What do you hope to see and/or expect from the Resident Evil 2 Remake?

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dscross

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I was initially very excited about it until I heard they might be using a similar engine to RE7 (presumably to utilise VR). To me, that suggests it might be first person.

While I'm sure I'll still enjoy it and will play through it, I was really hoping for something more akin to the RE1 Remake. That would mean some innovative changes and deviations from the original for added colour and challenge, but essentially the same game, graphically updated - complete with pre-rendered backgrounds and fixed camera angles.

I've a feeling I might be a bit disappointed with the end product for this reason, but hey, I could be wrong.

What do you all want from it and what are you expecting to see?
 

Neurotic Void Melody

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[small]A behind-the-shoulder mounted viewpoint![/small]

*Scampers out the door, knocking over priceless antiques*
 

Casual Shinji

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I'd hope to see a remake as in REmake.

What I expect is... not that, since Capcom doesn't know how to make a Resident Evil game anymore, just shallow games based on what's popular with the Resident Evil brand attached to it. See RE5, RE6, RE:Revelations 2, and RE7.

The last good Capcom game I remember playing was Dragon's Dogma, and that game had issues. I'm afraid any sort of fresh ideas or creative game design has forsaken Capcom.
 

Hawki

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dscross said:
What do you all want from it and what are you expecting to see?
I've barely given it any thought. To be honest, I don't think RE2 really needs a remake. Course it's been ages since I've played it, but even at the time, RE1 felt primitive when compared to its sequels, while RE2 held up quite well. But if you're asking me what I want for it, it would be a remake in the same vein as the RE1 remake - same basic gameplay, but massive graphical and story improvement. But what I'm expecting to see...eh? Can't say. Wouldn't be surprised if it's an over the shoulder game or something in the vein of RE7. I don't see them going back to fixed camera angles.

Xsjadoblayde said:
*Scampers out the door, knocking over priceless antiques*
So much for that "elusive escape" your profile mentions.
 

Kyrian007

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I want RE 2, in the RE 4 engine... with the story moments getting RE 4 style cutscenes (minus any quick-time events.) No story changes, same everything else.

Won't happen, but that's what I would ask for.
 

immortalfrieza

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Kyrian007 said:
I want RE 2, in the RE 4 engine... with the story moments getting RE 4 style cutscenes (minus any quick-time events.) No story changes, same everything else.

Won't happen, but that's what I would ask for.
This, and with enough weapons and ammo available to kill everything, though only just barely enough that you'd end up having to make every bullet count. One thing I've never liked about the early Resident Evil games (aside from the freaking ABYSMAL camera and shooting of course) is that you have to spend 8/10ths of each game running from everything because you don't have enough ammo to kill them. Having to run from just about every enemy isn't scary, being helpless is NEVER scary, it's just irritating. So many game developers get this bizarre idea that helplessness equals fear, it doesn't, it equals misery. The problem with Resident Evil is the actionization of the franchise now, not it's ammo count.
 

stroopwafel

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dscross said:
I was initially very excited about it until I heard they were using a similar engine to RE7 (presumably to utilise VR). To me, that suggests it might be first person.
Do you have a source for that? If so, that's not bad news to me. The RE7 engine is able to render some incredibly gorgeous and detailed environments. I love RE7 but I doubt RE2 Remake will be first person considering how central Leon, Claire etc are to the game.

Anyways I would have been fine with a similair treatment the original RE got but it's pretty obvious that's not going to be the case. For me ideal scenario would be the exact same RE2 environments remodeled in 3D with third person survial horror type gameplay(ie atmospheric crawl through abandoned locations interlaced with slow paced tactical shooting action). Definitely hope it's not going to be a 'reimagining' of sorts.
 

dscross

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immortalfrieza said:
Kyrian007 said:
I want RE 2, in the RE 4 engine... with the story moments getting RE 4 style cutscenes (minus any quick-time events.) No story changes, same everything else.

