Beastro
Arcane
This is retarded.
If that's inexcusable, what do we call doing the exact opposite?
Is it somehow a good thing to make a minor and sexual abuse victim ugly on purpose, then?
This is retarded.
Being attractive increases your chances to be raped tbhGamers are like "this sexual abuse victim should be sexier"
Noooo stay away you faggots!!!!https://x.com/Planeta_Play_/status/1845147172305580272
Rumor: Silent hill 3 remake by blobber
Can't wait for a new generation of people going "What is this cult stuff doing in my Silent Hill?!" exacerbated by the fact that they remade the second game first.https://x.com/Planeta_Play_/status/1845147172305580272
Rumor: Silent hill 3 remake by blobber
Inafune syndromeThis Masahiro Ito guy is so annoying, all he did was doing monster design, clown acts like he was in charge of SH2 -.-
Canted (over the shoulder) can be cool. Cinematic (fixed) can be cool. In the center (in a shooter) sucks ass. Even Max Payne 1 didn't have Max in the center, and yes, he WAS in the way when coming around a right corner. I would have appreciated a swap button.Get ready to control a tank turret once again. I'd settle for third person with the character in the middle of the screen, like in the good old days before RE4 gave everyone a trend to mindlessly chase and make worse and more boring, including Capcom themselves. Who knew this would be the future of action-adventure horror:
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This Masahiro Ito guy is so annoying, all he did was doing monster design, clown acts like he was in charge of SH2 -.-
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Or they are just not going to badmouth and affect sales of the newest game from the company they work for. Even ex-workers don't usually talk shit about their previous companies in Japan.Team Silent bending the knee to Bloober Hill. Codexers BTFO![]()
I’d be more inclined to agree with this if he hadn’t created a Twitter account specifically to talk about the remake. It’s a very big deal to him, clearly. He’s been actively giving the game props over the past week, whilst simultaneously talking old fans off a ledge.Or they are just not going to badmouth and affect sales of the newest game from the company they work for. Even ex-workers don't usually talk shit about their previous companies in Japan.Team Silent bending the knee to Bloober Hill. Codexers BTFO![]()
I directed/built all of the whole cutscenes had something to do w/ creatures & some other cutscenes.
I couldn't disagree more with a lot of the above. It's a visual treat but that's about it. Much of the important little things and nuances are either gone or misinterpreted for the worse. Most importantly, the tacked on (and simplified) Callisto Protocol esque battle mechanic is an absolute slog to the point it drags the entire game down with it. The original had what was effectively a defense mechanic to protect the player from ambient environmental hazards which served an aesthetic and narrative purpose; the remake goes for game-ified enemy encounters as necessity. These are in no shape or form the same, and it misunderstands what's so compelling about Silent Hill 2. James is a video game character, but he's presented and is engaged with like a person. Remake James plays as a video game character.
It's a very frustrating drawn-out experience. There's nothing 'new' in the game, it is exclusively drawn out enemy encounters and otherworld sequences ripped straight out of Homecoming which were in-turn ripped straight out of the movie. They're horribly paced and entirely straight forward fetch sequences wherein player gets obvious key item for obvious door; there is no longer any player/game friction as the locales are no longer 'real human spaces' but video game stages. Enemy gauntlets run just about wild in the final third of the game. The forced battle arena shower room exemplifies this. Not only that, it's poorly balanced and the enemies play typical "stop hitting me" tactics replete with teleporting attacks and morphing hitboxes of convenience. They behave the same way, every encounter plays out the same way, and the way the game enforces it as a necessity removes all horror and tension. There is no surprise, there is nothing on the line. James will circle strafe game dodge karate-kicking mannequins and knife wielding nurses who simply go "okay, you will give me a turn to attack now, I will teleport through and shank you." At times it's actually glorious in a funny way, which is also sad. I love difficult games, I love being challenged. 2 remake is not either of these things. It is a test in patience out of necessity to provide an expected gaming experience for battle mechanic fixation.
It is fundamentally still stuck where Konami wants the series; it is everything that currently performs well in the upper echelon of the industry. It's a shame too, because the presentation is spot-on for the most part. When you aren't battling forced enemy waves or traversing fun house stages, the game is pretty well excellent and gorgeous to look at. Masahiro Ito's creature designs are fabulous as they've always been and perfectly reflected on screen. If only it wasn't an 8 hour game essentially stretched into a 20 hour slog of mirrored repeat Callisto Protocol-lite enemy encounters, and truly flat character acting and direction out of Maria, a central core aspect of the game's aesthetic and narrative. Angela is alright, and Eddie is very memorably Eddie. Laura is not only Laura but fantastically acted and her chemistry with remake James is very good. James is James until he isn't. Mixed bag of the century.
