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  • #61
    When i said "realistically a lot of brown", i meant that's probably what it'll be. Brown as in every realistic game lately is just covered in shades of brown (that passes as realistic it seems), and also the other shitty kind of brown.

    What i would LIKE to see is some sense returning to the idiots at Capcom and them going back to what RE actually is, a survival HORROR game, not a survival ACTION game! No more over the shoulder hordes of enemies crap, go back to the formula that worked so well for over a decade and continue from there.

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    • #62
      I envision a definite reboot for the series, in fact based on alot of people's opinions, i think its needed.

      Start over, the big plot points in Resident Evil are done, they died with Wesker unfortunately on a sour note. The only remaining big tie in could be with the Organization and Ada, but we need not delve into the past characters for that. A new character who has never encountered this type of threat could add new layers and fear to the experience, no longer muscle monkeys nor super agents, but a scared but keen hero to get through this mess.

      Game play wise, many many changes. First off, the tank controls have to go. I hate to harp, but games like Dead space are providing superior gameplay as well as survival horror experiences than that of games like Re5. Tank controls do work, but if Resident Evil is and wants to expand beyond only linear walkways, progressive controls are needed, and need not take away from anything thus. As well, these new controls would also usher in much better AI. We need to evolve hugely from the attack methods and patterns of the majini, the lickers, the enemies of Re4 and 5. Run, shuffle, step, yell and attack must be replaced by charging, insane, intelligent enemies. Lickers that do not crawl slowly at you and pile up, but which sprint and gnash at you.

      The environments, well this:http://www.critical-hits.com/wp-cont...identEvil5.jpg

      Open ended non linear areas, this is the way we need to go i believe. Instead of small mini sandbox like areas (assembly place etc.) as well as beyond just short hallways in Police HQ. Imagine having a world open to you, choose whether to follow that road down into a city, or perhaps explore indoors away from creeping eyes. the idea of grandness emanates from this image, instead of being forced along straight and narrow, let the player experience fear from his unknown surroundings, let us explore once again in our own fashion. Do I want Assassins creed 2 size areas? No, but there can be a happy medium which can be met, and this picture to me can say it all.

      As well, the fear, the survival must make a return. That doesn't mean we still cant have intense action and adrenaline, but just a much more powerful and scary type then Re 5 provided, of which i failed to experience in that game. Less ammo, no ammo drops, less emphasis on weapons and blasting. Instead, a focus on weapons as a means to escape, escaping from a predicament. Using your scarce ammo to thin a crowd of zombies, not too blast them all away, rather to escape to see another day. The atmosphere can be a mix i believe, the bright rays of the sun can still instill fear and loathing, but gameplay necessities, and good old classic pop out scares and fear inducing enemies are need to make the sun scary.

      Of course, much more emphasis on puzzles, exploring, dark silent corridors and areas must also return, of which were sadly missed in Re5. Zombies i believe, as well as grotesque humanoid like enemies are due to come back, majini and Ganado are not a replacement for fear factor in this sense. They need not be all shambling slow, but movies like 28 days later have shown a new zombie we could fear in this non linear world.

      Stealth would be a new factor i would put into the game. Think..Re 2 walking around the lickers, but now in a Re 4 third person perspective, and using the silence and shadows to escape the claws of them in tight corners. And counter to Re5, you don't have the means to take them all out, nor can you outrun them with their new AI. The stress and fear in these levels could be amazing, add in physics to bumping into tables, chairs etc while doing this, and one false move can mean terror in the dark.

      As well as innovative mechanics such as sun/dark blindness, perhaps heat/cold exhaustion, to shake up the experience and add survival ideals, I have for a long time envisioned this as what Re 6 could be.

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      • #63
        I still think daylight and horror can be done - but RE5 was a horrible attempt at it. RE5 was a horrible attempt at everything, but I'll leave that discussion for another time.

        I think that a few things about the original games are much better done than RE4 and 5. First, zombies were formidible. Partly because ammo could be scarce (unless you searched out and collected it all), and each enemy could take some punishment. Furthermore, each zombie could dispense some damage. With the leagues of enemies in 4 and 5, each invidual isn't all that dangerous. This really adds the tension, much more than the lighting and shade in my opinion.

