Late to the party, but finally had some time to play it. since I'm not a stickler for spoilers I already knew the plot, but what I was really looking forward to was playing the game and seeing how they incorporate survival horror again.
So far I'm wondering if the current release of casual titles has soften the gamer in a lot of fans. This game is a breeze, and leaves little difficulty as far as I can tell. Maybe Hell Mode will provide the proper thrills and challenge, but on normal I'm going through the game just fine. The Jill moments are admirable, but the scanner introduces a fare share of health and ammo, and even after running out my sub-weapons handle the job accordingly. I haven't felt the desperation or tension that I was hearing about. It's pretty close to RE4's game play.
This has more restrictions than RE4, but not as many as the earlier games. I've gone over the camera before and how this over-the-shoulder style doesn't install the fear of not seeing what's all in front of you. So I'll spare that.
The way the episode structure (and recaps) are handled reminded me of when I was playing Siren. So it gets a plus there from RE4's "chapter" progression. The earlier games had none of that though. Limited saves were common and each save came at the cost of losing a space on your menu.
Continuing from that, the back tracking was in part due to (knowingly) a majority of simple puzzles, but also handing your items, health and weapons in a single system. Here, there's none of that. You find an important item and it's there for you. Weapons are separate. And instead of managing or combining herbs you'll come to find that a single green herb cures you off the bat. And you store them separately. So the herb management is even more simplistic to RE5. Ammo and health might be in limited supply, but the enemies I've encountered haven't given me much of a problem and I've yet to run out of everything. I was under the impression the only kind of puzzles I'd come across are the door encrypting ones. But I guess you can factor in other occasions of solving a puzzle.
The earlier games also had objectives, but didn't give you a step-by-step list on what to do. In RE2 you were to go to the station and then look for survivors. But going about that had meant you had to memorize locations. My map gives me a nice bright marker on where to head next with an objectives list on what to do each step of the way. I know I'm supposed to find Chris because that's the point of Jill and Parker being there. I don't need to be reminded.
Then you have the action segments with Chris and Parker. Raid Mode was already supposed to cater to the action/RE5 crowd. Guess it seems like we need to keep them interested in the campaign. That also shows because for a single player experience this has all the workings of a game designed for co-op. That notion seemingly creeps into view with the amount of time you spend with a partner character at your side. What I liked about REmake was that the jokes were mild compared to the original. Barry wasn't standing next to Jill throughout most of the game and only showed up as support accordingly. When he did he never beat you over the head with bad humor or terrible dialogue as you were venturing and fighting monsters. Your radio was broken and you spent the game not talking about what should be scary, but exploring and finding out for for yourself. Save the plot and witty dialogue for the cutscenes if you must. A horror environment works best without the laughs. When the game play relies on sound and atmosphere.
That's the thing too. I played Dead aim and Gaiden. Both RE games taking place on a ship. The one in Revelations is so much more eerie. The music, layout and files all give off a real sense of dread. The monsters in this game are even more creepy and disturbing than las plagas. If they cut down on the dreaded dialogue and character interactions and just placed Jill on the ship looking for her friends by herself then this game would be ten times scarier. To some, that just translates to boring because they need an interaction to wake them up from these visuals and music that's taken for granted.
In any case that's just in regards to going back to form. It's still too casual, and that doesn't mean it's bad. If people find this convenient then good for them. I like that restrictions make me plot out my next course of action. And this game certainly doesn't make it one of the scarier titles, but it does get props for trying to differentiate on the action fest of the new games. I did like the instance where Jill and Parker were separated and had to look for their items and regroup. Think the event in Lost in Nightmares only instead of finding a couple flash grenades and luring monsters to traps you just maneuver and dodge your way through it. The game also gets points for bringing back a female lead up and center.
If they do make another Revelations type game it'd be nice to see Claire in the lead or another female character. Chris and Leon are getting all the fun these days.
