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I got a weird glitch where I got stuck on the jump-down animation on Mission 4's ladder. My guess is that the character model got caught on the ladder when I pressed "F" to jump down.

Also, does anyone know what to do to finish mission 4?

I finished the fuses and I pulled the lever. After that, I ran back around most of the areas, but there appears to be nothing new to activate...
 
I got a weird glitch where I got stuck on the jump-down animation on Mission 4's ladder. My guess is that the character model got caught on the ladder when I pressed "F" to jump down.

Also, does anyone know what to do to finish mission 4?

I finished the fuses and I pulled the lever. After that, I ran back around most of the areas, but there appears to be nothing new to activate...
I don't even remember there being a ladder in mission 4. What you need to do is connect those 3 green light beams to the end game crystal next to the sewing machine.
On my version of the game the obstacles blocking the light beam were invisible until I shot them. What I suggest you do is find where the beams end and start shooting to reveal whatever is blocking it.
 
@hhh7773
Thanks for your review. I'm glad we finally left that fatal error thing behind (such error not even Epic seem to be confident in fixing lol).
The dodge mechanic is intended to work that way, meaning not always is going to show. As for the cqc yeah, them not showing or attacking in a wrong place is not intentional but bugs that need to be fixed. This, I think, is the release we did with more bugs so far... but this is because I couldn't test almost anything because of the constant freezing&restart on my PC. Hopefully this won't happen again.

@Uxot
Everything is explained in the blog post with the download link. There you can know what you need to unlock everything. Unlockables being a Patron thing was only up to version 0.2.105. With this new release everyone can unlock everything.

@duck666
Thanks for reporting that bug, I'll take a look at it (it's probably cause for what you said, since the ladder in that area has a bit of inclination and that may cause that. It's better to jump down not close to the ladder for now)
As for what you have to do, you need to connect 3 light beams to the center big crystal. Most of the beams are blocked by destructible objects.

@ChupacabraGonzales
Yeah, you have to go down that ladder to the end of that road to get one of the fuses.
Also that's weird, those objects shouldn't be invisible. I can see them on my end 😟 That's really strange. Thanks for reporting this, I'll try to take a look.
 
@hhh7773
Thanks for your review. I'm glad we finally left that fatal error thing behind (such error not even Epic seem to be confident in fixing lol).
The dodge mechanic is intended to work that way, meaning not always is going to show. As for the cqc yeah, them not showing or attacking in a wrong place is not intentional but bugs that need to be fixed. This, I think, is the release we did with more bugs so far... but this is because I couldn't test almost anything because of the constant freezing&restart on my PC. Hopefully this won't happen again.

@Uxot
Everything is explained in the blog post with the download link. There you can know what you need to unlock everything. Unlockables being a Patron thing was only up to version 0.2.105. With this new release everyone can unlock everything.

@duck666
Thanks for reporting that bug, I'll take a look at it (it's probably cause for what you said, since the ladder in that area has a bit of inclination and that may cause that. It's better to jump down not close to the ladder for now)
As for what you have to do, you need to connect 3 light beams to the center big crystal. Most of the beams are blocked by destructible objects.

@ChupacabraGonzales
Yeah, you have to go down that ladder to the end of that road to get one of the fuses.
Also that's weird, those objects shouldn't be invisible. I can see them on my end 😟 That's really strange. Thanks for reporting this, I'll try to take a look.
I think I accidentally closed the browser when download was at 99.8% and that's what's causing missing textures for me.

Also could you please confirm how to unlock R3make hair? I've seen someone claim that you need to finish mission 3 in under 5'30", but multiple people have reported that is not working.
 
I think I accidentally closed the browser when download was at 99.8% and that's what's causing missing textures for me.

Also could you please confirm how to unlock R3make hair? I've seen someone claim that you need to finish mission 3 in under 5'30", but multiple people have reported that is not working.
Standard build does not have it. you need to have a patreon contributor's build.


