I have played CV when it came out. I was very impressed by the graphics and cutscene. That for me is the biggest jump in graphics. I played RE3 few months before playing CV. The graphics looked amazing. These two scenarios had more zapping effect than RE2. It was amazing experience
Yeah ı like the art style. The graphics are also neat for what they are but still looks more " cartoonish " . If that's the correct word to use but ı dont think that's a bad thing. I think it's better to look it more unique entry than previous numbered entries. I also agree that re3's and especially recv's ( not including x scenes ) premises are more focused than re2 but ı'm still a big fan of connected scenario system. Re2 had it but you still had to do repeated exploration in b scenario. Re6 improves massively from this and the game to me is peak re in every single way imaginable.
I find remake's and dead aim's art style much more boring personally. Dead aim especially feels quite lacking despite a few aspects ı like from it.
I see some people on other forums saying it's weird and boring, and sundry. But that couldn't be any further from the truth.
An underrated classic from the golden era of survival horror.
I find conflicting views boring personally. I just dont care about what others say as much ı used to anymore. Dont care much for " over / under rated " statements these days either. Same thing with boring stereotypical " survival horror " statement as well as the so called " rules " fans create as a way to act more superior than devs, especially iwao.
" CH: How would you define survival horror, and what game mechanics would you focus on, for a true survival horror experience? "
" KI: Most people enjoy their own choices and freedom
, but when we are in difficult situations our choices become limited. Currently our freedom is curtailed because of coronavirus. So, what would you do if your life was in such danger? Run, fight, or other means? These are the feelings of fear, frustration and sadness I wanted to create. For example, the experience of entering a cave that is getting smaller and smaller around you.
The elements of Resident Evil, such as zombies who have lost their humanity and free-will, co-workers who have lost their lives and options, doors that you have to open even though you have a bad feeling about what awaits you on the other side, and bullets & medicine being lost. I created scenarios, designs, and game elements to provide these types of fears. "
He leaves the so called " meaning " quite ambigious. The fans try to force these " rules " deep down their throat and ı dont care about any of it.