tbh CV and Zero are worst classic RE games.
To each his own, but I don't think many fans would agree with that.
tbh CV and Zero are worst classic RE games.
The writing in CV and re0 both feel like a shitty anime version of a shitty light novel, where as the previous games feel like a horror movie with a cheesy script.tbh CV and Zero are worst classic RE games.
To each his own, but I don't think many fans would agree with that.
not to mention the hookshot.What's that? Did you finally turn on the basement power? Now there's a shitload of killer chimps on the loose and rebecca is going to fall to death if you don't run to the other side of the mansion. This isn't as big of an issue when you replay it since you know it's coming but it's a bit frustrating the first time around. The lack of item box is a pain in the ass, which can be mitigated by treating safe rooms as time boxes, but that does defeat the point of have dropping any item anywhere you want.
tbh CV and Zero are worst classic RE games.
To each his own, but I don't think many fans would agree with that.
Greatest problem with 0 is that the developers seemed to make the game based on killing enemies more than avoiding them. Perhaps because REmake was all about avoiding them(the game really punishes you for trying to kill them, for example), they decided to make 0 all about killing enemies. Imo, that is what killed the game.not to mention the hookshot.What's that? Did you finally turn on the basement power? Now there's a shitload of killer chimps on the loose and rebecca is going to fall to death if you don't run to the other side of the mansion. This isn't as big of an issue when you replay it since you know it's coming but it's a bit frustrating the first time around. The lack of item box is a pain in the ass, which can be mitigated by treating safe rooms as time boxes, but that does defeat the point of have dropping any item anywhere you want.
Why didn't you just play the demo instead?Not so impressed after watching a playthrough. What's the point of the over the shoulder perspective and the emphasis on targeting if the environment doesn't have destructible elements? Resident Evil 4 gets a lot of crap for the direction it took the series in, but its one of the few games to successfully recreate the feeling of being chased by a mob. Locking doors and moving bookcases in front of windows only bought a short respite before the lunatics hacked them to pieces, and they were free to adapt to the player's movements in an open area rather than confined to a tightly scripted sequence. Sure its just a demo, but RE2 needed to better show us what the new perspective entails beyond the visual look and how its design takes advantage of that. It's not a compelling feature unto itself.
Then again, the dimwit I watched didn't exactly relish the chance to test the confines of the game.
It's just like I said.So I finished RE2, Leon A and yeah, you can pretty much kill everything in the game and end it with some bullets. My handgun, sadly, ended with no bullets(I really missed some shots here and there and some zombies took more than 6~8 bullets to die), but for the rest of guns I had a lot of bullets(submachine gun was 100%, I have no reason to use it at all) and a lot of herbs, btw.
In RE2 you might run hit a dry spot of pistol ammo, but at that point in the game you can just switch to your other guns since the only time that you shouldn't use your pistol is boss fights and lickers.
I think you forgot about the falsetto leech singing in RE0.I replayed Code veronica half a year ago and... .
I prefer RE Zero over this by miles.
The non-linearity of the RE7 mansion is an ilusion you had because of having one big map, but in reality you're totaly 100% railroaded and have only one way to explore it. While in the ship, because you use the same ressource to open every door or container (the acid thing) you can explore it in the way you like and you also fight real ennemies instead of running from invincilbles-until-I-say-their-not hoogie-boogies (making the ship way more true to classic RE design than the mansion).RE7 mansion was designed in the same way as Mansion in RE1 or Police station in RE2 - puzzles, backtracking, save rooms, etc. Then the game abandons that formula in favor of lame linear experience with samey looking corridors and repetitive encounters.Why?After you leave the mansion and go to a shipwreck level, game turns to shit.
It looks like it uses classic RE design, but it's fake.So, either RE7 has nothing to do with the classic RE design or the whole game is true to classic RE design.
Lying isn't good kiddoIn the original RE2 (also re1 and its remake) you need only 1-3 shoots to kill a zombie, and still you need to do a lot of resource management. In the RE2 remake it's more like the classic bullet sponge usually found in mediocre shooters