Also that's weird, those objects shouldn't be invisible. I can see them on my end 😟 That's really strange. Thanks for reporting this, I'll try to take a look.

It's invisible until I shoot it as well. If I were to guess, it might have something to do with graphics settings. I can try again later today with everything on "ultra" instead of "High".

Additional notes on animation:
1. When playing on *below* ultra graphics settings, during the blowjob animation, the zombie's penis are often cutting through you character's cheeks.
2. It looks like there's supposed to be a bit of "wet" effect when you character is having sex. The wet animation looks like what happens when someone repeatedly punching their fist into a pool: *splash*. IMO, some wet and dripping effects coming from the vagina, as well as wetting the half of the penis (color effects, maybe?) that goes in, would look better.
 
Ok, I made a mistake that was preventing anyone from completing Mission 3. So please, download it again to fix this.

@Uxot Settings should be saving, because it's just a "copy&paste" from the menu in the title screen :S I'll have to take a look at it. Thank you for letting me know. As for the lag, hmm it's hard to help, since it probably depends a lot on specs. I've noticed none on my tests and we've tried to optimize the most specially in texture sizes. For now all I can suggest is to try and lower the overall graphics quality or the drawing distance and/or foliage quality. Also nothing changed with the interaction in Mission 2, so there's no problem with the manhole.

Whether or not you've changed anything with it, there's a problem with it. It took me 10 minutes of fiddling around with my character position to interact with it (the manhole), and clearly reading through other posts, I'm not the only one.

Some feedback.

-Having unlockables in game is good, gives it some replayability in the same way actual RE games have (at least the remakes). THey're short but you can replay them to get better times and unlock outfits, etc.

-The sex animations are all awesome. I wish they were less consensual though. I mean the struggle mechanic is more of a choice than a struggle, with the exception of the fatties. I won't bother suggesting a better struggle mechanic, maybe just a menu option to turn off the option to A-D escape, the consequences of the sex attacks aren't that bad, just keep the finish option, F key or whatever it is, so you don't have to watch it forever.

-Gameplay is good, feels very RE, the fatties are scary when they start running (that's a good thing). The new CQC feels like it invalidates the knife, not that the knife was very useful to begin with, I prefer the new CQC. Except for a couple of moves which have such a long delay that they're more likely to get you hit than to buy you time. I like the dodge too.

-Level design is pretty good. But I've always felt that pixel hunts make for terrible game design. I mean the plate on the ceiling in the sewers of mission two, or the zombie in mission 3 that you have to snipe from the roof. Going forward I hope there's less pixel hunts.

That's all that comes to mind for now. Keep up the good work.
 
Newest version won't launch for me. All I get is a "DX11 feature level 10.0 is required to run the engine." error message. Previous versions worked fine for me. I tried updating my graphics card drivers and DirectX with no luck. Anyone else having any trouble? I'm curious what would change between different versions.



 
Whether or not you've changed anything with it, there's a problem with it. It took me 10 minutes of fiddling around with my character position to interact with it (the manhole), and clearly reading through other posts, I'm not the only one.

Some feedback.

-Having unlockables in game is good, gives it some replayability in the same way actual RE games have (at least the remakes). THey're short but you can replay them to get better times and unlock outfits, etc.

-The sex animations are all awesome. I wish they were less consensual though. I mean the struggle mechanic is more of a choice than a struggle, with the exception of the fatties. I won't bother suggesting a better struggle mechanic, maybe just a menu option to turn off the option to A-D escape, the consequences of the sex attacks aren't that bad, just keep the finish option, F key or whatever it is, so you don't have to watch it forever.

-Gameplay is good, feels very RE, the fatties are scary when they start running (that's a good thing). The new CQC feels like it invalidates the knife, not that the knife was very useful to begin with, I prefer the new CQC. Except for a couple of moves which have such a long delay that they're more likely to get you hit than to buy you time. I like the dodge too.

