Resident Evil 4 is possibly the greatest third person shooter of all time.
RE6 is a jumbled mess of random ideas thrown together, and most of thoes ideas don't work properly. Sure, there are a lot more mechanics, combat moves and other stuff than in RE4, but in RE4 everything works and everything is satisfying. In RE6, guns feel horrid, level design is shit and does not allow you to perform all those slides and combat rolls without stumbling into walls and other enviromental clutter, enemies have random reaction to your attacks, and the camera's fov is too low for that kind of action. Sometimes "more" isn't an improvement.On a gameplay level Resident Evil 6 destroys it.
tbh there were tons of ammo in original RE2.game will be an Evil Within 2 type of popamole game where it is more of an action game than survival horror. If ammunition is plentiful and you can popamole your way through, it would be a pity, don't see the point of survival horror where you don't need to survive or are remotely horrified.
Seems like a pretty lame choice to me.
I'm playing it tight now for the first time (just finished the LeonA/ClaireB route) and I can confirm. With Claire I had a machine gun and an electric-shock-thing that I never used, they just collected dust in the save rooms. And I still had a ton of ammo for my other weapons. To be fair I was tight on ammo at some point with Leon (0 pistol bullets, had to ruse rely on the shotgun only) but it lasted 15 minutes and I was more than full again pretty quick.tbh there were tons of ammo in original RE2.
I'm playing it tight now for the first time (just finished the LeonA/ClaireB route) and I can confirm. With Claire I had a machine gun and an electric-shock-thing that I never used, they just collected dust in the save rooms. And I still had a ton of ammo for my other weapons. To be fair I was tight on ammo at some point with Leon (0 pistol bullets, had to ruse rely on the shotgun only) but it lasted 15 minutes and I was more than full again pretty quick.tbh there were tons of ammo in original RE2.
Too bad that for all those intricate mechanics, it feels completely awful to actually play, due to the claustrophobic over the shoulder view where your character takes up half the screen, the constant perspective switches and the absurdly low FOV. Oh, and the quick time events.Resident Evil 4 is possibly the greatest third person shooter of all time.
On a gameplay level Resident Evil 6 destroys it. The stamina system that ties into things like the updated melee system, counter moves, quick shots, and the slide kick is a welcome improvement over what was previously there.
This is one of the main reasons why i stopped playing RE 6, the camera is way too close to the character. At times due to the frantic action i would start feel noxious and when i start to feel sick because of a game, i think it's high time to stop playing.Too bad that for all those intricate mechanics, it feels completely awful to actually play, due to the claustrophobic over the shoulder view where your character takes up half the screen, the constant perspective switches and the absurdly low FOV. Oh, and the quick time events.
Too bad that for all those intricate mechanics, it feels completely awful to actually play, due to the claustrophobic over the shoulder view where your character takes up half the screen, the constant perspective switches and the absurdly low FOV. Oh, and the quick time events.Resident Evil 4 is possibly the greatest third person shooter of all time.
On a gameplay level Resident Evil 6 destroys it. The stamina system that ties into things like the updated melee system, counter moves, quick shots, and the slide kick is a welcome improvement over what was previously there.
There's a good reason why Capcom's other franchises (Dead Rising, Dragon's Dogma, Monster Hunter, Devil May Cry, Lost Planet) all use a zoomed out third person camera.
Every weapon gets a unique upgrade unlocked once all other upgrades are done. "Crappy" starting pistol gets a huge critical boost. I cannot decide whether I prefer starting shotgun or "best" one in the game Striker. TMP is one of early weapons and is one of its kind - there's never a reason not to keep it. Weapons are meant to be unique and add to replayability. Though obviously Red9 is objectively a better weapon than starting pistol with its dmg per ammo and stock.
