Is there a way to stomp grounded zombies? Please tell me I don't have to waste more shots to kill them once they're on the ground...
You can pull out your knife and hit them with that. They'll immediately start to get up after the first hit, but you can usually kill them before they attack
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NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
Also, Chris's flash bang defensive weapons Pop heads to so there's no ressurection.
Got the GameCube release for my birthday, and my friends and I all stayed up all night huddled around the tv, in the dark with blankets and popcorn getting the bajeezus startled out of ourselves.
Got the GameCube release for my birthday, and my friends and I all stayed up all night huddled around the tv, in the dark with blankets and popcorn getting the bajeezus startled out of ourselves.
It was pretty awesome.
Yeah I basically had an identical experience
the REmake was the first survival horror game I ever played, and it scared the shit out of me.
Just seeing you guys talking about crimson heads brings back bad memories.
NocrenLt Futz, Back in ActionNorth CarolinaRegistered Userregular
Here's a slight breakdown as I understand it, though things might be different, and I'll try and keep things spoiler free-ish
Jill: Starts with a gun, 2 more inventory slots, lock pick which means infinite small keys, bazooka/grenade launcher, Barry and his Magnum.
Chris: (Possible) increased headshot chance, can start burning zombies sooner, defensive weapon can permanently remove zombies, maybe get an upgraded shotgun later if you hustle (which I think Jill can also get?)
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Donovan PuppyfuckerA dagger in the dark isworth a thousand swords in the morningRegistered Userregular
The IGN review made it sound like there were Crimson Heads in the original PSX version. I don't remember that being the case. Was it? I thought that was new in the GCN version.
Finished my first run with Jill at just over 5:50. Not dreadful, considering I haven't played in a few years and did all the side quests.
Now I'm a few hours into my REAL SURVIVAL playthrough with REAL CHRIS REDFIELD. So much inventory juggling. It's unreal.
My biggest (only?) complaint so far is that they changed the text they use to display messages. The new font is not nearly as creepy as the original, faux-typewriter font. But yeah, I really have to nitpick in order to find flaw with the port.
Here's a slight breakdown as I understand it, though things might be different, and I'll try and keep things spoiler free-ish
Jill: Starts with a gun, 2 more inventory slots, lock pick which means infinite small keys, bazooka/grenade launcher, Barry and his Magnum.
Chris: (Possible) increased headshot chance, can start burning zombies sooner, defensive weapon can permanently remove zombies, maybe get an upgraded shotgun later if you hustle (which I think Jill can also get?)
Sounds about right but you missed how Jill dies easier and I think Chris might be more effective with the knife.
Does REmake HD come with bonus costumes right from the start? It sounds like some of you folks have access to alternate skins right off the bat. Is that just a preorder thing?
Everyone has a price. Throw enough gold around and someone will risk disintegration.
Does REmake HD come with bonus costumes right from the start? It sounds like some of you folks have access to alternate skins right off the bat. Is that just a preorder thing?
I did preorder it, so I don't know if I'm using a preorder bonus or not (bought it on PSN). However, when you are on character select, if you hit UP or Down rather than Left/Right, it will cycle to the BSAA costume for each character.
Having never played RE1-3 before (I've tried, can't do the original tank controls), this is my first true experience with RE1.
I played last night for a while. Explored around a bit, solved like 2 puzzles, and then died on my way back to the save room. My understanding is that saves are limited and you should only save when you absolutely have to.
How do I know when to fight and when to run? How do I know which fights are unavoidable? Do they foreshadow boss fights so I know when a save is mandatory?
How do I know when to fight and when to run? How do I know which fights are unavoidable? Do they foreshadow boss fights so I know when a save is mandatory?
You don't. Almost all fights are avoidable except bosses. No real foreshadowing although there are certainly some hints.
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KoopahTroopahThe koopas, the troopas.Philadelphia, PARegistered Userregular
How do I know when to fight and when to run? How do I know which fights are unavoidable? Do they foreshadow boss fights so I know when a save is mandatory?
You don't. Almost all fights are avoidable except bosses. No real foreshadowing although there are certainly some hints.
