Does the new version give players some kind of tooltip so we don't see any of the "I got halfway through the game before I realized you could run!" posts online that happened with the first one?
They are tooltips shown throughout the demo - how to run being one of them. You can also turn this off in the options. I believe it’s the tutorial option.
The game options on the Series X alone are just staggering compared to other games. Pretty great that we can change the FOV, Ray Tracing, and a host of other options. Would be better if the controls were fully customizable, but the options they give are great. The game looks amazing, but it definitely feels more difficult than RE 2 & 3 remake. The Ability to kick helps, but it was really easy to get overrun in the village and I got backed into a corner by the mob and taken out my first try.
I’m going to hold off attempting to get through that part until release, but I really love the atmosphere and how the game plays so far. The remake feels well crafted. A little over two weeks to go.
You can also apparently choose between resolution, and performance, and whether to engage raytracing, instead of three presets as in the RE2 and RE3 remake (though as with other RE Engine games, it requires a restart to menu, which is not exactly conducive to testing in the demo, but at least we got a demo).
I played the demo and hated it. It's really depressing.
It's a mostly unrelated (but very pretty and very well made) game with an RE4 skin laid over it, that goes out of its way to be different as often as possible. It feels like a game made for people who've never played RE4, which makes sense but also isn't what I want.
Crouching is good, but Evil Within 2 also nailed this so that's not a huge surprise. I was also impressed by how the walking/running/turning mimics the original game while being a modern take that feels good for the game they're presenting.
I played the demo and hated it. It's really depressing.
It's a mostly unrelated (but very pretty and very well made) game with an RE4 skin laid over it, that goes out of its way to be different as often as possible. It feels like a game made for people who've never played RE4, which makes sense but also isn't what I want.
Crouching is good, but Evil Within 2 also nailed this so that's not a huge surprise. I was also impressed by how the walking/running/turning mimics the original game while being a modern take that feels good for the game they're presenting.
It plays completely differently. It has all the same basic starting points for mechanics, but diverges wildly. RE4 felt like taking a Resident Evil game, shifting the camera and pumping up the action, while this feels like playing a modern (character) action shooter with a layer of RE4 paint.
Like it looks at the same 'problems' and solves them the opposite way, or approaches gameplay features from the opposite direction. I'm sure a lot of the ways it did things originally were due to limitations or inexperience at the time, but those clunky solutions are what makes the game to me. If I played any of the games the new version is inspired by, maybe I'd understand it better...but I don't really play or enjoy those games. I play and enjoy RE4.
Sorry if I can't explain my feelings very well. I'll emphasize again that it looks great and plays well, I just don't like playing it. I have no idea if there's any way for me to fix that.
Ah, that's what you mean. I mean, I 100% expected it to play more like a modern game, because it's a remake, not RE4 with a new coat of paint. But tbh, aside from odd feeling FOV, I think it still feels a lot like RE4, because to me, it's about tense action, and I felt swamped in that village, and had to run, run, run. Moreso than I had to in the original, I think, although that might be because I played the original a ton and was just better at it
I think they could've updated it without making it something completely different. Like I'll praise the walking/running for feeling like a good compromise between the original and what you'd expect a modern game to control like. Just give everything a little nudge like that instead of adding entirely new systems out of nowhere.
The village part also contains multiple 'traps' that only get you if you've played the original a lot, and new players will just breeze past them without being distracted. I couldn't really appreciate fighting the crowd because my knife would break after a couple of enemies, and without one you're playing something even further away from where it started.
The new systems didn't feel like additional things I could use to feel more powerful, they felt like the only way I was expected to play or survive. Without understanding them or being able to master them, I wound up just running around a lot until time ran out all 3-4 times I played through. This felt very unsatisfying, when I'm used to exterminating the entire village and leaving with a surplus of items and money.
Are there any knives in the demo, besides the one you start with?
First time through mirrored how my first village gauntlet in the original went; starting out thinking I could take them, then realising I really couldn't and taking several minutes just trying to stay alive.
I managed to run out the timer without dying, though it was a close thing and I had maybe three bullets left and no knife.
Given that I eventually got the original down to a point where I could kill Salvador and loot him before running into the house to spawn him again so I could kill and loot him again, I'd say I'm going to have some catching up to do.
Are there any knives in the demo, besides the one you start with?
First time through mirrored how my first village gauntlet in the original went; starting out thinking I could take them, then realising I really couldn't and taking several minutes just trying to stay alive.
I managed to run out the timer without dying, though it was a close thing and I had maybe three bullets left and no knife.
Given that I eventually got the original down to a point where I could kill Salvador and loot him before running into the house to spawn him again so I could kill and loot him again, I'd say I'm going to have some catching up to do.
If you follow what’s in the spoiler in the post above yours, yes.
