a bigger breakdown when Emily died - full on sobbing as she would stress on the fact that in Emily she saw her redemption in not saving her mother, only for the guilt and sense of failure to return tenfold as she witnessed that innocent child turn into a twisted horror.
I'm enjoying Leons section, but I can't help but feel that it's objectively worse than RE4make. RE4 Leon had waaay more of an arsenal, a better parry you could get off multiple times (vs it being a locked in animation like in 9), contextual dodges/dodging under grabs, and better movement in RE4. This one also has some weird pause whenever Leon does some long contextual melee animation, like all the enemies around him just stop and wait their turn. Leon also can't shoot thrown weapons out of the air (at least I wasn't able to after testing it for a bit), and you don't have stuff like grenade collisions with thrown hatchets. It definitely isn't as clean a combat system as RE4make.
The arena design for combat sections (like the village, clocktower, or water room) and the bosses in RE4 were better, and IMO it's the series gold standard still. Nothing in 9 compares to Krauser or Verdugo.
Hunk and his unit were cool, but too short lived to be of any real consideration. Wish they had more build up to him. 20+ years of the fanbase sucking HUNK off just for him to be Leon fodder in 3 minutes lmfao
I was speaking in general terms. You can criticize the constant fear-filled gasps and shaky breathing when you're controlling her, but in the cutscenes, it's perfect in my opinion.
I don't mind that part at all I think it's quite good most of the time. It's just the excessive stutter that I don't like. Some is fine and well done but it becomes a bit redundant to the point where it's almost every line.
I don't mind that part at all I think it's quite good most of the time. It's just the excessive stutter that I don't like. Some is fine and well done but it becomes a bit redundant to the point where it's almost every line.
I was speaking in general terms. You can criticize the constant fear-filled gasps and shaky breathing when you're controlling her, but in the cutscenes, it's perfect in my opinion.
Agreed. Even though I thought to myself "I get it; she's scared", I still prefer it to, for example, 2013 Tomb Raider Lara going from terrified to warrior brute in like 15 minutes. It humanized Grace in a way video game characters typically aren't.
What are some things that didn't happen you guys were disappointed with? Here's a few of mine.
Alyssa really was not a big part of the story after she was wacked. I was hoping for some kind of flashback story about her in earlier days, maybe do something about her time in outbreak or anything. Her inclusion in the story could've been a lot more.
I enjoyed Raccoon City but I don't like how it was littered with enemies as soon as you get there. It should've been a ghost town. It didn't make sense after 30 years to have all these enemies here. I can accept insects as being somewhat acceptable but, for the most part nothing should be living here. Nothing is really explained how there's life of the dead here. I would've made RC more about investigation and story before they throw all these enemies at you.
I felt the rpd section was way too short. I was sad to leave. This was a monumental part of this series and it needed to be celebrated more with lots to do. Also was thinking we'd see more left over skeleton fragments of people that passed there. Like Marvin's remains.
I'm not really sure how I feel about the stalker not being anyone significant. I am ok with them not turning the story into that being Alyssa though.
One of the biggest missing things I didn't like was no supporting characters like Jill, Claire, and Ada and others that were part of the past. Sherry was basically pointless character with very little role in the game.
I absolutely loved the game but just some things would made it near perfect for me.
I'm enjoying Leons section, but I can't help but feel that it's objectively worse than RE4make. RE4 Leon had waaay more of an arsenal, a better parry you could get off multiple times (vs it being a locked in animation like in 9), contextual dodges/dodging under grabs, and better movement in RE4. This one also has some weird pause whenever Leon does some long contextual melee animation, like all the enemies around him just stop and wait their turn. Leon also can't shoot thrown weapons out of the air (at least I wasn't able to after testing it for a bit), and you don't have stuff like grenade collisions with thrown hatchets. It definitely isn't as clean a combat system as RE4make.
The arena design for combat sections (like the village, clocktower, or water room) and the bosses in RE4 were better, and IMO it's the series gold standard still. Nothing in 9 compares to Krauser or Verdugo.
Hunk and his unit were cool, but too short lived to be of any real consideration. Wish they had more build up to him. 20+ years of the fanbase sucking HUNK off just for him to be Leon fodder in 3 minutes lmfao
Yeah, nothing in Leon's sections in 9 come close to touching RE4. RE4 has so much more stuff going on. The ladders you can knock down. Mines and tripwires that can hurt enemies as well as you. Fighting alongside companions like Luis. Managing space in well-crafted environments like the cabin. The opening battle in the town square, with the furniture you can pile against doors and windows, the clock tower, catwalks, chokepoints you can defend, escalating tension when the chainsaw dude arrives (and is actually a threat). 9 has almost none of that.
