Video Game General 7.0: Day Juan Ys: MoC June 9th & Wonderful 101 June 30th!

Guess it’s time to unfollow this thread again.

But on the other hand… I’ve never played the original, so fuck it. :rofl:

That’s debatable. When playing a remake, I want the story to be expanded, not retconned or glossed over. (Unless in very specific cases where the plot points are just abysmal/plot holes)

I don’t mind a few character changes to add more nuance to the character though, for example, RE3R does a good work with that.

Wtf dude, you trying to get banned posting this kind of lewd shit in the thread?

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I looking up spoilers on FF7. There’s going to a lot of angry folk if the shit I’m reading is real.

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Must… resist… spoilers…

Btw, iirc, OG FF7 is about as old as I am. Should I try to play the remake blind and see it for what it is or should I play the original while I wait and then play the remake when it drops?

How did the original age gameplay-wise?

Edit: Never played a FF game.

It feels good NOT to have an attachment to something getting changed.

Given my opinion of Final Fantasy VII, you already know my answer.

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I’m ready to break out the popcorn on Friday. The outrage will be delicious.

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Yeah I’ve done some digging myself and…well this certainly does show the disparity between Nomura’s writing in the 90s and a Nomura who has spent the interim writing the Kingdom Hearts franchise with zero limiters.

However I admit I am intrigued in the sense of a Remake that not only expects but basically demands you have finished the original. Because from reading it actually seems like the people who haven’t played the original will only be more lost than anything.

It’s like the story seems to acknowledge all of the people who hated the first one and loved the first one. This actually has legitimate potential if done correctly.

Fuck.

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I mean…a watchalong probably will be fine too.

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Alright.

When I booted up RE3, right off the bat I was kinda dissapointed when I went over to select my difficulty and it said the ink ribbon saves had been removed from Hardcore mode. It doesn’t seem like they’re on any mode, in fact. Including the two additional difficulties after Hardcore. This always forced a bit of strategy and tension that I really appreciated in the Remake of 2, but whatever, it doesn’t ruin the game.

I will say, it was a delight to see the way they intro Nemesis. So much to the point that I watched those first few cutscenes with him again on the next playthrough, because they’re just that intense and well choreographed. Nemesis himself just looks incredible. As far as design and presentation goes, they fucking knocked it out of the park.

The problem is he’s not nearly as unpredictable, dynamic or engaging as Mr. X in the Remake of 2. Hell, he’s not even as dynamic as the Nemesis from the original 1999 game. I think there’s literally only two areas in the game where he’s able to actually roam freely and harass you. The rest is just boss fight encounters. Granted, these aren’t bad fights, and the moments where he can actually roam are truly tense, but they basically gave him no freedom to harass Jill throughout the game and that was a huge bummer.

I know the original game is a lot more linear than the two that came before it, but man they really streamline you through most of this game. I really wanted more explorable areas with interconnected paths and environmental puzzles, but they really don’t give you a lot. I could be missing two fingers and still count them on one hand, probably.

That being said though, I really did enjoy the game a lot and I know I’m gonna have fun going back to shave time off on harder difficulties. After beating the game once, you get a slew of unlockables to choose from and many more to unlock even after that. The music, graphics and sound design are all top notch as always. I wasn’t exaggerating when I said this has to be one of the best looking games ever made, and it still runs at a smooth 60FPS the whole time which never dips, despite the crazy shit that may be going on screen.

I like the dodge mechanic too, and Carlos with his “rocket punch”. The dodge has a high risk, high reward thing going for it, and I enjoyed the tactical aspect of considering whether or not you can make it past a zombie standing in a tight alleyway without getting chomped. I just enjoyed learning how to use it against different enemies and their attacks, to be honest. It definitely compliments the more aggressive nature of the game while also differentiating it from the previous one gameplay wise.

Characters are all done justice as far as I’m concerned. I like this Carlos a lot more than the original, as well as this Jill. Carlos is way more likeable here and Jill seems way more believable as the badass she is. Jill just looks fuckin amazing to be honest. Best looking version of her yet. I would sip on her bathwater like a fuckin’ Guinness bro.

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Jill was probably my favorite RE character anyway, so as you can imagine my thirst was hard to contain the moment I saw how delicious she looked in this Remake. :eyes:

The story and characters as a whole are just a lot more coherent than the original. They surgically removed a lot of the cheese, but also kept just the right amount of cheese in the game. You will see some story beats from the original, but a lot has been overhauled entirely to make things more consistent and realistic.