Won't happen, but that's what I would ask for.
This, and with enough weapons and ammo available to kill everything, though only just barely enough that you'd end up having to make every bullet count. One thing I've never liked about the early Resident Evil games (aside from the freaking ABYSMAL camera and shooting of course) is that you have to spend 8/10ths of each game running from everything because you don't have enough ammo to kill them. Having to run from just about every enemy isn't scary, being helpless is NEVER scary, it's just irritating. So many game developers get this bizarre idea that helplessness equals fear, it doesn't, it equals misery. The problem with Resident Evil is the actionization of the franchise now, not it's ammo count.
Errr, guys, this would completely alter the game and turn it into an action shooter. Would you be cool with that, because I'm not sure the majority of RE2 fans would be?
 

Kyrian007

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immortalfrieza said:
Kyrian007 said:
I want RE 2, in the RE 4 engine... with the story moments getting RE 4 style cutscenes (minus any quick-time events.) No story changes, same everything else.

Won't happen, but that's what I would ask for.
This, and with enough weapons and ammo available to kill everything, though only just barely enough that you'd end up having to make every bullet count. One thing I've never liked about the early Resident Evil games (aside from the freaking ABYSMAL camera and shooting of course) is that you have to spend 8/10ths of each game running from everything because you don't have enough ammo to kill them. Having to run from just about every enemy isn't scary, being helpless is NEVER scary, it's just irritating. So many game developers get this bizarre idea that helplessness equals fear, it doesn't, it equals misery. The problem with Resident Evil is the actionization of the franchise now, not it's ammo count.
I don't completely agree, to me scarce ammo does add to the horror value. That is, as long as it's not an overused to the point it becomes frustrating, then I'm right with you. Its a factor that needs to be used sparingly. Maybe having a section where fights against several fast moving and hard to hit enemies is followed by a fight with something scary and big that can soak a lot of damage... followed by finding a nice replenishment of ammo after the sequence is won. Providing tension and concern about resources, but not making it a constant worry and allowing the player progress normally. Its a better horror factor when it "creeps up on you." When you realize your ammo is starting to dwindle... Making you think about it, but never or only rarely making you helpless. It makes those tense moments stand out a little more.

And I think that RE 4 is a good example. In an initial play through I think 4 hits that sweet spot of "barely enough" you mentioned. You have enough ammo to take care of everything, but it always "feels" like you need to make each shot count. And then in further plays you get the catharsis of having enough of whatever you want to mow through areas that troubled you the first time around without having to "save the big guns." That would be perfect for a RE 2 remake, still having tense action and also providing incentive for replayability.
 

Zombie Proof

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I want it to use as many of the systems and gameplay of RE7 as possible. As a long time RE fan (RE2/RE4/REmake/RE7 are my faves), 7 has completely brought the series back to what I love most. A horror game with light puzzles and exploration. I hope capcom does the smart thing and take whatever worked in 7, apply it to 2 remake, and keep on going. They landed on gold this year.
 

Nedoras

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immortalfrieza said:
Kyrian007 said:
I want RE 2, in the RE 4 engine... with the story moments getting RE 4 style cutscenes (minus any quick-time events.) No story changes, same everything else.

Won't happen, but that's what I would ask for.
This, and with enough weapons and ammo available to kill everything, though only just barely enough that you'd end up having to make every bullet count. One thing I've never liked about the early Resident Evil games (aside from the freaking ABYSMAL camera and shooting of course) is that you have to spend 8/10ths of each game running from everything because you don't have enough ammo to kill them. Having to run from just about every enemy isn't scary, being helpless is NEVER scary, it's just irritating. So many game developers get this bizarre idea that helplessness equals fear, it doesn't, it equals misery. The problem with Resident Evil is the actionization of the franchise now, not it's ammo count.
Umm....what? I'm not sure about the original Resident Evil because I haven't played it in awhile, but every single other Resident Evil game, including 2, gives you more than enough ammo to kill everything. Yes they're light on the ammo early on, but that changes over time. Hell I always chuckled at one friend of mine who always said he had to save his ammo for when he needed it in 2, and always ended up having literally hundreds of bullets/shells/whatever near the end of the game. Or how whenever I go back and play through 3, just before the halfway point I ditch the pistol and start using the shotgun as my primary weapon because of how many shells and how much gunpowder is thrown at you. In fact I think the most ammo tight game in the series may be the Remake, but even then they still give you enough.
 

