Posts by -HP-
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I find the presentation to be a bit too much on the grey and washed out side, the animations can look a bit janky here and there too, they blend weirdly and feel a bit too snappy, which is weird since UE4 has excellent tools to do this.
That said, this pretty much hits all the right chords for a third person SP Star Wars game, I'm not even a fan of this franchise and I'm really liking what they're doing here.
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Wiktor breaks down his workflow to make this scene. Very informative video and end result looks dope af.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
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Quote from FMPONE
2 hours ago, FMPONE said: I beat the Leon portion of the game last night. Some thoughts on the end game:
http://# Hide contents Although I've really enjoyed this game a lot, if I'm going to be a bit critical, once you leave the police station the quality of the level design does go down quite a bit. It's far more linear, and far less scary overall. The plant monsters were so frikin lame (not scary/challenging), and the levels overall don't add any new interesting mechanics. Not sure why this would be, except maybe they spent a ton of time polishing that first chunk up and the rest didn't get as much attention. Whatever the case may be, pretty much from the moment I got into the sewers the game felt like it was already in its denouement phase, it would have been nice to return to the police station one more time for closure. The sewers weren't terrible, but then the Umbrella corps got even a bit worse, so the overall emotion was downhill. The Umbrella corp headquarters certainly attempted to give a sense of "scale", but I don't think it was successful at all in doing that, it felt tiny and cramped and rushed.
The last half of the game, for me, gets a 4-5/10 compared to the first half 10/10. It just felt really rushed.
The highlight of this game for me was definitely the end portion of the police station level, where Mr. X is chasing you around. That was some of the best horror gameplay I've ever experienced.
You actually do return to the police station from the sewers tho, but it's completely optional. You take a elevator up and come out in the main lobby of the station. You have to do this if you want to reveal the last Photographic Film, which if my memory serves me right it shows you photos of 2 hidden places inside the station where you can find some cool upgrades for your pistol.
I'm fairly torn by the sewers myself, it used to be my favourit part of the original RE2, they used to have this big ass tarantulas which were scary af and I think you had to use acid to kill them. Overall, I wanna say the original had more enemy variety too.
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In the remake they added those weird big monsters that crap out little floating enemies, and like you said the level design doesn't feel as tight as the first third of the game.
Your Umbrela Labs scale comment is a interesting one, now that I think of it, I remenber it feeling way grander in the original, it could be that since the cameras are static, you sort of like fill in the gaps in your mind and just assume you're inside these colossally big underground lab.
I also preferred the grungier and industrial look of the original RE2's underground lab, I don't know if the clean white ipad aesthetic was entired successfully in the remake, specially when their screenspace reflections solution is pretty bad.
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Now that I think of it, I also wish you got to play outside a little bit more in this remake too, there's something awesome about dodging zombies in dirty back alleys.
The white zombies also didn't make an apearence in the remake, although they are in the 3 mini story DLCs they released:
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The more RE2 remake lingers in my mind, the more I realize that it's full potential wasn't met, even tho it's most likely my GOTY.
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Hell's to the fuck yeahs. That was quite a bold statement, damn.
This better be good man, every game Kojima touched became a cult classic, even the less known stuff like Peace Walker, PT, Snatcher and Boktai to a lesser extent.
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I'll be down on Wednesday (most likely), if anyone wan'ts to grab a coffee.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
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GVMERS is one of the best youtube pages man, always great content.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
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Capcom is kicking ass lately, respek!
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Quote from InterfearanceDisplay More
32 minutes ago, Interfearance said: -Remove he nades (They are bullshit)
-Nerf concusses (They are op)
-Remove sniper breath holding (It's unnecessary)
-Remove proning (It's bullshit)
-Option to turn hit markers off (It's annoying)
-Add new maps that are true to the original collection in terms of unique layouts and themes (They were great)
I also hope they loose the circular level design they started doing in MW2, it's infuriating to spawn and get killed from the back 2 seconds later, MW1 didn't have this prob because they designed to MP layout/encounters to feel more like "fronts" and less running around like moths.
Quote from Interfearance32 minutes ago, Interfearance said: (btw i completely discounted the campaign; I'd bet my life on it being dog shit)
I dunno, it can be good. I miss a good CoD SP campaign actually.
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Congratulations brother! Savor each day.
Our little boy just turned 1 year old this week too, it's such a fun stage of development, you'll love it. One of my fav things is to try and fish what kind of personality he has, because every baby is diferent, just as we're all diferent. It's fun times man, never felt more fulfilled in my life before.
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For sure dude, this game truly is a masterpiece in game / level design and how to squeeze the most out of your game environments in a SP game, backtracking actually feels great here as it enhances the experience and you really get familiar with the surroundings.
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This seems really interesting, if I have time, I might pick it up over the weekend.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.
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Quote from FMPONE
21 minutes ago, FMPONE said: I played as Leon first, what happens when I go back and play with Claire? This game fucking rocks, still. I’m about 5-6 hours deep.
Deffo do it, the game changes way more than I thought. I finished my B playthrough on hardcore.
With the Claire B campaign, you start the game in another spot of the Police Station, so the flow of the first third of the game is completely different, some puzzles are the same (not all) but their solution is hidden in different spots around the environment, just as typewriters and boxes are in different spots too. Back in the original PSX version, Mr X only appeared on your B playthrough, on the remake tho the changes are more granular but I actually like it more like this, it just feels different. The story is also completely different, Leon's story is basically a love story with Ada. Claire's is more of caretaker / motherly archetype, as you need to save the little kid, Sherry. There's also new environments I wont spoil for you.Leon campaign is more actiony, weapons carry more bang. Claire's weapons are a bit more strategic, and she also gets more grenades/flashbangs I think.
Also, you need to finish the B campaign the see the real ending / real final boss, the game is meant to be played like this.
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It's a reboot, yeah. With focus on "war realism", just like the original MW, so this is not a sequel to MW3.
https://www.theverge.com/2019/5/30/1864…ler-ps4-xbox-pc
QuoteQuote One of the goals of the game, and its dual-perspective storyline in particular, is to show various viewpoints of a conflict. “We are telling a story about modern war in the real world,” says Jacob Minkoff, the single-player design director on Modern Warfare[/i]. “If we whitewash it, if we backpedal from it, if we show a world where the heroes fight the terrorists and win, you never see the impact on the average person, the collateral damage, or the morally gray situations that soldiers themselves have to face.”
[..]
The shift seems aimed at regaining some of the grit and, at times, controversial appeal of the original Modern Warfare[/i] franchise, which mixed action movie theatrics with more politically aware plotlines. Starting with 2007’s Call of Duty 4: Modern Warfare[/i], the series set itself apart as one willing to take risks, like the disturbing “No Russian” terrorism scene in Modern Warfare 2[/i] that urged players to take part in an airport civilian massacre, or the various instances in which players were put in the shoes of victims of nuclear attacks unfolding in real time.
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Back to the roots baby.External Content www.youtube.comContent embedded from external sources will not be displayed without your consent.Through the activation of external content, you agree that personal data may be transferred to third party platforms. We have provided more information on this in our privacy policy.