        I think that the enemies in RE4 and 5 are way out in design. A giant snake is scary, because snakes are scary. A giant shark is scary because sharks are scary. A giant aligator because aligators are scary. etc. Playing to these carnal fears made the early games work, whereas the bosses in RE4 and RE5 are abstractions. Darkside chronicles looks to be the worst offender. Back to RE5, just what the fuck is that flying bat grub thing? The danger is presents isn't immediate, but it's just simply grotesque. More shocking then actually scary. It doesn't make me feel frightened for my life, because I have no context to compare it to. Uroboros is like this too.

        I actually think that upscaling the games to a massive city size wouldn't be that great. If the idea is merely survival, then exploring something as large as a city would be against the survival goal. I'm sure there would be fetch quests and things to take you to parts of the city, but I can't imagine all that much free will. I actually think that RE3 is a good compromise. With more dilly dallying and exploring the narrative would be diluted.

        As for camera angles: Dead Space shows that OTS camera can be used to build tension very well, and can be very scary (DISCLAIMER: I know this is subjective - Don't flame). I can't really see a reason to have fixed camera angles over OTS. They are antiquated. And while I'm very fond of them, they won't stand to scrutiny in todays market. I think that the idea that fixed camera angles is what gives the games horror is blatantly incorrect (it's only a part of it) - and I think that the simplistic argument that RE4/5 =/= fixed camera and therefore are not scary is idiotic. For me RE4 had the scariest part in THE SERIES, when you had just seen the first las plagas emerge, and you have to escort Ashley through the village and farm at night.
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        • #64
          I actually think that upscaling the games to a massive city size wouldn't be that great. If the idea is merely survival, then exploring something as large as a city would be against the survival goal. I'm sure there would be fetch quests and things to take you to parts of the city, but I can't imagine all that much free will. I actually think that RE3 is a good compromise. With more dilly dallying and exploring the narrative would be diluted.
          I can understand the implications you are making and they could be true if handled improperly, but such games like assassins creed, still manage to hold onto a narrative and story ( even more complex then Re5) and are as open ended as possible.

          When i said the idea is merely survival, that was likely worded wrong. What I meant was, you will not be kitted out to take on horde after horde, the game will not leave limitless supplies for you, no more ammo drops from enemies. If you need them, they are out there, but need to be found not given. And you will need them eventually, so survival in this sense is a method of finding, collecting, and acting according to what you have, and the horror stemming from the various monsters, zombies, or as you say animals which inhabit were we are.

          the entire idea is free will, that is, free will within the context of the situation. In fact, there would be much more then previous games, the classics included.

          In essence, think, Resident Evil 3..you have the ability to go anywhere aside from locked or blocked areas correct? You can choose much more freedom in the manner and method you progress , at least in comparison to 4 and 5. Now, increase the number of paths, keep locked doors and such, but make numerous paths or choices to get to that door, as well as past it. . And then, take that same concept of many paths, and apply it vertically, rooftops, ladders, apartments. Now, you have numerous streets to go down, or rooftops to clamber onto, or apartments to stumble through.

          Thus, it is really just taking the earliest concepts of the classic games, and just adding to it in depth and width. The narrative would not suffer in the least, just as it didn't in the classics. Of course, there is a discernible goal, im not implying just surviving an area for no reason. Just for an example, gain access to the school could be something you need to do. Now, how you do it is increased in variety though. Perhaps you're giving options, find a key by solving a puzzle back where you started, gain access to the roof which is infested with enemies, if you have a grenade you can blow a hole through the wall, but risk attracting attention, and how you get there, streets, buildings, rooftops, sewers, its up to you. Then, when you do gain access, your narrative takes over as it always has. Perhaps even, the manner in which you solved your goal ( key, grenade, puzzle etc.) would lead to different progression..ending up in different parts of the school, an thus the cut scene might come at a later time, or weapons being different in certain areas.

          As well, it gives that ultimate goal to survive, yet also explore, perfect for replay. Like the school scenario, you might have the option to explore around, search for survival supplies, but risk running into an enemy and having to fight or run away. Or, you could head to where you believe the goal is, and altogether avoid things, just as in the classics.