Tldr; I think it’s a great game with heavy flaws that keep it from being worth $60. It’s definitely worth playing, absolutely. Especially if you’re a fan of the original or a fan of RE period. But $40 would’ve been a much more reasonable asking price for the amount of content available here. I don’t think it should’ve been DLC, hell no. It stands as it’s own game and I don’t want something just tacked onto the side of RE2. It’s just not as packed with content as it’s predecessor, and Nemesis was not utilized to his full potential. Those are the two big bads.

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Which areas are these?

Honestly, Nemesis was severely underutilized before his transformations. Neither Nightmare nor Hardcore requiring Ink Ribbons was a big mistake imo, especially with just how many damn checkpoints and save rooms are in this game. Death is a slap on the wrist in Hardcore.

I’m curious about one design choice tho.

Summary

You can literally drop points to unlock the Bolt Cutters and the Lock Pick.

This cuts pretty much all the backtracking (Which was arguably terrible.) until you need to return to the subway and emphasizes that both items are really filler because all you get are the gems (Which end up giving you a hip pouch) and some neat stuff like ammo.

This is a game that already suffers a lot from corridor syndrome. I’m torn about whether or not this decision is a good idea because the backtracking is unsatisfying or a bad one because it doesn’t really matter anyway and it highlights some of the bad level design in the game.

Honestly, it looks like the game peaks at the demo area. In fact, I’d argue that the game should’ve been more like the demo.

Nemesis only really gets screwed because unlike Mr. X in RPD, he can only really chase Jill over a straight line until the next plot segment. It highlights how bad the corridor syndrome is in this game.
Mr. X had some space to work with, even though he was a lot less threatening, and the zombies, especially the Lickers, were great at slowing you down so he could put pressure on you.

I’d say that the greatest flaw in the game really is the level design. If you had like, Nemesis hunting you in the hospital, that would make him the real pants-shitting force of nature that people expected after Mr. X.

Edit: People saying the game should’ve been DLC for RE2 are crazy. Game actually adds a lot of stuff, it’s just bad at using it.

Nemesis Stuff:

Summary

I was mistaken. There’s not two areas where he roams, there’s just two instances of him roaming in the same beggining city area.

I agree, they should’ve had him show up in the hospital after Jill wakes up. They should’ve forced you to go back through the hospital as Jill period, because that’s how me and Hawkingbird missed the magnum. But it would’ve been really cool to have him chase you through those tight corridors after you kinda learn the layout playing as Carlos. Oh well.

The game just didn’t have enough open ended areas like the city and hospital, and that has a domino effect on the rest of the game. No open ended areas, means no Nemesis to stalk you through said area, means there’s much less menace to Nemesis overall, means the game itself has much less teeth than the original.

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Ran through the Trails games, Zero/Ao these last 2 weeks. Just finished Ao today. Will start Cold Steel 3 later tonight. Hype asf.

Not sure if it’s considered a spoiler, but this track was so hype they brought it back in Cold Steel 3.

Summary

https://www.youtube.com/watch?v=Maz9F7sdAZQ

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RE3R Spoilers

This is a side-effect of his early transformation, though I guess it kinda makes sense for when it happened.

That boss fight was just ass though.

Y’all didn’t go back to the hospital, despite the obvious evidence of loot that Jill could pick up because the Lock Pick wasn’t worth it in the first place. There’s actually a bunch of yellow locks to show you to come back there with Jill and an obvious crawl space that leads to the Magnum.

But the player doesn’t have enough incentive to backtrack there and potentially fight Hunter-Simps because the lock pick never actually unlocks worthy stuff. You got one jewel needed for that extra hip pouch after the absolute worst backtrack of the game.

This kind of stuff is what shows that RE3R is a badly-designed game.

Flipping through Youtube and saw this. Someone already made Jill’s RE5 battlesuit. These modders are fast. Game hasn’t even been out that long.

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Lawd

giphy (6)

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They probably started with the Demo model.

As for the results… Lawd have mercy.

Scalpers are apparently out in full force again on Switches…

for what? Switches sold out again? I wouldn’t know haven’t been into a Target for electronics recently. Just food and paper product.