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Resident Evil Village - now featuring giant vampire MILFs

Joined
Nov 23, 2017
Messages
4,117
Listen, RE4 and RE1+2 (RE3) is night and day in terms of how different they are in design and gameplay.

RE4 has more fluent and actiony gameplay, which for some people is what they want, while the older titles have what I guess most old school RE fans want, the slower survival horror romp.

Saying RE1+2 is action-oriented seems quite wrong to me, but RE3 began to have alot more action oriented focus, which further got emphasized in the RE3:remake, and obviously in RE4 and beyond.

RE2:remake, while more "action" than vanilla RE2, was still true as fuck to the survival horror design, and actually succeeded quite well I would say, in implementing over the shoulder instead of tank control isometric, and keeping the scary claustrophobic feel.

At the end of the day, it is what it is.

Here's the thing, RE2 is a action oriented game, and survival horror isn't really a thing. Survival horror is just a marketing gimmick, it sounds really cool so it's a marketing gimmick that's stayed around, but it's a gimmick none the less. I think it's really easy to tell its a marketing gimmick too as nobody really seems all that sure on what exactly survival horror even is, and what it is seems to change depending on the person. Years later when doing Dino Crisis they tried it again, branding it Panic Horror, but everyone was like: Nah, you can't just make up terms...not again anyways. Original Resident Evil is an adventure game, it's an adventure game with combat encounter, and instead of point-and-click you've got tank controls, but it's still an adventure game. It's like one step away from being Maniac Mansion, and LucasArt was just some enemy encounters away from Resident Evil. It started as a spiritual successor to the Japanese only NES JRPG Sweet Home, which was based on a movie; it's not something Capcom own the rights to so they had to come up with something new. Sweet Home itself is a very adventure game style JRPG, it's kind of like if Maniac Mansion had RPG combat in it. When Resident Evil started development it was going to be even more like Sweet Home than it ended up being, originally it was a Blobber where you had a team of four characters investigating the Mansion, but the PSX couldn't handle the 3D levels and Shinji Mikami was inspired to change the game to what it became after playing Alone in the Dark. That first Resident Evil is the only one of the whole lot I'd say isn't action oriented, the series because more and more action oriented as it does along to the point the first version of RE4 gets spun off into Devil May Cry.

Now you could say RE4 is a big shift away from the previous mainline series games since even though they're action games, and even though the puzzle element become more streamlined, and things like dodge moves are added, they've still got their feet in those adventure games roots. And yeah, maybe. But adventure games are about solving puzzles, and RE4 still has that, it's just that it's folded those puzzles into the action direction it's been going. Take the Crimson Head zombies for Remake. Those guys were a big new puzzle element of remake. Do you kill a zombie or run pass it? If you kill it you have to burn it depending on the location you're at, otherwise you've got this even more powerful zombie that's going to make you use even more ammo to kill it again. RE4 basically takes that, adds more options, and turns it into every combat encounter. Shooting an enemy in different places gives you different melee attacks. Shooting the head could kill it quicker, but it could also turn it into a much stronger enemy, but also it could be advantageous to you if you have flash grenade which can be used for instakills while they're in their power state. It makes the shooting into a puzzle, and even turns your inventory management into more a a puzzle; I think RE4 was the first time I ever heard someone call an inventory system inventory Tetris. And while the shooting is different than the mainline RE game up to that point since it isn't lock-on anymore, and you're in a third person view now, it's still a tank control game; it still controls exactly like the first Resident Evil.

When I played RE2 back when it came out I was like: They turned it into an action game. It may feel like the original when you start it and you're out in the street, but it's not long before you have some pretty powerful weapons in that game and lots of ammo. You gotta remember too, that shit came out back in '98. Free aim was still new then, you had some first person shooters that started doing it a couple years before but they still played like Doom, and the year before you were just getting games that weren't Light Gun shooters where location damage was even a thing...Goldeneye being one of them, and I think that started as a Light Gun style game. '98 is also like the first time I can remember playing something (Outwars) that'd fall into what we now think of as third person shooters. The Japanese also seemed pretty unsure about this whole manual aiming thing, (which seems to be why the modern FPS became so niche there for so long) like I remember WinBack having it and that's '99, but it doesn't seem like they even start embracing this whole aiming yourself thing until the mid 2000s. The fixed camera angles may seem like a non-action oriented kind of thing, but even 3D beat 'em ups (like Zombies Revenge) and stuff like Devil May Cry had those.
 
