You must have missed the weapon locker room. It's a brightly lit optional room.Think I'll go PC over PS4 pro after the demo, just feels great to play in 60 fps.
Got 2 medallions on that run although somehow missed the shotgun again. How long after the keycard is it? Which floor?
Aiming is interesting, it seems you have to not move at all after firing to regain accuracy, then you can swing about as much as you like.
What settings was that running at? Graphics options? Did you have grain and all the rest turned off? CA turned off? Motion blur etc?
Inventory management is inherently bad game design then? It's been a part of classic RE forever.My only complaint on this demo: the limited inventory which already was a problem here. That's (still) really bad game design.
Sorry if this has already been answered but: if I suspend the game by going to the PS4 home screen and let the game keep running, will the countdown clock keep going in the background? Or will it pause?
I guess it's alright. I know I will like the (known) puzzle/adventure aspects which similar action games usually miss but overall I'm not blown away.
Currently I'm LTTPing Dead Space 2 and honestly, I think that game often looks better than RE2 (obviously minus the faces and general character model complexity).
With RE2 I especially don't like how washed out the blacks look in full-on dark areas. It's borderline irritating. Jumped back into DS2 right after finishing the demo and lighting looks so much better there (even though it's obviously technically simpler).
Also, the weapon sound design is pretty weak.
Edit: played the demo on PS4 Pro
You're not supposed to blasting your way through them like it's RE4
Yes. You kill enemies in survival horror games only when you need to.
What's the best sound setup for headphones ? Small or Large Dynamic Range ? Dolby Atmos or Headphone setting ?
Run past, or just shoot in the leg if you have to. Standing and fighting in survival horror is usually a last resort.
Run past, or just shoot in the leg if you have to. Standing and fighting in survival horror is usually a last resort.
Well, survival horror games with combat. That's the "survival" part of survival horror.If it's that way here okay. But I wouldn't sign that statement for all survival horror games tbh.
Goddammit, this game has the same problem that seemingly every third person horror game has nowadays.
The reticle and the direction the gun is pointing being misaligned. Drives me up the fucking walls.
Resident Evil pretty much set the standard for that design choice in survival horror games.If it's that way here okay. But I wouldn't sign that statement for all survival horror games tbh.
Well, survival horror games with combat. That's the "survival" part of survival horror.
You're not expected to run past all of them, but you're encouraged to conserve ammo if you don't need to actually kill the zombie. If you're in an open area that you can easily maneuver, killing a zombie gets you nothing and then you might not have ammo for a zombie blocking a corridor that you have to deal with.Plenty of horror games let you fight and expect you to kill whatever monsters there are. Dead Space 1/2, Resident Evil 7, even the god father of horror games: the original Alone in the Dark (DOS 1992) worked that way. Scary as hell back then, rare ammunition, plenty of puzzles, tank controls, hard as hell but killing of enemies was part of the gameplay. RE 1 always reminded me of Alone in the Dark tbh.
What settings was that running at? Graphics options? Did you have grain and all the rest turned off? CA turned off? Motion blur etc?
I think the Hip Pouches will actually add more challenge to the game (don't remember if RE2 had hip pouches or the traditional backpacks).
Inventory management didn't go away with action RE though, it just changed to accommodate them, even in its most action form in RE6 you still had to manage inventory. I think there's room to even argue that RE6 has the most annoying inventory management in the series after RE0 lol, that fucking awful plants system.Inventory management is inherently bad game design then? It's been a part of classic RE forever.
Glad it came back tbh.
stand still and wait for a dot to appear on the aiming cursor
this enables you to kill zombies in 1-3 hits, it's the 'potshot'/'critical hit' mechanic
https://www.youtube.com/watch?v=vT9P7MQI6NQ
the critical hit chance is still there on reg shots but it's much, much higher on potshots
you have more than enough ammo to blaze through every single enemy
Yea love it, this will work hilariously well with players panicking during surprise encounters. :DI was wondering what that was. I like it. Encourages patience in tense situations. Also reminds me of RE: Outbreak where Kevin and Alyssa had that mechanic as well.
Damn. To Deluxe version or not to deluxe. That is the question.
While the Noir costume sounds cool enough and so does the alternate gun, the costumes and gun are not enough for me to say the $10 is worth it.
So just trying to decide if it is worth $10 to be able to swap to the original soundtrack.
Any RE2 veterans have an opinion on the original soundtrack and is it a must experience for the extra $10?
I can say to me, especially in a survival horror game, the sound is just as important as everything else.