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Well, one of the aspects I liked in RE5 is precisely being able to interact with my partner and manage/exchange items. Besides, if my character can die, why my partner shouldn't?
I get that the AI partner in RE5 can make a lot of mistakes and be really stupid at times. But adding an infinite ammo/health partner wasn't a solution, and it also breaks immersion. I prefer an AI partner that I have to care about, and that needs to use ammo and healing items as I do, over a god mode partner I can just give a crap about or even use as a shield to save myself, knowing they won't die no matter what.
God mode AI partner was just a lazy "fix", that doesn't really fix anything because the AI is still stupid, just hiding the issue doesn't solve it.
I agree on the BS capacity (or other broken) upgrades. Still, RE6 skill system isn't anything great either, because there's like... 4 or 5? useful skills and the rest are pointless garbage. What's what everyone is going to use anyway? Skills to boost your damage, skills for taking less damage, and that's basically it.
Besides, the whole skill system becomes pointless when you reach No Hope and realize that you can't use skills there anymore. And if you can beat the highest difficulty without using Skills, that means you clearly don't need Skills for the lower difficulties either.
Uroboros isn't unkillable. That's just a weird bug some players have been experiencing on the Steam version of the game (apparently tied to high frame rates).
So in RE5 if I cap 30FPS in game settings I will be able to defeat uroboros w\o rocket launcher?
But anyways; ı completely agree that most of the hate re6 gets is nonsense and the game is extremely underrated. I think the game is better than re4 and re5 while being improved from those games in many ways; both from gameplay and story perspective.
This is an unpopular opinion of mine but ı think 4 / 5 / 6 are good re games in the series despite focusing on action more than horror.
Let me explain why:
Imo re was always cheesy and over the top and the games started to become more action oriented with re2. This also continued in re3 and recv so it didnt suddenly happen with re4 when the games became action horror. This also applies to re5 ( Which is more action oriented than re4. ) and re6. ( Which is more action oriented than re5. ) Basically the slow transition from survival horror to action horror made sense; not only gameplaywise but storywise as well.
I liked this transition.
I dont like how people only care about the " survival horror " aspect of re and nothing else. Like why? There are more things than that which makes resident evil games, well resident evil. Storyline and its progression, characters, monsters and bows, viruses / parasites and other infectious material, replayability, extra game modes and campy / over the top nature.
This is one of the reasons why ı dont like re7 and its weird tone, plus the aspects that ı previously mentioned feel removed in re7 when compared to other mainline entries. Not to mention the game has this stupid reboot wannabe tone along with its boring characters.
The issues ı have with re7 are also apparent in the newest " remakes " . With things like; cutting things, unnecessary changes, stories that cant even connect well to canon re lore, unnecessarily extreme focus on realism, realism excuses etc. I dont like re7's direction for the series due to this.
1. I agree that re5's partner has more depth to it than re6's but re6's partner aı makes less mistakes than re5's and due to this; ı think the partner aı is better than re5's. Your statement applies more to rerev's partner system; you cant order commands to them or improve their stats in any way.
Though the aı partner in re6 can also die in some parts so they arent fully invincible.
If ı had to rank partner aı from most to least favourite; that would be:
Rerev2 > Re6 > Re0 = Re5 > Outbreak games > Re4 > Rerev > Reorc
5. So re2 leon magically turning a shotgun into another one with parts is fine but high capacity upgrades in re4 / re5 arent cause? Cause it's not realistic?
Also ı think re6's skill system is better than re4's and especially re5's upgrade system. Sure the upgrades arent as easily noticeable as in re4 and re5 mainly cause most of them are dedicated to improving damage ( You cant upgrade capacity unlike in re4, re5 and rerev games. ) but a major reason for me thinking that way is the skills work on all 4 campaigns while re4 / re5's weapon upgrade system dont fully work in separate ways / jill's dlcs. ( You cant improve your weapons in re4 separate ways while the weapon upgrade system dont even work in re5's canon dlcs. ) Due to this; the upgrades feels more " consistent " than re4 and re5's upgrade system.
Not to mention the logic you use against skill system is flawed. You dont fully need to use the weapon upgrade system in re4 / re5 to beat those games either; it's possible to beat them without relying on upgrade systems. Not to mention; not everyone is very skilled at the game and not everyone plays / replays the game on no hope.
But anyways ı play the game with keyboard and mouse so due to that; ı can change between skill sets on the fly with f1-f8 buttons.