Anyway I still have to complete the game and try raid mode later. Agree/Disagree with me? I'd like to know.
So far I'm wondering if the current release of casual titles has soften the gamer in a lot of fans. This game is a breeze, and leaves little difficulty as far as I can tell. Maybe Hell Mode will provide the proper thrills and challenge, but on normal I'm going through the game just fine. The Jill moments are admirable, but the scanner introduces a fare share of health and ammo, and even after running out my sub-weapons handle the job accordingly. I haven't felt the desperation or tension that I was hearing about. It's pretty close to RE4's game play.
This has more restrictions than RE4, but not as many as the earlier games. I've gone over the camera before and how this over-the-shoulder style doesn't install the fear of not seeing what's all in front of you. So I'll spare that.
The way the episode structure (and recaps) are handled reminded me of when I was playing Siren. So it gets a plus there from RE4's "chapter" progression. The earlier games had none of that though. Limited saves were common and each save came at the cost of losing a space on your menu.
Continuing from that, the back tracking was in part due to (knowingly) a majority of simple puzzles, but also handing your items, health and weapons in a single system. Here, there's none of that. You find an important item and it's there for you. Weapons are separate. And instead of managing or combining herbs you'll come to find that a single green herb cures you off the bat. And you store them separately. So the herb management is even more simplistic to RE5. Ammo and health might be in limited supply, but the enemies I've encountered haven't given me much of a problem and I've yet to run out of everything. I was under the impression the only kind of puzzles I'd come across are the door encrypting ones. But I guess you can factor in other occasions of solving a puzzle.
The earlier games also had objectives, but didn't give you a step-by-step list on what to do. In RE2 you were to go to the station and then look for survivors. But going about that had meant you had to memorize locations. My map gives me a nice bright marker on where to head next with an objectives list on what to do each step of the way. I know I'm supposed to find Chris because that's the point of Jill and Parker being there. I don't need to be reminded.
Then you have the action segments with Chris and Parker. Raid Mode was already supposed to cater to the action/RE5 crowd. Guess it seems like we need to keep them interested in the campaign. That also shows because for a single player experience this has all the workings of a game designed for co-op. That notion seemingly creeps into view with the amount of time you spend with a partner character at your side. What I liked about REmake was that the jokes were mild compared to the original. Barry wasn't standing next to Jill throughout most of the game and only showed up as support accordingly. When he did he never beat you over the head with bad humor or terrible dialogue as you were venturing and fighting monsters. Your radio was broken and you spent the game not talking about what should be scary, but exploring and finding out for for yourself. Save the plot and witty dialogue for the cutscenes if you must. A horror environment works best without the laughs. When the game play relies on sound and atmosphere.
That's the thing too. I played Dead aim and Gaiden. Both RE games taking place on a ship. The one in Revelations is so much more eerie. The music, layout and files all give off a real sense of dread. The monsters in this game are even more creepy and disturbing than las plagas. If they cut down on the dreaded dialogue and character interactions and just placed Jill on the ship looking for her friends by herself then this game would be ten times scarier. To some, that just translates to boring because they need an interaction to wake them up from these visuals and music that's taken for granted.
In any case that's just in regards to going back to form. It's still too casual, and that doesn't mean it's bad. If people find this convenient then good for them. I like that restrictions make me plot out my next course of action. And this game certainly doesn't make it one of the scarier titles, but it does get props for trying to differentiate on the action fest of the new games. I did like the instance where Jill and Parker were separated and had to look for their items and regroup. Think the event in Lost in Nightmares only instead of finding a couple flash grenades and luring monsters to traps you just maneuver and dodge your way through it. The game also gets points for bringing back a female lead up and center.
If they do make another Revelations type game it'd be nice to see Claire in the lead or another female character. Chris and Leon are getting all the fun these days.
Anyway I still have to complete the game and try raid mode later. Agree/Disagree with me? I'd like to know.
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