This re-interpretation, as much as it gets right, Konami unfortunately sat in the background pulling their strings and filing teeth down to the halfway point. I will say, however, it is much better than The Short Message. Travesty of the century. I can live with 2 remake being the former rather than latter. That's it, that's all.
"The original had what was effectively a defense mechanic to protect the player from ambient environmental hazards which served an aesthetic and narrative purpose; the remake goes for game-ified enemy encounters as necessity. These are in no shape or form the same, and it misunderstands what's so compelling about Silent Hill 2. James is a video game character, but he's presented and is engaged with like a person. Remake James plays as a video game character."I like this post.
I couldn't disagree more with a lot of the above. It's a visual treat but that's about it. Much of the important little things and nuances are either gone or misinterpreted for the worse. Most importantly, the tacked on (and simplified) Callisto Protocol esque battle mechanic is an absolute slog to the point it drags the entire game down with it. The original had what was effectively a defense mechanic to protect the player from ambient environmental hazards which served an aesthetic and narrative purpose; the remake goes for game-ified enemy encounters as necessity. These are in no shape or form the same, and it misunderstands what's so compelling about Silent Hill 2. James is a video game character, but he's presented and is engaged with like a person. Remake James plays as a video game character.
It's a very frustrating drawn-out experience. There's nothing 'new' in the game, it is exclusively drawn out enemy encounters and otherworld sequences ripped straight out of Homecoming which were in-turn ripped straight out of the movie. They're horribly paced and entirely straight forward fetch sequences wherein player gets obvious key item for obvious door; there is no longer any player/game friction as the locales are no longer 'real human spaces' but video game stages. Enemy gauntlets run just about wild in the final third of the game. The forced battle arena shower room exemplifies this. Not only that, it's poorly balanced and the enemies play typical "stop hitting me" tactics replete with teleporting attacks and morphing hitboxes of convenience. They behave the same way, every encounter plays out the same way, and the way the game enforces it as a necessity removes all horror and tension. There is no surprise, there is nothing on the line. James will circle strafe game dodge karate-kicking mannequins and knife wielding nurses who simply go "okay, you will give me a turn to attack now, I will teleport through and shank you." At times it's actually glorious in a funny way, which is also sad. I love difficult games, I love being challenged. 2 remake is not either of these things. It is a test in patience out of necessity to provide an expected gaming experience for battle mechanic fixation.
It is fundamentally still stuck where Konami wants the series; it is everything that currently performs well in the upper echelon of the industry. It's a shame too, because the presentation is spot-on for the most part. When you aren't battling forced enemy waves or traversing fun house stages, the game is pretty well excellent and gorgeous to look at. Masahiro Ito's creature designs are fabulous as they've always been and perfectly reflected on screen. If only it wasn't an 8 hour game essentially stretched into a 20 hour slog of mirrored repeat Callisto Protocol-lite enemy encounters, and truly flat character acting and direction out of Maria, a central core aspect of the game's aesthetic and narrative. Angela is alright, and Eddie is very memorably Eddie. Laura is not only Laura but fantastically acted and her chemistry with remake James is very good. James is James until he isn't. Mixed bag of the century.
This re-interpretation, as much as it gets right, Konami unfortunately sat in the background pulling their strings and filing teeth down to the halfway point. I will say, however, it is much better than The Short Message. Travesty of the century. I can live with 2 remake being the former rather than latter. That's it, that's all.
https://forum.blu-ray.com/showpost.php?p=22530527&postcount=256
It was cool back when RE4 did it, it was novel and stylish, it's not anymore. In the center isn't a problem now since every modern game has you aim in zoomed-in OTS anyway, but you are right about MP.Canted (over the shoulder) can be cool
It’s like the people who over analyze TOOL songs and Maynard calls them morons lol"The original had what was effectively a defense mechanic to protect the player from ambient environmental hazards which served an aesthetic and narrative purpose; the remake goes for game-ified enemy encounters as necessity. These are in no shape or form the same, and it misunderstands what's so compelling about Silent Hill 2. James is a video game character, but he's presented and is engaged with like a person. Remake James plays as a video game character."I like this post.
