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  • Well, anyhow I found this interview that was pretty good. I don't know if you people can view this without logging in on the site but you probably won't have to:
    We met the top PR guy for Capcom USA, to hear what's going on with the newest addition to the franchise

    Look closely on the screen in the background playing Resident Evil 5 (the camera zooms up later). Does that look bad to you? As far as I could tell it looked great and enemies didn't look particularly stupid or anything. He does jump though a window though... but then again enemies faces split in four, don't they?

    The reason I'm posting this is mainly because of the information though. Don't know quite where to post stuff like this as the news-part of this site seems to be handled by the moderators only. It is somewhat on-topic aswell. That the villagers are forcefully being infected was something I hadn't heard about anywhere else. Good to hear someone say out loud that the BSAA have traced the Resident Evil 1 outbreak to Africa aswell, it does open up for a damn good plot.

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    • The plot does have some potential to be really good. I'll keep my fingers crossed.

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      • Interesting video, but stuff we mostly knew. Obviously, not exactly pleased by the fact it's going even more action...really pretty much the opposite of what I hoped. If they'd talked about upping the horror element to match I'd have been quite pleased, possibly.

        The story stuff sounds good, though, and some of those scenes looked quite decent. My main issue is in the scenes that aren't pre animated. You could hear people yelling in what sounded like Spanish and they still had quite a few of the Ganado glitches. the only one who seemed dangerous was Hammer Man, just like Dr Salvador in the first part of the village. All the stuff we've seen when it hasn't been in Capcom's hands has failed to impress me.
        Last edited by Darkmoon; 07-27-2008, 03:39 AM.

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        • I get the feeling like with the E3 Bionic Commando Demo, alot of the voice files besides the core character and animated cutscene dubs were placeholder with ADR to finish at a later date.

          Capcom always rush to make some kind of playable demo for E3 so I was expecting this RE5 demo considering the way the Japanese bomb through development level by level (instead of building a full alpha build then working over that like western developers) to have its fair share of noticable oddities, and gamebreaking glitches while passing itself off as a complete level.

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          • Oh, yes, they've got to be place holders. Having the same voice files for the enemies (and music, I think) has to be a temporary measure. I mentioned it because it seems there is a vast difference between the scenes Capcom are showing and the scenes people are getting to play.

            It's the AI that's really bugging me, though. It's the one thing that's really gonna break or make the game in my eyes, the AI for Sheva and the regular enemies. If they act like black Ganados then the game is going to be awful. If they act like huge swarms of Ganados it'll be even worse. I don't want to be over run by a vast swarm of pathetic enemies. It's like being beaten by a tribe of four year olds. I want to be out smarted by intelligent enemies capable of setting traps and ambushes.

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            • Forgot to mention, did you notice how the man carefully describes it as an early build every time? It's eight months to release and he doesn't try to make it seem it's "almost finished, we're just polishing now". The game probably havn't been in actual programming, animation and all that for very long as he calls it an early build. But from what I saw in that video it's going quite fast. Doesn't look like there's going to be much Resident Evil 4.5 discussions in the future though, the game havn't changed at all except from the first trailer where the enemies actually were zombies that ran - judning from the outlines of their shadows.

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              • It seems like they came up with a full narrative for RE5 and stuck with it throughout production which should hopefully make for a better story this time round whereas RE4's constant reboots in production and changes in director no doubt hindered the final narrative.

                Japanese game development is usually one big clusterf*ck of production where different departments work on each "level" then eventually clump all the clusters together and boom theres your game whereas western development usually develop the game in chronological order from start to finish in rough, then develop from an alpha build from what i've heard.
                Its suprising the demo wasn't as polished as most Japanese demo's are, but I wasn't expecting the AI to be tweaked untill right at the end of game production, I think Capcom have enough on their plate just finishing the bulk of the game before that.

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                • Sheva Alomar have got grand mastery in Acrobatics now. There's a ladder, broken about 2,5 metres offground, just so they can't reach it. Chris puts his hand under her foot and launches her up FOUR-FIVE metres straight up into the air - past the ladder and up on the roof.
                  http://www.videogamer.com/videos/player.html?vid=2376 Around the middle, three times.
                  Last edited by Cerberus; 07-27-2008, 06:43 AM.

