Share this story 'He's not a zombie,' Resident Evil 4 tells you the first time you search the body of a villager you have killed in self defense. It's the first hint that things have changed in the storied franchise, and when Resident Evil 4 was first released for the Nintendo GameCube, fans were taken aback by the new focus on action. The game went on to become one of the most beloved games in the series, and the title has now received a high-definition upgrade on both the Xbox 360 and PlayStation 3. The game will be sold for 1,600 Microsoft points, or $20. It's a good price for a game that will take you at least 12 hours to finish, but the work done on the reworked version is disappointing.
The graphics have been updated to run in high definition, but that's all the effort that has been put into the game's aesthetics. The textures look like they belong in the last generation of consoles, a problem that becomes more pronounced due to the game's facelift. It's a step up from the original, but updated textures and character models would have been welcome. The controls also feel like an anachronism. You can't move and shoot, a design choice which added to the tension of the game during its original release, but now feels like a cheap trick. The inventory system doesn't feel classical, it feels clunky. The voice acting can be described as campy more than scary, and the audio is not as clear as modern games.
These aren't issues that will make you miss the last generation of consoles, these are problems that you need to learn to ignore in order to have a good time. The game often feels sodden and unfriendly when placed next to modern action games. That being said, Resident Evil 4 has amazing atmosphere, and it can be a truly scary game. I was struck by how much of the weirdness in the game's controls I was willing to overlook in order to replay the classic scenes and encounters in high definition. The $20 also gets you all the bonus content for the game, including the 'Separate Ways' epilogue.
It's a good value, once you get past the few annoyances baked into the control and inventory system. This may not be a bad deal, but it's a missed opportunity. If Capcom had put more work into the graphics, this would be a must-buy.
For now, this is an inexpensive way to play a classic game with all the side content and sharper graphics. If you've never played the game, you'll enjoy your time with Resident Evil 4. If you've already seen all there is to see in the game, there's isn't enough here to justify a second purchase. Resident Evil 4 HD will be available on September 20 for the PS3 and 360 for $20, or 1600 Microsoft points. Such a disappointment. My first introduction to the game was via the Wii remake, and I can't imagine playing it any other way. Pointing controls made this game excellent, and is probably still my favorite Wii remake.
I even bought the PS3 move controllers solely for RE5, which was a bit of a disappointment, considering how well motion controls worked on the Wii. I probably would have re-bought this game had they included move support on the PS3. But as-is, it's a huge step back, and there's no way I'd buy this, only for a resolution upgrade. Gameplay matters, and the Wii nailed it, despite what that Frank Caron character may think. You can't move and shoot, a design choice which added to the tension of the game during its original release, but now feels like a cheap trick.
Oh boo hoo; cry me a river. Taking away run-and-gun was the best design decision made in that game. By stopping that nonsense, you actually have to make decisions about how to position yourself, bad placement vs. Good placement, etc. More game designers need to realize that allowing the player to do anything at any time makes their games easy and boring. Changing that would require redesigning the entire game.
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Everything, from terrain to enemy AI would need to be rethought. Basically, you're talking about a page 1 rewrite of the game. Otherwise, what you would get is the player being able to abuse the AI easily. All those moments of fear and suspense would turn into moments of crap. $20 is way too much when we can just load the original into an upscaling Gamecube emulator.
For me, trophies are an extremely minor part the value-add of these re-releases. Compared to fan mods that update ROMs/ISOs with updated textures, audio quality, etc this is just lazy and shameless. Updating lighting or physics in an engine can be a pain, sure. Sometimes updating models is really difficult due to the way it can exacerbate latent collision detection issues. But don't they have the original art assets from which they can re-author at least.some. textures?