There's clearly trauma there. Even before she gets the assignment at the start of the game, she literally jumps out of her chair when her boss calls her into his office. It's not subtle at all, she's skittish and on edge.
What's interesting is how that same scenario is mirrored by the end of the game. Boss approaches her, but this time she reacts normally. Calm and grounded. I think they're quietly suggesting that she has found closure and worked through what was haunting her.
This game looks like a washed out blurry mess in HDR on my Bravia OLED....i think the HDR in game sliders are fucked. On base PS5, other games look amazing so its not my set.
Damned autosave is not to be trusted. I assumed it was saving at major points, such as upgrades or obtaining key items, but I just died and my last proper save was nearly 30 minutes ago, last autosave about an hour.
Lost the will to play all that again, I had made loads of progress.
G+G herb combo
G+G+G herb combo
(G+G) + G herb combo *i-e take an already G+G and add a third G, this counts as a separate item
Handgun ammo
Shotgun ammo
Rifle ammo
Machine gun ammo
Hand grenade
Stacked grenade (combine two regular grenades)
Not that i know, but kite them back to the corridor, shoot the one in the front of the group, stagger and push him in order to make everyone fall, let the knife do its job.
Or
Kite everyone to corridor, line them the best you can, use requiem to kill everyone with a single shoot.
Finished. I need to see how it holds up on replays but my immediate feeling is that it's on my Mount Rushmore of RE games along with RE1R, RE2R, and OG RE4. Amazing job by Capcom,
Agreed. Even though I thought to myself "I get it; she's scared", I still prefer it to, for example, 2013 Tomb Raider Lara going from terrified to warrior brute in like 15 minutes. It humanized Grace in a way video game characters typically aren't.
But at some point she needs to get over it. It just feels strange she never gets her shit together. Her character doesn't evolve. At least so far, I'm with Leon in the city rn.
But at some point she needs to get over it. It just feels strange she never gets her shit together. Her character doesn't evolve. At least so far, I'm with Leon in the city rn.
Get over it? She encountering monsters that not even most highly skilled soldiers encountered.......She might FBI agent with basic gun training but her skill mostly on paper work on her office.
I dont know about you if it was me who encountered monsters in RE in real life it would give me nightmares for rest of my life.
Get over it? She encountering monsters that not even most highly skilled soldiers encountered.......She might FBI agent with basic gun training but her skill mostly on paper work on her office.
I dont know about you it was me who encountered monsters in RE in real life it would give me nightmares for rest of my life.
Yeah I don't get these comments. Let me know how you'd be if your mother was brutally murdered in front of you, get kidnapped and strapped while someone takes your blood, than right after sees this giant fkn creature harassing and stalking her and right before this she sees it rip the head off a dead guy. Fkn lol.
But at some point she needs to get over it. It just feels strange she never gets her shit together. Her character doesn't evolve. At least so far, I'm with Leon in the city rn.
It's pretty obvious Grace isn't a Field Agent, she wasn't sent in to engage or anything, just investigating a empty building, either way I prefer her to whatever Ethan was.
But at some point she needs to get over it. It just feels strange she never gets her shit together. Her character doesn't evolve. At least so far, I'm with Leon in the city rn.
While she is written poorly mostly, she does grow stronger later on. For example, while fighting "the girl" at the end she is getting more confident and even angry because she wants to protect Emily. She even verbalizes this confidence like "get out of my way" or "we're definitely getting out of here" and "you're not stopping us"... something along those lines.
Grace is a shut-in and primarily an Analyst that does office work and maybe does lab testing. Anyone in her situation with the same factors and skillset coupled with what she experienced in Wrenwood moving forward would make them suffer a form of PTSD and poop their pants 10 times over.
It isn't until growing attached to Emily that she goes through what I call a Luigi archetype.
Question for those who finished it: one of my biggest issues with these kind of games is that I sometimes (quite often) reach the finish line without ever using some items, because I tend to keep them for "when I really need them". Case in point now is the gun requiem with Grace. I'm now passed the entire care center section and I never used it, even though i did cradt some ammo. Does it ever get more obvious when I should use it or do I just need to stop hoarding ammo? And I generally don't have enough time to replay a game, so that's no option.
