I kind of would like to see Ganados again, except you're an unskilled everyman and not a badass like in the games you fought themThe zombies in RE2make are their best iteration so far, but honestly the real star of the show for me has always been the body horror in humans and other animals being twisted into monstrosities. As much flak as RE4 gets for its over-the-top cheese factor, they nailed this with the Ganados - that "The Thing" vibe of something recognizable transforming into something horrific as Las Plagas explode out in a mass of writhing flesh is the main thing I think the games need to keep consistent.
I think they tried to do this somewhat with the Molded (the guy's half-transformed head in the freezer is pretty creepy) but for the most part they went way too far in the other direction and just made them into unrecognizable grey blobs with teeth. You need that uncanny element to it or else they just become another monster to shoot.
You'd literally have a harder time trying to kill every enemy. They even brought in a competely new mechanic in the form of barricades to emphasize that you should survive instead of kill everything like it's re6. Frankly, the next step is adding proper crimson heads.It wouldn't really matter if they just gave you less ammo but made Zombies less resilient. They load you up with enough ammo on normal difficulties to take all enemies and bosses out with a comfortable margin of error, so it's an academic distinction.
You'd literally have a harder time trying to kill every enemy. They even brought in a competely new mechanic in the form of barricades to emphasize that you should survive instead of kill everything like it's re6
So, ever since Resident Evil 3, each numbered entry in the Resident Evil Games took out their iconic villains. Zombies. And ever since then, we have really just had Not-Zombies that acted sort of like zombies..... but not really. Veronica and Zero had Zombies, however they are mostly prequels.
It's set in a time period before Resident Evil games were good.
It's set in a time period before Resident Evil games were good.
Oh whuuutZombies are overdone in videogames, but they did such a good job in RE2.
The molded scared me more, but I prefer classic zombies.
I despise those where tentacles grow out of peoples heads. So fucking stupid.
Oh whuuut
When I played RE4 and had no idea what was gonna happen, I was legit shook
Straight out of The Thing
Of course ya get pretty desensitized to it
It's a prequel to 3. Whereas 2 is the predecessor to 3.
I kind of would like to see Ganados again, except you're an unskilled everyman and not a badass like in the games you fought them
That could really change the dynamic with them
Make them less spongey than RE2 zombies, but yeah. Or if they have to concede to story progression, a different kind of virus that makes them zombies of a kind of type. Like the molded or whatever they were in Revelations, but more human.
It's a prequel to 3. Whereas 2 is the predecessor to 3.
It was also created after 3 as well. Hence, prequel.
Three months after escaping from Raccoon City, prior to its eventual destruction,[7] Claire Redfield raids an Umbrella Corporation facility in Paris in search of her brother Chris. Discovered by Umbrella's security forces and eventually captured, Claire is imprisoned on Rockfort Island – a prison complex owned by the corporation, situated in the Southern Ocean. Sometime after her imprisonment, Claire finds herself released by one of the prison staff and discovers that an outbreak of the T-Virus has occurred. In the resulting chaos, she finds herself teaming up with Steve Burnside, another inmate seeking to escape.
In their efforts to explore the island and find the means to leave, the pair finds themselves confronting the island's commander, Alfred Ashford. Both Claire and Steve find him to be mentally unstable as a result of him switching between two personalities - that of himself, and of his twin sister Alexia. Eventually, the pair manages to find a seaplane and use it to escape, only for Alfred to pursue them and switch their plane to autopilot, directing it towards another Umbrella facility in Antarctica. Upon their arrival, the pair finds the facility had suffered an outbreak, and fight their way through the zombies and monsters within to seek a means of escape, battling with Alfred and fatally wounding him. Before he dies, Alfred frees his sister Alexia, who had been in cryogenic sleep within the facility after injecting herself with the T-Veronica virus - an experimental virus the Ashford family had developed 15 years ago. Awakened, Alexia manages to recapture Claire and Steve as they attempt to escape.
Meanwhile, Chris Redfield arrives on Rockfort Island in search of Claire, after receiving a message from her via Leon S. Kennedy. Upon learning she had left, Chris focuses on determining where and begins searching the island. In the process of doing so, he comes across Albert Wesker, an independent agent since the Spencer mansion incident, who is seeking to retrieve a sample of the T-Veronica virus. After Chris learns of his sister's whereabouts, and Wesker discovers that Alexia is alive and carries what he needs, the two separately find their way to Antarctica. Once there, Chris frees his sister and helps her to search for Steve, only for them to find that he had been experimented with and injected with the T-Veronica virus. After mutating, Steve attempts to kill Claire but fails, regaining control of himself to turn on Alexia, who then inflicts a mortal wound on him. Before Steve dies, he confesses his love for Claire. Meanwhile, Chris and Wesker confront Alexia. In the resulting conflict, Wesker escapes and manages to retrieve Steve's corpse for further experimentation, while Chris manages to defeat Alexia and escape with his sister before the Arctic facility self-destructs.
The point isn't to kill but to stun. You need ammo for the boss fights and stronger enemies. It's a genius design decision as it directly translates the zombies from the older titles, which were essentially mini puzzles where you had to pick and choose when to engage. Same logic applies here but it means picking and choosing where to shoot. Nearly two decades of video games with zombies have conditioned us to expect headshots to be the end all solution.
I apologize my dude.Someone doesn't know what prequel means.
And Code: Veronica clearly takes place AFTER Resident Evil 3- did you even play that game?
RE2 and RE3 happen at the same time. Re: Code Veronica picks up AFTER the destruction of Raccoon City. It's not a prequel, doofus.
I need at least one more round of the scariest zombies in videogame history.
There's nothing controversial about saying Code Veronica was shit. It was shit. It's far and away the worst classic style RE.
There's nothing controversial about saying Code Veronica was shit. It was shit. It's far and away the worst classic style RE.
Yeah that's not what I meant. RE1-3 are goddamn amazing."Set in a time period before Resident Evil games were good" implies the only good RE games were made AFTER it which is a weird ass opinion, Guy
Your issue is that you're only aiming for the head. Like it's supposed to feel awful to fight. Because survival is the goal. It's like trying to play MGSV like a traditional cover shooter. You can make the zombies less of a threat by aiming elsewhere.Im not following you. I understand it's optimal to avoid fights where possible and prevent rather than kill zombies getting inside. 6-headshot zombies feel awful to fight though, and I'm saying you can make them less spongey and compensate by giving out less ammo in order to preserve the balance. Barricades can also become a bigger part of gameplay if you want, I'm happy with the idea of a game about clearing spaces and managing threats with limited resources.