-Level design is pretty good. But I've always felt that pixel hunts make for terrible game design. I mean the plate on the ceiling in the sewers of mission two, or the zombie in mission 3 that you have to snipe from the roof. Going forward I hope there's less pixel hunts.

That's all that comes to mind for now. Keep up the good work.

Yeah, the F95Zone community isn't as positive (but is a bit more vocal) about some stuff. I already gave my review here and over there a few times, but I wanna just echo/reply to yours, perhaps so it has more weight to the devs.

I'd agree on the unlockables; I think having some in-game unlockables (hidden around the maps) might be a fun idea, given the forest area is so boring and confusing that I forced myself to memorize the path to the mansion and back since it's just a huge foggy area with large portions of essentially nothing. I'd appreciate some sort of incentive to actually exploring that area.

Agreed on the struggle mechanic. It's basically just "do you wanna see the scenes?" If yes, don't struggle. If no, struggle (it's really not hard to break out). My suggestion is to make struggling increasingly more difficult - increased grapples could weaken Julia's ability to escape (likely implemented with some sort of energy meter), or less health/clothing could do the same as well. Thus, you're actually penalized for being grabbed. I'd also like to see the same for the fatty. Being insta-killed by grapple without clothing sucks. It'd be nice to have a "really difficult struggle" to be able to escape from his grapples, rather than an auto-lose.

Agreed on gameplay too. The increased speed and pathing to the fatties in this release was welcome, and made them more challenging. As for the knife ... I saw it as an homage to old RE games where the knife was so useless that it became a meme.

I'd strongly disagree with the level design. I've played the game so many times over that it becomes just memory to locate key items. But they're really not easy to find or are easily missable (e.g. the mansion key on the gate, the hanging plate from the ceiling or the tiny, nondescript circuit box), and the game isn't intuitive at all as to exactly WHAT you're supposed to be doing either. If I were to play this game as a new player, I'd have given up based on the sheer size of the maps, difficulty in finding things, and lack of mission objectives and direction.
There's also a LOT of backtracking. Even in Mission 1, the game forces you to go back and forth in the mansion constantly without anything new. Mission 4 is basically just an incredibly lazy backtracking mission. I expect the level design to be greatly improved, and honestly, it's really not that hard to improve it; the main problem is that there's no real incentive for the player to constantly do the same things over and over again. Add a jump scare or respawned enemies in a backtracked area (like in the actual RE). Add unlockables or additional items/item caches in boring or large areas (as stated).

Anyway, as much as I dislike the length of time taken per update, lack of saves, poor level design, and lack of new anims/enemies/items in this release, I felt it was a decent enough update.
 
Whether or not you've changed anything with it, there's a problem with it. It took me 10 minutes of fiddling around with my character position to interact with it (the manhole), and clearly reading through other posts, I'm not the only one.

Some feedback.

-Having unlockables in game is good, gives it some replayability in the same way actual RE games have (at least the remakes). THey're short but you can replay them to get better times and unlock outfits, etc.

-The sex animations are all awesome. I wish they were less consensual though. I mean the struggle mechanic is more of a choice than a struggle, with the exception of the fatties. I won't bother suggesting a better struggle mechanic, maybe just a menu option to turn off the option to A-D escape, the consequences of the sex attacks aren't that bad, just keep the finish option, F key or whatever it is, so you don't have to watch it forever.

-Gameplay is good, feels very RE, the fatties are scary when they start running (that's a good thing). The new CQC feels like it invalidates the knife, not that the knife was very useful to begin with, I prefer the new CQC. Except for a couple of moves which have such a long delay that they're more likely to get you hit than to buy you time. I like the dodge too.

-Level design is pretty good. But I've always felt that pixel hunts make for terrible game design. I mean the plate on the ceiling in the sewers of mission two, or the zombie in mission 3 that you have to snipe from the roof. Going forward I hope there's less pixel hunts.

That's all that comes to mind for now. Keep up the good work.

