The Resident Evil Thread - Part 2

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I also think it's a better game in the series than it gets credit for. What it does an EXCELLENT job of, in my opinion, is feel a little separate from the series even though it's very heavily connected. It enabled my friend, who knew nothing about RE, to enjoy the game but also gave him enough info and back story to be intrigued about going through the others.

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My sister felt the exact same way man. She's always loved the series but her experience with the series went no further than just watching me play through the older games, but she was easily able to understand the Chris/Jill/Wesker relationship with ease. We both can't wait to go through 6.
 
This looks poorly made. The graphics are worse than 5's, the default settings are obtrusive, your interaction with the environment is still unnecessarily limited, the partner AI still has problems with simple navigation, button-mashing moments pop up randomly, level progression is mostly linear, and enemies never rise above target practice. There's some good in it; the way they handle health is way better than any of the previous games, and the melee options are finally available whether or not you've shot an arbitrary body part. That still doesn't change how incomplete and sloppy the game seems to be this close to release.

I'll play the public demo, but if some of the basic problems that anyone with eyes could point out are still there, I'll just pass on this game.
 
Are you serious? The graphics are easily some of the greatest we've seen on a console. Poorly made? Wow just wow
 
I think it's a mess. The character models for the main characters are great, but for other people it just looks very meh. There is serious screen tearing, which I hope they fix in time. And the controls really need some tweaking too. Something about them felt really off.
 
RE5 did look pretty good. They also had to work with environments and models completely exposed to sunlight which is pretty hard to reproduce effectively & believably. So major kudos there.
 
The controls still look a bit fiddly compared to other games but the graphics look pretty good to me. Although I guess it is the main characters I'm thinking off when I say that in ref to what Speedball said above. What is screen tear?
 
The controls still look a bit fiddly compared to other games but the graphics look pretty good to me. Although I guess it is the main characters I'm thinking off when I say that in ref to what Speedball said above. What is screen tear?

where something like this happens:
797px-Tearing_%28simulated%29.jpg

http://en.wikipedia.org/wiki/Screen_tearing

But instead it happens on different areas of the screen as the video goes along. It gets really bad when the action ramps up.
 
Ah that is quite bad!
 
how come we weren't hearing how bad this game was at e3 when people were playing it? or were we? not sure some of u know what ur talking about. guess I'm gonna have to play the demo and give an accurate prognosis. when does the demo come out for the common folk?
 
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You guys can tell how a game will control by watching a video? Awesome mutant ability. :p
 
You guys can tell how a game will control by watching a video? Awesome mutant ability. :p

You can't identify any of the problems I cited without having your hands on a controller? Most of them are problems that aren't in the player's control. They're basic game design and presentation issues.
 
My thoughts on the demo:

Leon's section is awkward and easily the worst of the bunch. The game forces you to walk at a snails pace as a guy leads you around. It gets really awkward when the game "opens up" and allows you to run, but then forces you back into walking a moment later. The worst part is a gun fight in an elevator, which is incredibly awkward to do the field of view. Chris's section is your standard run and gun, except with a crappy cover system (more on that below). Jake's section was the most enjoyable. You're given a large environment (which helps the terrible field of view) and can even explore a little and find a revolver.

The Field of View is terrible. Its easily the game's biggest detractor. The camera is simply to close to the character (not to mention that the character takes up half the screen when aiming). This game has the worst screen tearing I've ever seen. Everything is this game is done in real time, including using the options menu. While the game gives you a lot of options to adjust, you have to do it in real time as you take damage from enemies. You can't pause the game! The annoying "wait for your partner, before you can open a door" is retained from Resident Evil 5. It especially bad when you have to watch the AI partner struggle to navigate the environment to reach you.

The inventory works great. You navigate it with the D-Pad (horizontally for weapons and vertically for grenades and health sprays). You can enter another inventory by pressing Y where you have the option of combining herbs. You're also given the option to store items in a storage case. Your health is in blocks that regenerate individually. If you lose all of the health in a block, it doesn't regenerate (think Resistance FOM). You refill these blocks by taking health tablets made from herbs.

Aiming is very strange in this game. It gives you the option of using either cross hairs or laser sight. If you use the laser sight though, it'll disappear if start to fire at a rapid pace. When using cross hairs though, I noticed the game auto corrects for recoil. As with normal recoil, the cross hairs move up as you fire. Whats weird though is that when you stop firing, the cursor corrects itself to the original position by moving down. There is no option to turn this off. The cover system is awkward. To go into cover against a regular wall, you hold the L trigger. The strange part is that in order to go into over against a waist high wall, you have to hold the trigger and then press either A or L3.

You might have noticed that I used the word "awkward" a lot. That's probably the best word to describe Resident Evil 6. It's scary to think that this game comes out in a couple of months. Judging by this demo, it still needs A LOT of work.
 
Hmm, that doesn't sound too promising.


I like the concepts behind this game but it hasn't really come together yet for me.
 
Now that's a hands on I like. I'll probably cancel this and put it on ACIII.
 
You guys can tell how a game will control by watching a video? Awesome mutant ability. :p

I played the demo :huh:
I actually bought Dragon's Dogma and I played it. I'm basing it off ACTUALLY playing it first hand.:dry:
 
Wow, Dwarf Slayer. That's a bit disappointing. :csad: Hope they sort it out.
 
Preview

Prepare for the ultimate look ahead into the chaos of Resident Evil 6 in the GameTrailers.com Preview!


source: GT
 
I played the demo :huh:
I actually bought Dragon's Dogma and I played it. I'm basing it off ACTUALLY playing it first hand.:dry:

I thought the demo was out around September? It's cool though, I'm allowed one mistake a year. Sad to hear that doesn't seem like it's going to stack up real well. I guess there's time to fix some of the issues... But with it actually being bumped AHEAD of it's original release date... I doubt that really happens.
 
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I can't see any way I don't buy this game but it's a bit crap to hear after all the excitement. At least the characters look beautiful.
 
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