hhh7773
Jungle Girl
- Joined
- Sep 4, 2010
- Messages
- 122
- Reputation score
- 74
Shotgun just feels like the most natural progression to me honestly, seems to be the second weapon you get most often in RE games anyways. XDWell i hope Version 0.4 and 0.5 comes quick..
Also hope the new weapon is a Shotgun ^^
Lots of good points here, and lots of stuff I definitely failed to mention as they were issues I just kind of ended up accepting I think, particularly the issue where the game will lockout menu's based on you alt tabbing out of them, particularly REALLY annoying when you're trying to enter one of the card codes and just alt tab back in to find the menu's unresponsive completely. Definitely agree with the idea that the big guy should also have some sort of stun state or just something where you can at least temporarily slow him down. Something akin to how Mr.X works in RE2 would be just fine. Heck even just something like the executioner would be alright too, dropping him to one knee after enough damage and open him up for a melee attack if you want to pursue killing him, or just leave him to sit there for a bit if you'd rather save the ammo/time and just move on. While I'm definitely a fan of Mr.X/Nemesis type pursuers on a grander scale, especially when done in a horror game in particular, I do think there should be at least a decent option of taking them out... or possibly even outright disabling/killing them and getting a reward like you would in RE4 for enemies like Dr.Salvador (chainsaw dude), and the executioners in RE5. More or less just winding up a minibosses, rather than full on, unstoppable stalkers... even if they can also be REALLY well done in horror, though I can't say for sure if going horror route is the best option here given just how strong it leans on the action side of things... though I'm still all up for spooky locales/ambiance.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
Also, side note, you can find the 4th plate on the roof in the little arena where you fought all the zombies on mission one in the upper part of the sewer, at least, I imagine thats the last plate you are missing. One does drop off a zombie up top though, and there are two on the lower level, one resting on a barrel i think, the other somewhere on one of the platforms in the watery area. Big feel on the restart into Alt+F4 though. Missions can definitely feel too long to go back through again, at least right after being so close to completing them too.