Joined
Nov 23, 2017
Messages
4,117
NSFL
sample_a9dbb11cd76b657a5d222767c5ed06d8.jpg

70b8bda2a75ddb866e6484dacf2b7614.jpeg

sample_4021a5e0a72ec5255270b26acdb7115c.jpg

I dunno wut this retard poasted but I'm assuming he was showing that she doesn't actually have a body under the dress (just arms and feet) and that the only part of the model connected to the skeleton is the face.

It doesn't matter because someone will make a giant futa version soon enough.

No, it's futa. Futa and a fat one. I guess you could say the futas have fat ones in them too, but drawing is just a fat version of her.
 

downwardspiral

Learned
Joined
Mar 12, 2020
Messages
131
Instead of the usual 3rd person view ryona compilation video from other REs.
We going to get first person view reversed ryona compilation video from RE8.
Sad.
 

Tacgnol

Shitlord
Patron
Joined
Oct 12, 2010
Messages
1,871,752
Codex 2016 - The Age of Grimoire Grab the Codex by the pussy RPG Wokedex Strap Yourselves In Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
When I played RE2 back when it came out I was like: They turned it into an action game. It may feel like the original when you start it and you're out in the street, but it's not long before you have some pretty powerful weapons in that game and lots of ammo.

People forget how easy RE2 was overall. Ammo and health items were so common compared to the original game. Leon can also take a tremendous amount of damage, and Claire isn't exactly fragile either despite having less health.

The remake is actually a much harder game in terms of ammo scarcity and character durability.
 

gerey

Arcane
Zionist Agent
Joined
Feb 2, 2007
Messages
3,472
When I played RE2 back when it came out I was like: They turned it into an action game. It may feel like the original when you start it and you're out in the street, but it's not long before you have some pretty powerful weapons in that game and lots of ammo.

People forget how easy RE2 was overall. Ammo and health items were so common compared to the original game. Leon can also take a tremendous amount of damage, and Claire isn't exactly fragile either despite having less health.

The remake is actually a much harder game in terms of ammo scarcity and character durability.
People tested it out - there's enough ammo scattered around RE2 that you can basically kill every enemy in the game with it and still have a comfortable reserve left over.
 

Tacgnol

Shitlord
Patron
Joined
Oct 12, 2010
Messages
1,871,752
Codex 2016 - The Age of Grimoire Grab the Codex by the pussy RPG Wokedex Strap Yourselves In Codex Year of the Donut Shadorwun: Hong Kong Divinity: Original Sin 2 Steve gets a Kidney but I don't even get a tag. Pathfinder: Wrath I helped put crap in Monomyth
When I played RE2 back when it came out I was like: They turned it into an action game. It may feel like the original when you start it and you're out in the street, but it's not long before you have some pretty powerful weapons in that game and lots of ammo.

People forget how easy RE2 was overall. Ammo and health items were so common compared to the original game. Leon can also take a tremendous amount of damage, and Claire isn't exactly fragile either despite having less health.

The remake is actually a much harder game in terms of ammo scarcity and character durability.
People tested it out - there's enough ammo scattered around RE2 that you can basically kill every enemy in the game with it and still have a comfortable reserve left over.

Yep, you can be insanely wasteful of ammo in RE2 original.

Hell you probably get almost as much handgun ammo in the initial sequence where you run to the police station (something stupid like 90 rounds at least) than you do in the entirety of RE1.
 

Nifft Batuff

Prophet
Joined
Nov 14, 2018
Messages
3,206
RE was not a survival horror game. Survival horror does not exist. It was not an action game. Doom is an action game and, in truth, action games don't exist.
I had a realization. RE is a dance game!

RESIDENT EVIL DANCE REVOLUTION REVIEW

The popular video game franchise Resident Evil from Capcom got one game bigger with the upcoming release of Dance Revolution.

The game is your typical rhythm and dance game, but set in various locations in the Resident Evil world. For example level one is the mansion all the way up to the final level of the Umbrella's Hive research facility.

You start the game as Claire , but can unlock various characters such as Chris Redfield, Jill Valentine, Ada Wong, Nemesis and Albert Wesker. Also during the game you can get power ups by taking out zombie hordes with special dance moves like "head shot" and "sweep the leg."

The soundtrack leaves a bit to be desired with its remixes of the games original music which tends to be a bit dark with a slow tempo, but beggars cant be choosers and it seems like a lifetime of waiting for Capcom to do a Dance survival horror mashup.

Resident Evil dance Revolution will be available this month with a pre-order bonus of the Zombie Dog character.