What you find:
Once you’ve gotten rid of all your items in your case, including your knife, you go to a well that is beside the church that rings at the end of the demo. In there you find the TMP, plenty of ammo, and a kitchen knife. This kitchen knife can be used in the same manner as your combat knife was, however it breaks more easily. This also shows that there are going to be various types of knives we pick up in the game rather than just one as the RE2 REMake has.
The demo is honestly giving me a little bit of an uncanny valley style response, because in my mind this is what RE4 has always looked and played like.
I don't think "uncanny valley" is the right term. But there is definitely a phenomenon of people's memories of games being totally unreliable.
Every time there's a game remake/remaster, there are loads of comments to the effect of, "It looks practically the same." Then someone does a side-by-side video and people go, "Oh."
The demo is honestly giving me a little bit of an uncanny valley style response, because in my mind this is what RE4 has always looked and played like.
It's a weird thing about old games- especially one like RE4 which I played probably dozens of times (single weapon playthrough with almost every weapon on each of Game Cube, Wii, Xbox) but haven't played in probably 17 years- in my head it looks and plays like a modern game. In reality- I probably wouldn't be able to finish a playthrough of it these days.
I'd actually like to see first-time players of this form people who never played the original, compared to those who have.
I found myself getting backstabbed because I'm just not expecting them to come up behind me that fast. Also, new players probably wouldn't try depending on non-existent iframes when hopping a fence.
After fucking around with RE4 a few years ago, I decided my memories of playing it are much better than actually playing it now. So psyched for the remake.
It takes more than you’d think to break the knife through attacking. One of the videos above shows that guy blocking a ton of attacks with it without it breaking as well, so it lasts a decent amount, but isn’t unlimited.
It takes more than you’d think to break the knife through attacking. One of the videos above shows that guy blocking a ton of attacks with it without it breaking as well, so it lasts a decent amount, but isn’t unlimited.
Yes, the bulk of durability is from using the knife to escape grabs. But the problem is I seem to get grabbed such an awful lot, so that shred of durability from slashing someone might be the difference between life and death!
I know it's daft, but that's how my brain works.
I'm daring to hope that they'll follow the trend from previous games and have an infinite durability knife in there if you shoot all the medals, or whatever.
Nobody remembers the singer. The song remains.
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Magus`The fun has been DOUBLED!Registered Userregular
It can be, which is why they’ve made it breakable, to balance it out. Having an infinite use item takes away a lot of the fear of facing off against these things. I get what they’re going for and I think they will pull it off. Just a couple of wells to find out for sure.
jungleroomxIt's never too many graves, it's always not enough shovelsRegistered Userregular
edited March 12
I for one am very glad they decided to swing away from RE4OG with regards to playstyle and item drops. Having replayed RE4 somewhat recently, it struck me how uncomfortable the game is to play. It reminds me of Metroid Prime Remake, a game I was super excited to play (and still am playing through) but once I felt the 20 year old controls my enthusiasm dampened somewhat.
It feels more like a natural progression of the other two 2 RE remakes as far as feel and having that constant pressure of items and ammo being precious for a large portion of the game, which is something the remakes do way better than the OG games. They also farm it out to you in ways you don't find yourself in a near impossible task without certain ammo, as opposed to hiding the good stuff in the corners and hoping you know to save it.
They also put Leon behind a bit more of a wall of deliberate actions, i.e. the game rewards you for tactical choices but spamming things will just get you stuck in recovery frame hell. They call it being committed to an action once you do it in Souls games and MH. This has (surprisingly) shades of Silent Hill 2, but not nearly as punishing as that combat was.
jungleroomx on
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-Loki-Don't pee in my mouth and tell me it's raining.Registered Userregular
edited March 12
Who thought crouch on 'E' was a good keybind?
Also RE Engine continues to be in the upper echelons of optimised engines with amazing visuals.
They need to license this thing out.
-Loki- on
+4
jungleroomxIt's never too many graves, it's always not enough shovelsRegistered Userregular
Also RE Engine continues to be in the upper echelons of optimised engines with amazing visuals.
They need to license this thing out.
You can tell PC dev work wasn't the primary concern of Japanese devs and they usually farmed that work out to smaller studios. None of them have a clue how to do a decent KBAM layout.
And yeah the RE Engine is up there with IDTech for me.
That makes more sense. I use a 360 pad so I was trying to change it to the old back and start buttons, and what must be the Switch controls seemed to have those.
It's good that they've optimized and corrected the rather...bad...reflections from RE2's time (though they were amplified in RE2, with so much of the first act set in the polished reflected-floor lobby). It'll be interesting to see the choice between a high framerate mode (for those who have 120 hz displays) and a ray-traced lighting, and how much it's changed from RE2 and RE3. Especially in games that spend so much time indoors, ray traced lighting is a very nice effect, though I'm not sure if it was trading in higher framerates. I switched back and forth myself.
