What is it that is so bad about 11? I literally played through it again last night on the ps3 and I'm just wondering what parts of it are making it unbearable for people cause I simply don't know. Seriously. Too hard? Too confusing? To... modern?
What is it that is so bad about 11? I literally played through it again last night on the ps3 and I'm just wondering what parts of it are making it unbearable for people cause I simply don't know. Seriously. Too hard? Too confusing? To... modern?
Dude you got the silver troph for killing Laura in chap 10 which the majority simply avoid til ng+ since its a pain and a waste of ammo, and you rage quit on 11? Weak sauce.
That chapter has a couple weak moments but isnt a shitstorm everyone makes it out to be. It just radically alters combat scenarios and situations. Kinda like the tail end of re4. I loved the environment change. Disaster: Day of Crisis mayne.
What is it that is so bad about 11? I literally played through it again last night on the ps3 and I'm just wondering what parts of it are making it unbearable for people cause I simply don't know. Seriously. Too hard? Too confusing? To... modern?
What is it that is so bad about 11? I literally played through it again last night on the ps3 and I'm just wondering what parts of it are making it unbearable for people cause I simply don't know. Seriously. Too hard? Too confusing? To... modern?
Dude you got the silver troph for killing Laura in chap 10 which the majority simply avoid til ng+ since its a pain and a waste of ammo, and you rage quit on 11? Weak sauce.
What is it that is so bad about 11? I literally played through it again last night on the ps3 and I'm just wondering what parts of it are making it unbearable for people cause I simply don't know. Seriously. Too hard? Too confusing? To... modern?
Just read my thoughts a few posts up. Just to reiterate, for me, it's quantity over quality. There's WAY too many ideas rolled up into one chapter. Some ideas are better than others, but the good stuff should have been emphasized more while the "bad" stuff either cut or adjusted. There's also, at least from what I can tell, a really, really stupid design oversight, unless someone proves my question/discovery wrong. Also, a lot of the encounter design echoed RE6, which was a disaster-piece of a game, so that wasn't sitting too well with me either. Just feels completely messy, I don't know.
He appears every five minutes or so. Save often and be ready to run. Take him to the main hall and just run loops up and down the steps. It ain't hard. Obviously having upgraded sprinting helps.
Eh, it works just fine as it is on Normal, and its not like you get a lot of ammo for it, compared to say the Pistol and the all-important crit chance upgrades
Where you had to kill the Chainsaw guy in the small area and then have to get on that horizontal elevator thing and kill guys as your traveling who are throwing flaming bottles and shit?
Cause I quit there too a few days ago and haven't gone back. Shit was the worst.
Eh, it works just fine as it is on Normal, and its not like you get a lot of ammo for it, compared to say the Pistol and the all-important crit chance upgrades
Where you had to kill the Chainsaw guy in the small area and then have to get on that horizontal elevator thing and kill guys as your traveling who are throwing flaming bottles and shit?
Cause I quit there too a few days ago and haven't gone back. Shit was the worst.
What is it that is so bad about 11? I literally played through it again last night on the ps3 and I'm just wondering what parts of it are making it unbearable for people cause I simply don't know. Seriously. Too hard? Too confusing? To... modern?
What is it that is so bad about 11? I literally played through it again last night on the ps3 and I'm just wondering what parts of it are making it unbearable for people cause I simply don't know. Seriously. Too hard? Too confusing? To... modern?
Wow to all the ppl complaining about 1 hit kills....they obviosuly don't know how to keep moving. You can run circles around everything in this game, including 1 hit killers, bosses, teleporters etc infact you can do it right under their noses and actually delay them longer cuz they will do a slow ass lunge towards you etc.
It wasn't something that made me want to quit or anything, i took it in stride, it was just one of those things i felt didnt need to be a thing, it was just time wasting and boring
It wasn't something that made me want to quit or anything, i took it in stride, it was just one of those things i felt didnt need to be a thing, it was just time wasting and boring
It wasn't something that made me want to quit or anything, i took it in stride, it was just one of those things i felt didnt need to be a thing, it was just time wasting and boring
My argument is that I was 14 when it came out and i was a PC gamer. It just wasn't impressive to me. Shit on 3DO was better to me even, like fuckin Road Rash.
I'm a 2D mario lover anyway, even though I found 3D World to be utterly awesome.
I didn't really notice any QTE stuff except showing what button you had to jam to open something, which was always X. I don't really count that since you can't mess it up. It added to the tension when you had to escape something that was hunting you down and you were just trying to get something open as fast as you could. lol
My argument is that I was 14 when it came out and i was a PC gamer. It just wasn't impressive to me. Shit on 3DO was better to me even, like fuckin Road Rash.
I'm a 2D mario lover anyway, even though I found 3D World to be utterly awesome.
Never had money to be a PC gamer back then. I actually hadn't built my first PC until around the time I got a 360. Even then I didn't really get into PC gaming much. Haven't gotten to a point yet where I can keep up with that stuff. lol. Just like to buy the hardware and be done. Don't gotta worry about if my rig can handle a game or not.
