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  • #46
    Alexia and Alfred must have spent a lot of time there if they had the lobby of the mansion replicated in antarctica

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    • #47
      I didn't think they were there cause Birkin hated Alexia and Wesker never mentioned it in his report. I think it was Alexander who created the facility in the Artic so he probably was there or saw pictures of the Manison.

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      • #48
        ah yeah, that would make more sense, sorry

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        • #49
          No worries, my last partner, I mean glad I could help.

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          • #50
            Originally posted by TheOrganization View Post
            ah yeah, that would make more sense, sorry
            Yeah Alexander loved the spencer estate's main hall so he had it replicated when the arctic facility was constructed.


            A question I have is...
            In RE:veronica you see the area outside of the entrance hall replica. Do you think that at some point in time the area outside the mansion looked similar to that?

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            • #51
              its possible but my thought is that this area was just created for alfred and alexia, with the same carousel being in the attics of their bedrooms, i think this was just theirs

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              • #52
                My perfect game would be a third person-esque type shooter in which you can sneak around )like in MGS4) and evade enemies by using action commands like in RE4. When you meat up with other players, you can bad together to create barricades, lock/jam doors, and also use team members as bait to draw enemies away from you.. Of course it will be online with 16 players that spawn in random spots in the city along with random weaponry and items. There would many enemies and few places to go, sometimes you are forced to fight, while in others you could evade enemies.

                The main premise of the game would be 16 people trying to survive an outbreak in Raccoon City. You would be able to visit mostly any part of the city. Though there will be some exploration needed like finding keys.
                • Now for hiding and evading enemies: Lets say a zombie is by the window and is about to break in. You could easily slide under the bed and hide, or crouch and stay out of the zombies sight, or even hid in a closet. Evading will have action commands. You should be able to use 4 different ones per enemy. 1) Push away, 2) melee with weapons, 3) attack with weapon, 4) use defense item (like in remake).
                • The sneaking part: You could look around corners in an over-the-shoulder-view to lightly look around the corner. If there are enemies, you could use stored item such as rocks/bottles and throw them in a opposite direction than the enemy is facing. So now you've drawn their attention to that spot. Then you could crouch and slowly or quickly run past them.
                • For using people as bait: You could damage a player in anyway so they start to bleed. When they bleed, the enemies will be drawn to the blood and you would be able to escape more easily. You could even walk up behind them and us the pop-up action command to push them into on coming enemies.
                • Other abilities would be used such as strength an resilience to damage. These traits would be fully customizable for each character.
                • You could also "hug walls" and slowly move along a wall to get through tight spaces.
                Another aspect is a viral infection. Once you are bitten by a monster, you only have 5 minutes until you die and turn into a zombie. Once turned, you can move around freely and attack the living. If a human downs you, but you aren't decapitated, you can come back as a crimson head. When you die in that form, it's over for you.

                Controls would be like GOW/RE4 mixed up and has real time weapon pickup and switching. Item will be handled by a drop down menu like what is found in the metal gear games. But unlike those games, the game wont pause when the menu is up, so choose quickly. aiming would be over-the-shoulder and you would be able to move and shoot at the same time as well as use the sights on your gun.

                Health would be displayed only by the color of the screen. When you are fine, the screen is normal. When you are on caution, the screen will lightly fade in and out of orange on the edges of the screen. Danger would be intense/bright and rapid red flashing around the perimeter f the screen as well as a past paced heart beat sound.
                Last edited by FeurMensch; 06-24-2008, 01:05 AM.

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                • #53
                  Originally posted by FeurMensch View Post
                  My perfect game would be a third person-esque type shooter in which you can sneak around )like in MGS4) and evade enemies by using action commands like in RE4. When you meat up with other players, you can bad together to create barricades, lock/jam doors, and also use team members as bait to draw enemies away from you.. Of course it will be online with 16 players that spawn in random spots in the city along with random weaponry and items. There would many enemies and few places to go, sometimes you are forced to fight, while in others you could evade enemies.

