The Street Calibur 5 Lounge: The Soul Burns But not as Hard as the FGC is Burning

Pretty much Capcom flipped what they were doing from even 7 years ago. FGs now bad, all other games good.

It’s their characters but they don’t have any hand in developing Teppen at all.

Also Zero is as broken as he is in every other fucking game.

Incredibly. It’s incredibly easy to build some top decks in this game without spending a cent. Honestly it’s probably easier than LoR, though LoR will allow you a bigger arsenal of decks over time. Teppen you can run a couple pretty easily. I have a couple top tier decks in Teppen and a couple of fuck around ones that are missing like one Legendary I can easily make if I really wanted to.

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Debatable.

Level design took a massive hit, Nemesis doesn’t really hunt you down like Mr. X, dodge is kiiiinda busted…

REmake 2 is really just a lot more solid.

To talk on those things (though I do agree that RE2Make is far superior to R3Make)…

A lot of the issues of R3Make just come from the fact that a lot of the reasons people enjoyed the original were never going to carry over. Mainly the shuffling of item placement and slight (and I do mean slight, Speedrunners can still easily plan around it) shuffling of Nemesis triggers.

The problem is that without the above, RE3 as a whole when you look back on it is incredibly linear. RE2 is actually very similar in that regard but between having 4 “different” scenarios on top of 4th/Tofu Survivor, and deploying a lot of tricks to make it very easy to get lost in the RPD. RE2 feels a lot more packed full of stuff. As it is now I think the RE2Make Speedruns are actually faster than R3Makes, but most people will take a lot longer finishing RE2Make on a first casual run of the game than they will with R3Make which most people I estimate finished it on a single sitting (I did as well).

Add to that the fact that you only get one true Nemesis hunt section and the fact that even within that he’s incredibly easy to defeat (a single grenade) leads to people feeling underwhelmed compared to facing him initially. Though Mr.X isn’t really that strong on his own merits either (testing has shown that Mr.X can’t catch you even if you just walk away from him. Not run, WALK).

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I don’t take OG RE3 in consideration when talking about REmake 3’s problems.

But think about it, especially the level design.

RE2R mostly takes place in RPD, a single building. Sure, it branches out into the sewer section and the lab and all that, but compare it to RE3R.

RE3R takes place in the rest of Raccoon City.

A whole ass city.

So why does it suffer so much from corridor syndrome? This is something that didn’t happen in 2, even outside the RPD because you had at least more looping paths to it.

RE3’s level design is awful, which brings up the other problem.

The Nemesis encounters are purely scripted events. This is a massive stepdown from Mr. X, even though Nemesis does have a lot more to offer in terms of offense and mobility. This is likely because of said corridor syndrome.

Which leads to the last problem. The dodge. You not only get all those i-frames to get out of the way, but also that sweet bullet time to incapacitate whatever made you dodge in the first place, likely Nemesis. The dodge itself is fine, but not the bullet time.

The bullet time just isn’t a good addition imo, especially when the main idea with it is to escape Nemmy doing fast breaks to duff you. Thing is almost as busted as the Metroid Other M dodge where you’re really just waiting for an enemy to do stuff so you can dodge and blow him up. It’s not a good look.

When talking about a Remake you have to talk about things in comparison to the original. There’s no getting around that and I think ignoring such a thing is folly.

And I don’t disagree that R3Makes Level Design is bad…but that’s something it got from its original game. The main difference is that unlike said game that gave you the opportunity to do three different fetch quests in any order you want, thus making the city feel more expansive as you have to go to three opposite ends of the map to obtain what you need without feeling railroaded, in R3Make you’re forced to go to specific spots with no ability to change the order of anything. Making the level loop more or be more expansive wouldn’t change that specific issue.

