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PostPosted: Jul 27, 2011 8:26 
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Implement Office 2010 with the next RE title? I think we have a winner and a ban.


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PostPosted: Aug 03, 2011 19:11 
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Bumping this topic up. I was going to reply to it earlier, but I really needed a good point for doing it and I think I've come up with something.

Capcom can keep the gameplay and the viewpoint from RE4 to me, as mentioned Dead Space 1/2 have the same focus and it doesn't take away from the ideas. The issue I have though is in the concept, Capcom just need to drop the out and out action gameplay for now for a suspenseful zombie horror experience.

Ironically I think by making ORC an multi-player action shooter, they've missed the best opportunity possible to make the above idea work. Stick with me on this one.

You're a lone survivor in a zombie filled city (could have been Raccoon, can be somewhere else). The idea is not to attack or create a focus on yourself due to the hundreds of zombies around. Sure, one zombie is slow enough but in attacking or coming close to them you create noise and they can smell you and hordes of slow moving flesh eaters will take you out easier. They smash through things and crawl under things so you have to constantly keep your wits about you.

You no longer have "puzzles" but what you do have instead are setup scenarios which require you to "solve" the best means of escape. How to barricade certain areas, or how best to get across the next couple of blocks.

You don't fully have to lose the action aspect at points, the game can be focused at points where you have to make the decision to attack rather than escape.

Drop the stupid building sized mutant bosses, but do bring in the higher challenge BOW's in the later stages where you have to develop better strategies to get past or take them out.

This game is the same but the opposite of Dead Rising, just as it was intended to RE at the time. I just think bringing back the "survival" aspect to the survival horror, but with enemies that (unlike the earlier games) no longer basically wait for you to turn up and shoot them, but are a constant threat, especially in numbers, only made worse by extreme action, Capcom could turn the series onto another exciting path yet again.

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PostPosted: Aug 19, 2011 4:35 
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Joined: Sep 25, 2006
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Rombie has the right idea. The gameplay of games like RE5 etc. are fine, it's just the focus that is the problem. The focus is on action and having a bunch of 'smart' enemies with weapons for you to shoot and pick off and all the areas of their body you can shoot for different melee's etc. That's where your 'options' come from.

And that's the problem. Your focus shouldn't be on the number of enemies you have to kill, while supplying you with constant ammo to allow you to keep killing them. Focus should be on limited ammo, limited supplies, being out numbered, and simply trying to 'survive'.

No more silly puzzles. Just flat our survival. RE4 had the right idea with the house at one point in the game where the ganados simply surrounded it and you had to barricade the doors and try to simply survive and fend off the attack.

Problem was that it just focused on action without 'really' going the depths of what it would be like to survive something of that nature.

Clock Tower, despite it's age, still remains one of the 'scariest' games to me because it has it's focus on the right aspects. Sure the graphics are piss poor by now and it hasn't aged well. Controls are garbage etc. But, the game is still scary. Why? Because the focus isn't on killing Scissorman, but, simply trying to 'NOT' get killed 'BY' him.

Throwing objects in his path, hiding in lockers or boxes, locking doors, trying to keep your heart rate down so he won't hear you and find you. Those are tension grabbers that make you 'scared' and fear for your characters safety because you know you can't simply just aim and gun and shoot him. You're 'helpless'.

And that's the problem with most games today, especially RE games. The feeling of 'helplessness' is completely absent. In the original RE, yes, you had guns and weapons so no you weren't helpless, but, the 'limited' supply of heals and ammo definitely helped create an atmosphere very different than RE4/5. RE4/5 makes you feel like Rambo, and thus, no matter how big or monstrous an enemy is thrown at you, you never actually 'fear' that monster because you know you're loaded to the teeth, can reload your checkpoint, buy heals etc. and deal with it without breaking a sweat. RE4 even goes so far as to allow you to pause in the middle of an enemies attack to allow you to heal yourself to full health so their attack can't actually kill you like it would have.

I know I'm going a bit off point in a way, but, I still say the best thing anyone could do would be to make a horror game with like 5 chars to play with and the entire game focuses on a single serial killer/monster that chases and stalks the 5 chars the entire game.

And the 5 chars are just civilians/teens/whatever. No marines, cops, etc. No guns and tons of weapon options. Just mostly helpless chars who at best break off the leg of a chair or use a broken piece of glass, or get a pipe etc. as a temporarily means of defending themselves. And the entire objective of the game is simply to survive and find a way to escape. Gameplay allows you to switch between the 5 chars at will and there's multiple endings depending on if you are able to get all 5 to survive or not. And if you're playing as one char and the killer/monster is near one of the other chars at the time, it's kinda like Friday the 13th on NES where the screen flashes red to warn you to allow you to switch back to that char and try to save them. Or run your current char to that char to try and help them etc.

I think a game like that would be one of the scariest and most thrilling and exciting games ever if done right. But, I don't see any developers doing anything like that. Closest to that is Obscure and that's not even remotely close either way.

But, anyway, back on-topic, a re-tread to Remake style wouldn't be a bad thing no. But, I don't see it really evolving the series as a whole. Mixing the action and the survival horror together instead of going one or the other is the best approach.

Big giant monster? Flaming zombie filled streets? Action gameplay works best in those areas. Tight corridors, slow but deadly boss? Survival Horror works best there. Making the game cater to both styles depending on the current area is the way to move the series forward. Designing the game from the ground up to 'work' with both options instead of simply designing an action game and trying to toss survival horror elements into it like 5-1/5-2 and LiN in RE5 is the best solution.

LiN etc. were nice but the 'action' focus of the engine was entirely apparent in it.

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PostPosted: Aug 20, 2011 18:04 
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IkariWarriorKH wrote:
LiN etc. were nice but the 'action' focus of the engine was entirely apparent in it.


This is why I'm not getting hyped over Revelations. No matter how much Capcom tries to sell it as "more survival horror than the last few main series RE games," it still uses an engine that was built for action and precision aiming.

I was playing Outbreak the other day, and for the life of me I still can't figure out how anyone could hate the old-school RE controls. They're just so fluid and natural to me, and to be honest, that's really the only way I can consider a game to be "survival horror."

The problem with the industry now is (as others have said) the heaps of casual gamers who want to run through their linear levels with super-fluid hovercraft controls while spraying infinite lead all over the place. Seriously, play Left 4 Dead and watch your partners glide around through the level. People don't move like that in reality! It takes any horror and fear out of the situation entirely, since you don't feel vulnerable at all! Running out of ammo? That's okay, we'll add infinite ammo boxes so everyone's a winner!

I can't begin to explain how much I hate what casual gamers have done to this industry.

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