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PostPosted: Mar 06, 2010 10:15 
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Can Someone Help ?
My Friend Downloaded DE But He Can't Install it , It always stops in 14%
He deleted 1 Game Data & 1 psx Game ... Still Nothing


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PostPosted: Mar 06, 2010 12:56 
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dvader wrote:
FoxyAreku wrote:
dvader wrote:
of a perfect case study as to why RE4 is better.


How? I don't see it. And not just cause I hate that game.


Environments that are too big, they lose focus. Enemies that sort of just swarm from everywhere with no real rhythm or pacing which makes it feel like a Mercenaries level rather than a well designed set piece. AI that doesn't fit especially in this area cause of the increase in enemies and all the paths where you separate.

Play the boat section in RE4 Separate Ways, it is huge setpiece as well but it is beautifully paced. It gives you one section at a time, it is very focused so you always know where to go and what to do. It ramps up beautifully as you move from one section to the next. Or take the Mike section in RE4, the again it is a much smaller area which slowly moves you from section to section. It still has guys in turrets, tons of enemies to kill but it is designed very specifically. When you enter that section with the three turret guns you need to be very careful in how you move about and plan the attack. In RE5 everything is so spaced out you just kind of kill your way to each next section with no real design to it other than "you need to use this rocket turret to blow up that wall". DE just sprinkles enemies all over the place, enemies of all types with no real set placement, so it feels likes Mercs. The randomness of it all helps with replayablity and makes co-op fun but I feel it hurts the single player experience.


Well RE5 was never really meant to be played single player imo.

You also mentioned the boat section in SW...that was the worst part of the entire SW mode. DE is much better, cause you can deal with the rockets by shooting the gunmen, or try to dodge them. On my first playthrough I got knocked off one of the pathways and hung there and Zem (as Jill) had to lift me up, I thought that was a cool touch too.
Can somewhat see what you mean though, even if I don't agree.

Stu wrote:
FoxyAreku wrote:
How? I don't see it. And not just cause I hate that game.
Laying the marker down early to show we're not going to go get anything sensible here!


Shut up. Kthx.

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PostPosted: Mar 06, 2010 21:06 
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Kthx? Did i stumble into a thread from 2004? hahaha

Anyway...

The triggers for the first agitator are WEIRD. I'm killing off everything in sight and still he doesn't appear sometimes! Wondering right now if he only appears depending on the type of majini, whether they're village or millitia. Kind of a pain, i want the agitator, 150 kill, s-rank and any difficulty achievements in one run in time for my run at pro mode at some point this weekend.

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PostPosted: Mar 06, 2010 21:15 
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Stu wrote:
Kthx? Did i stumble into a thread from 2004? hahaha

Anyway...

The triggers for the first agitator are WEIRD. I'm killing off everything in sight and still he doesn't appear sometimes! Wondering right now if he only appears depending on the type of majini, whether they're village or millitia. Kind of a pain, i want the agitator, 150 kill, s-rank and any difficulty achievements in one run in time for my run at pro mode at some point this weekend.


You have to have climbed all three ladders in the first little area and killed everything that spawns in and around it before the first checkpoint, then send Jill up the ladder at the checkpoint and he appears; it's a bit annoying but I tested it numerous times and can confirm it works that way.


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PostPosted: Mar 06, 2010 21:33 
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That figures, i know for a fact i didn't climb the "dish" ladder. Will give that a shot then! Cheers!

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"I generally like to think of Stu as the guy who kinda says what the rest
of us can't always do ourself. Maybe not exactly the type of poster we
need, but the kind we deserve! You know, like the speech Gordon gives
his son at the end of The Dark Knight?"
Carnivol, June 2010

I am the cause of all your problems...


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PostPosted: Mar 06, 2010 23:03 
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Favorite title: Biohazard Outbreak File: 2
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To Dvader: Regarding DE having enemies all over the place and coming out of no where with no set placement etc. You obviously haven't played DE well enough to understand it. You also talk about the Mike Section of RE4 in comparison and then trash DE for not being as well done as well as talk about how DE just pushes you from one section to the next killing everything in your way. Isn't that EXACTLY what the Mike section of RE4 was like? Yes, in fact it was.

DE works identical to that Mike segment in it's setup and it's pacing.

There are set triggers for enemies depending what point you're at in the level. And you obviously keep pushing forward killing everything and moving on. If you know the spawn locations you can easily work with what is thrown at you without triggering an overload. It is NOT like mercs. Mercs has enemies coming from all spawn points constantly. DE does not work like this UNLESS you trigger those spawn points.

And even then, there is a set number of majini per spawn point. Even the gun turrent guys. On Amateur and Normal there is only 2 majini per turrent. Kill one and another one will come along and take his place, kill hiim and the turrent will remain inactive. On Professional and Veteran there's 3 per turrent.

All bosses only come out once you trigger them to come out. For example once you reach the area with the turrents, if you head past the shack and the truck you can climb on and down the slope to the first red door you can go through. The second you open that door it triggers the boss to come out and start heading your way.

