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Posted: Jan 28, 2011 6:36 

CONGRATULATIONS TO ALL THOSE WITH THOSE SCORES :shock: . I am lucky If I hit the 40's in a game. That's why i don't go online a little inferiority complex going on here :lol: :lol: .

RUN and DIE is my strategie me thinks :oops: .
Posted: Jan 31, 2011 16:31 

I like the idea of infected in a snowy environment. :) They could add a mechanic where if you're outside in teh cold for too long, you slowly freeze to death.
Posted: May 08, 2010 1:49 

Lately I have been looking over past trailers for Resident Evil 5, all the way to the very first one which excited me beyond belief with ideas, a beautifully open and expansive run down city, limitless options to go, and blood thirsty enemies stalking you throughout it all. This is what truly made me crave seeing Re5 , and what still leads me to believe that the series game play mechanics can change and still capture that Resident Evil survival horror like feel.

Anyways, lets forget story, characters, themes etc and just dig right into the meat of it, the gameplay. And no, im not saying pick A.) Re4 or B.) classic style, i want to know intimate details of how it will move, play, feel, and similarities to other games. After long chats and discussions, im eager to see what you would do to the series gameplay to keep it fresh and also which direction you would head.

Heres a few things I thought of while sitting around. Ill try and limit each as I have pages and pages of ideas and the such.

Mini sandbox : I believe Resident Evil could do incredibly well in a style of mini sandbox. Im not talking Grand Theft Auto here at all, as we still want a progression akin to the older games, but im talking ditching the stage based system Re 4 and 5 have limited themselves to. What I envision is less areas, but many of them much much larger then before. It could give the feeling of opportunity and choice to the player, with each area having many ways to traverse and tackle. Imagine being dropped into a run down city like Raccoon, only this time instead of being shoved down street after street, you have alleyways, hotel entrances, building, limitless ways to take the level on and experiment, each path with their own advantages. In this way it could recreate some of that, non-linearity of the past titles, which were often inside, and place those outside in a living world with much more space and maneuverability. I Imagine large areas full of different ways to traverse, rooftops, alleyways, sewers, buildings, apartments, and all seamlessly built into the same level.

Stealth : I think the series could take stealth and implement it perfectly to keep the game focused on survival and horror, of which stealth goes hand in hand. The stage based system in Re 4 and 5 meant killing every enemy was a must, not only often to advance, but just the way they were set up, and because ammo was gained from murdering every enemy. As well, enemy Ai always knew were you were, running away and avoiding them just meant they had a homing beacon on you, so escape was not an option. Early in development of Re5, Takeuchi stressed the game would focus on " escaping from a predicament", but i felt often it stressed " blasting through a predicament." Now, what if enemies didn't poop ammo? What if there were shadows and areas where we could out run, evade, and escape insurmountable hordes of enemies? Imagine the fear of hiding in a closet, or under a desk as twelve zombies rush by, hoping they dont see you. And no more enemies that forever know where you went, in that way we can lead them away and continue on instead of having to take them all out.

Ditch the tank controls : For all the changes I just mentioned, I think ditching the tank controls would not only give the player the ability to hide and dodge enemies, but also allow enemy AI to advance significantly. The Re4 and 5 style enemy followed the same pattern. Run from a long distance, close the gap, shuffle, shuffle, swing, and then shuffle, shuffle. Instead, imagine zombies that rush you ala 28 days later, Lickers that dont stand at your feet for 5 seconds, but do diving tackles when they close in on you. Allowing the player to have smoother more functional controls doesn't take away from the scariness, it only adds to it in the enemies style. What I envision is a camera pushed back a little further then in Re5, not hugely like Uncharted 2, but enough to allow us to gain scope of the area around us. Then, when aiming our weapon, it focuses in closer like modern TPS.