Funny how some games you might remember them beign awesome and replaying them when you are older feels so underwhelming, yet the truly great games surprise us not only how well they hold up but how simply awesome they truly areBeen replaying RE 2 (on the ps2) and I really hope they keep the great level design in the remake. It actually reminds me about Dark Souls, how everything is interlinked with shortcuts and what not, and if you have to do some backtracking the game often surprises you with new monsters and other stuff. Really impressive, much cooler than I remembered how it was and the story is enjoyable.
ftfyGuys, no. The only good thing about RE6 is Ada's booty.
Totally dude... I'm cruising on a high arcing nostalgia wave right now. The directing of those still shots was like a maestro guiding an orchestra, able to make pace changes at will.
Make it feel confined and cramped, so as a player I could really feel the room closing in on me, with all danger implied.
But most of all, it's the attention to detail, presented in such a way to make each shot real, lived in. And it's right there, like a painting, meticulously presented so I can take time to absorb every detail and let the brain chemistry generate the feels.
With action oriented, over the shoulder gameplay like RE5, everything but the player and enemies becomes a blur. Depth of field at a really close range. And there's no fear, just spray and pray with an occasional successful jump scare.
What I liked about old RE's is that you had to crack yourself and decide you want to fight, or brave an area where there could be a fight, once the actual fight starts, it can go either way and running is very much under the "fuck that!" option. Unless it's a surprise. It's implied from every angle.
Meh, reloading isn't the biggest thing that makes combat tense. Repositioning your tank character is, and the classic REs made this too. The main source of tension in general was the resource/inventory management anyway, and RE4 throw it almost integrally out the window, so...
Resource and inventory management in Resident Evil games before RE4, for me anyways, was a thing in a grand total of one game; and that was Resident Evil on the Sega Saturn. Outside of that one, and that one version of the first Resident Evil, I've never had ammo problems of any kind in another RE game until funnily enough I played Chris's campaign in RE6.
By RE2 they're throwing tons of ammo at you and the fucking thing has become an action game. I'd also say that resource and inventory management are far more interesting aspects of the game in RE4 than any other Resident Evil game. Beyond the first Resident Evil needing to really think about inventory management isn't much of a thing either, as later games have areas that are far more linear than the mansion.
It'd probably be better to say that combat in general in RE4 is the source of tension, which is a combination of things like repositioning your character, not being able to move while you're aiming, and having to reload weapons in realtime. It's all stuff that works to allow enemies to advance on you while you're still, while making you think where to move to next. Although I think having to reload in realtime would be the biggest source of creating that tension, as it was never something I felt in previous RE games where I had the safety of the inventory screen to reloaded instantly. Removing the ability for the player to shoot a enemy, reloaded in a paused state, and come out of that state and shoot the enemy more goes a long way to making enemy encounters more tense. I never had problems with the tank controls beyond the first time I originally played Resident Evil. Outside of the first few moments I first played the first game running around zombies and other stuff wasn't something I'd really call tense or difficult.
Resource management ≠ scarceness of ammo and health items.
In classic Resident evil games, along with other series like Silent hill or even Project zero, you tend to have enough resource items to complete the game comfortably if you know what you're doing, even in the hardest modes. Thing is, they're games where you can literally fuck up your playtrhough if you waste those items, like it happened to me in RE3 where I couldn't kill Nemesis in the clock tower fight. Because they require you to use your resources ideally and to explore every single corner of each area to find ammo or health. Because resources are not scarce but limited. Games like RE3 included systems like the ammo crafting and stuff (Which will be in RE2 remake), adding depth to the thing (You must bet what kind of ammo suits best depeding the situation. Maybe expending A gunpowder for pistol ammo, maybe B for shotgun, maybe saving A and B for making C and then magnum ammo, or maybe going for grenades cartridges for the grenade launcher). RE4 is a game where you kill an enemy and then he drops you shotgun cartridges (I think the enemy ammo drops in that game are determined by the weapons you're using most or something like that but whatever), is a game where you can buy two aid medic sprays for the seller every time you visit him. Tension in that game can come for every way but not from resource management. Because the game wil always adapt the enemy drops and even the number of enemies of the scenario and what type they're.