Look at the environments, use your ears, be wary of your surroundings, etc... There are actually a lot of hints for if you're going to encounter an enemy after walking into a room, but most of the spaces are just big enough so that you can avoid zomboids if you need to without using ammo. As far as boss fights go, there aren't really any indications of those. They sort of just happen.
Man I can't remember...how did the burning work with Chris? As long as I had the Canteen I could burn corpses right? And was the Oil in the East Wing save room infinite or did it had a limited number of uses?
This is really weird, playing a game where combat is not always the solution. I basically entered the RE series with 4, and you can pretty much kill everything in that game, assuming you can land headshots. So I've never experienced this whole run away thing before.
I started with the originals on PS1, and specifically bought a Gamecube for REmake. I want to pick this up too, but I'm afraid all this modern gaming has atrophied my RE skills. I'll probably end up getting it. Tonight even. I haven't played an old school RE game in a long time.
Everyone has a price. Throw enough gold around and someone will risk disintegration.
This is really weird, playing a game where combat is not always the solution. I basically entered the RE series with 4, and you can pretty much kill everything in that game, assuming you can land headshots. So I've never experienced this whole run away thing before.
Yep you have to plan your movements well too. Remember which rooms you avoided zombies in, take different routes to get to the same spot even if it's longer if it means it's safer.
This is really weird, playing a game where combat is not always the solution. I basically entered the RE series with 4, and you can pretty much kill everything in that game, assuming you can land headshots. So I've never experienced this whole run away thing before.
Yep you have to plan your movements well too. Remember which rooms you avoided zombies in, take different routes to get to the same spot even if it's longer if it means it's safer.
Zombies reset to their default positions each time you reload a room, right? I didn't play very much yesterday, but that was the impression I got.
Edit: And the game remembers permanent kills, right? Like if you burn a corpse, that zombie's not coming back?
This is really weird, playing a game where combat is not always the solution. I basically entered the RE series with 4, and you can pretty much kill everything in that game, assuming you can land headshots. So I've never experienced this whole run away thing before.
Yep you have to plan your movements well too. Remember which rooms you avoided zombies in, take different routes to get to the same spot even if it's longer if it means it's safer.
Zombies reset to their default positions each time you reload a room, right? I didn't play very much yesterday, but that was the impression I got.
Edit: And the game remembers permanent kills, right? Like if you burn a corpse, that zombie's not coming back?
Yes they reset, which is good. At least you'll know where they are when you leave and come back (if necessary). Burning them removes them completely and if you leave and come back into the room you won't see the corpse. If you walk into a room and see a corpse laying there either:
A) He was there before you got to the mansion and will wake up as a Crimson head before the others. He was there because you killed him and will turn into a Crimson head soon.
A while back a friend gifted me the original FEAR on Steam, and I was pleasantly surprised at how well the gunplay and atmosphere had held up. It has an element of timelessness, something that can be appreciated even now; in fact more so as its design falls by the wayside and fewer games truly experiment with the FPS formula.
With only a couple hours played so far, that same feeling applies to REmake, and older Resident Evil in general. Past some initial wonkiness with the controls (KBAM is suboptimal; wound up using a gamepad and it was immeasurably more comfortable), I was pleased at how well the game stands the test of time. I'm one of those grumpy folks that bemoaned the series' shift into action over time, even if I ultimately enjoyed RE4 and 5. Hell, even 6 finally gave the player a range of movement beyond contextual button presses; being able to defensively strike, take a zombie down, or dive to the floor and roll around outside of specific moments. 6 felt good to play, even if the underlying action and plot were poorly constructed.
But classic Resident Evil is in a league of its own. The action isn't a glamorous Hollywood thing; it costs to take that zombie down, and he's not going to drop ammo to top you off. Resource management is a major consideration, and thus evasion becomes a viable (indeed sometimes necessary) tactic. Puzzles are more complicated than finding a widget and slotting it into a hole, or killing every enemy in a room to unlock the next door. The haunted house aesthetic has an inherent creepiness to it, even if you think you remember where all the jump scares are (I'm not ashamed to admit that I do not). The lack of objective markers most of the time lends an element of exploration and discovery, requiring that you learn and remember where anything important is. Events can even happen differently on various playthroughs, as you encounter your few surviving comrades in different situations.