Resident Evil Dance Revolution: ⭐⭐⭐⭐⭐(http://www.gamilonmagazine.com/2019/03/resident-evil-dance-revolution-review.html)

 

Generic-Giant-Spider

Guest
Now you could say RE4 is a big shift away from the previous mainline series games since even though they're action games, and even though the puzzle element become more streamlined, and things like dodge moves are added, they've still got their feet in those adventure games roots. And yeah, maybe. But adventure games are about solving puzzles, and RE4 still has that, it's just that it's folded those puzzles into the action direction it's been going. Take the Crimson Head zombies for Remake. Those guys were a big new puzzle element of remake. Do you kill a zombie or run pass it? If you kill it you have to burn it depending on the location you're at, otherwise you've got this even more powerful zombie that's going to make you use even more ammo to kill it again. RE4 basically takes that, adds more options, and turns it into every combat encounter. Shooting an enemy in different places gives you different melee attacks. Shooting the head could kill it quicker, but it could also turn it into a much stronger enemy, but also it could be advantageous to you if you have flash grenade which can be used for instakills while they're in their power state. It makes the shooting into a puzzle, and even turns your inventory management into more a a puzzle; I think RE4 was the first time I ever heard someone call an inventory system inventory Tetris. And while the shooting is different than the mainline RE game up to that point since it isn't lock-on anymore, and you're in a third person view now, it's still a tank control game; it still controls exactly like the first Resident Evil.

Killing an enemy in RE4 is always the right choice, it's not a risk thing like Crimson Heads or avoiding enemies in a location you'll only go through once or twice (which is knowledge you won't know your first time through). There's no puzzle element to it at all. You kill an enemy because there's no true downside and when you get Ashley you should be killing every enemy because one of them grabbing/hauling her off or killing her is an instant game over. Ammo scarcity is a near impossibility. You'd have to stand there and shoot at a wall to actually run yourself dry with how much the game feeds you ammo from enemy drops, to crate breaking to the Merchant.

The bigger issue with RE4 is that it tonally kills the series and makes it a full throttle action game. Resident Evil had some goofy and campiness to it, but the entire game of RE4 is goofy and a few paces off from being outright cartoony. The way how the game frames itself is totally different from classic RE. I don't understand how you can try making a case that RE4 is not so different when it obviously is. It's so different and so ludicrous of a premise that it becomes comedic. Oh fuck, here comes the simple life villagers armed with their pitchforks and hatchets... what the fuck is that? Are they speaking... Spanish?! Time to take out my sub-machine gun and give 'em a taste of the SECOND AMENDMENT.

It's cool if you like the game, the game itself is fun but it's one mighty shit Resident Evil game and where the series jumped off from viral outbreaks and weird mutations where you're placed in nightmare scenarios to being Hollywood action setpiece porn.
 

vortex

Fabulous Optimist
Joined
Mar 25, 2016
Messages
4,221
Location
Temple of Alvilmelkedic
I liked everything only the dollhouse fight was too gimmicky. I don't like gimmicks.
Lady Dimitri true form is surprising only I don't understand how come the sunlight doesn't hurt her.
 
Joined
Nov 23, 2017
Messages
4,117
Now you could say RE4 is a big shift away from the previous mainline series games since even though they're action games, and even though the puzzle element become more streamlined, and things like dodge moves are added, they've still got their feet in those adventure games roots. And yeah, maybe. But adventure games are about solving puzzles, and RE4 still has that, it's just that it's folded those puzzles into the action direction it's been going. Take the Crimson Head zombies for Remake. Those guys were a big new puzzle element of remake. Do you kill a zombie or run pass it? If you kill it you have to burn it depending on the location you're at, otherwise you've got this even more powerful zombie that's going to make you use even more ammo to kill it again. RE4 basically takes that, adds more options, and turns it into every combat encounter. Shooting an enemy in different places gives you different melee attacks. Shooting the head could kill it quicker, but it could also turn it into a much stronger enemy, but also it could be advantageous to you if you have flash grenade which can be used for instakills while they're in their power state. It makes the shooting into a puzzle, and even turns your inventory management into more a a puzzle; I think RE4 was the first time I ever heard someone call an inventory system inventory Tetris. And while the shooting is different than the mainline RE game up to that point since it isn't lock-on anymore, and you're in a third person view now, it's still a tank control game; it still controls exactly like the first Resident Evil.