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Don't have they have the original audio assets from which they can re-encode to what we expect from an HD console? Since this is all hard drive-based, streaming isn't an issue. It's amazing that someone did a lazier HD re-release than the Prince of Persia Trilogy was. (I still liked it, but that's 3 games for $20 - not one.) I hope Capcom does a slightly better job when they bring Zak & Wiki and/or Okami to PS3. The controls also feel like an anachronism.
You can't move and shoot, a design choice which added to the tension of the game during its original release, but now feels like a cheap trick. Realism is an anachronism? This may be a surprise to you Ben (and many others), but in real life people tend not to run around while aiming and shooting a pistol.
Restricting movement while aiming is actually one of the better aspects of RE4. But sadly most gamers don't get it, due to years of playing games where shooting while moving is totally allowed, and until recent years did not affect accuracy at all. I'm one of those oddballs that actually got the PC port. It was pretty awful upon release and still stuck with the low-quality PS2 graphics, but after it was patched up and fully modded by a surprisingly active modding community, it truly felt like a next generation game.
There's a perfectly enjoyable version of RE4 HD out there, but it requires a 360 controller thanks to no mouse support out of the box, a fairly capable computer, and quite a bit of spare time to piece everything together. Oh boo hoo; cry me a river. Taking away run-and-gun was the best design decision made in that game. By stopping that nonsense, you actually have to make decisions about how to position yourself, bad placement vs. Good placement, etc. More game designers need to realize that allowing the player to do anything at any time makes their games easy and boring. Changing that would require redesigning the entire game.
Everything, from terrain to enemy AI would need to be rethought. Basically, you're talking about a page 1 rewrite of the game. Otherwise, what you would get is the player being able to abuse the AI easily. All those moments of fear and suspense would turn into moments of crap. Making moving and shooting an either/or decision makes the combat a lot more thoughtful and adds a lot of tension. It also made the action in the game feel really unique and refreshing compared to more arcadey shooters that let you run full-speed sideways while firing rockets with sniper precision. There's room for both the plodding, thoughtful shooter and the twitchy, manic shooter in my heart.
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Capcom has a bit of a knack with this kind of action. When I first saw Monster Hunter, the action looked clumsy and dull. Get into it and you realize that those slow, powerful attacks force you to be very careful about when and how you attack. Offense, defense, timing and maneuver all become incredibly important, in contrast to most action which places the emphasis on awareness and reflex. Successfully dealing a crushing blow to the weak point of a massive enemy without getting stomped is incredibly gratifying.
Such a disappointment. My first introduction to the game was via the Wii remake, and I can't imagine playing it any other way. Pointing controls made this game excellent, and is probably still my favorite Wii remake. I even bought the PS3 move controllers solely for RE5, which was a bit of a disappointment, considering how well motion controls worked on the Wii. I probably would have re-bought this game had they included move support on the PS3. But as-is, it's a huge step back, and there's no way I'd buy this, only for a resolution upgrade.
Gameplay matters, and the Wii nailed it, despite what that Frank Caron character may think. No Move, no sell.
With the exception of perhaps an auto-arrange feature, I think the inventory system is just fine. And sometimes, it makes for an interesting puzzle dynamic: how do I add this giant fish along with everything else? Damn that was funny and brought back some memories of that very specific dilemma! I think it goes without saying that the only reason to buy this version is if you don't already own a prior RE4. I own it for Gamecube, loved the hell out of it, and was briefly tempted to get it for Wii for the motion controls.
But really if I want to go back and play it again, I will do it for free. $20 is a bit much for what minimal upgrades they did, especially considering the Wii version is probably as much and handles better.
Sharp graphics aren't everything, especially when the textures are the same resolution. You can't move and shoot, a design choice which added to the tension of the game during its original release, but now feels like a cheap trick.
Oh boo hoo; cry me a river. Taking away run-and-gun was the best design decision made in that game. By stopping that nonsense, you actually have to make decisions about how to position yourself, bad placement vs. Good placement, etc. More game designers need to realize that allowing the player to do anything at any time makes their games easy and boring.
