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RE0R's gameplay could most likely be a modernized, updated version of RE5; I love the classic RE style, yet I doubt Capcom will commit in making games with fixed camera angle and tank controls nowadays. I won't complain if RE0R nerf the Eliminators and the stun-locking enemies a bit without ruining the difficulty too much.
I like RE0's puzzles and I find some of them endearing and engaging at times. The puzzles that uses math and brain power, like the Train Break System, destroys me and I find amusement laughing at my own struggles. Puzzles that have a "coop" aspect with your partner are my favorite. 10/10 I'll solve them once again in a heartbeat.
I do hope RE0R has more puzzles.
It would be interesting to see how RE0R handle the item boxes and the item dropping mechanic. I like the idea of having my cake and eating it too by getting both the item boxes and item dropping mechanics, or maybe having a mechanic that's a fusion of both. Who knows, I guess we wait and see.
RE0R would definitely be great in having online coop just like RE5. I wonder how RE0R will handle coop in the section where Billy gets temporarily removed from the game after the cable car cutscene. Alas, a local coop feature for RE0R will remain a fleeting dream of mine unless someone makes a mod for it...
I'm torn between Rebecca's 3 different face models from RE0 Remaster, original RE0, and REmake. It's already bad enough that I went into a rabbit hole regarding her face model being different since I ended up liking all of them. I don't know, maybe RE0R can have Rebecca's make-up be optional when opening up the Suitcase while changing costumes or some alternative option since some people doesn't like her dolled up face. Perhaps Rebecca having make-up is the reason why Billy called her doll-face lol. It would be neat for RE0R to have a consistent face for her so it's not distracting once you play Resident Evil.
I personally think there is a lack of dialogue interactions between Rebecca and Billy in RE0 aside from the cutscenes and gameplay interactions. I do love the subtlety between them throughout the game, such as the partner dialogues from the Solo/Team command with Billy's casual response compared to Rebecca, and I would love to see them talking more with each other during level progression to naturally bond and gain trust overtime besides the whole "we must cooperate with each other or be worm bait" thing. RE0R could make use of the handheld radio for simple chatters during the player's survival horror adventure in the Training Facility, for example. I enjoy the small, goofy conversation between Rebecca and Billy from S.D. Perry's "Resident Evil: Zero Hour" book about orange food, and it would be neat to see that kind of thing in RE0R.
My unpopular opinion: RE0's AI Partner did exactly what is advertised of them being able to fight alongside the player in tandem pretty well, yet it also fails spectacularly on the part of being able to save the player effectively from a salvageable bad situation (not including situations that is 100% totally the player's fault). A zombie just grabbed you from behind? Don't worry, AI Billy/Rebecca can shoot that zombie off you! Wait, what if three zombies simultaneously grabbed you instead? Well... sucks for you because AI Billy/Rebecca can't shoot them all off you in time while those zombies is wolfing down your neck as your AI Partner watch in horror. I hope to see RE0R's AI Partner could gets some major improvement, so it doesn't feel like a chore and give players incentives to bring them along besides the mandatory puzzles/mechanics that requires them.
Also, I do wish that RE0R will give Billy a bunch of costumes that rivals Rebecca's closet so I can have the duos be always fashionable in different outfis as they blast zombies and other critters with style. If not, I can always turn towards modding and be a degenerate to mod myself a Statue of Evil and Good costume for Billy and Rebecca hah hah.
And with something like the item box/typewriter setup from RE4R, where you can store weapons but not ammo and herbs and stuff. It brought back a little bit of inventory management aspect to the game.
We know that was only done because of memory limitations when this was originally a game cube game so if that was changed alone it would make the entire game more accessible and fun.
Only done because of memory limitations? Then why was RE1 Remake able to handle it?
I'm only aware of the item boxes removal was due to being inspired by a game called "Sweet Home" (1989) to make the game harder from a HYPER CAPCOM SPECIAL 2002 Summer interview with Shinji Mikami and Tatsuya Minami.
Source: https://web.archive.org/web/20161030191752/http://projectumbrella.net/articles/Shinji-Mikami-X-Tatsuya-Minami-HYPER-CAPCOM-SPECIAL-2002-Summer
Yeah, that doesn't add up. REmake and 1-CV before it all handled item boxes fine. Besides, tracking the position of every single dropped item as RE0 does sounds actually more complex. Definitely a design choice, there was a fair amount of criticism towards the item box mechanic back then so after RECV Capcom experimented with different ways to get rid of them.
One of them will come true and then they can celebrate themselves as heroes because they predicted it so wisely.
Code Veronica would make sense, because it has no pc version and can be seen as the real RE3. (It continues Claire's RE2 Story - e: Instead of taking place before and while RE2 like RE3...The one is like a sequel, the other like a addon.)
But all in alll.... Developers should concentrate on future titles again instead of re-releasing old hits. You can see this in almost every major development studio. Since they've been so focused on remakes and remasters, their newer titles are mediocre at best in the long run, and you can see laziness at every corner.
(In RE8, for example, you can see it very clearly in the third-person view, for which they didn't even bother to adapt the scripted scenes accordingly. It constantly switches to the first-person view.
The "story" of the Winters DLC doesn't really say anything in terms of content and just goes through familiar places.
And then it ends again at the familiar end instead of picking up after it and taking advantage of the overpowered character. No, the Winters story ends with a really bland ending and a damn bad cliffhanger that is never resolved. Precisely because the Winters are over.)
While I don’t have the source the documentary I saw about the game cited an article about how unlock the remake which involved you controlling one player in one location. 0 had real time switching between players at different locations in different maps and with different inventions. This lead to them using a mechanic from sweet home (the game that was the inspiration for resident evil) where all items would remain where they were on the map. A system that was used to save memory for sweet home back on the snes.
This still lead to issues with memory and item tracking during the major zone change between the train and the mansion. Which it’s why it’s the only the time the game just dumps everything at your feet in one location.
I love that you're excited about the prospect as much as I am! I started playing it again recently and it makes me really happy; the Good and Evil costumes sound like a good idea. I hope they make a new version with more dialogue options between the two of them, MAYBE improved Billy voice lines; it's a little meagre. (If anyone knows more canon interactions between the two of them...send them my way..)
Will it be an origin collection remake including re1 or separate remakes
Over the shoulder is awful, I want a REAL resident evil game with fixed cameras.
Should 0 be standalone or origins collection remake?
When they get around to doing 1 include weskers rebirth as dlc