I'm on 2080 TI with every setting maxed out and can't see them.
 
Yeah, the F95Zone community isn't as positive (but is a bit more vocal) about some stuff. I already gave my review here and over there a few times, but I wanna just echo/reply to yours, perhaps so it has more weight to the devs.

I'd agree on the unlockables; I think having some in-game unlockables (hidden around the maps) might be a fun idea, given the forest area is so boring and confusing that I forced myself to memorize the path to the mansion and back since it's just a huge foggy area with large portions of essentially nothing. I'd appreciate some sort of incentive to actually exploring that area.

Agreed on the struggle mechanic. It's basically just "do you wanna see the scenes?" If yes, don't struggle. If no, struggle (it's really not hard to break out). My suggestion is to make struggling increasingly more difficult - increased grapples could weaken Julia's ability to escape (likely implemented with some sort of energy meter), or less health/clothing could do the same as well. Thus, you're actually penalized for being grabbed. I'd also like to see the same for the fatty. Being insta-killed by grapple without clothing sucks. It'd be nice to have a "really difficult struggle" to be able to escape from his grapples, rather than an auto-lose.

Agreed on gameplay too. The increased speed and pathing to the fatties in this release was welcome, and made them more challenging. As for the knife ... I saw it as an homage to old RE games where the knife was so useless that it became a meme.

I'd strongly disagree with the level design. I've played the game so many times over that it becomes just memory to locate key items. But they're really not easy to find or are easily missable (e.g. the mansion key on the gate, the hanging plate from the ceiling or the tiny, nondescript circuit box), and the game isn't intuitive at all as to exactly WHAT you're supposed to be doing either. If I were to play this game as a new player, I'd have given up based on the sheer size of the maps, difficulty in finding things, and lack of mission objectives and direction.
There's also a LOT of backtracking. Even in Mission 1, the game forces you to go back and forth in the mansion constantly without anything new. Mission 4 is basically just an incredibly lazy backtracking mission. I expect the level design to be greatly improved, and honestly, it's really not that hard to improve it; the main problem is that there's no real incentive for the player to constantly do the same things over and over again. Add a jump scare or respawned enemies in a backtracked area (like in the actual RE). Add unlockables or additional items/item caches in boring or large areas (as stated).

Anyway, as much as I dislike the length of time taken per update, lack of saves, poor level design, and lack of new anims/enemies/items in this release, I felt it was a decent enough update.
Heh, yeah here I am replying to you there on f95, and here as well now really.

Honestly though, if the forest level does get kept, or stages like it, those would be the PERFECT place to add in the shootable emblems to unlock more goodies/rewards, or just any sort of egg hunt kind of deal really, that or simply just make the areas more linear as I always get my ass lost in the forest no matter how much I think I have it memorized. Some more unique land marks could probably help with this if nothing else, and I do genuinely think a minimap, or just a map in general would be more beneficial than the compass... but when you do at least get a prompt that causes a compass pointer to pop up it works well enough to direct you most of the time.

Respawning enemies actually DOES seem to happen in the 4th mission from the one time I played it, albeit, it seems either very limited to certain areas/mobs, or is perhaps tied to how far you run away from a certain area, allowing enemies to come back. It definitely made the level FAR less frustrating than it might have otherwise been, as really this game shines when combat is happening, which is why I definitely think stages like mission 3 that are fairly linear, and very action heavy, as well as the sewer survive section on mission 1 are by far my favorites, both kind of give me a Mercenaries vibe even if they really wanted to go in that direction. Interconnectedness of levels, shortcuts and the like from Souls and well, of course, older/survival horror RE games would do a TON to help cut back on some of the intense backtracking as well, and in general just make for some really cool moments if done right. All the same though, more linear levels wouldn't hurt either, as this game definitely benefits from more concise, action heavy segments, though, would be a shame to completely abandon an RE2 Remake-esque gameplay with the big guys acting as pseudo tyrants... though I do hope we get some weaponry in the future that actually allows us to take them down, or slow them down/incapacitate them in the future. They might be killable currently, but it just isn't worth trying at all, which is definitely part of the point, but, all the same, the option being there, possibly with a cool reward for bringing them down, could be really neat.