Changing that would require redesigning the entire game. Everything, from terrain to enemy AI would need to be rethought. Basically, you're talking about a page 1 rewrite of the game.
Otherwise, what you would get is the player being able to abuse the AI easily. All those moments of fear and suspense would turn into moments of crap. The controls also feel like an anachronism.
You can't move and shoot, a design choice which added to the tension of the game during its original release, but now feels like a cheap trick. Realism is an anachronism? This may be a surprise to you Ben (and many others), but in real life people tend not to run around while aiming and shooting a pistol.
Restricting movement while aiming is actually one of the better aspects of RE4. But sadly most gamers don't get it, due to years of playing games where shooting while moving is totally allowed, and until recent years did not affect accuracy at all. I agree wholeheartedly with the above two posts. Calling the inability to shoot and move simultaneously a game flaw that needs updating/fixing is to ignore the fact that it was a brilliant design decision in terms of tension and immersion. Ben is suggesting that we take an award winning game - a game frequently mentioned on 'best of all time' lists - and completely change the game mechanics simply because they feel like a gimmick in retrospect. To me, that would be akin to ted turner's suggestion to colorize old black and white movies. (blasphemy!) 0 ( 0 / 0).
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You can't move and shoot, a design choice which added to the tension of the game during its original release, but now feels like a cheap trick. Oh boo hoo; cry me a river. Taking away run-and-gun was the best design decision made in that game. By stopping that nonsense, you actually have to make decisions about how to position yourself, bad placement vs. Good placement, etc.
Resident Evil 4 Ps4 Mods
More game designers need to realize that allowing the player to do anything at any time makes their games easy and boring. Dead Space allows you to run AND gun and there's nothing easy nor boring nor exploitative about it. RE is bad game design, period. It's a staple of the series, actually, the difficulty on RE games lays not on superb IA, good enemy placement, nor tightening ammo but on having the player fight the controls instead the game.
I loved RE2 as much as any sane person, but afterwards, the series has become totally out of sync with modern times. It's design is no longer classic nor charming, but archaic and borderline frustrating. There is no reason for it, save lazy designers stuck on their old ways.
The controls also feel like an anachronism. You can't move and shoot, a design choice which added to the tension of the game during its original release, but now feels like a cheap trick.
Realism is an anachronism? This may be a surprise to you Ben (and many others), but in real life people tend not to run around while aiming and shooting a pistol. Restricting movement while aiming is actually one of the better aspects of RE4. But sadly most gamers don't get it, due to years of playing games where shooting while moving is totally allowed, and until recent years did not affect accuracy at all. That horse is not getting up no matter how many times people hit it. I know it's a matter of preferences (and mine lay on Dead Space system much more), but it would be nice if people didn't have to resort to hyperbole to defend their preferred one. No, people don't usually run and gun on real live, but they can.
Resident Evil 4 Mod
Your feet don't get stuck on the ground whenever you lift a weapon. Sometimes people even.gasp. walk, while pointing with a gun. Calling RE4 realistic is ridiculous.
Spend the $20 bucks to get this for the Wii that you invariably have collecting dust next to your Xbox/PS3. Enjoy the best way to control and play the game available. I felt the Wii controls made the game too easy.
True dat: I think I headshotted my way through most of the enemies - and in turn, that left me with enough spare cash to buy rocket launchers, which made taking out the end-of-level bosses incredibly easy. It was a fine demonstration of how designing for 'twinstick controllers' cripples FPS games Mind you, by the time I got around to playing RE4 on the Wii, it was looking pretty dated (especially when compared to PC games such as Painkiller, with it's newfangled physics engine, incredibly varied settings and vast quantities of unique enemies), with it's illogical plot, gameplay hacks (e.g. The omnipresent shopkeepers) and limited physics engine - mostly, it depended on canned animations.
