Originally posted by Alfred
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Some cool 1.5 exclusive screenshots (**As seen on TV!**)
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Chris' Advanced mode is hard, sometimes I use the double ammo cheat (hold right on Advanced until it turns green).
I thoughts Bio2's nightmare mode was hard as hell. Wasn't it like 10 shotgun shells for a zombie? like 20 handgun rounds for a zombie as well? Hello infinite ammo cheat!
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Hunter decaps on sub fine in advance is true. Especially in Jill's game where she has less overall health than Chris. If you've been attacked a couple of times and are just above caution in fine still you can still be rendered headless.
The three hunter basement switcharoo is horrible and then there is two more put in one of the hallways. I think one leaps out of the mini hall by the tiger statue but that might be original. It's been a while. I also hate the zombie ambush by the attic entry. There is one at the t junction corner than can grab you before you can get the angle on it.
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Originally posted by Rombie View PostHunter decaps on sub fine in advance is true. Especially in Jill's game where she has less overall health than Chris. If you've been attacked a couple of times and are just above caution in fine still you can still be rendered headless.
The three hunter basement switcharoo is horrible and then there is two more put in one of the hallways. I think one leaps out of the mini hall by the tiger statue but that might be original. It's been a while. I also hate the zombie ambush by the attic entry. There is one at the t junction corner than can grab you before you can get the angle on it.
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Do you guys want the Team to add a much harder difficulty at all? I think it's be nice to have EASY/NORMAL/HARD modes by default. They could do a lot of cool things.
Is till think it'd be rad if they added in enemy randomization somehow, like they enemies spawn differently each time you enter a room. Maybe not for the main game but perhaps within other modes that they might possibly add.
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A hard mode would be easy anyway since you have a fully operational debug menu and an easy and quick inventory item creation system at any time, so I don´t think we could expect much of a challenge from 1.5.
The default difficulty is ok, at the end what matters is the experience, but if IGAS want to add a hard or nightmare mode with debug menu and item creation disabled it would be an interesting challenge, of course it´d only work if the game is playable from start to end without needing debug menu.
I wonder if all weapons and ammo would be obtainable trough game progression or we´ll need to create some of them.
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Originally posted by Lanzagranadas View PostA hard mode would be easy anyway since you have a fully operational debug menu and an easy and quick inventory item creation system at any time, so I don´t think we could expect much of a challenge from 1.5.
The default difficulty is ok, at the end what matters is the experience, but if IGAS want to add a hard or nightmare mode with debug menu and item creation disabled it would be an interesting challenge, of course it´d only work if the game is playable from start to end without needing debug menu.
I wonder if all weapons and ammo would be obtainable trough game progression or we´ll need to create some of them.Seibu teh geimu?
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Retail doesn't have a debug menu anywhere and even taking that out of the picture in BETA 2 is just a matter of nulling 4 bytes. If they're aiming for a retail experience like it's been stated countless times, you can already forget about debugger menus and consider playing the game in the way it's meant to be.Last edited by Gemini; 07-21-2013, 11:33 AM.
Resident Evil: Behind the Mask twitter, also in Facebookian flavor for great justice.
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Originally posted by Lanzagranadas View PostA hard mode would be easy anyway since you have a fully operational debug menu and an easy and quick inventory item creation system at any time, so I don´t think we could expect much of a challenge from 1.5.
The default difficulty is ok, at the end what matters is the experience, but if IGAS want to add a hard or nightmare mode with debug menu and item creation disabled it would be an interesting challenge, of course it´d only work if the game is playable from start to end without needing debug menu.
I wonder if all weapons and ammo would be obtainable trough game progression or we´ll need to create some of them.
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Retail release doesn´t mean you can get all the weapons and their ammo through normal game progression. In RE2 some weapons can be only obtainable with Leon and some others are exclusive for Claire. 1.5 has two shotguns, two magnums and various handguns, so we don´t know if all weapons will be available for both Leon and Elza. If IGAS put the M37 for Leon and the SPAS-12 for Elza and you want to have the M37 with Elza you would need to create it via inventory, that´s what I meant.
Debug menu doesn´t need to be locked, so people who want to mess around with it and test things or have extra fun could be able to do it, no need to be so closed-mind, debug menu availability wont deprive anyone from having his/her true purist RE experience.
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Only the grenade launcher and hand grenades are character specific. The four handguns are also character specific, but they're pretty much identical function-wise. As seen in the leaked build, all the other weapons can be used by both characters. There are multiples of some weapon types since the other ones are supposed to be stronger replacements you pick up later in the game. The machine guns, for example, do not have a matching ammo clip item to reload them since the other gun (MC51) is probably supposed to function as both the upgrade and "refill" once you empty the weaker one (M10) you pick up earlier in the game.Seibu teh geimu?
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They also did state there would be ways to explore with the debug feature. The only thing I can think of is some sort of unlockable code you have to enter, or loading up a save file with "Debug Mode" unlocked. Who knows though. But right now I have clammy hands and am sweating bullets thinking of 1.5.
So how are you guys going to play 1.5? Let me show you my gaming set-up I will be using:
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