Ivan
Arcane
Efficient. I'd rather have this than overlay text or flashing/glimmering shit.
Discuss
Efficient. I'd rather have this than overlay text or flashing/glimmering shit.
Discuss
I wanted to see if the scene was kept from the original. Nothing happened.
I wanted to see if the scene was kept from the original. Nothing happened.
I'm guessing if you hit the black bass fish it doesn't trigger then since I grabbed them all for lootables. Kind of stupid that doesn't trigger the instant kill.Edit: I think you fucked up somewhere:
As somebody playing it right now anybody that's not, really isn't missing anything.Go and play the game ffs
How is it compared to the original?As somebody playing it right now anybody that's not, really isn't missing anything.Go and play the game ffs
I blame Uncharted. Bunch of people complimented it at the time for color-coding climbing objects, saying that it's game design without HUD elements. Now the yellow on touchable objects is everywhere.
Discuss
Since I'm not paying 60 bucks for any game (especially a remake) I've went back and tried the GC original (on Dolphin) and also ended up playing several hours/chapters in. Say what you want about the game, but the moment to moment gameplay is decent enough to keep you playing the game for hours on end.Played 3 hours last night and enjoyed myself (never played the original but have done RE2/3 remakes and 7/8) - can't count the number of times the game has already trolled me into stepping on a bear trap though...
It's not just RE problem, every modern game looks busy and cluttered. Devs are aware of this problem, but instead of fixing it and making their games look clearer they opt for immersion-breaking solutions such as marking all interactable objects with a dye to make them stand out in the environment.
Capcom, however, took the worst elements from both worlds by introducing both the color-coded environmental objects, and adding ugly HUD prompts to every item that can be picked up.
And to be honest I don't how else they could've solved this problem - due to the use of photogrammetry tech all trash props in their games look just as hi-poly and detailed as the actually important items.
The obvious solution then would be to make everything usable or at least interactive in some way. But that would actually mean innovation and we can't have that. It would be too much work for these millennial developers who are used to flipping assets and making pretty backdrops without any kind of depth.I'd say that textures are getting "too" good and it's getting difficult to tell usable things from background stuff. I would say that there's a slow yet sustained decrease in interactive objects in action games.
And to be honest I don't how else they could've solved this problem - due to the use of photogrammetry tech all trash props in their games look just as hi-poly and detailed as the actually important items.
Oh yeah codexers would eat that up. The more it resembles a turd the better.The only way