immortalfrieza

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dscross said:
Errr, guys, this would completely alter the game and turn it into an action shooter. Would you be cool with that, because I'm not sure the majority of RE2 fans would be?
Uh, no. Doing what we suggested would not turn the game into an action shooter, unless by action shooter you mean simply having remotely decent controls, camera angles, and giving just enough ammo to actually kill everything as the player should be able to. In fact, the mistake Capcom has made since RE4 was to turn the series into an outright action shooter because they learned the exactly wrong message from Resident Evil 4 and completely ditched all the subtlety and atmosphere that is the core of horror. Easily some of the best horror games I've ever played let you easily have enough ammo to slaughter everything or even give you melee weapons so you can not even need ammo, (the first few Silent Hills and the Fatal Frame series for the curious) because they have the subtlety and atmosphere needed to give the give the game horror value, something that most of the Resident Evils after 4 didn't care to provide.

Saying that making those changes it would just turn the game into an action shooter is just an excuse to go back to the old way RE2 was for sheer nostalgia's sake, not because it would actually be better.

Kyrian007 said:
I don't completely agree, to me scarce ammo does add to the horror value. That is, as long as it's not an overused to the point it becomes frustrating, then I'm right with you. Its a factor that needs to be used sparingly. Maybe having a section where fights against several fast moving and hard to hit enemies is followed by a fight with something scary and big that can soak a lot of damage... followed by finding a nice replenishment of ammo after the sequence is won. Providing tension and concern about resources, but not making it a constant worry and allowing the player progress normally. Its a better horror factor when it "creeps up on you." When you realize your ammo is starting to dwindle... Making you think about it, but never or only rarely making you helpless. It makes those tense moments stand out a little more.

And I think that RE 4 is a good example. In an initial play through I think 4 hits that sweet spot of "barely enough" you mentioned. You have enough ammo to take care of everything, but it always "feels" like you need to make each shot count. And then in further plays you get the catharsis of having enough of whatever you want to mow through areas that troubled you the first time around without having to "save the big guns." That would be perfect for a RE 2 remake, still having tense action and also providing incentive for replayability.
There's a difference between "scarce," as in just have just enough to kill everything, but only just, and "near nonexistent" where there's so little available that you have to conserve what you've got for the moments when using it is completely unavoidable like with the first 3 Resident Evil games. How you described Resident Evil 4 is exactly what I'm talking about and hoping for.

That reminds me of another gripe, partners. Fear is difficult to give if you're not alone most of the time, which is one of the reasons Ashley's sections in RE4 are so irritating, and if you've got an AI partner they're so stupid they keep getting themselves killed (the OTHER reason Ashley's sections are so irritating.) Just drop it entirely, it's just there to put in co-op to extend the playtime of the game because they couldn't make the singleplayer worth enough on it's own and further contributes to the actionization of the franchise.

Nedoras said:
Umm....what? I'm not sure about the original Resident Evil because I haven't played it in awhile, but every single other Resident Evil game, including 2, gives you more than enough ammo to kill everything. Yes they're light on the ammo early on, but that changes over time. Hell I always chuckled at one friend of mine who always said he had to save his ammo for when he needed it in 2, and always ended up having literally hundreds of bullets/shells/whatever near the end of the game. Or how whenever I go back and play through 3, just before the halfway point I ditch the pistol and start using the shotgun as my primary weapon because of how many shells and how much gunpowder is thrown at you. In fact I think the most ammo tight game in the series may be the Remake, but even then they still give you enough.
Well sorry, but your friend is quite correct, the first 3 Resident Evils games give the player just enough ammo to be able to kill the enemies that are impossible to avoid and the bosses. This is due largely to two issues, inventory space and the horrible camera angles and controls. If you were able to carry around every single bit of ammo, healing items, and weapons you pick up of course you'd have more than enough, but that's not possible, you end up carrying a couple guns, some ammo for them, and the random other crap you can't currently use and have to run around looking for those storage crates to put them or switching out guns constantly so you can use the abundance you happen to have. Then there's the camera angles and controls which meant that you basically ended up pointing your gun in the general direction of your enemies and hoping you actually hit something a lot of the time, which meant you ended up using up more ammo than should have actually been needed.

