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General Random Thoughts: Biohazard/Resident Evil edition

I understand that there may be different reasons, but does this mean that I have found something?
There are a lot of these Resident Evil fanboys who live in denial to the truth.

And you are screwed if one of them becomes a moderator.
That was kind of what I experienced in Capcom Unity.
They would lock threads that are "spreading rumors" but the mods themselves will spread misconceptions that they believe in.
 
I recently played Resident Evil 6 and I can say that I don't really like this game.

The story is not good, although I like the cinematography of the cutscenes. I think if the authors weren't so obsessed with pleasing fans with fan service, we might get a better story.

I also don't like game design. Especially the implementation of levels and the balance of pace.

The graphics got even worse over time. While some older games still look pretty (and some games like Grim Fandango don't even get outdated), Resident Evil 6 wasn't good enough even in 2013. I believe it's because of the direction. If developers were thinking about quality rather than quantity, they would be able to focus on certain stages, which would make them better.

To be honest, I have a lot of complaints about this game. I think, describing it, I would say that it has much more potential than the quality itself.

I'm really glad the series has changed direction.
 
What's wrong with implementation of levels exactly?

Some of them are just OK, but there are situations when they are unnecessarily claustrophobic, which creates discomfort in the gameplay and makes it clumsy. I also don't like that they are a background for gameplay, so there's really nothing to explore and nothing to remember. Most of them look generic, impersonal and you really don't want to wonder why there is an arcade lever in the Chinese market.

Also what do you think about dead aim?

Not a big fan, to be honest. I like the controls, some of the music tracks, but the writing is ridiculously bad.
 
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I'm not sure if this is the best place to say this but am ı the only one who doesnt like awesome games wiki and crappy games wiki sites?
Don't even bother with it.
It's just someone's opinion and isn't someone with authority.

Any one of us can make our own "wiki", "encyclopedia" or even some YouTube channel full of rant videos of games we hate.

Especially the implementation of levels and the balance of pace.
I actually prefer if levels aren't visible, so the game feels longer.
Even in classic RE games, all the progress can be segmented into levels or chapters, it's just you don't see them.

However, segmenting into levels and having a chapter select feature makes it easier to enjoy the co-op gameplay.

Resident Evil 6 wasn't good enough even in 2013. I believe it's because of the direction.
That's something I noticed as well.
For some reason, the graphics of RE5 looks better than RE6 to me.
Something to do with a certain filter or texture details in RE5.
Theoretically, I think it may have something to do with accommodating the 4-player campaign intersections and lowering the graphic quality to make it all work but I have no confirmation.
 
I actually prefer if levels aren't visible, so the game feels longer.

For me, it works strictly backwards. For example, the first time I completed Leon's campaign in 9 or 10 hours, because I played slowly and tried to explore everything. However, the game encourages you to play quickly and not pay attention to such things, because they really have poor quality. If the game has some touches, they are shown as clearly as possible so that the player notices it without breaking the pace.

The remake of the third game is also short. Like Leon's campaign, people complete it in 5 or 6 hours. However, I completed it in over 25 hours because the game has a good environment. I was glad to find a mention of Albert Lester and a mention of White Umbrella, which was very well hidden.

But I understand that this is an incorrect comparison. Resident Evil 6 has not one campaign, but four. Moreover, both games are still designed differently.

I am sure that the poor quality of the environment is due to the design of the game and the amount of content. If the game is not focused on the environment and is very large, you are unlikely to want to spend time on something that is not a priority. This is not even laziness, but just optimization of production. And I just want to say that this does not correspond to my personal preferences.

Even in classic RE games, all the progress can be segmented into levels or chapters, it's just you don't see them.

It's true. Even Resident Evil 7 is literally divided into chapters that have their own titles. However, this is not the same, because the level design of classic games is close to the open world in the sense that you can freely move around locations and choose routes. Games in the series like Resident Evil 5 are more like a linear chain of arenas connected by corridors, along which you need to move, but only move forward. This makes sense, since these games are action-focused, so they're not designed in such a way that you need to do backtracking and think about whether it's worth fighting the enemy at all. You just shoot and punch them in the face, lol. And the game encourages you for this with resources, currency or points, motivating you to kill more enemies.

Speaking of Resident Evil 6, this game has a very good combat system and a fast pace. However, locations sometimes seem dark, poorly lit, and claustrophobic. This is something I particularly felt about Chris's campaign: running fast through the narrow corridors sometimes made me feel uncomfortable. And the cover system really sucks. It seems to me that this is why The Mercenaries reveal the combat system better, since they give you an open arena and do not limit your movements. I feel that the locations of the two previous games are better designed and have a great pace for this kind of design. And I also really like the environmental storytelling in Resident Evil 5. Especially the Ndipaya Kingdom.

But, to be honest, I'm not the best shooter (I genuinely hate the shooting chapters in Resident Evil 5 and Revelations, when you need to shoot and someone else controls the transport, and these games still take into account the percentage of shooting accuracy) and I play very few action games. I'm more of a person who likes to meditatively explore locations, search for items, solve puzzles, and read files. I even grew up playing games like Necronomicon: The Dawning of Darkness. If you've played this game, I think you'll understand perfectly why I prefer the remake of the first game and Resident Evil 7 more than any other approach to the franchise.
 
I played on PC. When the game just came out, I was living with my family, and we weren't very rich, so I didn't have the opportunity to buy a console. And somehow it turned out that I got used to it: I didn't try to play the game on consoles, although now I have different platforms.

Really? I like the cover system; more so than re4's and re5's.

That's what I don't like about them either, actually.

I dont think so. I think campaigns are better mainly cause unlike re4 and re5's mercenaries; re6's mercenaries doesnt have enemies / characters that are exclusive to this mode. There are monsters exclusive to campaigns instead. For example; you can counter deborah's diving attack which puts her into stun. Plus mercenaries has a time limit unlike campaigns which most of the time doesnt have a time limit. I think ı managed to adapt to the game well cause re6 was the 1st re game that ı played and ı played it on amateur when ı 1st played it. I dont think ı played on normal for some time cause even the easiest difficulty seemed difficult to me at that time.

I was only talking about level design.
 
Yeah, RE7 definitely has some clunky moments. Although I've played this game for so many hours that I either don't notice them anymore, or my skills allow me to avoid them. I think it happens to every player if they often play a particular game. The player gets used to the game, and it becomes his comfort zone. In the end, the player seems to become one with the game, like the leech that swallowed Marcus, lol.
 
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