I wonder if they stuck the Bat fight in RE5 as a way to fix that. Maybe I'm just reaching.

Eliminators get the coolest monster name and they're just pissed off tiny monkeys.

The Centurion is just a boring looking giant Centipede that doesn't even look fucked up looking.

Stinger is just a giant fucking scorpion.

But Proto Tyrant is the fucking shit since it's busted and unfinished.



The other games did use big things of shit that already existed but did it in such a way that it's disturbing. Yawn was always cool and the first boss fight in a game where I felt really threatened to tangle with it. And it in REmake looks horrifying since it's covered in sores and big as shit.

Plant 42 looks like something out of Jumanji, but it works. Although I think it's dumb looking in RE1 and it's boss fight is terrible. But in REmake they made it feel more like a legit monster.

The Neptunes are just sharks, but again, REmake made them much more legitimate and worthy to be included, especially the big Neptune. The run along the flooded catwalk with the proximity threat music playing when you stand still too long and it comes up and instakills you was great. I just with in REmake you had some way to fight it, but I get why they didn't since you'd have to be in the water or something and it just wouldn't work. Having it as just a semi boss fight sorta thing where you just need to avoid it made more sense.
I don't even want to think about Crimson Heads with the duo, doubly Rebecca.

Agreed on Zero's overhaul. I kind of see what you mean on the zombies in 0...perhaps it's due to the duo?

Pursuers in RE are a weird bunch. I don't know if we had any between Nemesis and Jack Baker? I do think Nemesis in RE3 works the best, the game was designed around him wonderfully. Also agreed on RE3. Especially since the RE teams were split up and I think it was completed in less then a year, when other games, even from Capcom themselves, failed badly. I'd say RE3make is a strange but accurate example of how messed up og RE3 could have been.

RE0 enemies and bosses are bizarre. The scorpion can be a joke on some circumstances, the centipede feels weird (also Rebecca screaming is a precursor to Ashley screaming I swear), fuck the bat, and proto-tyrant I actually didn't find that bad. The first one is SO tense because you've got Rebecca on her own. The second time you can stun lock I found, so it isn't good. The other enemies are just reskinned standard RE enemies but worse. Leech Man is cool for its music and concept I guess.

Yawn can go so many ways but in good ways, which I liked. Plant 42 can as well. The zombie sharks...honestly speaking? I never really liked, it felt absurd. Even for RE, and the ORIGINAL no less. The concept, especially in remake, was well executed but I'll be honest when I say anything else would have better suited.

I do think the one forgettable boss in RE may be the Black Tiger, it kind of just feels like its there and I think you can avoid it.
 
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