Just the same, once you hit that door and open it, it triggers the majini from the far side of the ledge below up above the ladders there to start flowing out and the majini next to the first red door you need to blow open to start coming out as well (a new wave of them, not the original wave from that spawn point).

Again, it's no different than the Mike section. If you know how things work you can plan ahead and keep the pace of enemies at your own leisure and take them out at a decent pace THEN trigger the next wave when you're ready.

The ONLY reason it seems like there is an 'endless' amount of enemies is because most people are dealing with the enemies and trying to keep moving on and get everything while continuing on, not waiting for the enemies to dry out first. That's why you'll have enemies from the beginning of the level coming at you at the end because you ran ahead too fast and triggered everything at once so now you have a swarm of non-stop enemies like in Mercs. That's entirely the fault of the player, not the level design.

There is also set enemy layouts as well. Hit start then restart a level a few times and you'll see certain layouts. For example the second checkpoint you reach where you start out on the huge slope and you have the chainsaw guys there and have to get the key to move on. If you restart that area you'll see one of the following setups when you walk out the door:

-Majini with Stun Rod or Majini with nothing or no Majini up on the assist jump crate
-Fat Man Majini + One or Two Majini with knives or nothing next to the barrel

or

-Majini with stun rod or Majini with nothing or no Majini up on the assist jump crate.
-Four or Five Majini with various weapons standing around the red barrel

or

-No majini on the assist jump crate
-Single Majini with random weapon standing next to red barrel
-Red Chainsaw Majini laying on the floor next to the barrel which only triggers once the dialogue between Doug and Josh is finished


There's also the choice of whether you fight Armored/Gun Majini or Town Majini per each run through which also determines if you fight Chainsaw Majini or Gatling Gun Majini or Executioners or Reapers etc.

So there is a LOT of work and effort put into the design of Desperate Escape. There is a LOT of variety there to keep things different on every run through. So it's never the same exact run through every single time unless you purposely make it so by restarting until you get the desired enemy layout.

Desperate Escape, again, is done very well. It keeps a constant stream of action coming with no 'down time' to lull the action. That was indeed the focus of this scenario. Whereas Lost in Nightmares was a homeage to the best of old school RE, Desperate Escape is a homeage to the best of RE5. It's like an 'extreme' version of normal RE5 gameplay, minus all the lulls in action where you kill a wave and then move on through calm and quiet until the next small wave.

So again, don't blame your ignornace in how DE actually works and how it's level design is setup on the game itself and claim it lacks proper design and call it just an endless stream of enemies from random locations with no setup or placement and that it plays identical to mercs when in fact all of those statements would be incorrect.

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PostPosted: Mar 06, 2010 23:08 
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Who in particular is all that aimed at?

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"I generally like to think of Stu as the guy who kinda says what the rest
of us can't always do ourself. Maybe not exactly the type of poster we
need, but the kind we deserve! You know, like the speech Gordon gives
his son at the end of The Dark Knight?"
Carnivol, June 2010

I am the cause of all your problems...


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PostPosted: Mar 06, 2010 23:23 
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Oh and to answer Stu's question about the Rocks. Alls they do is allow you access to some extra items, that's about it. They aren't necessary to complete the level.


Edit: And the last post was aimed mostly at Dvader. I forgot who had stated it when I was replying and couldn't hit quote because I wasn't logged in yet so I just hit post reply. Anyway, he was mentioning about how the Mike section of RE4 and Seperate Ways were so much better and better paced and how DE is just one big mercs level with enemies pouring out of no where randomly with no cohesion etc. Which is entirely untrue.

The simple thing is that DE again is an 'extreme' version of RE4/5's gameplay. Thus it's giving you non-stop action and truly making you feel like it's a 'Desperate' Escape. You're overwhelmed constantly. So there's a LOT more enemies coming at you and to deal with in total than RE4 could even handle.

So the goal of the scenario was to make you feel overwhelmed and really have your wits about you. So I don't see how you can use that as a reason to complain about scenario in of itself not being paced right. It's like saying the DLC isn't right because it accomplished what it set out to do?

There's also the fact of like Zem mentioning how DE proves the stop and shoot mechanic just doesn't work. I don't agree at all considering I had no problem with that mechanic ever.

Complaining about the number of enemies and lack of being able to move and shoot at the same time is a testament to your own skill at the game, not the fault of the game itself. While the gameplay may not be your cup of tea or even 'for' you specifically, it doesn't make the gameplay in of itself a problem or faulty.

I for example can play RE5 extremely well. I'm very good at Versus and am Rank 3 on Single Play professional for DE on the leaderboards, so I'm fairly good at how the game plays. On the other hand, a game like Gears of War which others say is superior, I am mediocre at best and feel the controls are very odd and just don't feel 'right' to me.

