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 Post subject: Re: Needs Remake?
Posted: Feb 07, 2010 8:31 

Another thing i'll add to the subject...if Capcom did remake RE3 and it didn't go the way people wanted it to, Capcom would have the same old "lazy port" shit hurled at them again.
Posted: Feb 08, 2010 15:09 

http://images4.wikia.nocookie.net/fallout/images/4/4a/Fallout_NV_logo.png

A lot of tasty info about this is starting to emerge now, there's a blitz coming this month, so now's as good a time as many to start the thread! Most of the stuff that follows is taken from various magazine leaks.

First, some pictures, all scanned. Blatant copy and pasting will follow immediately after, it's all good shit!

http://www.play3.de/wp-content/gallery/new_vegas_scans_070210/thumbs/thumbs_2rzym40.jpg http://www.play3.de/wp-content/gallery/new_vegas_scans_070210/thumbs/thumbs_2s8jngz.jpg http://www.play3.de/wp-content/gallery/new_vegas_scans_070210/thumbs/thumbs_30rvalj.jpg http://www.play3.de/wp-content/gallery/new_vegas_scans_070210/thumbs/thumbs_30t3o2h.jpg

http://www.play3.de/wp-content/gallery/new_vegas_scans_070210/thumbs/thumbs_8vt3rt.jpg http://www.play3.de/wp-content/gallery/new_vegas_scans_070210/thumbs/thumbs_9a0ehi.jpg http://www.play3.de/wp-content/gallery/new_vegas_scans_070210/thumbs/thumbs_ok7d3q.jpg http://www.play3.de/wp-content/gallery/new_vegas_scans_070210/thumbs/thumbs_spjjvb.jpg

There is an optional hardcore mode, the character needs to drink water, ammo has weight, healing isn't instant etc. Normal mode is more similar to Fallout 3 gameplay.

The storyline is focused on the New California Republic vs. Caesar's Legion vs. New Vegas residents.

You are not a vault dweller but are given a Pip-Boy by someone who is one.

There is a screenshot of a vault suit as well.

There is an assault rifle looking like the M4, as well as a new big gun with a backpack, held like a minigun.

There are special moves for melee weapons in VATS - specifically a move for a golf club called "Fore" which seems to be a groin shot.

The Hoover Dam is in the game and is supplying electricity to the city.

There is a quest to rescue a ghoul from some super mutants. The ghoul can then become your companion

The Geckos are back.

There are both dumb and intelligent super mutants, including the elite Nightkin.

Some super mutants look similar to the ones in Fallout 3, while others are new. There is e.g. a female super mutant with a 1950s hairstyle who apparently is one of their leaders.

Screenshots include a guy with a beard and straw hat, a ghoul an NCR Ranger

The only picture of New Vegas itself is concept art and not a screenshot

Some location screenshots include a huge model dinosaur advertising a hotel, some satellite dishes, an array of solar panels

A character generation shot showing a "vigour machine" instead of the skill book

NCR base is the McCarran Airport, Caesar's Legion is based in the Vegas Strip, while super mutants are based in a place called Black Mountain. There is also a town called Fremont and another called Primm. A topless reuve is mentioned as being in the latter. Area 51 also appears.

NCR Ranger armor is similar to a brown combat armor with sleeves, there are concept arts of a Ranger

Skils have a bigger effect on conversation choices. E.g. someone with a high Explosives skill may be able to have a coversation about explosives where appropriate.

There is a Reputation system in adition to Karma.

First-person action RPG with the same engine as Fallout 3 (sorry, Van Buren fans).

Set in the Mojave wastelands. Vegas didn't get many nukes. More intact buildings, as well as desert vegetation. Vegas itself is mostly intact.

You don't play a Vault Dweller (or descendant of one) but a courier, left for dead and saved by a friendly robot.

The overarching story is a struggle between the locals, Caesar's Legion (a faction of slavers from the east) and the New Californian Republic. Vegas itself is mostly intact.