Killing an enemy in RE4 is always the right choice, it's not a risk thing like Crimson Heads or avoiding enemies in a location you'll only go through once or twice (which is knowledge you won't know your first time through). There's no puzzle element to it at all. You kill an enemy because there's no true downside and when you get Ashley you should be killing every enemy because one of them grabbing/hauling her off or killing her is an instant game over. Ammo scarcity is a near impossibility. You'd have to stand there and shoot at a wall to actually run yourself dry with how much the game feeds you ammo from enemy drops, to crate breaking to the Merchant.

The bigger issue with RE4 is that it tonally kills the series and makes it a full throttle action game. Resident Evil had some goofy and campiness to it, but the entire game of RE4 is goofy and a few paces off from being outright cartoony. The way how the game frames itself is totally different from classic RE. I don't understand how you can try making a case that RE4 is not so different when it obviously is. It's so different and so ludicrous of a premise that it becomes comedic. Oh fuck, here comes the simple life villagers armed with their pitchforks and hatchets... what the fuck is that? Are they speaking... Spanish?! Time to take out my sub-machine gun and give 'em a taste of the SECOND AMENDMENT.

It's cool if you like the game, the game itself is fun but it's one mighty shit Resident Evil game and where the series jumped off from viral outbreaks and weird mutations where you're placed in nightmare scenarios to being Hollywood action setpiece porn.

I didn't say it was a kill or avoid thing like in Remake. I said it's a similar thing with how a quick kill headshot on a villager has the chance to turn them into stronger enemies. Do you use more ammo to kill a villager, or do you chance them turning to stronger enemies that take more ammo and could instakill you. Likewise maybe you want to turn them into parasites because they're grouped and you have flash grenades. There's also not really much point in not killing the enemies in Remake either, onces you know the paths you'll travel most the choice is more which zombies you use the fuel to burn and which zombies are in places you can most easily avoid.

The entirety of RE4 is not goofy. It doesn't really get goofy until the castle. The game seems to be playing off the movie Dagon. The series was also doing big action movie stuff long before it ever got to Resident Evil 4.
 
Joined
Nov 23, 2017
Messages
4,117
When I played RE2 back when it came out I was like: They turned it into an action game. It may feel like the original when you start it and you're out in the street, but it's not long before you have some pretty powerful weapons in that game and lots of ammo.

People forget how easy RE2 was overall. Ammo and health items were so common compared to the original game. Leon can also take a tremendous amount of damage, and Claire isn't exactly fragile either despite having less health.

The remake is actually a much harder game in terms of ammo scarcity and character durability.

It's why I've always found it funny when people bitch about RE4 turning the series into an action game. It's like, did you motherfuckers even play RE2 with all that ammo laying around? You can get a fucking shotgun right at the start, and a submachine gun not long after. Then Nemesis comes along and the whole idea of that game, which was meant to be a spinoff, was to be even more action oriented. RE4 basically just made the shooting better, it's even still tank controls; it is the most linear of them, but it's also the longest up to that point. It's funny because the non action Resident Evil is the first game, but even when people talk about wanting the series to "return to Survival Horror" that's not what they're pointing to, they're like always pointing to the one where the series turned towards action and you had a machine gun and could kill everything.

RE2 Remake has some weird system where depending on how much ammo you have characters can take more or less damage to kill to create a sense of tension. I'm not really a fan of the idea behind it, I'd rather a more set system.
 
Joined
Nov 23, 2017
Messages
4,117
I saw something today for this game that showed some kind of crazy looking vehicle with tracks that had chainsaws hooked up to it. Think it had some big gun too. Not sure if you control it, but I think you might.
 

DemonKing

Arcane
Joined
Dec 5, 2003
Messages
6,013
Played about two hours this morning and it hasn't exactly blown me away so far (PS5) although the two demo areas are both pretty early in the game so hopefully things will improve a bit now I no longer know what's coming.

Dualsense support seems nothing special so far and the ray tracing effects seem barely noticeable. There's one scene early on where the village is on fire and you're right near a stream but there are no reflections from the flame on the water as you'd expect with serious RT implementation. The whole game has a very last gen feel to it which I guess is not really surprising given it's on both gens.
 
Last edited:

Wunderbar

Arcane
Joined
Nov 15, 2015
Messages
8,818
The opening werewolf attack is the worst designed setpiece moment in AAA games I have ever played.
I died like 20 times to the neverending horde of enemies because the game refused to start a cutscene where Ethan gets shot with an arrow in the knee.
:x
Off to a good start.
 

SumDrunkGuy

Guest
Half tempted to buy the digital version but it will probably take hours to download and I'll be passed out by the time it's finished. I'm better off waiting until tomorrow and pickin up the disc. Fuck digital.
 

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