          To sum up, you have a goal, you know you have something to do that is important to progressing (IE. the school) but you have much more options then just walk a straight and narrow and fight enemies. You have the rooftops, the alleys, numerous streets and shops, buildings, and then many ways to solve your dilemma, be it with weaponry, running away, a key, a puzzle etc.

          Games such as the classics did this exact same thing, but often without us knowing. In Re2, you could simply avoid drowning the flames on the chopper, but survival lead us to believe it had something worthwhile, so we chose our method to get the wheel, and it led us to be better prepared for the survival to come. Even games like Zelda can keep a great narrative, but also place incentive on exploration as opposed to rushing through, based on environmental design and gameplay. The newer titles, were rid of this, and it creates a linear experience which can only therefore focus on the combat and the narrow progression.

          Sorry, I tend to ramble, I do..planning on things like this, maybe an interest you might say. It certainly might not be for everyone my ideas, but Re 6 definitely needs to try something new, or perhaps old in fact, so i think it will need to take from the old, but also put that in a new context and pattern to innovative as opposed to simply emulate, which is never as charming the second time around in many cases.

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          • #65
            Put into tags, long post.
            Spoiler:


            (Probably makes absolutely no sense at 3 a.m. Sorry for the wall o' text by the way).
            Last edited by Enetirnel; 12-17-2009, 10:53 AM.
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            • #66
              I'm kinda angry at the direction Capcom took with the series after 4. I mean, yeah. Kudos for improving the gameplay. But did ya really have to take out most of the horrorness while you were at it? For shame. ;)

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              • #67
                Is this like the 493rd topic about this since RE5 has passed?

                Resident Evil does not need the following to be successful: Zombies, Wesker, Jill Valentine, Leon S Kennedy nor does it need to be scary. These things are what old school fans want, however there are enough people who are not hung up on the old ways that will buy the game regardless of whats in it.

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                • #68
                  Originally posted by Darinl1979 View Post
                  Is this like the 493rd topic about this since RE5 has passed?

                  Resident Evil does not need the following to be successful: Zombies, Wesker, Jill Valentine, Leon S Kennedy nor does it need to be scary. These things are what old school fans want, however there are enough people who are not hung up on the old ways that will buy the game regardless of whats in it.
                  Regarding being scary, why not?
                  Re 5 was unanimously vreview less favoruably then Re 4 was, that is a fact. Its not uncommon, a game that follows the same standard often cant turn the trick quite as nice as the first, usually, and Re 5 doesnt break that mold.

                  Its not being hung up on the old ways, even as i detailed there should be a huge number of changes to make it a much greater experience then ever before, at the very least a leap into a new direction, rather then to continue on a road that will undoubtedly become stale even sooner then the classics did.

                  There is only three overall aspects to follow now. Further into the action realm that Re 5 went onto, delve back into a survival horror experience smiliar to dead space or the classics, or grow stale with the exact same concept they have now.

                  So ya, not being hung up, just saying peopel very much aiming for a more survival horror centered experience then the last two games, which is a fair argument given the hostories past as well as the odd limbo Re 5 was in in terms of action realm.

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                  • #69
                    Originally posted by Darinl1979 View Post
                    Is this like the 493rd topic about this since RE5 has passed?

                    Resident Evil does not need the following to be successful: Zombies, Wesker, Jill Valentine, Leon S Kennedy nor does it need to be scary. These things are what old school fans want, however there are enough people who are not hung up on the old ways that will buy the game regardless of whats in it.
                    I didn't see any other topics similar to this one, hence why I made it. Speaking on that, haven't the old threads been deleted? This board only has 2 pages of threads now, so I'm thinking it has something to do with the maintenance yesterday.

                    Anyway, what point are you trying to make here? We're well aware that the next RE game will sell regardless of whats in it. But thats not the point of this thread - I'm just interested in what people want for the next installment.

                    Some very good ideas here, too many to mention! I'd like to add a few myself, since I was kind of tired when I started the topic and reading through the posts I realised there was a lot of elements I ignored.

                    Originally posted by TheSelfishGene View Post
                    I still think daylight and horror can be done - but RE5 was a horrible attempt at it.
                    I'm not so sure on that one, I can't really think of an instance where horror has been effective in daylight, the only thing that come to mind is 28 Weeks Later, but thats a film. Myself, I would like to see RE6 set at night from the beginning.