Jesus, you can run from the first boss. You can get in, get the widget it's guarding, and peace out before it has a chance to bite and thus poison you, thus avoiding a small detour to find a cure. That's awesome. After doing just that I said to myself, aloud, "why don't more games do this?" And this is before everything great about REmake specifically, which is the standard bearer for how remakes should be done: taking the base concepts and refining them, while adding enough twists and new material to keep veterans on their toes. I'm still genuinely surprised by the number of times zombies have come through doors and spilled into new locations, complicating what had been previously safe routes.
It benefits somewhat from being the first in the series - before the series really got up its own ass in terms of plot and character development - but there's an efficiency and craft to Resident Evil that, I think, keeps it relevant even in 2015. REmake HD has been a welcome, and long overdue, reminder of that fact.
A while back a friend gifted me the original FEAR on Steam, and I was pleasantly surprised at how well the gunplay and atmosphere had held up. It has an element of timelessness, something that can be appreciated even now; in fact more so as its design falls by the wayside and fewer games truly experiment with the FPS formula.
With only a couple hours played so far, that same feeling applies to REmake, and older Resident Evil in general. Past some initial wonkiness with the controls (KBAM is suboptimal; wound up using a gamepad and it was immeasurably more comfortable), I was pleased at how well the game stands the test of time. I'm one of those grumpy folks that bemoaned the series' shift into action over time, even if I ultimately enjoyed RE4 and 5. Hell, even 6 finally gave the player a range of movement beyond contextual button presses; being able to defensively strike, take a zombie down, or dive to the floor and roll around outside of specific moments. 6 felt good to play, even if the underlying action and plot were poorly constructed.
But classic Resident Evil is in a league of its own. The action isn't a glamorous Hollywood thing; it costs to take that zombie down, and he's not going to drop ammo to top you off. Resource management is a major consideration, and thus evasion becomes a viable (indeed sometimes necessary) tactic. Puzzles are more complicated than finding a widget and slotting it into a hole, or killing every enemy in a room to unlock the next door. The haunted house aesthetic has an inherent creepiness to it, even if you think you remember where all the jump scares are (I'm not ashamed to admit that I do not). The lack of objective markers most of the time lends an element of exploration and discovery, requiring that you learn and remember where anything important is. Events can even happen differently on various playthroughs, as you encounter your few surviving comrades in different situations.
Jesus, you can run from the first boss. You can get in, get the widget it's guarding, and peace out before it has a chance to bite and thus poison you, thus avoiding a small detour to find a cure. That's awesome. After doing just that I said to myself, aloud, "why don't more games do this?" And this is before everything great about REmake specifically, which is the standard bearer for how remakes should be done: taking the base concepts and refining them, while adding enough twists and new material to keep veterans on their toes. I'm still genuinely surprised by the number of times zombies have come through doors and spilled into new locations, complicating what had been previously safe routes.
It benefits somewhat from being the first in the series - before the series really got up its own ass in terms of plot and character development - but there's an efficiency and craft to Resident Evil that, I think, keeps it relevant even in 2015. REmake HD has been a welcome, and long overdue, reminder of that fact.
Christ. Those chains.
I wish I could agree with and awesome this post three times over.
Jesus, you can run from the first boss. You can get in, get the widget it's guarding, and peace out before it has a chance to bite and thus poison you, thus avoiding a small detour to find a cure. That's awesome.
I pretty distinctly remember them making you get poisoned no matter what happens in the other games. Did they change that?
I'd love to see them move the RE4 HD port that came out 2 years ago and move it to PS4/XBO. I want to play 4 again, but I don't really want to deal with my PS3.
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KoopahTroopahThe koopas, the troopas.Philadelphia, PARegistered Userregular
I'd love to see them move the RE4 HD port that came out 2 years ago and move it to PS4/XBO. I want to play 4 again, but I don't really want to deal with my PS3.
A moder is actually revamping the textures that weren't HD'd (which surprisingly there are a lot) and making them full 1080p. There was a post about it in the Steam thread, but if you're thinking about running RE4 again, I would wait until that project is finished and then play it on PC. The custom changes look insanely good.