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                  • I think you have to suspend belief a little for this game.

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                    • Originally posted by The Dude View Post
                      I think you have to suspend belief a little for this game.
                      Well, Chris does have large arms though. Should be able to break a brick wall.

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                      • Personally, I think some of you are over-analysing it and perhaps focusing on some of the aspects of RE4 that shouldn't really warrant a totally realistic approach. Sure, the game has become and action fest, but like I said earlier, some concessions have to be made for the sake of playability. Like it or not, the series has moved to more of an action pace.

                        As for enemies slowing down when the come near you, Cerberus is right in saying that this is more of a behavior modification than an AI issue. This is done so that the mainstream players don't get slaughtered in a few seconds of play. If you really had 10 villagers, armed with weapons and the ability to run straight at you, most people would die after the first encounter. What they could do, I suppose, is take off that slowing down behavior on the higher difficulties in the game. I think that it would present an interesting change in the gameplay which would be somewhat easier to defeat for seasoned players.

                        Try not to speak in generalizations though, Cerberus. Not everyone at THIA is represented by a few users. The snarkyness is getting a bit old too, so please tone that down. You've made your point and Jill's Boob has made his. Please let it be.
                        Last edited by Dot50Cal; 07-27-2008, 07:31 AM.

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                        • I always wondered why they went that route. I'd have made the Ganados duck, dodge and weave there way towards you, using cover where available. It would make it more challenging and would have stopped them swarming you. I guess that's pretty difficult to do though.

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                          • Originally posted by Darkmoon View Post
                            I always wondered why they went that route. I'd have made the Ganados duck, dodge and weave there way towards you, using cover where available. It would make it more challenging and would have stopped them swarming you. I guess that's pretty difficult to do though.
                            possibly because when designing re4 they saw that if they took it too far from mobs of zombies it would cause a rift in the playerbase, because they wouldve expected zombies acting like zombies in a zombie game

                            also because it wouldve have made it too close to being a straight up shooter

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                            • I like having the action sequences in RE4, when i played the older series, it made me think why can't I punch or kick the damn zombies, when i played Dino Crisis, you could counter a jump from a dinosaur, or in RE3 you could dodge, but in RE: CV it went back to the old style gameplay with new uodated graphics of course, and Outbreak felt like Silent Hill, Sluggish, Slow, Used Melee weapons way to much...When I played RE4 for the first time (getting to my point here) I was able to actually point out all of the positive attributes of the game which included new story line, environments, enemies, function of gameplay, some yea weird ass stuff with dark cults and such, (giant statue was a bit overkill, could have seen that in Devil May Cry and the background info on some of the monsters would have been really cool) but over all it is one of my Fav RE games, but still not compares to RE2.

                              Incase nobody noticed, Metal Gear Solid 4 is now an action game instead of being stealthy and sneeky like it use to be...the times changes, and though im not big on change you just have to go with it or just quit.
                              Last edited by Stars_g36; 07-28-2008, 02:17 AM.

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                              • Originally posted by Darkmoon View Post
                                I always wondered why they went that route. I'd have made the Ganados duck, dodge and weave there way towards you, using cover where available. It would make it more challenging and would have stopped them swarming you. I guess that's pretty difficult to do though.
                                It would be straying from Resident Evil too much. People are used to lone zombies, stupid zombie hordes. Changing it into completely intelligent enemies that take cover, run around, duck and all that wouldn't be Resident Evil. Resident Evil equals dumb enemies, pretty much.
                                People have been complaining enough about there not being any more zombies.

                                Originally posted by Stars_g36 View Post
                                Incase nobody noticed, Metal Gear Solid 4 is now an action game instead of being stealthy and sneeky like it use to be...the times changes, and though im not big on change you just have to go with it or just quit.
                                Same thing with Splinter Cell. All roads lead to action games nowadays.

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