Oh god, no......It is confirmed Nemesis is the first monster in Resident Evil history to break the "Safe Room" rule. If he's chasing you, he can break into safe rooms.
Yeah, I don't like it all. It completely defeats the whole point of having... safe rooms.I am not sure I appreciate the saferoom change? It is nice to know that, for a small time and place, I can just chill for a second and catch my breath. This might hurt the pacing of the game a bit.
I actually misread it like 'this is a classic love story of jill vs nemesis'.
Funny enough, I thought of the movie when I said that.I can't really see as mystery tbh. Just some random monster drop onto Jill just like any others. Same logic can be applied into anything.
BTW, As long as they don't make Nemesis Jill ex boyfriend or something like a movie, I'm cool with that.
I'm super curious about how they're expanding Jill's personality and story line here. Time to show everyone why she's the best RE protag Capcom. The time is right
I can easily see this being something that isn't the case on the lower difficulty, especially on assisted.I'm honestly not that great at RE games overall, well pre-RE4 games. Idea that safe rooms aren't safe is kind of a turn off. I can see that making me feel super uneasy enough to stop playing. It's a personal problem I admit.
Welp, guess I'll play this in easy mode or not play at all.thank the people who bullied the devs saying Mr X looked ridiculous waiting outside the safe room door.
-It is confirmed Nemesis is the first monster in Resident Evil history to break the "Safe Room" rule. If he's chasing you, he can break into safe rooms.
-Spiders are confirmed to be in the game! They have a tendency to scuttle all over the place, sometimes towards or away from you, or drop on you from the ceiling. (Also confirm Drain Deimos and Spiders are separate enemies in RE3 and behave differently.)
This just popped in my head, but what if Nemesis turns out to be Richard or another dead S.T.A.R.S.? Might be too soap operaFunny enough, I thought of the movie when I said that.
I am fine with it if it is about how they created him or something. Just as long as they don't give him a name or a tragic backstory to make us sympathetic to the monster. John Nemesis would suck!
Perfect dodging all the whileJill is coming back for her crown and she is coming back with a vengeance.
I don't know how I feel about that haha.This just popped in my head, but what if Nemesis turns out to be Richard or another dead S.T.A.R.S.? Might be too soap opera
-Jill can unlock more pathways in the Subway System to new parts of the city as a form of fast travel. As you get further in the city, the Subway becomes kinda' your hub to connect all the different parts of town.
-It is confirmed Nemesis is the first monster in Resident Evil history to break the "Safe Room" rule. If he's chasing you, he can break into safe rooms.
-Capcom have worked a lot on AI for this title in general, talking about making monsters react more to the environment and situations, and how they can work together, separately, etc. They even talk about how they've made the zombies behave differently whether they're alone or if there's several zombies around and they're in a group.
Funny enough, I thought of the movie when I said that.
I am fine with it if it is about how they created him or something. Just as long as they don't give him a name or a tragic backstory to make us sympathetic to the monster. John Nemesis would suck!
I liked it too! Just spitballingI don't know how I feel about that haha.
I actually liked that Nemesis was a parasite that took over a tyrant body.
Thank fuck.-There are certain areas the game is kinder and will give excuse why Nemmy can't follow and give you a breather, but one of the main goals of the remake was to make him a rather consistent threat. Not always chasing you but the possibility he could chase you there stays true.
-They've designed Nemesis AI with actually not being relentless, if he's always chasing you that'd get tiring fast. His AI works to dynamically sorta' direction his moves, and give the player breathing room as well.
Fuck yes. Love reading that the level design is fairly interconnected, at least via the subway, and that it rewards risky exploration and backtracking. Sounds like REmake2 on an even larger scale (just hope we get another moment or two like when you find the path back to the police station from the sewers).-Say Raccoon City is a LOT bigger than it's been previously. They designed a lot of the city, it's not open world but they designed it so you can explore quite a few streets and even stores and buildings of the town, and have multiple paths through the city to take.
-Jill can unlock more pathways in the Subway System to new parts of the city as a form of fast travel. As you get further in the city, the Subway becomes kinda' your hub to connect all the different parts of town.
-There's a lot more side stuff you can do than RE2 or the original game, often times there's optional back-tracking the game gives you... You have a code to unlock a weapon tack in another part of town now, but do you want to trek through the city and risk facing enemies you left, or worse, Nemesis showing up while you do so? There's a lot of optional distractions, route planning and risk and reward going on here.
Is the breaking the safe room rule true of all difficulties? Also, am I crazy or was this not a thing in RE7's Madhouse mode? For some reason I thought it was.