Both karma and reputation are tracked. If I'm reading it right there's separate reputations for each of the settlements, as in 1 and 2.

All dialogue options are shown to all players, regardless of whether you have the stats to succeed or not, though there's no punishment for failure.

Bartering is not just lower prices but negotiating for better rewards.

VATS returns, and melee weapons have special moves in it. The golf club has "Fore!", which is a shot to the golf balls (so to speak) that knocks the opponent down. Weapons also now have knock-back upon death, with shotguns sending mans flying.

Super Mutants return, but in two varieties - the smarter ones from Fallout 1, and the idiot ones from Fallout 2. On at least one occasion you can convince them to fight amongst themselves.

New weapons include what appears to be an M4 and a grenade machinegun.

Followers can be managed through a context-sensitive menu, with orders like "follow", "stay" or "attack".

Hardcore Mode! In this mode, Stimpacks heal over time (as opposed to instantly), combat is tougher, ammo has weight and you can suffer dehydration, so keep some water on you!

One of the screenshots has a Super Mutant with a blonde wig and pink heart-shaped glasses.

You're a courier, wounded and left for dead in a shallow grave. A friendly robot, Victor, digs you out, and his doctor owner Mitchell patches you up. You take a "vigour test", which is some sort of electric parlour game. This decides who you are and sets up SPECIAL. You can also take some Rorschach tests, but the mag says this is for fun. The Doc then gives you a Pipboy as he was once a Vault dweller.

Hoover Dam", and "Helios" (a solar plant, confirmed by the mag to have been built by Poseidon) are fought into and then you can direct the power to wherever you choose. In the case of Helios you can also keep the plant for your self use the energy to call down a powerful laser, or even try to distribute to all equally, however there is a risk of overloading the reactors.

There is a "reputation system", in which all three factions (NCR, Ceasar's Legion and the locals) will either see you as good or bad toward them individually.

There is a screenshot of three Capital Wasteland mutants running toward the player, who is wielding what *looks* to be a heavy incinerator, but has a TV screen and no flamer fuel tanks. He's also wearing NCR combat armour, which is in gold/mustard colours.

There are two separate screens of supermutants that look to be more local, grey skin, and the two are wearing very different clothes. One is Tabitha, who is hearing a blonde wig and love heart glasses. The mag implies she's "not all there".

One that quest, you rescue Raul, a ghoul who Tabitha kept alive to fix her favourite robot. He appears to be a follower, as the mag says you can give him items, and also commands, such as "stay, follow or attack", and also tell him to switch to melee, in which case he'll mutter "sure, I'll put away my rather effective gun, and switch to this piece of um, metal tubing here".

From what I read, the "all dialog" thing seems to imply there will be failures for skill checks as well as speech checks, though, as the mag states, there is no penalty for failing a skill check. In fact, the mag gives an example: A woman who the player tried a Sneak skill attempt on in conversation failed when convincing her an ambush would help the town be rid of a gang of raiders. She simply says ""Good luck with your, uh, ambush"

And then if all this wasn't enough, there's a little more clarification on some of it...

JE Sawyer on dialogue skills :

This is how it works. Each skill-based dialogue option has two different texts: one for high skill (which will result in success) and one for low skill (which will result in failure). If you do not meet the required threshold, you see the latter.

Jason Bergman on Area 51 :

The Area 51 thing was pure speculation on PC Gamer's part. We did not show it or confirm whether or not it's in there. PC Gamer put it in because it's Nevada, and they think that means it will be in there. I'm not saying it is or isn't, just that we haven't said either way.

More JE Sawyer on dialogue :

There are a few reasons for including this: * In the same way that a locked safe beyond your Lockpicking skill indicates, it lets the player know that there's an option here. * Some of the NPC responses to low skill checks can be pretty entertaining. I also do want to clarify what is meant by "no penalty for failure] All it means is that you won't wind up in a worse position than you were before selecting it. If a dude bursts in and is intent on killing you, he's still going to want to kill you if you fail the Speech check to talk him out of it.