Anyone who ever ends up with hundreds of bullets/shells/whatever by the end of the game is either insanely good at dodging enemies to avoid spending ammo or are so insanely stingy with ammo they let themselves frequently get hit by unavoidable enemies in order to get past them so they can to avoid using any of it.

Also note that I'm talking first playthrough as well. If you already know what's coming and where precisely to go instead of having to wander around to every room in the game and hoping you've picked up whatever is needed to progress you're going to end up using up a lot more ammo and other supplies than you technically need to.
 

Nedoras

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immortalfrieza said:
Nedoras said:
Umm....what? I'm not sure about the original Resident Evil because I haven't played it in awhile, but every single other Resident Evil game, including 2, gives you more than enough ammo to kill everything. Yes they're light on the ammo early on, but that changes over time. Hell I always chuckled at one friend of mine who always said he had to save his ammo for when he needed it in 2, and always ended up having literally hundreds of bullets/shells/whatever near the end of the game. Or how whenever I go back and play through 3, just before the halfway point I ditch the pistol and start using the shotgun as my primary weapon because of how many shells and how much gunpowder is thrown at you. In fact I think the most ammo tight game in the series may be the Remake, but even then they still give you enough.
Well sorry, but your friend is quite correct, the first 3 Resident Evils games give the player just enough ammo to be able to kill the enemies that are impossible to avoid and the bosses. This is due largely to two issues, inventory space and the horrible camera angles and controls. If you were able to carry around every single bit of ammo, healing items, and weapons you pick up of course you'd have more than enough, but that's not possible, you end up carrying a couple guns, some ammo for them, and the random other crap you can't currently use and have to run around looking for those storage crates to put them or switching out guns constantly so you can use the abundance you happen to have. Then there's the camera angles and controls which meant that you basically ended up pointing your gun in the general direction of your enemies and hoping you actually hit something a lot of the time, which meant you ended up using up more ammo than should have actually been needed.

Anyone who ever ends up with hundreds of bullets/shells/whatever by the end of the game is either insanely good at dodging enemies to avoid spending ammo or are so insanely stingy with ammo they let themselves frequently get hit by unavoidable enemies in order to get past them so they can to avoid using any of it.

Also note that I'm talking first playthrough as well. If you already know what's coming and where precisely to go instead of having to wander around to every room in the game and hoping you've picked up whatever is needed to progress you're going to end up using up a lot more ammo and other supplies than you technically need to.
Ya know, I had a longer post in mind, but I feel like our experiences with the series are far too different. I've never really had ammo problems with any of the Resident Evil games, even on a first play through. Hell, I'm also one of those wacky individuals who don't understand when people say the games control badly. But they do give you enough ammo in the first two games, and in the third they give you a damn silly amount. You mentioned wanting the ammo balance to be more like the fourth and that's what made me realize our experiences with the series are truly too different as that game gave you an ocean of ammo. I ended every single play through of that game, including the first, with a case filled with ammo and supplies. So I suppose we can agree to disagree.
 

dscross

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immortalfrieza said:
Uh, no. Doing what we suggested would not turn the game into an action shooter, unless by action shooter you mean simply having remotely decent controls, camera angles, and giving just enough ammo to actually kill everything as the player should be able to. In fact, the mistake Capcom has made since RE4 was to turn the series into an outright action shooter because they learned the exactly wrong message from Resident Evil 4 and completely ditched all the subtlety and atmosphere that is the core of horror. Easily some of the best horror games I've ever played let you easily have enough ammo to slaughter everything or even give you melee weapons so you can not even need ammo, (the first few Silent Hills and the Fatal Frame series for the curious) because they have the subtlety and atmosphere needed to give the give the game horror value, something that most of the Resident Evils after 4 didn't care to provide.

Saying that making those changes it would just turn the game into an action shooter is just an excuse to go back to the old way RE2 was for sheer nostalgia's sake, not because it would actually be better.
It's nothing to do with nostalgia. It's a fundamentally different type of experience if you make the changes you are suggesting. RE4 WAS a type of action shooter - and it's fine if you like that style, I'm not going to deprive you of that and it's not an insult that you like it - but that's not what RE2 was supposed to be.

