Yep, it's pretty much a third person action game and by the end your character is strapped with so much artillery that the zombies are the ones fleeing in terror.
The way it currently works does encourage degenerate gameplay (retreating to safe rooms or areas where one can shake him off), and indeed makes him more often than not an annoyance rather than a challenge, but that is not, then, because he is on the player's trail too often, but rather not often enough. Were he a more persistent pursuer, he would be more likely to catch the player in those situations in which he is genuinely dangerous (e.g. where there are other enemies).
One way they could do this is by having him patrol the area outside the safe rooms rather than have him leave, plus making it harder for him to lose the player's trail. They could then prevent this from being a total block on player exploration by adding specific environmental hazards that the player can activate in order to incapacitate him for a while (maybe 15 minutes or so, longer than his normal 'stun', in any case). This would differ from the current shake off tactics in that it would be better balanced and integrated into the level design. This they could do by making it so that the player has to survive certain hostile areas to get to the hazards, or better yet, requiring the player to actually fight the tyrant into a 'stun' in order to activate the hazards, while also having the battle area where you are supposed to down him be tight like in the elevator fight.
Had they implemented it like that they would have been able to remain more faithful to the original, while also implementing the 'emergent' aspect more fully. Heck, they could even have had him drop loot if you incapacitate him in the 'special' way, thus restoring the risk/reward element. I just feel that, as it stands, the feature seems unfinished and it probably would have been less of a hassle if they had just done it the old way. Perhaps they didn't really understand the design conundrum into which they got themselves by implementing this, and in the end it turned out they didn't have the time to really work out all of the kinks.
If they are really going to commit to this approach going forward, they should start finding solutions to these issues, because if X can't create challenge, tension, and unpredictability, there is really no point for him being implemented in the way he is. Perhaps they saw him, in part, as a good chance for a Nemesis test run. Let's just hope they are able flesh the mechanic out when the latter's time comes.
As I said in one of my previous posts, I am overall ambivalent about this aspect of the game, and a lot of its potential was unfulfilled. It did work as intended at times, and when it did, it was worth it. I also had a lot of fun with the mechanic the first time around, as it did create tension. But it does get weaker on replays and it says something that most of the best encounters with him are scripted. Definitely one of those areas with room for improvement.
The most common cause for this is narrow field of view. FOV is actually adjustable in RE2 Remake (under 'Graphics') so try expanding it and see if that helps.Never played as Nosferatu in VTMB, it seems.In every game ever, I hate sewers the most.
No! I’ve started that game a few times but I keep quitting at the tutorial ‘cause the graphics make me nauseous.
It's subtle and for me works exactly because of that.Also, I think I am the only one, I liked the modern take to the background music more than the classic one. Mind me the classic music is better, more atmospheric, creepy and in general memorable. However the modern approach blends better in the game, is more dynamic, less repetitive. I also liked that the most part of the time there is no music at all. The moments of absolute lack of music are important too in a game: the music happens only when it matters, its not a filler. I think it is the best use of background music from the time of Half Life or Portal.
Yeah, but it has other qualities that made it enjoyable. The remake... not so much. I like it because it's a very good survival horror (in hardcore) and nothing else.Reminder that original RE2 was easy as fuck.
The way it currently works does encourage degenerate gameplay (retreating to safe rooms or areas where one can shake him off), and indeed makes him more often than not an annoyance rather than a challenge, but that is not, then, because he is on the player's trail too often, but rather not often enough. Were he a more persistent pursuer, he would be more likely to catch the player in those situations in which he is genuinely dangerous (e.g. where there are other enemies).
One way they could do this is by having him patrol the area outside the safe rooms rather than have him leave, plus making it harder for him to lose the player's trail. They could then prevent this from being a total block on player exploration by adding specific environmental hazards that the player can activate in order to incapacitate him for a while (maybe 15 minutes or so, longer than his normal 'stun', in any case). This would differ from the current shake off tactics in that it would be better balanced and integrated into the level design. This they could do by making it so that the player has to survive certain hostile areas to get to the hazards, or better yet, requiring the player to actually fight the tyrant into a 'stun' in order to activate the hazards, while also having the battle area where you are supposed to down him be tight like in the elevator fight.
Had they implemented it like that they would have been able to remain more faithful to the original, while also implementing the 'emergent' aspect more fully. Heck, they could even have had him drop loot if you incapacitate him in the 'special' way, thus restoring the risk/reward element. I just feel that, as it stands, the feature seems unfinished and it probably would have been less of a hassle if they had just done it the old way. Perhaps they didn't really understand the design conundrum into which they got themselves by implementing this, and in the end it turned out they didn't have the time to really work out all of the kinks.
If they are really going to commit to this approach going forward, they should start finding solutions to these issues, because if X can't create challenge, tension, and unpredictability, there is really no point for him being implemented in the way he is. Perhaps they saw him, in part, as a good chance for a Nemesis test run. Let's just hope they are able flesh the mechanic out when the latter's time comes.
As I said in one of my previous posts, I am overall ambivalent about this aspect of the game, and a lot of its potential was unfulfilled. It did work as intended at times, and when it did, it was worth it. I also had a lot of fun with the mechanic the first time around, as it did create tension. But it does get weaker on replays and it says something that most of the best encounters with him are scripted. Definitely one of those areas with room for improvement.
They actually do have him patrolling in real-time which is one reason he may not show up when it would be most effective, of course he does teleport when the story requires him to do so but when not he really is spawned and patrolling.
Yeah, I'm not too excited by a RE3 remake. It'll be too action packed and I much prefer the excellent design of the Police Station to running around streets in the city. I'd prefer Capcom remake Code Veronica (meant to be the true RE3 anyway) or even better, just focus on originals that do away with story focused cutscenes etc. and focus on the high points of the police station and Baker residence.
Yeah, that does seem to be the case: https://steamcommunity.com/app/883710/discussions/0/1779388024838379894/
That's a pretty cool feature tbh, but there are still some aspects of his mechanics that seem to remain obscure. For example, I'm still not quite sure of how he tracks the player. I have heard that if you dally around long enough in an area, he will show up, which in my experience checks out. But that could be either because he has a routine, and thus the area in which you are in will inevitably get its 'turn', or because he 'cheats' and the game gives it your location after a certain amount of time. Apparently running, and footsteps more generally, don't affect his ability to detect you across rooms at all, but gunshots do. I think improving his detection and player tracking capabilities would be a good way of boosting his ability to be a threat.
Oh yeah... JUST that! :DThe only thing better about Code Veronica was the music -- particularly Alexia's boss theme -- and the level design.
Oh yeah... JUST that! :DThe only thing better about Code Veronica was the music -- particularly Alexia's boss theme -- and the level design.
Take Code Veronica, remove the Wesker is alive (and is Neo) bullshit and add hard mode -> best game ever.