By the end of the game, the latter was frankly getting ridiculous in a bad way: you could blast a group of priests with the shotgun and then watch them all lying on the ground side-by-side, going through identical writhing motions. If anything, I would love a full on remake of one of the older titles. Namely RE2, but I'd be cool with RE3. Yes, this please.
Resident Evil 5 Mods Ps3
I've never played 1 or 2. If you pick up a copy of Res 1, get the directors cut. Res 2 is the game that made me jealous of my neighbor for having a PS1, I had the N64. Then it came to the 64. Still prefer it on the PS1. Great, great games. But my guess is they do not hold up anymore (like pretty much anything from that generation).
I would prefer we get some new info on Res 6, and it better have co-op. I loved Res 5, my friend I must have played through it 4-5 times.
PS/XBox360 button mod (GCN Layout V2) - All Languages What this mod does This will change controller configuration for the game to match the NGC layout It will also change all the button icons onscreen to match this new controller configuration. This gives you.
LT (L2) = Aim Knife RB (R1) = Map RT (R2) = Aim Gun A (Cross) = Action X (Square) = Run Y (Triangle) = Status/Inventory B (Circle) = Command Ashley Start (Start) = Options/Skip Videos Screenshot of the Xbox360 version. Screenshot of the PS version. More info and download links here. Playstation Button Mod (x360ce PS3 Layout V2) - All languages YOU MUST USE A PROGRAM THAT ALLOWS YOU TO EMULATE A X360 CONTROLLER FOR THIS VERSION TO WORK CORRECTLY Before you can use this mod You first need to change the below buttons using x360ce (or similar software) L1 = L2 L2 = L1 R1 = R2 R2 = R1 A = X X = A This gives you L1 = Aim Knife R2 = Command Ashley R1 = Aim Gun Cross = Action Square = Run Triangle = Map Select = Options/Skip Videos Start = Status/Inventory Screenshot of the PS version coming soon More info and download links here. Thanks for the bug-report. This unfortunately is similar to the other bug I mentioned in my last post. Because 'Map open/close' is now the same 'Zoom In' you lose the 'zoom in' feature with 'RB' You can however use the Right Analog stick to zoom in and out perfectly fine so I'm considering replacing the 'LB' and 'RB' buttons with an analog stick instead before the final update.
Thanks for the input guys, it helps me to make my work better for everyone.:D I'll put a note in the OP about the 'Zoom Bug'. These are my next button mod layouts I will do (After finishing this mod for all languages and making a PS button version) MY Custom PS3/360 Layout This is my prefered layout for playing the game.
This gives you. LB (L1 = Aim Knife RB (R1) = Aim Gun RT (R2) = Map A (Cross) = Run X (Square) = Action Y (Triangle) = Command Ashley B (Circle) = Status/Inventory Start = Options/Skip Videos Original PS2 Layout This one appears to have no menu bugs at all.:D This configuration will replicate the PS2 versions button layout of the game perfectly. This gives you.
LB (L1) = Aim Knife RB (R1) = Aim Gun RT (R2) = Command Ashley A (Cross) = Action X/B (Square/Circle) = Run Y (Triangle) = Map Back (Select) = Options/Skip Videos Start = Status/Inventory I also already did a PS one for the default layout. You can find that here. I plan to make both XBOX and PS versions for all these mods. My next priority however will be the PS version of this GCN layout.
After I do all these ones I'll consider making custom ones for other peoples preferences. Originalmente postado por:Also you should include the shader fix and I'm wondering why the files are tied with a language. One of the first lines in my OP. Special Thanx to Martins (Sigma) for his shader fixI use his fix on all my mods.All my button mods will have the shader fix as standard and the 'grain filter' as optional. Only the menu files are tied to language. All the ones for Inventory, Maps and bottlecaps (Because the text associated with there use) are affected. If you were to use this mod now and not play in English you would have everything correct in gameplay, but the buttons shown in the Inventory, Map and Bottlecaps screens would be worong.
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