Josh on hardcore mode :

It's true that a lot of people have modded in those features, but a lot of the things in Hardcore mode are also things that I personally wanted to play the game with. I realize not everyone does, but it's the only way I play it.

And apparently people are worried about how much money all the dialogue is going to cost :

When taken in the context of all of the VO that needs to be recorded for the game, alternate responses for low-skill dialogue checks account for a very small percentage of lines. F3 also (often) had alternate lines for failed skill checks; they just originated from the same player line. Player lines aren't voiced, so there's no real increase there.
Posted: Feb 08, 2010 7:28 

I watched Planet Hulk last night after Stu mentioned it. And it was a really good movie. Although I'm disappointed by the rest of the by the rest of the heroes at the relative ease with which they exiled the Hulk from Earth. Did you get the same "WHERE THE FUCK DID THAT COME FROM?!" moment at the kiss?
 Post subject: Re: Mercenaries Glitch
Posted: Feb 08, 2010 11:37 

Yeah, but evidently he's happy enough with his own way of getting a high score, so there's no need for you to wade in trying to force your own methods, that's all that's being said.
 Post subject: Re: Submit News
Posted: Feb 06, 2010 17:31 

Yama wrote:
That's why I pay him the big bucks.
*ahem*
Mr. Rod wrote:
Please limit your posts here for news submissions only, thanks.
For fuck's sake!
Posted: Feb 09, 2010 14:03 

http://www.biohaze.com/news/re5god.jpg

Just in time for the first downloadable content for the title, Resident Evil 5 will be launching on the X-Box 360's Games On Demand range in a week's time, Tuesday, February 16th.

To coincide with the launch, the recently announced range of avatar clothing will launch on the same date.
Posted: Feb 10, 2010 8:51 

If one of the resident graphics experts could come up with a graphic for this i'd appreciate it. I'm between laptops at the moment and don't have any graphics programmes on this one.

And Los Jilluminados, don't say i never do anything for you!
Posted: Feb 10, 2010 12:03 

manyouaman wrote:
Yeah hope the nxt two playable characters in Merc Reunion are Barry and Rebecca :)
We already know they are, so why're you posting that in this thread?
Posted: Feb 10, 2010 8:49 

http://www.biohaze.com/news/jillgamerpic.gif

Launched today on XBLA is the Marvel vs Capcom 2 Picture Pack #5. Of interest to the Resident Evil community though, is that one of the pictures features our very own Jill Valentine.

Remember, it's Picture Pack #5 you need, you can add it to your download que from this link.
Posted: Feb 11, 2010 16:06 

And you're talking about who is and isn't balanced without playing as them first why?
Posted: Feb 11, 2010 12:30 

Eoweniel wrote:
Are Barry and Rebecca exclusively for the Alternate edition, or will they be available as DLC as well?
Alternative Edition doesn't have any exclusive content, everything will be available as DLC.
Posted: Feb 13, 2010 8:17 

Been wondering that myself, i still think it'll be an unlockable. I just can't see it working very well if it keeps chopping and changing the perspective. Not to mention that you'd end up with a game that's caught in two minds. You need to be able to set from the start whether you want the classic experience, or the newer style of Resident Evil.

If it is an unlockable, then it's right up there with the best unlockables the series has ever seen. If they have gone to the effort of adding static cameras then seriously, i think i'd be able to take back a lot of the negative things i've said about the development team.
Posted: Feb 14, 2010 12:53 

Eoweniel wrote:
Uhh... What?
Basically, he said this...
SynchPedro86 wrote:
Image
Posted: Feb 14, 2010 9:24 

People wouldn't sign it because you're an irrelevant fuck.
Posted: Feb 14, 2010 21:26 

I think this is the solid, DEFINITIVE proof we needed that Gold Edition is solely about Jill and nothing else.
Posted: Feb 15, 2010 8:09 

ChrisRoidfield wrote:
Umm, still not available on ps3?
Sony rarely update in the middle of the week, so that's not surprising is it? Will probably be Thursday.
Posted: Feb 15, 2010 7:29 

http://biohaze.com/news/bio5ae.jpg

Capcom has put the first of this week's Resident Evil 5 downloads on the Xbox Live Marketplace, with the release of the game's new figurines.