Which, just as a side note, adding in some new guns/weapons could be a good thing to focus on in the next update, or one of the next couple at least. Having a shotgun in particular would feel really nice, but I'd take just about anything really, even just something as simple as hand grenades.

Speaking of those shootable emblems that are supposed to be in mission 4 though, has anyone actually seen one yet?
 
I havent been able to get past the first mission at all. The exterior areas are too big and empty(courtyard, property exterior) while the mansion feels both cramped and drawn out.

Would really appreciate a less is more approach. As soon as you get out of the sewer, the first mission should be over. Checkpoints are fine, but if your first level takes over 20 minutes you're going to lose a lot of people there.

Also, the 3 minute timer at the first mission's locked door is too long for how small the arena is and how little enemy variety appears there. It felt like thr re4/re5 village scene, but theres none of the variety, exploration or much reason to even fight since zombies never try to flank you or cut you off.

I know im ragging on about first level, but this is the first impression and it should really sell ppl on it. Making the levels smaller will also save you some dev time and improve the overall feel.
 
Press M and go SW on the first mission it helps,Well when outside.
 
Alrighty... replayed this game again now that it had an update. The game runs better for me inside the mansion now, but it still runs pretty bad in there. Only in there for that matter. The new dodge mechanic is pretty neat, though the fact that it's random if it'll even show up or not feels kind of cheap. The new melee attacks are... well, pretty damn useless. I tested them out for a while and then just stopped using them altogether. Hardly the AoE force of nature that the suplex and spin kicks of Leon's veteran years were. The grounded finisher is pretty hilarious though, with Julia knee dropping them wherever and following up with a dramatic backflip to stand back up again.

As for the new missions, I did like mission 3, as basic as it is. More of the same but more concentrated. Definitely enjoyed the change of scenery as well after having run through the sewers, mountains(?), courtyard and the mansion however many times. Mission 4 on the other hand I'll say beforehand that I'm sorry, but jesus it's absolutely atrocious. I killed 175 enemies and ran around in those god damn mines for almost 2 hours. At first I found the route to the fusebox, but I had missed one of the fuses, which had me running all the way back again just to try and find whatever little hole or turn I had missed. Found it eventually, only to run the wrong way in there as well, forcing me to go all the way around to get the final fuse, then run all the way back to the fusebox and back to the crystal... only for it not to be active. So I run all over again, just to find out that there are obstacles in the way of the lightbeam that are flippin' invisible for some reason. Yet another wild goose chase to fix that up. Way too big a map for what's there with no clear direction of what to do or distinction of where you're supposed to go or have been. Looks a bit too much alike.

All in all, it's a decent update and I do enjoy the new gameplay mechanics, even if they need to be tweaked a bit more. The obvious blight on the new version is the final mission, but the third one was fun and fresh at least. Kind of sad to see that there were no new enemy types or sex animations this time around, but I'm sure that'll come later down the line. Keep it up! Looking forward to the next update as well.

Now for some bug reports:
* In the sewers, right before I went to the gate to trigger the timer, I got stuck in an infinite reload loop. I'm not sure exactly what I did, but I think I was trying to reload while I was running, and stopped moving during the reload animation. Julia got stuck reloading over and over again and I couldn't interact or do anything other than quit out and restart.
* Reloading a check point in the first mission leaves you with the same inventory and infection rate as before you died. This didn't seem to happen in the second mission, apart from the huge stomach and clothing state. Never died in the last two missions, so can't speak for those two.
* In mission 4, zombies and dogs kept spawning in on top of me as I was backtracking, literally popping in right in front of me or even falling in from above me at times.
* Also in mission 4, the obstacles for the lightbeams are invisible, as others have already pointed out.
* Completing all four missions didn't unlock anything for me in terms of customizations. I couldn't navigate that menu at all, my only option being to cancel out of it. Maybe I've misunderstood something, but it sounds to me like a couple hairstyles should be unlocked immediately after unlocking the options, as well as one alternative outfit? Either way, I couldn't even edit her name, which should have unlocked after mission 1 and 2.
 