                  The main premise of the game would be 16 people trying to survive an outbreak in Raccoon City. You would be able to visit mostly any part of the city. Though there will be some exploration needed like finding keys.
                  • Now for hiding and evading enemies: Lets say a zombie is by the window and is about to break in. You could easily slide under the bed and hide, or crouch and stay out of the zombies sight, or even hid in a closet. Evading will have action commands. You should be able to use 4 different ones per enemy. 1) Push away, 2) melee with weapons, 3) attack with weapon, 4) use defense item (like in remake).
                  • The sneaking part: You could look around corners in an over-the-shoulder-view to lightly look around the corner. If there are enemies, you could use stored item such as rocks/bottles and throw them in a opposite direction than the enemy is facing. So now you've drawn their attention to that spot. Then you could crouch and slowly or quickly run past them.
                  • For using people as bait: You could damage a player in anyway so they start to bleed. When they bleed, the enemies will be drawn to the blood and you would be able to escape more easily. You could even walk up behind them and us the pop-up action command to push them into on coming enemies.
                  • Other abilities would be used such as strength an resilience to damage. These traits would be fully customizable for each character.
                  • You could also "hug walls" and slowly move along a wall to get through tight spaces.
                  Another aspect is a viral infection. Once you are bitten by a monster, you only have 5 minutes until you die and turn into a zombie. Once turned, you can move around freely and attack the living. If a human downs you, but you aren't decapitated, you can come back as a crimson head. When you die in that form, it's over for you.

                  Controls would be like GOW/RE4 mixed up and has real time weapon pickup and switching. Item will be handled by a drop down menu like what is found in the metal gear games. But unlike those games, the game wont pause when the menu is up, so choose quickly. aiming would be over-the-shoulder and you would be able to move and shoot at the same time as well as use the sights on your gun.

                  Health would be displayed only by the color of the screen. When you are fine, the screen is normal. When you are on caution, the screen will lightly fade in and out of orange on the edges of the screen. Danger would be intense/bright and rapid red flashing around the perimeter f the screen as well as a past paced heart beat sound.
                  the problem with that is that zombies go after life not noises and distractions, not trying to critique you but i seen a few verses from the unholy undead bible, i still gota find that thing btw i wanna read the whole thing


                  and its also a different version of outbreak cept with more players and a look around the corner capability
                  Last edited by Itashious_boy; 06-24-2008, 11:34 AM.
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                  • #54
                    Originally posted by Itashious_boy View Post
                    the problem with that is that zombies go after life not noises and distractions

                    Yes but in some RE games you are able to stand behind the zombie and not be noticed until you move to loudly or get too close. RE zombies probably hunt by sight, smell, and sound unless the required sensory organs are deteriorated.

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                    • #55
                      and i read that lickers are blind and only go on sound so in resident evil survivor if you dont run, you can simply walk past a licker without being detected.
                      I tried this method in resi 2 but it didnt work

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                      • #56
                        It worked for me, you just need to know how to do it. They have a pretty straight forward attack pattern.

                        Normally, they roam about searching for food. In this phase they breathe heavily. This of course can be heard from quite a long distance away from the licker. When they think they hear a sound, it will pause what it's doing and listen for any additional sounds. If you stop dead in your tracks after they stop making breathing sound, you should be fine. Once they start breathing heavily again, you can resume walking around. As long as you hear them breathing heavily, they aren't alerted to a possible presence, and thus won't attack unless you either make loud noises or touch it :-P

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                        • #57
                          If they do hear you, they get up on their haunches, that's when they are 'listening'. Any noise here alerts them to your position.

                          You can see it here, and how to abuse this pattern to kill them with a knife (he stuffs it at one point but)

                          Last edited by TheSelfishGene; 06-25-2008, 04:14 AM.
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                          • #58
                            oh wow thats pretty cool.

                            I shall be putting this theory to the test next time i play resi 2, thanks

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                            • #59
                              I had no idea you could do that, pretty interesting. I might have to try some of those tactics ;)

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                              • #60
                                well i knew the lickers where blind but then i read somewhere, cant remember where now maybe it was a file in survivor, that you could move undetected by a licker as long as you didnt run

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