I couldn't disagree more with a lot of the above. It's a visual treat but that's about it. Much of the important little things and nuances are either gone or misinterpreted for the worse. Most importantly, the tacked on (and simplified) Callisto Protocol esque battle mechanic is an absolute slog to the point it drags the entire game down with it. The original had what was effectively a defense mechanic to protect the player from ambient environmental hazards which served an aesthetic and narrative purpose; the remake goes for game-ified enemy encounters as necessity. These are in no shape or form the same, and it misunderstands what's so compelling about Silent Hill 2. James is a video game character, but he's presented and is engaged with like a person. Remake James plays as a video game character.
It's a very frustrating drawn-out experience. There's nothing 'new' in the game, it is exclusively drawn out enemy encounters and otherworld sequences ripped straight out of Homecoming which were in-turn ripped straight out of the movie. They're horribly paced and entirely straight forward fetch sequences wherein player gets obvious key item for obvious door; there is no longer any player/game friction as the locales are no longer 'real human spaces' but video game stages. Enemy gauntlets run just about wild in the final third of the game. The forced battle arena shower room exemplifies this. Not only that, it's poorly balanced and the enemies play typical "stop hitting me" tactics replete with teleporting attacks and morphing hitboxes of convenience. They behave the same way, every encounter plays out the same way, and the way the game enforces it as a necessity removes all horror and tension. There is no surprise, there is nothing on the line. James will circle strafe game dodge karate-kicking mannequins and knife wielding nurses who simply go "okay, you will give me a turn to attack now, I will teleport through and shank you." At times it's actually glorious in a funny way, which is also sad. I love difficult games, I love being challenged. 2 remake is not either of these things. It is a test in patience out of necessity to provide an expected gaming experience for battle mechanic fixation.
It is fundamentally still stuck where Konami wants the series; it is everything that currently performs well in the upper echelon of the industry. It's a shame too, because the presentation is spot-on for the most part. When you aren't battling forced enemy waves or traversing fun house stages, the game is pretty well excellent and gorgeous to look at. Masahiro Ito's creature designs are fabulous as they've always been and perfectly reflected on screen. If only it wasn't an 8 hour game essentially stretched into a 20 hour slog of mirrored repeat Callisto Protocol-lite enemy encounters, and truly flat character acting and direction out of Maria, a central core aspect of the game's aesthetic and narrative. Angela is alright, and Eddie is very memorably Eddie. Laura is not only Laura but fantastically acted and her chemistry with remake James is very good. James is James until he isn't. Mixed bag of the century.
This re-interpretation, as much as it gets right, Konami unfortunately sat in the background pulling their strings and filing teeth down to the halfway point. I will say, however, it is much better than The Short Message. Travesty of the century. I can live with 2 remake being the former rather than latter. That's it, that's all.
https://forum.blu-ray.com/showpost.php?p=22530527&postcount=256
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It was cool back when RE4 did it, it was novel and stylish, it's not anymore.
In the center isn't a problem now since every modern game has you aim in zoomed-in OTS anyway, but you are right about MP.
The issue of not being able to move in RE4 was always a non-starter to me. Even in games that allow it, I prioritize a stable shooting platform, i.e. accuracy, over movement, since that movement almost never gives you that much safety in these kinds games anyway (like enemies can out-advance the speed you are moving away from them at). It also adds the element of having to consider your shooting position constantly, like a real-time analog to choosing the proper hex/square to move to in a turn-based game.
With a controller, I shoot way better in RE4 than in all over-the-shoulder shooters that came later, because I only have to deal with the one crappy analog stick instead of also having to move my character with the other. Something about how the brain works with two sticks. I always play third-person shooters with a mouse and keyboard when I can, but never felt I needed to for RE4. The lack of movement, really just the tank controls from prior games with a different camera, also limited you in a way that really worked for that kind of experience.
I think I know the practical reasons they do so, but I'm also tired of it. At least let me hip-fire without having to engage an aim mode. Again it feels like no more than trend chasing to me. No need to reinvent the wheel with every game, but I don't see many developers even trying to come up with custom solutions first.Yes, all third person games now make you hold RMB or L1/L2 before you can shoot. I'm sick of it.
It's 'monsters in a haunted place' yet again, it's never going to be scary, to me. Even less so, making your monsters in a haunted house game ostensibly an action game with 'so sick, bro' dismemberment. I mean that's fine, just don't try to sell it as being something other than the creature-feature shlock brand of horror, like all the other Thing/Alien derivativesYou mentioned Callisto Protocol in the part of the post I cut off. I never found the original Dead Space (same director) scary or very gratifying either, maybe in part because of the camera and full movement. But the "horror" was also too in your face. I think Zero Punctuation at the time described the game more as startling, which is so accurate. "I'm not scared. I'm startled."