I personally liked mission 4's idea, but not it's current state.

Mission 4 is begging(!) for the save mechanic.
There needs to be probably at least 2 save points in the current mission 4, if it makes the cut to the final game.

Also, rather than enemies spawning on my, I keep seeing dogs walk into walls. Zombie humans, makes sense, they are dumb. But infected dogs may need some AI fixes.

Lastly, 1 minor thing I would like to recommend improving is the sound for zombies. I think some sound loops are longer than others or something, because I will often kill an enemy, walk by their corpse disappearing, and hear their "UUGGGGHHHH" or "growl" line right behind me.
I stopped double checking their bodies, but either way, it would be a great QoL improvement.
 
I can't for the life of me find the 3rd fuse in mission 4, I've looked in every conceivable nook and cranny with the exception of an area with a ladder I couldn't interact with, and ended up getting stuck on the ledge for a period of time (all interactables such as sewing machine and infection cure plants had stopped working at that point, so I might not have been able to pick up the fuse even if I found it).
I found the first 2 on a box and a blue barrel along the initial cave path leading to the objective crystal in the center, and I've exhausted myself running in circles for at least an hour and a half.
 
Also, rather than enemies spawning on my, I keep seeing dogs walk into walls. Zombie humans, makes sense, they are dumb. But infected dogs may need some AI fixes.

Yeah I think dog AI is trying to flank you, but because of the level design they don't have enough room to maneuver.
 
Hey everyone,
thanks all for the feedback.

Want to point out some stuff.
Neither of the levels in the Arena will make their way to the game, so don't worry if you don't like any of the levels. Also they're there for testing purposes (not to show level design skills or anything like that), we already mentioned that a few times.
I mentioned just before, and it's mentioned in the release post as well, but I'll tell again just in case anyone is still confused about this: Everyone can unlock everything now. Unlockables are not behind a paywall anymore. The problem with some not popping up is explained in the post I link just below.

As for the bugs, yeah, it's important for you all to read the new post in Patreon (is public)
 
I got stuck on this tree in Mission 2 (twice because I'm an idiot). I tried to take a picture of the rock to make it easier to find, and attached it Mission 2.jpg .


My (very much unsolicited) suggestions:

1) Split mission 4 into 2 different missions. It is far too long for 1 mission.
2) Would be great to get more H moves and creatures, especially gang-bang type animations; rather than focusing on more missions with the same enemies.
3) Find-able items need a much brighter twinkle animation. I had to look on another forum for finding the 4th L plate in Mission 2, I would have literally never found it. Actually left outside of the manhole and went back because I was out of ideas. Very much pushing the boundary beyond challenging into just frustrating to find this stuff.
4) The marker when you press the M key is very nice, I think it should be included for more things, like the manhole.
5) Getting surrounded by 3 or more dogs results in an endless loop of pushing them off and getting tackled again. Maybe insert a pause in their behavior or something after the 3rd time of getting tackled, because I got stuck on Mission 3 for probably close to 5 straight minutes, and no amount of hammering the round-house kick could save me.


All of those hopefully-constructive criticisms aside, I think this continues to show great potential, and wish you the best with it.
 
I will echo @hhh7773 's post - the game's biggest non-technical issues are basically down to level design imo. Of course, these are just test maps so that's fine, but I think it's important to highlight what's wrong here.

In my opinion, "egg hunts" are never any fun, unless they're optional. Endless searching of rooms you've already been in three times just to find that, oh, the thing you needed was on this shelf just tucked out of view; It's just frustrating.
The open environment outside the mansion grounds completely lack telegraphing, ie somewhat subtle ways of indicating to the player the direction they should go, as well as any distinctive landmarks. It features a lot of dead-ends that don't reward the player for exploration, and involves a lot of aimless wandering.

