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I love the OG for the goblin Ashely and incredibly iconic vendor voice, but there's plenty of things to like in the remake too.
You can still do it against lone enemies, but you really want to either play from afar using a weapon with reliable ammunitions (mostly handgun and crossbow), or just sneak kill entire areas when you can. Some parts of the game are surprisingly easy to just ninja your way through
Combine this with the random elements added to aiming, enemy staggering, and the lack of sound cues for what enemies are doing off-screen, and the game becomes EXTREMELY frustrating at higher difficulties.
I've been told I have a skill issue a few times when I point this stuff out but this stuff is just... built into the game, it's how it works, and I did deal with it (100% achievements, S+ Professional in under 4 hours), doesn't mean I have to like it.
I'm waiting until modding gets more advanced. When modders implement laser sight on every non-scoped weapon, and custom difficulty becomes a thing (for example professional enemy damage with standard enemy HP and stagger resistance and hardcore AI), it's going to be incredible.
I might look into modding myself to see how the tools develop.
I get that, but it doesn't make for a very enjoyable combat experience. The original game is easier, but also a lot fairer and more consistent. In the original game you can look at a combat situation, scan the room, and the rules are so clear that you can immediately plan something out in your head and then execute it exactly as you imagined it. It's super consistent like that, you dominate the gameplay sandbox and then you can control the fights themselves, like a conductor.
In the remake you are not in control, you cannot reliably scan a situation and plan and execute on the fly, ♥♥♥♥ WILL go wrong in ways you don't expect and cannot predict. It's inconsistent like that.
I wouldn't have an issue with this new style, except they also made basic mechanics like aiming and staggering enemies inconsistent and random too. Will the bullets actually land where you are aiming? Who knows, it's up to chance. So is that charging ganado coming at you and getting x numbers of headshots. Will he stagger in the first 2 bullets? Or will he eat 5 of them like nothing happened and STILL manage to grab you despite you doing everything perfectly mechanically? All up to chance.
Sorry for the wall of text, but for everything this remake is being rightfully praised for in how faithful it is to the original in terms of content and atmosphere, I feel like most people are missing just how drastically the gameplay has changed. Not improved, changed.
Playing the game on Pro difficulty really highlights how unreliable the controls can be at times. I’m getting stunlocked like crazy because of all the grenades.
Leons weighty movements, random staggers, inconsistent iframes, RNG crossair, Ashleys Ai - all these elements have a pinch of randomness injected into them, meaning you’re never in full control of the gunplay like in the original, which was purely skill based.
Now there is always a sliver of luck involved and I can’t stand it.
If you shoot an enemy in the face 3 times and they don’t stagger it’s not because you can’t aim, it’s because the game just arbitrarily decided to not grant you a stagger.
If you get knocked of a ladder midanimation it’s not because you timed it wrong, it’s because the game took away your iframes.
The lack of consistency is a serious issue that drags down an otherwise fantastic game. I hope these will be adressed by Capcom in the near future.
I think once Mercenaries is out more people will realise how sloppy these controls really are.
Like in the OG, any interactivity is completely invincible so you could spam to high heaven, hopping a fence, climb a ladder, step into adjacent minecart, nothing could touch you your 100% safe.
But now, hopping a fence grants a certain bit of avoidance because its evasive, sure, same with scrambling up a ladder, but not completely totally invulnerable because thats ridiculous.
Everything in the original was done in order to make the combat system fun and engaging, specifically having tank controls + not being able to move while firing made the devs deliberately make the enemies slow down and be less dangerous to you.
We've had 18 years since the release of the OG to become used to running and gunning, it's only obvious that they'll ramp up the challenge and difficulty - after all we've gotten better at gaming tbh.
Melee getting toned down is fine, you can still kick large groups away, being able to move and maneuver while shooting is where its at. If the enemies remained as passive as they did in the OG (which is fine in context of the controls of the original and the movement scheme) then the game would be no challenge at all.
Trust me, I'm sure you'd rather have a brutal experience where fighting and coming out on top of every engagement is thrilling rather than having a breeze