The old style had more in common with point and click titles than action shooters, that's why there were what action fans now think are 'flaws' in the game, such as backtracking, scarce ammo (RE2 wasn't even very scarce though tbh) and a limited inventory system. It's fine if you didn't like that style, but to completely change the type of game that a certain shade of gamer loves would be to isolate many many people who still play that type of game - it's meant to be a remake. RE2 obviously wasn't really your type of game in the first place.
 

Zombie Proof

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Nedoras said:
immortalfrieza said:
Nedoras said:
Umm....what? I'm not sure about the original Resident Evil because I haven't played it in awhile, but every single other Resident Evil game, including 2, gives you more than enough ammo to kill everything. Yes they're light on the ammo early on, but that changes over time. Hell I always chuckled at one friend of mine who always said he had to save his ammo for when he needed it in 2, and always ended up having literally hundreds of bullets/shells/whatever near the end of the game. Or how whenever I go back and play through 3, just before the halfway point I ditch the pistol and start using the shotgun as my primary weapon because of how many shells and how much gunpowder is thrown at you. In fact I think the most ammo tight game in the series may be the Remake, but even then they still give you enough.
Well sorry, but your friend is quite correct, the first 3 Resident Evils games give the player just enough ammo to be able to kill the enemies that are impossible to avoid and the bosses. This is due largely to two issues, inventory space and the horrible camera angles and controls. If you were able to carry around every single bit of ammo, healing items, and weapons you pick up of course you'd have more than enough, but that's not possible, you end up carrying a couple guns, some ammo for them, and the random other crap you can't currently use and have to run around looking for those storage crates to put them or switching out guns constantly so you can use the abundance you happen to have. Then there's the camera angles and controls which meant that you basically ended up pointing your gun in the general direction of your enemies and hoping you actually hit something a lot of the time, which meant you ended up using up more ammo than should have actually been needed.

Anyone who ever ends up with hundreds of bullets/shells/whatever by the end of the game is either insanely good at dodging enemies to avoid spending ammo or are so insanely stingy with ammo they let themselves frequently get hit by unavoidable enemies in order to get past them so they can to avoid using any of it.

Also note that I'm talking first playthrough as well. If you already know what's coming and where precisely to go instead of having to wander around to every room in the game and hoping you've picked up whatever is needed to progress you're going to end up using up a lot more ammo and other supplies than you technically need to.
Ya know, I had a longer post in mind, but I feel like our experiences with the series are far too different. I've never really had ammo problems with any of the Resident Evil games, even on a first play through. Hell, I'm also one of those wacky individuals who don't understand when people say the games control badly. But they do give you enough ammo in the first two games, and in the third they give you a damn silly amount. You mentioned wanting the ammo balance to be more like the fourth and that's what made me realize our experiences with the series are truly too different as that game gave you an ocean of ammo. I ended every single play through of that game, including the first, with a case filled with ammo and supplies. So I suppose we can agree to disagree.
My experience mirrors yours as well. I've never had an ammo issue with any of the main resident evil games. This is starting from the first '96 joint-on. I'm as baffled as you are whenever I read of someone having ammo issues in a RE game.
 

immortalfrieza

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dscross said:
It's nothing to do with nostalgia. It's a fundamentally different type of experience if you make the changes you are suggesting. RE4 WAS a type of action shooter - and it's fine if you like that style, I'm not going to deprive you of that and it's not an insult that you like it - but that's not what RE2 was supposed to be.

The old style had more in common with point and click titles than action shooters, that's why there were what action fans now think are 'flaws' in the game, such as backtracking, scarce ammo (RE2 wasn't even very scarce though tbh) and a limited inventory system. It's fine if you didn't like that style, but to completely change the type of game that a certain shade of gamer loves would be to isolate many many people who still play that type of game - it's meant to be a remake. RE2 obviously wasn't really your type of game in the first place.
No, you just have no clue what an action shooter actually is, and you mistake obvious and very glaring flaws like backtracking, horrible camera and controls, and a limited inventory system, all products of the limited technology of the time as actual features rather than the flaws they actually are, the only reason anybody on the planet actually desires those things is nostalgia coloring their memories of just how godawful it was. An action shooter is not simply the ability to have enough ammo to kill everything, an action shooter is where you spend the vast majority of your time shooting things and defeating enemies in absurdly over the top ways, like RE5 and RE6. Anyone who treats RE4 like it's an action shooter quickly runs out of ammo and gets slaughtered.