This is how ı use the sets:
Skill sets a ( Ssa )
F1: Firearm lvl 3, Defense lvl 3, Item drop increase / Team up
F2: Firearm lvl 3, Defense lvl 3, Critical hit lvl 3 / Last shot / Shooting wild
F3: Firearm lvl 3, Defense lvl 3, Quick reload
F4: Firearm lvl 3, Defense lvl 3, Eagle eye
F5: Melee lvl 3, Defense lvl 3, Item drop increase / Team up
F6: Firearm lvl 3, Defense lvl 3, Lock on lvl 2 / Rock steady lvl 2
F7: Firearm lvl 3, Defense lvl 3, Field medic lvl 2 / Recovery lvl 2 ( For ada's campaign swap it with recovery lvl 2 cause she doesnt have a partner. )
F8: Breakout, Defense lvl 3, Item drop increase / Team up
Skill sets b ( Ssb )
F1: Firearm lvl 3 / Combat gauge boost lvl 2, Defense lvl 3, Infinite handgun / Infinite machine gun
F2: Firearm lvl 3 / Combat gauge boost lvl 2, Defense lvl 3, Infinite shotgun
F3: Firearm lvl 3 / Combat gauge boost lvl 2, Defense lvl 3, Infinite magnum / crossbow
F4: Firearm lvl 3 / Combat gauge boost lvl 2, Defense lvl 3, Infinite sniper rifle
F5: Melee lvl 3, Defense lvl 3, J'avo killer lvl 2 / zombie hunter 2 / combat gauge boost lvl 2
F6: Firearm lvl 3 / Combat gauge boost lvl 2, Defense lvl 3, Infinite assault rifle / eagle eye ( Piers doesnt have an assault rifle. )
F7: Firearm lvl 3 / Combat gauge boost lvl 2, Defense lvl 3, Infinite grenade launcher
F8: Breakout, Defense lvl 3, Grenade power up / Combat gauge boost lvl 2
Skill sets c ( Ssc )
F1: Firearm lvl 3, Defense lvl 3, Handgun / Machine pistol master
F2: Firearm lvl 3, Defense lvl 3, Shotgun master
F3: Firearm lvl 3, Defense lvl 3, Magnum / Crossbow master
F4: Firearm lvl 3, Defense lvl 3, Sniper rifle master
F5: Melee lvl 3, Defense lvl 3, J'avo killer lvl 2 / zombie hunter 2
F6: Firearm lvl 3, Defense lvl 3, Assault rifle master / eagle eye ( Piers doesnt have an assault rifle. )
F7: Firearm lvl 3, Defense lvl 3, Grenade launcher master
F8: Breakout, Defense lvl 3, Grenade power up
Lastly if ı had to rank upgrade systems from most to least favourite; that would be:
Re6 > Re4 = Rerev2 > Re5 > Rerev
6. What's the bug? And which boss? 2nd one with flamethrower?
1) This point contradicts with your point down the line, which breaks the immersion/balance.
2) You answered why this game is so hated in this point, it's an action game, not a Resident Evil game.
3) You don't need hotkeys if inventory is well done(RE4, REmake 2, etc.)
4) Cover system in RE game...
5) See 1.
6) Every boss is killable, unless it's a stage where they specifically cannot be killed but only damaged to "escape".
7)Not even sure what to say there.
If graphics are really the only thing you think are better in RE5 you clearly missed any other game prior to these 2. RE5 isn't amazing but it's miles better than 6 in every possible way. If RE6 was a spin off it could pass as a low budget crappy action game, this way it just throws crap at the other game in the series. It's something like Postal 3 in the Postal series.
According to certain discussions I've seen in RE5 forums, that seems to be the case. I had no issue killing 2nd Uroboros with regular weapons but it's been a couple of years since my last playthrough, I don't remember if I was playing at 30 or 60 fps, but it definitely wasn't above 60.
It's not about realism, it's about balance. I'm totally fine with weapon upgrades taking some creative licenses, but a handgun with 100 capacity or a shotgun with 200 is just way too much, as well as other RE4 exclusive upgrades that give ridiculously high power or other perks to weapons that turn the game difficulty into a complete joke if you have enough currency to afford said upgrades.
That's not my point. My point is: In RE4/5 you buy upgrades to make your weapons stronger, and those upgrades will serve a purpose especially on the highest difficulty, because even if Professional is doable without upgrades, you'll do garbage damage in the late chapters. The highest difficulty is balanced around the weapon upgrade system.
In RE6, you collect skill points to buy and upgrade Skills, so after beating the game maybe a couple of times and having some really good Skill builds, you decide it's time for No Hope... and realize that No Hope must be played without Skills
So the game itself renders its own skill system eventually pointless since by the time you might not even have unlocked/maxed them all, you'll be ready to face a difficulty setting where you won't be able to use Skills anyway.
And what would be the point, after beating No Hope, for going back to lower difficulties AND using Skills to decrease the difficulty even further? Once you get good enough at the game to beat No Hope, you don't need to bother with equiping/switching Skills anymore. You may as well replay on Pro or Veteran without Skills since you know you don't need them because you've already beaten a higher difficulty without them.
Besides, the "Skills" add nothing interesting to the gameplay or to the fun (except maybe a few Skills like the one that removes laser sight). They're mostly just modifiers to make the game easier, like do more damage with X weapon, do more damage with melee attacks, do more damage to X enemies, take less damage, get more ammo for X weapon, etc. which is basically the same you're already doing by lowering the difficulty.
Regardless; like ı said previously, the weapon upgrade systems of re4 and re5 dont work on their other canon story modes ( You can only buy stuff in separate ways mode. ) unlike in re6 where the skill system works on all 4 campaigns. The game is very coherent to itself and to canon storyline and it's a more coherent experience than re4 and re5.