Oh i for sure liked the designs, just didn't like the way they were used haha, its all good though, like ill still replay the game multiple times and not worry about it, it definitly didnt reduce my enjoyment of the game at all
I didn't really notice any QTE stuff except showing what button you had to jam to open something, which was always X. I don't really count that since you can't mess it up. It added to the tension when you had to escape something that was hunting you down and you were just trying to get something open as fast as you could. lol
They weren't exactly QTE per se ,but I just mean sections in the game where you just had to do that one cinematic thing in the game and there isn't much replay value or meaningful purpose behind it other than looking cool.
Aside from a completely random first appearance, the only time he came back for me was if I kicked open doors. I ended up thinking his appearance was purely based on noise (aside from gunshots, but everything 15 feet away seems to be deaf).
Aside from a completely random first appearance, the only time he came back for me was if I kicked open doors. I ended up thinking his appearance was purely based on noise (aside from gunshots, but everything 15 feet away seems to be deaf).
lol. The haunted that were eating a body in one room ignored a bottle I threw right next to them and was like "wtf?" so I threw a bottle at one and that got its attention. Sometimes that bottle distraction doesn't work very well.
lol. The haunted that were eating a body in one room ignored a bottle I threw right next to them and was like "wtf?" so I threw a bottle at one and that got its attention. Sometimes that bottle distraction doesn't work very well.
If there's one thing that shines through in Mikami games, it's pacing and encounter design. The guy knows his shit and manages to output long games that have a ton of memorable encounters and moments, so with that said it's a shame that the game is held back by elements that don't seem too hard to fix. The tech end drags some parts down, with a spotty as hell framerate and a general unpolished feel with some of the animations, the more wonky ones being Sebastian trying to melee a small box at his knee and somehow busting it without going into contact with it despite there being a stomp, and the more gameplay affecting thing of the weird strictness regarding button prompts. Picking up ammo, trying to drop a match on an enemy, etc. can sometimes not show the button unless the camera is angled right which can get annoying if it leads to you getting hit. If they dropped an RE6-style patch that gave a lot of tweaks to the FoV I would appreciate it, especially if it extended into the actually aiming so I could pull it back more traditionally as the super zoom really feels like a last minute change in the end. There are also some ugly spots, mainly chapter 11 onward, that focused more on city environments that didn't look too good in the engine. Especially shown when crossing over rubble as those textures were rough, but from the start they weren't working with a great engine. In general(and somehow ignoring the framerate) I really liked the look of the game, and the art team knocked it out of the damn park. They need to all be lined up and given a raise, then a raise on top of that, for the great environmental and enemy work in here. I loved how twisted some of the common Haunted could look.
But, more importantly, god DAMN does the hit feedback in this game rock. It seriously never gets old to just rip a chunk of someone's head off and see them still come after you, and the actual pops shooting blood everywhere are great too. Traps being thrown into the mix lead for some clever moments of using them to your advantage, and stealth was...eh. I still think the game gets off on a really strange foot as it serves mostly as a tutorial, and a big piece of it is relating to stealth which didn't seem like a very viable means of tackling an encounter for the most part, when so many later chapters just being the typical sort of fight setup where enemies always know where you are. The puzzles were decent enough pace breakers, though none of them are even remotely difficult and there aren't very many in retrospect. And while not a puzzle, I liked the setup in chapter 7 & 9 to basically give you an endgoal to work towards while having different paths to go down to get it done, I would like to see the DLC use this again. That said, I do agree with a lot of the frustration 9 could cause
with Ruvik showing up. I get the cue and how to avoid his teleport(by staying somewhat close), but it seems counter intuitive to actually not just run as far away as fast as you can in an encounter like that. Further than that, I think they could have done something more interesting aside from a simple instant death. Ruvik is all about fucking with people, and given what happens when he shows up here with the blue lighting, wouldn't it be more fun if he caught you and just made some level twisting shit happen? Like the room stretches out in all directions and becomes littered with randomized traps(ala that tripwire filled one) and enemies. This gives the player an out, would give variety and a unique twang to each room if you get caught and also wouldn't be as frustrating, yet still serve as a punishment for being caught.
On the story end, it had potential but doesn't stick a lot of the necessary pieces. It takes way too long to really shed light on anything, and by the end there are so many questions you can't really read any singular theory and go "oh, now it all makes sense". It's likely the Kidman chapters will flesh out some aspects there, but I'm never really a fan of needing supplemental content to actually fundamentally understand the plot.
Still, even if I have issues with the game I still really enjoyed the moment to moment gameplay and want to try out Nightmare since I'm a sucker for harder modes with actual thought put into them regarding remixed enemy encounters. While I don't think this is an instant classic like RE4, I do dig it a lot and expect it to be looked back on favorably in a few years. Hopefully Bethesda's next engine isn't a crockpot of shit.