Really the biggest issue of the entire game isn’t all of that, isn’t even the dodge, it’s the fact that the game is a prisoner to “telling a cohesive story”. One of the goals for Capcom in these is to try and make a more cohesive story, so they are allowing a LOT less diversity in what you can do in these games. This is also a problem in RE2 as the scenarios do not differ nearly as much as they used to in the originals. But you still had 4 at least mildly different scenarios to work with so the breadth of the game isn’t that bad. In RE3, nothing changes unless you go up difficulty levels but even then the experiences are gated to that level. Your 1st runthrough on Inferno will be built the same exact way as your 12th. Again, not as much of an issue in RE2 where you can intentionally change it up 4 different ways or in the original RE3 where item placement and Nemesis spawns do differ to a point on top of puzzle solutions. But RE3 has absolutely no give in its scenario building thus once you beat a difficulty mode once…the only thing that you can do is just try and work on your speedrun and that’s it. There’s nothing else you can do to change up the gameplay.

You can talk about the dodge being broken, Nemesis being a pussy, the level design sucking. But all of those things could’ve potentially been forgiven if there was more variety to the actual scenario itself and R3Make has none. Ironically enough it’s that very same issue that got the RE series in trouble the first time as starting with Code Veronica (which came directly after the OG RE3) they stopped making their scenarios vary in any real capacity outside of the original REMake which helped wear the series thin with most.

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Disclaimer drunk post:

Fuck covid got a kid free night with the ole lady and can’t really go anywhere. I did cop ghost of tsushima tho and gettin drunk.

I almost wanna play sf5…

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I can’t talk about what the community that played the original at the time of release wanted out of the game for the simple fact that I ain’t one of them. :man_shrugging:

I struggled to even watch a full run of OG RE3 because of how dated it looked, everything was too damn similar, I’d get lost in a heartbeat.

Linearity and corridor syndrome are different things. Corridor syndrome is a mapping problem. And no, it’s not subjective, it’s a design issue.

Linearity on the other hand, is a scripting trait, not necessarily a problem. For example, story-based games usually are very linear, but if they have expansive, layered maps that allow multiple ways to reach an objective, they don’t suffer from corridor syndrome.

Let’s try to apply it to an example. If I recall, you have linear objectives in Carlos’s hospital segment. But, with how the map is structured, you have room to explore and tackle things differently.

A lot of the Jill segments on the other hand, are literal non-descript alleys linking point A to point B.

That’s bad map design. I don’t need to look at the original to know that, nor should I say it’s fine because of the original because the point of a remake is to reimagine a game with a more modern touch without removing what made the original so notable.

And I should add that RE3R didn’t do so hot on that front with all the cuts.

You know, you don’t really need to go anywhere in a situation like this. I’m sure you can find something better to do with this opportunity than playing videogames.

Haha that’s already been done and probably gonna happen again later on lol.

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Now that the SC6 coven has grown I think we can officially overthrown the SFV virgins.

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Bro, even you don’t play that shit anymore. :rofl:

We only play 3rd Strike, SC6, Hentai games and then there’s @Skort playing RDR2 in the corner because he’s a feet fiend. :man_shrugging:

Who tf you tryna overthrow? Pookiie? :rofl:

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Who is “we,” dawg?

What, you missed that dominant performance I put last time I played?

JWong ain’t got shit on me! :triumph:

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???

Come on dawg, don’t make me expose people.

All I’ll say is 5-1. :triumph:

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You better start pulling up them replays because I’m getting implicated in an asskicking I don’t recall!

Who tf said it was you tho!?

childplease

Edit: Hol up, if it wasn’t you spectating… who was it? :thinking:

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Oh, thank God!

The ghost of EVO past.

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Actor John Saxon dies at age 83

Saxon’s wife confirmed to the Hollywood Reporter that the actor passed away on July 25 from pneumonia in Murfreesboro, Tennessee. His acting career spanned nearly 60 years and included iconic roles like Roper in the 1973 Bruce Lee classic Enter the Dragon, and a major part in Wes Craven’s Nightmare on Elm Street, a role he reprised in two other entries in the franchise.

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I was under the impression we wuz talkin’ fighting games.