Environments we can dig into : What I find playing games like Assassin's creed 2 and 1, what i love about them is the accessibility of the environment and the feeling of the chase and escape. Now, Resident Evil isn't Assassins creed of course, but I still feel they could borrow ideas. Environments in Re 4 and 5 are static, in that we cant really interact with anything we aren't meant to ( IE. we can only blow up very certain items, climb certain ones.) What id love is for a focus on environment accessibility to be a mainstay, so that we can use it to our advantage, and so too can the enemies. If we see a horde of zombies coming, allow us to slip into cover smoothly, or perhaps climb a wall into an apartment to escape hungry eyes. But on the opposite, it can be a hindrance. Walking in a narrow hallway means we might bump into things, alerting enemies to our presence ( ie. Silent Hill Homecoming.) I feel this could be a modern take on survival horror, using anything and everything to evade and defeat the odds. In my vision, ammo is sparse, and used only to thin herds or set up mass explosions. There would be tremendous fear that we save our bullets. Will you squeeze off a few to clear the way ahead, or skulk around and hope you live long enough to make another choice.

Lighting and Blindness : One thing I was truly disappointed about was the fact we lost this mechanic. Early on, Takeuchi stressed that the sun would play a factor in our vision. So for example, if you ran inside after being in the glaring sun, the screen would be somewhat dark, as if your eyes were adjusting to the lack of light, and vice versa going into the sun. The idea was that you would be fearful of what you couldn't see, having to rely on sound and such for the duration of your eyes adjusting. If you ran into an area where enemies might be, the shock of being attacked while you cant see would be quite a fright indeed.

Different pacing indoor and outdoor : In my vision, outdoor would be the non linear portions in terms of fighting, and traversing, this is where there would be little to no set pieces in terms of staged battles, where you dictate the pacing and you dictate the encounters based on decisions. Indoors however, would be a much more controlled pace, it would still have many non linear elements ( IE. which door to go, classic Re 1 style). But the pacing would be slowed down significantly to make a scarier, moodier atmosphere. In Re 4 and 5, I never felt fear either outdoors or indoors, whether sunny or not, at no point was any scarier, which is a shame because i felt indoors could have had a different pacing. To do this, we can slow the character down, running inside could be punishable, where sprinting through corridors attracts enemies on sight. I would love to recapture the feeling of walking slowly through corridors the classics contained, and I feel stealth and enemy numbers could directly impact this.

Survival horror, forget the weapons : Alright, one thing I feel Re 4 and 5 made us do is fuss to much over the inventory and our weapon load outs. I like it, for what it is, but it detracted considerably from that feeling of isolation and using what you can get. With numerous checkpoints, and in Re 5 being able to upgrade after every death, i felt prepared and ready, i didnt like that :razz: Instead, let weapons be found lying around, non descript ( no shiny aluminum cases everywhere.) If we upgrade, let it be from stuff we find, not buy. Upgrades can come in the way of stocks, extended magazines, ammo etc. But make us feel like we have to go the extra mile to make ourselves stronger, risk reward type of thing. The risk being we have to venture off the beaten path into perhaps more enemies, the reward an item/weapon we cant just buy at the a checkpoint.

Goodbye melee's : Dont get me wrong, they're fun, cool looking, and a sight to pull off. But often times, I felt it became a tired routine, wash and repeat. Shoot, run, punch, stomp. With more advanced enemies and faster pacing of Ai and running, Id rather we ditch the idea of using punches on zombies. A knife would be welcome, in a fashion to fit the new control system, make it more fluid and responsive. Instead of attacks, evasive maneuvers I would recommend. A dodge mechanic would be nice, or perhaps a sway mechanic. If a Tyrant storms at you, instead of a qte, predicting which way his claw will swipe, you dodge in the direction opposite. Choose wrong, or time it terribly, and you get slashed terribly, again a risk reward i feel will give players a startle.

Horror and Gore : This isnt must, but I feel horror and gore go hand in hand, and can directly affect the players psyche. Lets have brutal kills, and blood spatter a little now and then. Games like Dead space truly startle you when you first see Isaac be ripped in half, so why not our Re series like old? If a Licker pins me down, i want to see blood and gore, I want to truly think wow, that was creepy and brutal. To invoke horror and fear, we have to be seemingly fragile. Even if our character is a hulking man, the enemy should seem like a beast and far scarier then anything we can pull off. In Re 4 and 5, I never felt afraid playing as Leon or Chris, I felt like I was the predator and they were the prey, which is great for action games, but to evoke survival horror themes, I want to feel hunted and weak compared to a hulking BOW.

I have lots lots more, smaller things and such, but these are some of the bold changes I would implement to say the least. I feel to truly innovate, we don't need to abandon the past, be it the past themes, atmosphere etc. But I do feel we have to take chances and create a new look for survival horror. Continuing on with the current style is just a asking for less praise in the reviews and perhaps less commercial success, and going directly back to the classic style wont keep up with current trends and innovation.