                    I envision a woods setting, littered with zombies and other creatures, pitch black, the only source of light from your torch. A setting reminiscent of the woods outside the mansion at the intro of RE1. I'd like to see something like this since there hasn't been there hasn't been a scenario where your alone in the woods.

                    I think Crimson Heads were a fantastic addition to Remake and I'm sad that they haven't appeared since. Added to the very scarce ammo, they made Remake a game of strategy, giving a realistic view on survival - looking at the map regularly to figure out the best path to take, considering where each enemy is and possible Crimson Heads, as well as how much ammo to use and what weapon to use. So scarce ammo and Crimson Heads!

                    Also, something similar to Lisa Trevor - something very disturbing, like the premise of Lisa wanting to be close to her Mother so peeling off her face. A lot of this was shown in the files.

                    And while on the subject of files... FILES! Decent files, of people suffering because of the virus, slowly descending into zombies or insanity, not the dull stuff given in RE4 and RE5.

                    The main reason I prefer a virus to parasites is because viruses are easily spread. In RE4/RE5 its just a group wanting to become a 'superior' race, whereas T and G affect normal people, which brings sadness and scary realism.

                    EDIT: I just realised I made some references that made it seem as though Remake is far superior to RE4/RE5... Just to clarify I do like RE4 and RE5!
                    Last edited by IllGiveYouStars; 12-20-2009, 02:20 PM.

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                    • #70
                      A good plot. (RE5 really was a huge disappointment)
                      If they plan to use old characters, hope they keep their real personalities.
                      Less action and more horror.


                      Mikami back! (oh but unfortunately that's not possible...)
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                      • #71
                        Originally posted by Red Queen View Post
                        A good plot. (RE5 really was a huge disappointment)
                        If they plan to use old characters, hope they keep their real personalities.
                        Less action and more horror.


                        Mikami back! (oh but unfortunately that's not possible...)
                        Good plot in a Resident Evil game? What is this...I dont even...

                        None of the plots have been good really, mostly they were acceptable at best.

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                        • #72
                          You can't expect a good plot in a RE game. The series started with a cheesy storyline and it will end with a cheesy story, and that's how we like it - at least me.
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                          • #73
                            One of the things that made me get "obsessed" about RE series was the plot. I particularily really like the whole story, everything about Umbrella's past and the S.T.A.R.S. teams... Too bad RE5 destroyed everything. But that's just my opinion. I think the plot from RE1 (RE0's is not so good) to RE4 is very good... Except for a few elements, of course.
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                            • #74
                              On the topic of Daylight Horror...some of the levels in Forbidden Siren are in daylight. Trust me. The added extra light does not do well when hiding from monsters. Knowing that seeing them means they can see you...of course, Siren is just a mind crushingly scary game anyway.

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                              • #75
                                Originally posted by Red Queen View Post
                                One of the things that made me get "obsessed" about RE series was the plot. I particularily really like the whole story, everything about Umbrella's past and the S.T.A.R.S. teams... Too bad RE5 destroyed everything. But that's just my opinion. I think the plot from RE1 (RE0's is not so good) to RE4 is very good... Except for a few elements, of course.
                                I'm not really bashing your opinion, but really? I mean...really? The characters in RE are LIKEABLE. Not compelling or deep, but you know interesting. They have very little backstory and very little character development. So much to the point where you could replace Chris Redfield and Jill Valentine in RE1 with John Brown and Melissa Smith...there wouldn't be much difference. Same applies to pretty much all the games...the plot in the games is cheesy, predictable and laughable. The ingame files are somewhat interesting but still nothin spectacular.

                                As far as RE5 goes, I don't get how its suddenly the series killer. The story and plot were a bit better than previous games and maybe that was a turnoff to people. "Oh shit this game has a good story...fuck man thats nothing like RE...I hate this game". I also am curious how it destroyed everything that you loved. Concluded a long drawn out story isn't a bad thing.

                                This just in, Return of the Jedi is a bad movie. It concluded Star Wars so it ruined it for me. Stupid conclusions!

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