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It's a skill issue.
Skill issue? I literally hit every single shot on the head with a pistol/shotgun, you can't play this part the way the developers intended (run around on different parts of the map and shoot) as the movement is way too clunky + there's too many Lycans.
Literally the only way out was to cheese the shelves by shooting them every time they attack and just block a gate to let the invisible timer run out, those red barrels scattered around the map doesn't really do anything even if you clear them with it.
The rest of the game is fine but this one part is very stupidly done on higher difficulties. Extremely unintuitive on where the cutscene can even trigger, it feels like if you are in the wrong places it won't ever happen even if the timer runs out.
The way RE4 did it was way better. The level design was way better to allow you to escape and the cutscene can trigger everywhere.
Imo it's not even worth it to do these games on higher difficulties, the enemies are already spongy enough even on normal. It only makes the game more tedious
Pure and simple.
Kinda funny seeing someone with a toxic name from the tekken community complaining about something that's a blatant skill issue, tbh.
Of course people can clear it on VoS, but go watch any gameplay video on VoS and look how all of them abuses a cheese strat to get through instead of playing the chapter as intended.
But yeah keep going about how it's "skill issue" because clearly your brain can't comprehend proper discussions and you'd rather parrot reddit words, what a clown lmao
being clearable isn't equal to good design, every part of any game is clearable
There's also barely any actual skill involved in this game besides aiming and timing blocks. It's all about knowledge.
The problem is, in your first time you're not sure if you have to just kill time and survive, if you have to fight back and kill a certain amount of enemies or if you actually have to find a way out of there. It is extremely bad designed and also misleading.
The game unintentionally throws misleading exits at you. The flow is just broken.
At first you walk into the house with the shotgun, then down to under the house.. you come out with another house in front of you.. you go into that one, come up on the roof and see a red door up ahead. Seems like a great design.. then you get there and the door is locked. Now what?
You survive a little longer and then a giant dude breaks a previously blocked path. Cool.. so you obviously need to go to where he came from... Nope.. it's not that either.
You also have very little ammo and the enemies take an immense amount of ammo to die, which makes you question yourself if you should even bother shooting them.
If you watch some Youtube playthroughs of people doing this on hardcore on their first run. EVERYONE was confused and scratching their heads about what they were supposed to be doing. I mean, EVERYONE.
In the original RE4, which is what this part was copying from, it worked simply because Leon had clearly a fighting chance. Enemies would die easier and you had abundance of ammo to fight back. So you didn't even had to think too hard about it, you were simply fighting back.
Back to Village.. First playthrough, this took like 10+ attempts... Second playthrough 1 attempt, zero damage taken. It's not hard on the slightest. Just bad confusing and misleading design.
You mean, the sequence that is intended to cause panic because you're swarmed and can't fight back?
Because really your complaint seems to be that you can't fight your way through it.
So, again: Skill issue.
It's not because the part is hard. It's not hard. It's because on the first run, you're not even sure if you are supposed to fight back, survive or find a way out. It's just not clear. Once you know all you gotta do is to run around in circles for 4 mins, nobody lacks the skill to do so.
But the odds and the game seems to suggest you're missing something. That you are supposed to do something or find a way out of there. It's just confusing.
Glad we sorted that out.
It was not an immersive 'not knowing what to do' type of thing some games get right.
It was a immersive breaking 'not knowing what this scripted video game wants me to do'.
Very different.
Look. You liked that part because your first playthrough was on Easy. I get that... So it was probably designed well enough for that.
But for us, who jumped straight it on Hardcore. It was purely bad design. As if it was intended only for people who already played the game and knew what to do.
My first play was on hardcore, but, whatever makes you feel better about getting stuck.
It does work as intended for the first 2 minutes or so. Then you realize that there's still a lot of time left before the game starts the scripted defeat cutscene and the effect wears off becoming more annoying and redious than scary.