So it all comes down to personal preference. There's nothing wrong with RE5 or DE's gameplay or the stop and shoot mechanic. It just comes down to 'you' as a player may not be cut out for that kind of gameplay. Just like you might like Basketball but might be better suited for Baseball because you just aren't able to play Basketball the way you need to, to be 'good' at it and handle an actual game of it. Doesn't mean basketball plays wrong or is inferior to something else. Just means you're not cut out for it or need a lot more practice.

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PostPosted: Mar 07, 2010 12:20 
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I personally thought that Desperate Escape was very intense, even more-so when you have the base majini, rather than town majini. Doing professional mode with endless stun rods, grenades and reapers was definitely an intense experience. I'm also quite impressed with the ending, people had requested a 'Survival' mini-game when the DLC was announced, and we partially got it.

I particularly enjoyed how the majini literally came from all sides, if that had been put into Story mode, then the game would have been even more intense than it already is.

All in all, I'm very happy with both DLC packs, I sincerely hope that Capcom will do more in the future.

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PostPosted: Mar 07, 2010 16:22 
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You may be right in that there is in actuality a set appearance of enemies and where they come from and when, im sure that is the case. But so does mercenaries, in fact there is always set locations for them to appear and attack, and certain enemies come in waves that is pre-determined ( IE. two chainsaw majini and gatling majini). So you might say even mercenaries is ordered and structured in its own way, which is what Dvader paralleled it too.

But that doesn't change the fact that it still at times feels like enemies are just coming out of nowhere, that there is too much madness and chaos to be Paced well, and that the design of the level could be said to be 'odd' in that we can trigger things to add to that chaos.

I'm not even entirely against that, all Dvader was saying is that Resident Evil 4 had many more moments where the action and fighting was paced very well. I did like DE's attempt at a desperate Escape and the whole rushing feeling, but again i still think it had times where it felt the pacing was just not considered even for a rush scenario.

Quote:
That's entirely the fault of the player, not the level design.


Not really. I mean a game designer has too take into account the actions a player may make and design the game accordingly to pace it, hence design must be done well to account for that. Dvader just said it wasn't paced as well, so the designer might be said to have not designed levels in a way that is foolproof to avoid overflowing the pacing. I mean saying that its the players fault isnt a fair assesment, the player cant be held accountable for running away from enemies, and if the set piece is designed where the player can do that and make the pacing off, its not their fault. Again im not even saying i didnt like it at times, but Dvader has as much a point as you in reality.

Quote:
Desperate Escape, again, is done very well. It keeps a constant stream of action coming with no 'down time' to lull the action. That was indeed the focus of this scenario. Whereas Lost in Nightmares was a homeage to the best of old school RE, Desperate Escape is a homeage to the best of RE5. It's like an 'extreme' version of normal RE5 game play, minus all the lulls in action where you kill a wave and then move on through calm and quiet until the next small wave.


Opinion, not everyone thinks Desperate Escape is done very very well, some people think it is a little off or just didn't like it. I do think it was done pretty good, not great but good. I do not feel though that Desperate Escape was in any way an homage to Resident Evil 5 because only in assembly place did Resident Evil 5 ever really force that survive and move concept into the game. If anything, DE was an homage to Re4 because that game much more often forced flight, Resident Evil 5 was much more a straight trudge in combat, a much more linear set up in encounters.

Quote:
So the goal of the scenario was to make you feel overwhelmed and really have your wits about you. So I don't see how you can use that as a reason to complain about scenario in of itself not being paced right. It's like saying the DLC isn't right because it accomplished what it set out to do?


Your logic is off. So your logic is, if a game lives up to what the designers intended it to be in a certain area, then complaining about that area is wrong? That's ridiculous, then that leaves no room for judging how well that 'focus' or 'aspect' actually worked or if it fit well, or even if it is what was best for the game. Just because the goal of tghe scenario was accomplished, doesn't mean someone cant say they didn't like how it was done, or perhaps that it wasn't a correct route for it etc etc.

Again I reiterate, just because it set out what the designers intended 'ie. desperate Escape' doesn't exempt it from having people pick it apart for reasons of it being done not as well as possible, too hectic etc. Just because Dark Void indeed did alive up to what they intended in say...feeling like your flying, doesn't mean you cant find faults in what they did still.

Quote:
Complaining about the number of enemies and lack of being able to move and shoot at the same time is a testament to your own skill at the game, not the fault of the game itself. While the game play may not be your cup of tea or even 'for' you specifically, it doesn't make the gameplay in of itself a problem or faulty.


I wouldn't say it makes it faulty.....but yes it can definitely make it a problem. But many man y many people and reviewers have agreed that if a game intends to take a direct action route, a better control scheme can allow for better combat if that is the focus. And no this isn't a testament to just the skill of the player , because your belief is people are only upset with how they are getting hit/killed etc. the game control scheme also directly affects the environment, and the enemy AI as well. Enemy AI becomes much easier and simpler (ie. run, shuffle alot, then attack) to compensate for that control scheme. I'm not saying its not your cup of tea, it obviously is, but the consensus is a consensus for a reason as well, and must be considered.

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