While the mansion looks great, navigating it is a huge pain. Most hallways are far too tight, especially the one with the sewing machine - you can get stuck at the blue herb planters in there. Again, few of the rooms or hallways are distinctive enough for a player to really get to know their way around.

Shooting feels much better, but there's still some weirdness. There's a bias to the left of the cone-of-fire at greater distances. Rapidly entering/exiting aiming feels awkward, especially after you've been hit, has led to a couple situations where that input was delayed, but not cancelled, leading me to hold rmb again, which restarts the enter/exit aim animiation.
I think a clean headshot should always stun enemies. Maybe making their massive dongs a weak-point could be a fun twist too.

The dodge, while welcome, seems very finnicky and it's not concrete what triggers the prompt. I think it would work better as its own dedicated control.

It'd be nice if, during sex scenes, the player could change the point around which the camera pivots.

There are a lot of ways to get stuck on the menus, sometimes backspace doesn't work, particularly if alt-tabbing with a submenu (eg. Audio) open.
I'd be much happier just being able to navigate them with the mouse, enter/backspace isn't the most intuitive scheme for it.

Graphics settings don't save when backspacing out of the graphics menu during gameplay. It seems like it only saves if you do "auto" with enter. An "apply" button wouldn't go amiss here. Speaking of, I'd prefer if the game didn't apply each resolution setting as you're flipping through them.

Bloom/postprocess, something about it feels way overdone. Especially that a lot of objects will glint at certain angles, tricking the player into thinking they saw an interactable item.
Something about the MC's eyes don't fit, they're almost luminescent.
Entering the mansion, and the waterfall at the start both still tank my FPS, despite having upgraded between now and the last time I played. It seems light sources in particular contribute a great deal to frame drops - that one long room in the mansion with a few windows is the worst by far - but that's just a guess.

There are some spots in the mansions foyer where you can hop the barriers and get stuck in a couch or chair.
You can walk up the railing immediately outside the mansion entrance and get stuck
There's a tree on the South mansion wall (Stage 2) that you can get stuck in

Breast jiggle causes clipping with default outfit
When MC's belly's inflated, it "vibrates", seems it rapidly swaps between different sizes and can't decide to stay at one.
Sometimes the pistol animation will bug and the slide will stay locked back until fired - I've noticed this most when transitioning between levels.
It seems that sometimes zombies will be invulnerable when in a "stun" animation.

I suggest going with something other than "bloody screen" for indicating damage. Generally, overlays that obstruct the player's vision without that being the intended purpose should never be used.
If it's not to prevent the camera clipping with the environment, limiting the camera's pitch feels awkward
MMB as the control for drawing the knife is very awkward - of course this is a none-issue if the player can bind keys, but a better default should be found.

I think the big guys should have a de-aggro timer, or be limited to certain zones outside of which they won't chase you.
Controversial opinion for RE2 fans I imagine, but generally I hate invulnerable follower enemies - they just add tedium, not tension, outside of scripted sequences. Having no way to slow them down makes them doubly frustrating to deal with.

The checkpoint system I find very weird - The map and inventory status persists, but enemies are reset - meaning if you die, any ammo or supplies you expended in that life are effectively wasted.

Right now I'm finding it impossible to enter the manhole on mission 2, after powering up the thingy in the mansion. This is complicated by one of said big guys chasing me all the way to it from the mansion lol

I got to the sewer, couldn't find the 4th L-plate after killing all the enemies and searching every single prop and corner of the map. I assumed it dropped from a zombie who'd got himself stuck in some boxes and was therefore inaccessible - I hit restart to see if I was right and found myself right back at the start of level 2, I had to alt+f4 at that point.

A level-select or manual save/loading is desparately needed
 
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