Soystation 5 General

Talk about the life consuming, celibacy inducing hobby that is all the rage these days.
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Re: Soystation 5 General

Post by Guest » Sun May 09, 2021 7:51 am

Guest wrote:
Sat May 08, 2021 10:04 pm
This is what happens when you hire people embarrassed by the IP they're supposed to sell.
Capcom is safe in Marxist hands.
Kugelfisch wrote:
Sat May 08, 2021 10:45 pm
I don't think Troy Baker is in everything because he's cheap. It's more likely some contract shit with studios he works for or nepotism.
He's just a fag who sucks a mean dick.

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Re: Soystation 5 General

Post by Guest » Sun May 09, 2021 7:51 am

Kugelfisch wrote:
Sat May 08, 2021 10:56 pm
Name a multiplayer Resident Evil that wasn't a massive flop.
Operating Coon City is no longer a Residon't Evil game so it dosen't count.

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VoiceOfReasonPast
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Re: Soystation 5 General

Post by VoiceOfReasonPast » Sun May 09, 2021 8:26 am

Good thing they bundled the RE3 Remake with the smash-hit that is Resident Evil: Resistance.
Autism attracts more autism. Sooner or later, an internet nobody will attract the exact kind of fans - and detractors - he deserves.
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Old Black Man
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Re: Soystation 5 General

Post by Old Black Man » Sun May 09, 2021 8:43 am

Guest wrote:
Sat May 08, 2021 10:38 pm
Nobody gives a shit about the box art you fucking autists, the problem is in the game design.

For instance part of the horror element in past games is enemies playing possum. You pump a zombie full of lead until they fall down. Are they dead? Are you sure? Are they in a pool of their own blood? Don't get to close or they might take a chunk out of your femur! Nowadays you know the enemies are dead when they drop fucking loot, because of course all the enemies drop loot, because this is a game for retarded millennials and even more retarded zoomers and looting corpses is part of the game loop on every fucking game these retards are obsessed with that isn't a MOBA or a mobile game money vacuum.

Mind you, shit like this isn't new of course, but it does crystallize everything that's gone wrong with video games these days. Part of that is the homogenization of games. Resident Evil can't just be Resident Evil anymore, it has to also be Call of Duty, Fallout 4 and System Shock. Doom can't be Doom anymore, it also needs to be Mario.
Guest, you get it when so many others fail to realize the problem. Thank you.

Fuck Village, Imma play some Carrier on the Dreamcast.
I’m getting too old for this shitposting.

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mad bum
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Re: Soystation 5 General

Post by mad bum » Mon May 10, 2021 8:21 am

Hasn't been cracked yet, so no. Probably never will though.
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Old Black Man
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Re: Soystation 5 General

Post by Old Black Man » Mon May 10, 2021 9:43 am

This might sound like hyperbole but even if I had a free copy I wouldn’t waste my time, I’ve watched an abridged walkthrough and that’s enough for me.
I’m getting too old for this shitposting.

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Re: Soystation 5 General

Post by Guest » Mon May 10, 2021 10:42 am

Resident Evil peaked with Code Veronica (DC version only).

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VoiceOfReasonPast
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Re: Soystation 5 General

Post by VoiceOfReasonPast » Mon May 10, 2021 10:48 am

Because it's nothing more than Psycho with zombies.
Autism attracts more autism. Sooner or later, an internet nobody will attract the exact kind of fans - and detractors - he deserves.
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Old Black Man
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Re: Soystation 5 General

Post by Old Black Man » Mon May 10, 2021 10:53 am

VoiceOfReasonPast wrote:
Mon May 10, 2021 10:48 am
Because it's nothing more than Psycho with zombies.
It took me a while to warm up to Code Veronica but I appreciate it a lot more now. Unfortunately it’s “problematic” according to the pozzed crowd who don’t know the difference between a tranny and a a cross dresser with DID. My major complaint is they removed gore from the game, no satisfying zombie headshots or dismemberment.
I’m getting too old for this shitposting.

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rabidtictac
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Re: Soystation 5 General

Post by rabidtictac » Mon May 10, 2021 11:34 am

Weighted drops killed survival horror.
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First survival horror game I know of with weighted drops was Re4. That was the big one. Might have been some before it, but that was the one that dominated the genre. Let's leave aside the fact that RE4 is a perfectly crafted action game, but not very scary. We all know. Point is, it was part of a survival horror franchise and nominally within that genre.

So then every other dev gets the same idea. Add to that, around the time of HD consoles, RE5 comes out and makes a big splash because of online co-op and muh graphics. Gameplay was overall inferior to RE4 and the atmosphere/story were way worse (and re4 had a meme cheese story in the first place.) Then was Dead Space. Another "survival horror" with weighted drops. I think I said all this before.

So, why do weighted drops ruin survival horror?

1) You're rewarded for killing things. There's no incentive to avoid combat or to do risk-reward calculations when you see a new enemy. You don't feel any dread over your dwindling resources. With weighted drops, the ONLY aspect of an enemy that can be "scary" in a gameplay sense is whether or not they will kill you right away. Because if they can't, you can keep plugging away and eventually you will just win. The game will throw so many resources at you, no matter how bad you suck, that you will always be able to muddle through. In a game with nonrandom resources, there is a finite amount you can suck before your playthrough is softlocked and you must start over. Game journos might call that bad design, but how "good" is the design in a game about SURVIVING HORROR, when you're popping everything in the head and grabbing fat loot the entire time?

2) Devs then design the game around the player killing everything. This results in a lot of cheap and stupid bullshit. There's no point in running from fights in Dead Space because each monster is a tiny loot sack waiting to vomit supplies onto you. If you do run away, they'll keep following you in the vents forever. So you might as well just kill them. Since there's no reason to be afraid of dwindling supplies, devs try to instill fear with more instant-kill enemies. Yeah, I know that RE had a few classic instant-kill enemies. But that shit was pretty rare. It was more frightening because of the ink ribbon system and the threat of lost progress. In RE5, a similar type of instant kill enemy exists. Its instant kill animation is super fast, the enemy itself tanks damage like a motherfucker and you won't lose much time if you die because RE5 checkpoints everywhere. Dead Space introduced the little crawling flea guys, who on higher difficulty can kill you in about 2 seconds and pop out of closets. Again, not so much dread/survival horror as you either die instantly or you don't.

Hell, in classic RE, damage was semi-random. So you'd get bit and you wouldn't know how badly you were fucked until you had a moment to check the stat screen. You might have taken a big hit or you might be totally fine! But the game was all about building up the feeling of dread in each encounter. You'd shoot zombies and they'd just keep coming. 1, 2, 3, 4 bullets and then they'd reach you and bite you. OH FUCK! You'd have to decide in future if you wanted to mag dump on every zombie to prevent a repeat, or if running past them was more consistent. Or maybe you'd take your shots carefully and hope for the best.

A big part of making survival horror work is placing the right amount of resources in the game world. But weighted drops are the easy, lazy solution and modern gaym devs don't want to challenge modern gaymers too much. Even Last of Cucks used weighted drops iirc. They gave you so few resources at any given time you couldn't make any meaningful decisions with them, but the game would suddenly drop more if you ran out entirely.
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