The download adds the menu similar to the recent PS3 patch (the 2.0 patch will incidentally be available shorty when you boot up Resident Evil 5 on your PlayStation 3), with all the extra content. There are six new figurines, and slots for four brand new ones. Start your download here , the file size is 56mb.

Thanks to lwhjmoto and Dark_Chris for the news!
Posted: Feb 16, 2010 8:32 

Unlikely mate, there are two seperate options for it in the menu so it'll be play one, finish, back to menu, play other.
Posted: Feb 17, 2010 7:33 

Just completed my first runthrough, very good, perfectly acceptable for the price we're paying. Not gonna run through the story, just gonna pick up on my high and lowlights.

Disappointed that there are no statistics recorded for things like percentage completed, emblems, playing time etc. It's basically start, or leaderboards. That's your lot! Leaderboards are sorted by score, and not time as well.

As soon as you begin the story takes a dive i think. Jill and Chris arrive at the mansion and only THEN is Jill asking for intel on the local area, as if it's something you wouldn't be brief about before insertion!

The door loading mechanics are a bit forced to be honest, didn't appreciate them too much since i'm one of those people that prefers to kick down all his doors haha. And particularly when it means once you've clicked on the door, you'll have to open it again to get back out, no just backing out through it. There's one particular door where you get zoombed right into a plate...fascinating.

My recollection of the RE5 story is vague since i've skipped the story everytime since my first play...but i believe the Wesker children are all named on the computer. On the subject of notes...why did the itchy tasty memo come back?!

The Jill spike trap was possibly the best use of the co-op mechanic that Resident Evil 5 has seen yet, because you actually had to THINK about what you were doing.

Not long after the spike trap you realise just how enormous the game's first area is, takes a long time before you get any loading screens!

The dungeon at first looked very much like something out of Silent Hill...but then the colour scheme changed a bit and all was forgotten!

The Keeper Of Madness (or whatever he's called) is amazing, and probably my favourite enemy in the game. Again, because it's not as simple as gunning him down because of his back's acid! Great times.

The final boss fight is cheap. No introduction, no lengthy Wesker monologue, just straight into the fight. Then when it's finished, it's finished. Nothing new except a dining table that miraculously appears for the sake of the ending cutscene...which again, we've already seen!

Definitely worth the download though, was enjoyable

My final stats were...

Accuracy 57.1 (b)
Enemies Routed 5 (a)
Damage 6,024 (a)
Score item 15,850 (s)
Clear time 39'55" (s)
Total score 73,447 (a) 12th in the world! haha! Out of 28 currently though!

Unlocked one figure, that was of BOTH Chris & Jill. So three more left there. No extra costumes, no extra camera angles, no extra filters...so it is pretty lacking on the side of things.

Jill is as expected, unlockable on first completion, she takes up the left side of the screen when you play like Chris does, unlike Sheva's right sided role in the main game.

Jill runthrough time! Jill takes the lead on this, taking over from Chris with the radio communications.

Unlike when Chris orders Jill to play Moonlight Sonata and you leave it to play, it's actually a QTE to play the song properly!

And there i am speedrunning Jill back through the mansion after this and The Keeper Of Madness grabbed me on the stairs! He wasn't there first time around! haha! Even more of a shock when i've cleared the spike trap and he catches me in the room, and pins me to the fucking ceiling! I died, restarted, got myself prepared for him, and he wasn't there! So it's randomised it seemed, he appeared outside of the room in the corridor instead.

And it's at this point i've turned the game off to do my daily chores!
Posted: Feb 18, 2010 8:46 

See for yourself! haha

Image
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