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TheRedPriest
Matrix Marine
Posts: 3413
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« Reply #3673 on: 12 February 2019, 17:26:09 » |
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Several things that get to the heart of what made RE2 RE2. Mechanics, sure, are part of that. I STILL firmly believe they should have remade it like they did RE1, which IS the gold standard for a remake (I'll add in Punch-Out!! Wii and DuckTales Remastered as well). But ignoring the leaving behind of the fixed cameras and tank controls, there's a lot that was removed or just messed up.
The game has virtually no music by default. It uses some very subdued and minimized remixes of the actual RE2 soundtrack in places like the main hall and save rooms. These are already very quiet and then fade out completely after about 30 seconds. Music is usually used in the RE2make for emphasis. Like a boss or when Mr. X shows up. It, like everything about RE2make is a more "modern" design style choice. This carries into the sound effects, which are pretty much the same as RE7, and generic as can be. This has both an up side and downside though. You can switch to the original RE2 soundtrack and sound effects! This literally changes the entire game on a fundamental level and makes it feel more like a legit RE2 remake than it is by default. The down side? It's not on the disc and is DLC (because of course it is #####ing Capcom).
The notes you find that add lore and plot have been cut back a lot. If you'd never played the original you'd never know the corpse in the orphanage is the mayor's daughter. The original game had several references to the mayor leaving her in Iron's care and it was much more spelled out what he did. This is the case with literally EVERYTHING in RE2make. Details and backstory removed or left out or barely touched on that were in the original game. Remember the scene with the helicopter dropping the tank with MR. X? Yeah, they cut that all together. Same with why the other helicopter crashed. It just randomly crashes into the RPD. Also gone are ALL of the bits of flavor dialog you get when you examine areas. The STARS office gives you no info/details when you examine Chris, Jill, Barry, or Rebecca's desks. Or anything else in the game. These are little details but added a lot of character and flavor to the game.
The zapping system and scenarios are pretty much butchered in the remake. Nothing you do in the "A" game affects the "B" game such as leaving or taking items. Clair and Leon interact all of 3 times in the game in cutscenes and never talk again outside of them. The original game had the "B" scenario play shorter and felt like you were working around what happened in the "A" scenario for the most part. In RE2make, it's just their "A" scenario with some things moved around and some areas cut off and changes who is on what side of the fence/camera in the cutscenes. It really is just the same game with a main character swap and minimal boss changes at the end.
Also, the feel, pace, and atmosphere is COMPLETELY different removing fixed camera, tank controls, and room transitions. The game had to make too much of it so dark you can literally barely see anything to compensate to "scare" you differently. I'm not a fan of that approach. It probably comes down to personal taste, but It's still just not Resident Evil to me as those controls/style define the style of the series.
Lastly, there is far too much RNG in the game. They give you the ability to free aim anywhere yet you can pump a zombie's skull full of a dozen bullets and it still doesn't die. It's been proven that location of shots all do the same "damage" so head shots are virtually pointless, as is the ability to aim. The only thing that does work is shooting kneecaps and elbows to blow off legs or arms to cripple them and just run by, which is pretty much what the designers seem to want you to do evidently. Some zombies take clips to take down, some a few shots. It seems far too random. Also crafting bullets from gunpowder is also random on how many bullets it yields. While I like the game really lets you build your ammo to how you want to play, yield should be consistent, not random. Same goes for normal ammo pick ups. It's not always 12 bullets a box, it can be 6, 10, even 2. Not a fan of that.
I also HATE the ultra realistic photo realism style they're hell bent on using. It just doesn't fit or work well.
As I said, taken on it's own, it's really not a bad game. I wouldn't still be playing it if it was. But as a remake of Resident Evil 2? It's SEVERELY lacking details, content, and touches that absolutely made the original what it was. And that's a major disappointment. Judging it strictly as a remake, it's a solid C- for me. As it's own thing, I give it a B+
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Doctor Mario is not a real doctor. Do NOT let him touch your genitals.
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Teelio
Sniper Joe
Posts: 208
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« Reply #3685 on: 25 February 2019, 21:37:32 » |
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Exactly what I thought of KH3. There was little to no overall story progression in the different worlds. Most of them were just segments straight from their respective movies but with Sora and company shoved in the middle of it.
Hollow Bastion/Radiant Garden was at least a touch-point in the second game to stop at every so often to continue the main arc. All we got in 3 was just cutscenes of that world.
If any DLC is to be released, I'd enjoy revisiting Radiant Garden or even an Olympus Coliseum tourney like what they had in the first title.
I just started playing Metro Exodus and it's quite an overhaul gameplaywise compared to Last Light. I've only managed to reach the halfway point in the "Winter" area (after the train chase) and there's just so much to do. Far more exploration and crafting... But the tension is still the same as it's always been.
As expected from any initial release, it does have its share of bugs. Was trying to do a pacifist route my first time but that failed as one soldier was glitched halfway into the train and left me no other choice but to gun him down. Some of the building graffiti is projected outward, and had one run in with a bandit that was running circles three-stories high above me. Overall, nothing dramatically game-breaking.
There's so much to do, so much to explore. The day/night feature is a good touch. There are pros and cons to each time of day, so certain situations are best tackled during daylight whereas nightfall would be wiser for stealth missions, at the cost of having more packs of mutants running about.
Choices in the game don't seem as black and white as they have been in Last Light. Most of the time it was a kill-or-let-live choice, or a fetch mission that only boosted morality. So far, it seems the choices here could have a more dramatic effect, for better or worse, later on down the road. For me, that has yet to be seen.
If you haven't played any Metro but enjoy spooky #####, it's truly worth checking out.
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