Jesus, you can run from the first boss. You can get in, get the widget it's guarding, and peace out before it has a chance to bite and thus poison you, thus avoiding a small detour to find a cure. That's awesome.
I pretty distinctly remember them making you get poisoned no matter what happens in the other games. Did they change that?
I dimly recall being able to avoid it in the original, but I'm honestly not 100% sure. If it is possible in the original, I think it's actually easier in REmake, since the snake seems to have a shorter striking range than I remember; he lunged at me while I was running and narrowly missed.
Jesus, you can run from the first boss. You can get in, get the widget it's guarding, and peace out before it has a chance to bite and thus poison you, thus avoiding a small detour to find a cure. That's awesome.
I pretty distinctly remember them making you get poisoned no matter what happens in the other games. Did they change that?
I dimly recall being able to avoid it in the original, but I'm honestly not 100% sure. If it is possible in the original, I think it's actually easier in REmake, since the snake seems to have a shorter striking range than I remember; he lunged at me while I was running and narrowly missed.
I'm 100% positive it's not avoidable in the original; we used to make jokes about it all the time because one of the first things we tried to do on all the follow up playthroughs was never get hit by the boss to see if it would still make you get poisoned. And it did!
Jeff Green has never played a Resident Evil and he's going to start streaming this next week.
Hashtag happy dance.
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Dark Raven XLaugh hard, run fast,be kindRegistered Userregular
I love Crimson Heads. From a gameplay standpoint, they're a terrifying new addition that adds a nice little management minigame when planning your route. From a lore perspective, they explain why Lickers exist, when Hunters are apparently better in every way - Lickers are just zombies that mutate, Crimson Heads are like 'stage 1' of the process. Perfect addition in REmake.
I'm watching the Giant Bomb quick look and Dan talks about the frustration of the super limited inventory. I 100% agree. I'm enjoying the game overall, but I never liked the inventory or the need for save ribbons.
Posts
Got the GameCube release for my birthday, and my friends and I all stayed up all night huddled around the tv, in the dark with blankets and popcorn getting the bajeezus startled out of ourselves.
It was pretty awesome.
Yeah I basically had an identical experience
the REmake was the first survival horror game I ever played, and it scared the shit out of me.
Just seeing you guys talking about crimson heads brings back bad memories.
Jill: Starts with a gun, 2 more inventory slots, lock pick which means infinite small keys, bazooka/grenade launcher, Barry and his Magnum.
Chris: (Possible) increased headshot chance, can start burning zombies sooner, defensive weapon can permanently remove zombies, maybe get an upgraded shotgun later if you hustle (which I think Jill can also get?)
Nope. There were Hunters, but that's it.
Now I'm a few hours into my REAL SURVIVAL playthrough with REAL CHRIS REDFIELD. So much inventory juggling. It's unreal.
My biggest (only?) complaint so far is that they changed the text they use to display messages. The new font is not nearly as creepy as the original, faux-typewriter font. But yeah, I really have to nitpick in order to find flaw with the port.
Sounds about right but you missed how Jill dies easier and I think Chris might be more effective with the knife.
Twitch: KoopahTroopah - Steam: Koopah
By cheating, like every online leaderboard ever.
I did preorder it, so I don't know if I'm using a preorder bonus or not (bought it on PSN). However, when you are on character select, if you hit UP or Down rather than Left/Right, it will cycle to the BSAA costume for each character.
I played last night for a while. Explored around a bit, solved like 2 puzzles, and then died on my way back to the save room. My understanding is that saves are limited and you should only save when you absolutely have to.
How do I know when to fight and when to run? How do I know which fights are unavoidable? Do they foreshadow boss fights so I know when a save is mandatory?
Sadly, I only have a Wii-U so I can't get this.
(I could get it on steam, but I'd rather play it on a TV and I have no PC controller anyway)
You don't. Almost all fights are avoidable except bosses. No real foreshadowing although there are certainly some hints.
Look at the environments, use your ears, be wary of your surroundings, etc... There are actually a lot of hints for if you're going to encounter an enemy after walking into a room, but most of the spaces are just big enough so that you can avoid zomboids if you need to without using ammo. As far as boss fights go, there aren't really any indications of those. They sort of just happen.