Yeah I don't get these comments. Let me know how you'd be if your mother was brutally murdered in front of you, get kidnapped and strapped while someone takes your blood, than right after sees this giant fkn creature harassing and stalking her and right before this she sees it rip the head off a dead guy. Fkn lol.
Lets not pretend her mother assassination was at the same day of the game events.
Also, this is a vídeo game, Ethan had way worse than her and he didnt become an useless guy for a entire game.
Jill and Chris saw all their friends been brutally murdered in Spencer Mansion, Sherry saw her mom die in front of her too and her father turn into a monster and be killed at 12yo and lets not forget the fat bastard going after her.
I dont get these "poor Grace, she had it rough, its understandable" as if everyone else didnt.
Grace's Gameplay: Pretty good! The medical facility is a great setting. It felt like classic Resident Evil. I really wished there was more of an emphasis on resource scarcity and puzzles. That's all that was missing. It threw too much ammo at you and defeats the whole idea behind "survival horror". I don't want to be able to kill EVERY enemy I encounter.
Leon's Gameplay: Ruined the game. It went for far too long, the biome was boring, the action was over the top, it relied too heavily on nostalgia, the enemies lacked variety. The shop mechanic felt unnecessary. After my 3rd or 4th visit I had already fully upgraded my weapons. It didn't have the range of items or decision making any of the other merchants had. It just felt like a vastly inferior version of RE4.
The story was a mess. The plot development involving Spencer was dumb. This guy is one of the most evil people in the universe and all of a sudden he has a change of heart? It was... bizarre.
Not providing a Hardcore difficulty off the bat was a poor choice too. The bosses were embarrassingly easy.
Does it ever get more obvious when I should use it or do I just need to stop hoarding ammo? And I generally don't have enough time to replay a game, so that's no option.
RE games have adaptive difficulty, it's really really hard to lock yourself out on a regular playthrough by just using what's in your inventory; if you're running low the game will just give you more.
I tend not to use what I don't have to in these games, so I always end up crazy fully stocked armed to the gills even in RE1. The requiem bullets are a bit more rare since it's basically the handcannon of the game, but I still had like 20 bullets for it at the end of the game, so feel free to just use it for bosses if you want.
Leon's Gameplay: Ruined the game. It went for far too long, the biome was boring, the action was over the top, it relied too heavily on nostalgia, the enemies lacked variety. The shop mechanic felt unnecessary. After my 3rd or 4th visit I had already fully upgraded my weapons. It didn't have the range of items or decision making any of the other merchants had. It just felt like a vastly inferior version of RE4.
I enjoyed Raccoon City but I don't like how it was littered with enemies as soon as you get there. It should've been a ghost town. It didn't make sense after 30 years to have all these enemies here. I can accept insects as being somewhat acceptable but, for the most part nothing should be living here. Nothing is really explained how there's life of the dead here. I would've made RC more about investigation and story before they throw all these enemies at you.
Remove the enemies? In a fucking resident evil game? The video game rule of cool part of RE has and will always take priority over the mediocre narrative of basically every game in the franchise. Rightly so.
Remove the enemies? In a fucking resident evil game? The video game rule of cool part of RE has and will always take priority over the mediocre narrative of basically every game in the franchise. Rightly so.
RC shouldn't be a desert wasteland, 28y later it should be overtaken by plants and the zombies should be fully decayed by the time Leon get back, they could have made the city full of plant based monsters like the ones it already have ( close to the lab ) + the fuckers we fight in the Nest ( RE2 ), it would have made lot more sense narratively without removing the fun part of gameplay.
Not sure if I missed it. Did RE9 address the Village cliffhanger in any way? At the end of that Chris discovers BSAA are using zombie/infected soldiers in their operations. What happened to this?
Not sure if I missed it. Did RE9 address the Village cliffhanger in any way? At the end of that Chris discovers BSAA are using zombie/infected soldiers in their operations. What happened to this?
RC shouldn't be a desert wasteland, 28y later it should be overtaken by plants and the zombies should be fully decayed by the time Leon get back, they could have made the city full of plant based monsters like the ones it already have ( close to the lab ) + the fuckers we fight in the Nest ( RE2 ), it would have made lot more sense narratively without removing the fun part of gameplay.
Well that would've been much better. It was ridiculous to me to see all these regular enemies there. That expanded plant section. I loved seeing that. Do more stuff like that. We should've arrived to seeing skeleton fragments all over the place to show how basically all living is gone.