People are way too short sighted when it comes to re franchise and especially to this game. They are lazy as hell and dont look at things deep enough. No wonder capcom screwed up the franchise with paranormal hazard 7.
Well, I certainly don't want to feel the characters in RE6 even more OP than they already are. The upgrade system in RE4/5 does serve a purpose on the highest difficulty (since Professional is balanced around it), the Skills in RE6 become useless once you reach the highest difficulty because you simply can't use them, and if you can handle No Hope that means you no longer need them.
You don't have upgrades there because those extra chapters are much shorter than the main story so there's no point. You won't even have many of the weapons for a long time to begin with.
Capcom has been screwing up the franchise since RE4. And no matter how deep you look at things, RE6 gameplay is literally the farthest the franchise has derailed from its original vision and premise.
It can be still a fun game to play, it may have some addictive and enjoyable extras, and it factually has a lot of content and work behind it. But for anyone looking for an actual RE/Survival Horror experience, RE6 is the last main game to recommend. RE4 and 5 were already linear action bullet fests, but even them don't go as far as going full fast-paced action, kickboxing BOWs, killing enemies with counters, fighting tanks and helicopters, etc.
2. Well they should have focused more on those episodes then. I honestly dont know why capcom wasted their time with assignment ada; it's not canon and after playing it once and unlocking the unlockables, it's really not bothering anymore. They should have focused more on separate ways not to mention it has no difficulty selection and you cant change ada's outfit into her assignment ada / re4 mercenaries ( Darkside chronicles ) outfits. Same thing with jill's dlcs; they should have focused more on those episodes.
3. I disagree; ı'm honestly glad re4 turned out the way it did. I prefer it over re 3,5 every single time. I think they were planning to kill leon in that version. Not to mention the weird supernatural elements it has along with hookman. ( Which came back in re7 for a weird reason. )
It's awesome and one of the best games ever. Plus the re games started to become more action oriented with re2 anyways. 4 / 5 / 6 being the way they are made sense; both from gameplay and story perspective.
Though ı think the game is a bit overrated, just a bit. I dont like when people say it's a flawless masterpiece. ( Overpraising re4 to heavens while overbashing re6 to death for example which is extremely annoying. ) I love re games; they are awesome but none of them are flawless masterpiece imo. All of them have at least one small aspect that annoys me, especially after replaying the games multiple times.
One thing that bothers me about re4 for example is mikami not hiring a writer for a weird reason. Plus killing umbrella in the intro is a weird decision mainly cause re2 / re3 / recv's endings heavily hinted at characters taking down umbrella. The main cast is still memorable though.
But anyways; ı also like plaga, the backstory is interesting unlike the lame mold in re7. Plus after t-virus and zombies; it feels like a nice change to keep things fresh. In terms of plaga monsters; ı prefer the ones in re4 over the ones in re5 even though re5 has a better story than re4 imo. I wished c-virus also appeared in another mainline entry tbh similar to how plaga appeared in re5 as well as the last 2 cgi movies.
I wouldnt call it a " reboot " unlike re7. Not even gameplaywise, mainly cause like ı said; the games started to become more action oriented with re2 and they continued this process in re3 and recv as well. The change in re4 ( And later on in re5 and re6. ) make sense. Storywise; it still follows previous re games, especially when it comes to leon and ada. ( Meanwhile for re7; they decided to call the main character " Ethan Winters " in an attempt to reference re5 but this doesnt work and comes off lame mainly cause " Ethan W. " died after 1998. )
How is the gameplay in RE2 more action oriented than in RE1? It's the same gameplay, they didn't add anything to make it more action focused. The only classic RE that did that was RE3: by adding the dodge mechanic, Nemesis chases speeding up the pace, rewarding the player with exclusive weapon parts for fighting the optional encounters, and explosive objects.
RE games weren't progressively getting more action focused because RECV and RE0 are definitely less actiony than RE3 (which is more actiony because it was initially conceived as a spin-off). Most of the action in RECV is just the BS Hollywood cameos that happen in cutscenes, none of which affects gameplay. There's nothing in RE0 or RECV that makes them "more action" than RE3.
RE4 and RE7 were both gameplay reboots, just in opposing directions. They both changed the formula completely compared to the games before them. And the story of RE4 had nothing to do and no relevant connections with the previous games, same as RE7.
RE7 uses a new protagonist because Capcom wanted to create a more horror focused experience. Do you know why RE2 in 1998 featured new protagonists instead of Chris and Jill? because Capcom decided it was better to have new characters to face the horrors instead of the same protagonists of the previous game who have already acquired experience and know what they're dealing with.
So technically, RE7 and RE2 used the same logic. The idea for the first RE sequel was to use new characters because they considered it was more effective to experience the horror that way. The repeated characters trend started just because of fan-service, because a known and fan-favorite character may sell better than a new one.
But using the same protagonists who have already survived multiple outbreaks over and over again is a problem when you intend to create a Survival Horror experience. RE4/5/6 didn't want to be Survival Horror so it wasn't a problem for them, but it was for RE7.
There's no refference to RE5, Ethan Winters is simply a system ingeneer and has nothing to do with that random researcher "Ethan W." mentioned in a file. It's just a coincidence.