An Resident Evil 2 Remake is supposed to be an actual remake, something that takes the technological and graphical improvements that came in the series since the original game came out and bring them to this old game while preserving it's original story and atmosphere, not just taking the old game and prettying it up. Anyone who wants the same old RE 1-3 experience can just go back and play those original games again.
 

dscross

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immortalfrieza said:
dscross said:
It's nothing to do with nostalgia. It's a fundamentally different type of experience if you make the changes you are suggesting. RE4 WAS a type of action shooter - and it's fine if you like that style, I'm not going to deprive you of that and it's not an insult that you like it - but that's not what RE2 was supposed to be.

The old style had more in common with point and click titles than action shooters, that's why there were what action fans now think are 'flaws' in the game, such as backtracking, scarce ammo (RE2 wasn't even very scarce though tbh) and a limited inventory system. It's fine if you didn't like that style, but to completely change the type of game that a certain shade of gamer loves would be to isolate many many people who still play that type of game - it's meant to be a remake. RE2 obviously wasn't really your type of game in the first place.
No, you just have no clue what an action shooter actually is, and you mistake obvious and very glaring flaws like backtracking, horrible camera and controls, and a limited inventory system, all products of the limited technology of the time as actual features rather than the flaws they actually are, the only reason anybody on the planet actually desires those things is nostalgia coloring their memories of just how godawful it was. An action shooter is not simply the ability to have enough ammo to kill everything, an action shooter is where you spend the vast majority of your time shooting things and defeating enemies in absurdly over the top ways, like RE5 and RE6. Anyone who treats RE4 like it's an action shooter quickly runs out of ammo and gets slaughtered.

An Resident Evil 2 Remake is supposed to be an actual remake, something that takes the technological and graphical improvements that came in the series since the original game came out and bring them to this old game while preserving it's original story and atmosphere, not just taking the old game and prettying it up. Anyone who wants the same old RE 1-3 experience can just go back and play those original games again.
We can quibble about terminology but far as I'm concerned, there was hell of a lot of shooting and a hell of lot of action in RE4 - that makes it an action shooter to me, just not quite as much as later installments. I never mentioned anything about ammo in RE4. It feels like you took me calling it an action shooter as an insult, which wasn't my intention. Personally, I don't like action focussed games or shooting focussed games particularly.

I could say a lot more on this topic about what RE2 fans like about the original without even bringing up the term 'survival horror', but I think as other posters have said, we had very different experiences of the RE series so it's pointless us discussing this as I can see it devolving from a debate into an argument which I'm not really up for. I think, for example, RE1 remake is how you remake an old-school resident evil. But it suffices to say, I don't feel like you really get what people saw in the older games. I could be wrong, but that's how it comes across.

So I guess we'll agree to disagree.
 

Hawki

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immortalfrieza said:
Having to run from just about every enemy isn't scary, being helpless is NEVER scary, it's just irritating.
Eh, speak for yourself.

Unless you're talking about Gaiden though.

immortalfrieza said:
No, you just have no clue what an action shooter actually is, and you mistake obvious and very glaring flaws like backtracking, horrible camera and controls, and a limited inventory system, all products of the limited technology of the time as actual features rather than the flaws they actually are,
Disagree about them being flaws. The camera and controls, maybe, but the limited inventory system is key to the tension of the games. If you could carry every item with you, the difficulty would plummet.
 

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Hawki said:
Disagree about them being flaws. The camera and controls, maybe, but the limited inventory system is key to the tension of the games. If you could carry every item with you, the difficulty would plummet.
This. I've had this argument so many times with certain die hard RE4 fans but they don't seem to want to accept that the older games (and RE7 as well to a point) were just completely different types of games that didn't happen to be to their taste. They seem to have this weird notion that they've 'aged badly' because there were certain elements that didn't match with the type of games they enjoy. It's usually the type of people who aren't really fans of slow methodical games.
 

Johnny Novgorod

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Ideally something like the RE1 Remake.
Realistically they'd probably make something closer to RE Revelations.