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They are tooltips shown throughout the demo - how to run being one of them. You can also turn this off in the options. I believe it’s the tutorial option.
You can also apparently choose between resolution, and performance, and whether to engage raytracing, instead of three presets as in the RE2 and RE3 remake (though as with other RE Engine games, it requires a restart to menu, which is not exactly conducive to testing in the demo, but at least we got a demo).
Capcom is building for PC first these days, so I'm guessing you guys are seeing the benefits.
jesus christ
It's a mostly unrelated (but very pretty and very well made) game with an RE4 skin laid over it, that goes out of its way to be different as often as possible. It feels like a game made for people who've never played RE4, which makes sense but also isn't what I want.
Crouching is good, but Evil Within 2 also nailed this so that's not a huge surprise. I was also impressed by how the walking/running/turning mimics the original game while being a modern take that feels good for the game they're presenting.
you can parry the pitchforks?!
e: parries, counters...I had no idea
I really don't know how you are getting this idea
Like it looks at the same 'problems' and solves them the opposite way, or approaches gameplay features from the opposite direction. I'm sure a lot of the ways it did things originally were due to limitations or inexperience at the time, but those clunky solutions are what makes the game to me. If I played any of the games the new version is inspired by, maybe I'd understand it better...but I don't really play or enjoy those games. I play and enjoy RE4.
Sorry if I can't explain my feelings very well. I'll emphasize again that it looks great and plays well, I just don't like playing it. I have no idea if there's any way for me to fix that.
The village part also contains multiple 'traps' that only get you if you've played the original a lot, and new players will just breeze past them without being distracted. I couldn't really appreciate fighting the crowd because my knife would break after a couple of enemies, and without one you're playing something even further away from where it started.
The new systems didn't feel like additional things I could use to feel more powerful, they felt like the only way I was expected to play or survive. Without understanding them or being able to master them, I wound up just running around a lot until time ran out all 3-4 times I played through. This felt very unsatisfying, when I'm used to exterminating the entire village and leaving with a surplus of items and money.
I managed to run out the timer without dying, though it was a close thing and I had maybe three bullets left and no knife.
Given that I eventually got the original down to a point where I could kill Salvador and loot him before running into the house to spawn him again so I could kill and loot him again, I'd say I'm going to have some catching up to do.
If you follow what’s in the spoiler in the post above yours, yes.
What you find:
Every time there's a game remake/remaster, there are loads of comments to the effect of, "It looks practically the same." Then someone does a side-by-side video and people go, "Oh."
It's a weird thing about old games- especially one like RE4 which I played probably dozens of times (single weapon playthrough with almost every weapon on each of Game Cube, Wii, Xbox) but haven't played in probably 17 years- in my head it looks and plays like a modern game. In reality- I probably wouldn't be able to finish a playthrough of it these days.
I found myself getting backstabbed because I'm just not expecting them to come up behind me that fast. Also, new players probably wouldn't try depending on non-existent iframes when hopping a fence.
I will live for days off that alone.
I know it's daft, but that's how my brain works.
I'm daring to hope that they'll follow the trend from previous games and have an infinite durability knife in there if you shoot all the medals, or whatever.
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It feels more like a natural progression of the other two 2 RE remakes as far as feel and having that constant pressure of items and ammo being precious for a large portion of the game, which is something the remakes do way better than the OG games. They also farm it out to you in ways you don't find yourself in a near impossible task without certain ammo, as opposed to hiding the good stuff in the corners and hoping you know to save it.
They also put Leon behind a bit more of a wall of deliberate actions, i.e. the game rewards you for tactical choices but spamming things will just get you stuck in recovery frame hell. They call it being committed to an action once you do it in Souls games and MH. This has (surprisingly) shades of Silent Hill 2, but not nearly as punishing as that combat was.
Also RE Engine continues to be in the upper echelons of optimised engines with amazing visuals.
They need to license this thing out.
You can tell PC dev work wasn't the primary concern of Japanese devs and they usually farmed that work out to smaller studios. None of them have a clue how to do a decent KBAM layout.
And yeah the RE Engine is up there with IDTech for me.
e: and maybe this only bothers me, but Leon grunting "unh!" "hrh!" every time he raises his handgun is...weird.
There's two different Xbox button prompts you can choose from, I had the same problem.
Oh! That makes sense.
Ones an XBox controller, the others a Switch controller.
Holy shit we finally have support for Switch controllers?
Street Fighter 6 on a modded RE Engine and it looks fucking awesome. I agree, they should allow other studios to use it.
I guess I know what I'll be checking out soon.