So, what would you guys add, or take away, or anything in terms of how the game plays and operates.
Posted: May 08, 2010 8:02 

Finally a post outside the news and general discussion section that isn't a bunch of spam. :lol: Excellent post! I can tell a lot of thought went into it.

I have to agree with you on a lot of what you said. Especially with the mini sandbox, stealth, controls, environments and pacing ideas. It surprised me a bit, but it's true what they say, if you have an idea, chances are there are 10 others around the world who also have a similar idea. I don't feel like elaborating on those since you already summed them up acutely. I actually don't feel like elaborating on any of my ideas at all, since that would take all day to type out and describe in detail which is really the only way you can properly pitch an idea. So I'll sum one major change I would do briefly by saying, I'd like to see a main series RE game in first person. Think games like Metriod, Star Wars: Jedi Knight, Stalker and Metro 2033, but in RE. :smile: Atmospheric First Person Adventure. I want to know what people would think of an RE game like that.
Posted: Jan 28, 2011 13:26 

I say to hell with all the established characters, have RE6 start with brand new characters and have the old ones die off. There needs to be a good shake-up :twisted:... So says Mr. Stewart
Posted: Mar 24, 2010 23:16 

I mean it sounds like a fantasy you dream of, but I dont personally think it would be as good in reality as it is in our heads or on paper. To me it would be putting them all at a disadvantage for screen time and focus, you would have so many stars of the series in the game, and none of them would shine...although Capcom still cant manage to make them shine even on their own, so maybe youre not half wrong.

I dunno, could work of course handled properly, everything can, but it sounds too much like a chaotic situation to combine too many to me, something I dont think Capcoms writing team can currently pull off really.

Personally if they dont reboot or rebirth the series, i would like to see a fresh new writing team and a new story arc looked into, i dont think there is much else in the series left to really bother about, maybe some of the Organization stuff might be cool, but I felt that fit best back when Wesker was alive and we had the whole idea of Ada vs Wesker.
 Post subject: Re: Reboot
Posted: Feb 22, 2011 12:36 

The issue that I have with modern Leon is that he's too much of a James Bond clone. They wanted him to be charismatic, attractive and an expert with everything but it's derivative. In the end it left his personality shallow and underdeveloped and overall just plain uninteresting. He has no flaws or sense of personal arc. He's a kung fu robot.
Posted: Mar 04, 2011 19:00 

He'll come back as something totally original, like a giant leech.
Posted: Mar 09, 2011 9:34 

they have to go to all the continents, they HAVE to! So Africa was a thing waiting to happen, the next is probably Australia, since they went to Russia(asia), Brazil(S. America), Raccoon City(N. America), Africa(Africa), The Veronica Base(Antartica) and Spain(Europe). So Australia is the only place they haven't been to.

I personally think the Caucasus Mission in Russia(Between Veronica and 4). Killing the Tyrant IN metal armor and with GUNS would be freaking epic! Then you could unlock Wesker's Mission in The Caucasus Base after you beat the Game. Plus ALL the good creatures are there; Zombies, Crimson Heads, Chimera, The freakin Huge Bat(s), Hunters, Lickers... It would just be EPIC!! And since it is going back to story roots, and since the Wii already has something less than this it would sell BIG TIME! I would buy a Xbox/PS3(since i have a PC) JUST to get that if it was RE6
Posted: Mar 05, 2011 16:32 

yes they should start beating the Sh*t out of you then you can't do anything and have to perform a melee attack
Posted: Mar 10, 2011 4:06 

I hope he is dead for good. unless they make a LIN style 100% Chris & Jill vs Wesker game him coming back in a Leon or Jill Solo game would really make me angry. The final fight with him in RE5 was "epic". The only problem was Jill should have used the RPG or been with Chris after 5-3 instead of Sheva and maybe have been 1 more chapter.
Posted: Mar 23, 2011 19:02 

PSP only? Weird. And the US RE DC has been out for over a year now.

On topic, I just looked at the screens (limited online access earlier) and CV is definitely improved. It's hard to gauge the colour depth and texture fidelity overall from those shots, but the lighting is a step up and there are shadows now (vs. the semi transparent sprites aka dots shadows in the original).
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