Slowly easing into this; this will be the one RE game I want to learn the route for.
Two things struck me from casual practice:
-Dodging zombies is often way harder than it looks. I think we've talked about enemy AI a little before, but this would be a good place to cover the basics again. How do you get past enemies?
-Turning in the game feels really slow. Is the huge turn radius something you just get used to?
It's definitely the best one. So much awesome stuff to explore in this game.
Enemies: There is no one trick to getting past every zombie you encounter. The way REmake enemies are programmed to spawn into rooms varies sometimes. Take for instance, after getting the dog collar, the zombie afterward on the way to the Armor Key may be just standing facing perpendicular to the door, or he may be rotated toward you, walking, or facing you standing in place. Understanding how zombies change between AI phases and being able to react when you notice certain patterns is most important to being able to find consistent dodging methods.
The "lurk" or back-forward dodge doesn't work consistently because of this, although all the old SDA runs would have you believe otherwise, because they restarted until they got the correct RNG for optimal dodges on the more difficult ones. It only works when a zombie is behaving a certain way... I'll load the game up this weekend and post more. But generally, the two AI phases you want to pay attention to are what I like to call "seeking" and "shambling". The movement changes between the two, and it's fairly easy to pick out with practice. One of those, you can lurk-dodge pretty easily, but you have to wait for it to wander into a wall for the other one.
As for movement, Yeah, you'll have to get used to it. The turning controls pretty two-dimensionally, actually. Moving left and right happens at a constant rate no matter how far left and right you twinge the stick. The best tip I can give you for movement is to know which movement to start with in a room to set you on a straight trajectory (rotation, diagonal running, or a straight run if neither of those two are necessary), then only twinge left and right based on how straight a line you can make to the door. Familiarize yourself with every curve in the maps, because generally the lines on the maps are representative of the boundaries you can actually walk/run, whether there is a slope or object present or not.
So you "buffer" your movement, just like in Silent Hill; makes sense :)
That's what I needed to know about enemy behavior. I knew there was some methodology to dealing with different situations but it's really hard to grasp if you just watch other runners do it. I'll keep an eye out for more info.
Yeah, it's like that with a lot of games. People are like "oh, watch the video and you'll get it" but it doesn't work that way all the time.
Someone who watches Siglemic's 70-star guide, for instance, isn't going to be able to understand intricate things like 1st frame walljumps without a description.
I just started speed running this. I've been keeping pace, but still have to get used to figuring out seeking vs shambling. I've been watching a lot of Carcinogen videos for it, but still don't quite get it. I'm having trouble with getting the key without killing the shark. Any tips Carcinogen? Also, for the first notes in the mansion, would it be faster to use a defense item on the zombie before he comes into the room. I can't seem to get out of the area behind the dresser you push fast enough before he's all over me. Appreciate any advice. Much respect and enjoy your runs.
the shark goes like this: drop off the ledge, hold up-left until Jill's trajectory is facing 90 degrees left from where she starts, then straighten it out and mash A. It's really easy, and you will get it after a few tries.
Thanks a lot man. I got it a couple of times now. Still not consistent though. Have a special save just to practice. You rock! Don't know if you were at SGDQ, but if you were, I hope it was fun and you did a killer run.
5 versions. Records are gonna be fun to keep track of. :p The game will cost between 3990 and 3694 yen for physical and digital versions, respectively. No details yet for the PS4/Bone versions except that it's still running at 30fps but at 1080p.
Also, Japan exclusive PS3 collectors at 11,111 yen. Roughly US $111?
I did a quick comparison and the amount of screen lost because of the widescreen thing is astounding.
Edit: turns out the cropping isn't permanent. The new camera panning allows you to see the rest of the screen when you move up and down. It's wierd but it sounds like a good alternative.
idk about you guys, but I'm buying it for every system available when it comes out. I really want Capcom to release more classic survival horror games.
I'll be buying it for my xbox one for sure, I miss the game since I sold my cube long ago at uni, been too lazy to get around to buying the wii version.
I wonder though if it will be a direct port over in terms of tricks and enemy damages or if there will be some under the hood tweaking, or a stupid casual mode added.
The screens released so far have been paired up with matching angles from the gamecube version, they updated the shaders on characters to look better which is nice, bump mapping also seems deeper, or darker, whatever.
" Graphics High-Resolution Environments - We've increased the resolution of the background environments by recreating them with a mix of high-res static images, plus animated 3D models. "
Sounds like they either lack the original source files for the backgrounds or they are enhancing parts to look a lot better in 1080p
When Okami was ported to the Wii, Capcom outsourced it, and the company that actually did the porting said that Capcom no longer has the source code. After that incident, I honestly don't believe that Capcom has the source code to anything.
Well if they didn't have the source code they wouldn't be able to port it in the first place anyway. If they lack anything, that would be the raw assets.
I'll be buying this for sure to speedrun. Loved this game. I hope this sells well enough that they go back to old school survival horror. RE Revelations 2 looks like its going to play and feel like RE 6.... that's a very bad thing for what was the start of a great spin off.
The game is up for pre-order on the Japansese PSN for 3,999 yen and it'll ready for pre-load from the 25th. Along with the pre-order is no less than TWELVE unlock codes, with the game at 8.7 gigs.
My hope for Revelations costume has been re-ignited. I am clenching so hard right now.
Also, Grandia 2 has been released on PS2 classics. Lucky bastards. :(
It's proper analog control with sensitivity for walking/running, so no more holding Square, and instantaneous movement in any direction. Doing a 180 turn isn't a full turn though, more like 170, so it'll take a bit of adjusting. This changes the game drastically and shits all over the tank controls.
I know people were thinking of importing the Asia version for both languages but it's identical to the Japanese version; it also has both languages and changes the text depending on your console's language. If you have a Japanese PSN you might as well just get it now.
Speedrunning will still be annoying because you have to sit through the game settings every time you start a new game and it saves for 15 seconds before playing the first FMV. It's stupid and doesn't make any sense since it already saves them in the main menu anyway.
apparently they also fucked up the controls hard for tank controls according to Carcinogen, watched the stream he had up when the game went live, the 360 version apparently is the closest thing to the original but the PS3 version is just an atrocious mess of "how could they fuck up something so simple" i have no comment on the other versions,
Im still hyped for the PC version I really REALLY hope they're going to be allowing custom control inputs. but from the looks of things i highly doubt it.