Twitch: KoopahTroopah - Steam: Koopah
Yep you have to plan your movements well too. Remember which rooms you avoided zombies in, take different routes to get to the same spot even if it's longer if it means it's safer.
Zombies reset to their default positions each time you reload a room, right? I didn't play very much yesterday, but that was the impression I got.
Edit: And the game remembers permanent kills, right? Like if you burn a corpse, that zombie's not coming back?
Yes they reset, which is good. At least you'll know where they are when you leave and come back (if necessary). Burning them removes them completely and if you leave and come back into the room you won't see the corpse. If you walk into a room and see a corpse laying there either:
A) He was there before you got to the mansion and will wake up as a Crimson head before the others.
He was there because you killed him and will turn into a Crimson head soon.
With only a couple hours played so far, that same feeling applies to REmake, and older Resident Evil in general. Past some initial wonkiness with the controls (KBAM is suboptimal; wound up using a gamepad and it was immeasurably more comfortable), I was pleased at how well the game stands the test of time. I'm one of those grumpy folks that bemoaned the series' shift into action over time, even if I ultimately enjoyed RE4 and 5. Hell, even 6 finally gave the player a range of movement beyond contextual button presses; being able to defensively strike, take a zombie down, or dive to the floor and roll around outside of specific moments. 6 felt good to play, even if the underlying action and plot were poorly constructed.
But classic Resident Evil is in a league of its own. The action isn't a glamorous Hollywood thing; it costs to take that zombie down, and he's not going to drop ammo to top you off. Resource management is a major consideration, and thus evasion becomes a viable (indeed sometimes necessary) tactic. Puzzles are more complicated than finding a widget and slotting it into a hole, or killing every enemy in a room to unlock the next door. The haunted house aesthetic has an inherent creepiness to it, even if you think you remember where all the jump scares are (I'm not ashamed to admit that I do not). The lack of objective markers most of the time lends an element of exploration and discovery, requiring that you learn and remember where anything important is. Events can even happen differently on various playthroughs, as you encounter your few surviving comrades in different situations.
Jesus, you can run from the first boss. You can get in, get the widget it's guarding, and peace out before it has a chance to bite and thus poison you, thus avoiding a small detour to find a cure. That's awesome. After doing just that I said to myself, aloud, "why don't more games do this?" And this is before everything great about REmake specifically, which is the standard bearer for how remakes should be done: taking the base concepts and refining them, while adding enough twists and new material to keep veterans on their toes. I'm still genuinely surprised by the number of times zombies have come through doors and spilled into new locations, complicating what had been previously safe routes.
It benefits somewhat from being the first in the series - before the series really got up its own ass in terms of plot and character development - but there's an efficiency and craft to Resident Evil that, I think, keeps it relevant even in 2015. REmake HD has been a welcome, and long overdue, reminder of that fact.
Christ. Those chains.
Now playing: Teardown and Baldur's Gate 3 (co-op)
Sunday Spotlight: Horror Tales: The Wine
I wish I could agree with and awesome this post three times over.
I pretty distinctly remember them making you get poisoned no matter what happens in the other games. Did they change that?
A moder is actually revamping the textures that weren't HD'd (which surprisingly there are a lot) and making them full 1080p. There was a post about it in the Steam thread, but if you're thinking about running RE4 again, I would wait until that project is finished and then play it on PC. The custom changes look insanely good.
For example... http://i.imgur.com/MSmi70r.jpg
Twitch: KoopahTroopah - Steam: Koopah
I dimly recall being able to avoid it in the original, but I'm honestly not 100% sure. If it is possible in the original, I think it's actually easier in REmake, since the snake seems to have a shorter striking range than I remember; he lunged at me while I was running and narrowly missed.
Now playing: Teardown and Baldur's Gate 3 (co-op)
Sunday Spotlight: Horror Tales: The Wine
I'm 100% positive it's not avoidable in the original; we used to make jokes about it all the time because one of the first things we tried to do on all the follow up playthroughs was never get hit by the boss to see if it would still make you get poisoned. And it did!
Jeff Green has never played a Resident Evil and he's going to start streaming this next week.
Hashtag happy dance.
Steam: MightyPotatoKing