Lowpoly Broth #5 – Leon’s Seed

Watched RE4R walkthrough. Cute and proper yet completely pointless. Just shows how timeless and relevant the original game is. The remake improves upon and iterates on RE4’s original ideas while completely ignoring RE2R’s achievements and all changes in the horror genre over the past 15+ years.

  1. They introduce a lot of mechanics all at once. Traps, tripmines, different types of infected, stealth
  2. Ashley’s chapter is not in first person for additional spooks (ignored Amnesia’s and P.T. triumphs)
  3. Big Cheese could’ve been Mr.X v2 (ignored RE2R)
  4. Invisible bugs are removed
  5. U3 is removed together with its level
  6. “Find 5 blue medallions” challenge repeats way too many times without any iterations on the formula
  7. No RE2R’s-type armory where you have to search every nook and cranny to get more ammo, upgrades and a shotgun
  8. No Police Station-type level that you have to explore thoroughly
  9. Chapter 2-3 lifts and the lava room in Chapter 4-1 are not in the remake
  10. Puzzles are either “press that button” or way too hard (that tetris puzzle to turn on electricity). RE2R’s puzzles were multi-step where you had to find one item to get to the next and so on. Some items even had to be used several times
  11. The laser corridor is not in the remake
  12. RE4 is not that outdated to justify a remake
  13. You can’t set your own traps and tripmines
  14. Some later chapters look way to “clean” and generic. Compare the village and the sequence where Ashley operates the wrecking ball
  15. Laser sight is not the default option
  16. Weather doesn’t play no role in gameplay. Visibility, wind+grenades, rain+fire. I didn’t see any of that
  17. No new concepts. I actually liked J’avo from RE6. Would’ve been nice to re-implement them into the franchise
  18. Boss intro transformations are a lot better in the original
  19. The car coming at you is not in the remake
  20. I don’t really agree with the latest CroubCat video (the visuals are fine, the gameplay got a limited upgrade) but the last 2 minutes are just like me!

Out of curiosity, I decided to return back to Raccoon City to see how they did it.

Resident Evil 2 Remake 100% Walkthrough Leon A Hardcore S+ Rank

INTRO

  • Tutorial level is a loop
  • The game never stops
  • Get the key and get the hell outta here
  • No weapons for extra spooks
  • Too many enemies and not enough ammo
  • Tutorials never stop the game. I have no idea who came up with the idea that you have to stop games dead on tracks and ruin all sense of pacing to show pop-up screens that tell players the most obvious facts. You can do it naturally. Learn from HL2 and RE2R. Sure, as a PC masterrace player, I couldn’t find R3 on a PS3 dualshock once but they could just add an animated gif of the controller. Maybe these instructions are written for retards but retards don’t read anything out of principle. That’s why they’re retards.

POLICE STATION

  • At first, only one path is available
  • Change of context – corridor turns from an safe zone into a war zone
  • Optional challenge – close all windows
  • New items open new locations
  • Items have multiple purposes: kill enemies, open new locations, solve puzzles, etc
  • Optional notes you can read
  • Loops, spirals and backtracking. Backtracking is interesting because you never know what to expect next. Weird sounds, new enemies, new stuff to do
  • Item management
  • Find keys
  • The Armory: my favorite level design trick in recent years. You have a place full of goodies but in order to access these goodies, you have to explore the rest of the map. You decide how difficult you want the game to be
  • Upgrades are completely optional. Types of upgrades: ammo, weapons, inventory
  • Each location is unique: offices, main hall, library. You never get lost
  • Puzzles have multiple steps
  • Dark Souls Doors: open from the other side
  • The game has multiple items that serve the same purpose. 
  • New weapons that make you stronger
  • Show the lock first and then find the key
  • New enemies who are a lot tougher

PS – UNDERGROUND

  • Entirely new sections of the map open as you progress
  • Delay the resolution: you have to do one more thing (pull the lever, find the item, kill someone, shoot at a particular spot, etc) to move forward
  • New story bits that make a simple zomnomovie a bit more interesting. Leon has to figure out what’s the deal with Ada and Claire has to save Sherry
  • 52:50 – first glimpse of Mr.X
  • Sometimes you can kill enemies before they become an actual threat
  • Once you become intimately familiar with all the crevices of this place, Mr.X will start chasing you
  • You can return to the armory twice after you find all 2 buttons
  • Each puzzle is rather unique
  • The game has even more content after the police station

SEWERS

  • Unfortunately, sewers are a lot more simplistic in their execution but contain a lot more story content. Maybe it was a deliberate intermission. Still not as good as Lowlife from HL2:EP1. But at least it’s better than VtM:B. (After a closer examination I’ve changed my opinion. Second best sewer level in gaming to my knowledge)
  • Ada has a completely unique playstyle and toolset
  • At some point we return back to the police station to retrieve the last couple of upgrades. Loops can be small (several rooms), medium (an entire level), humongous (you return back to the starting point after finishing several levels). You can and should have loops within loops

THE NEST

  • The final location is separated from the rest
  • Lickers require you to change your movement pattern. It’s nice when devs think about utilizing every possible opportunity to create unique gameplay situations
    • Movement
    • Visibility
    • Item management
    • Navigation
    • Etc.
  • Birkin evolves over time so you have to find new strategies to defeat him
  • The map notifies you of all the goodies left
  • Claire’s campaign uses the same map to tell a completely different story + you can play as Sherry
  • The game includes several other scenarios with their own unique twists on the formula: new enemies, new items, goals, abilities and downsides

Resident Evil 3 Remake 100% Walkthrough Hardcore No Damage No Save S Rank

  • Some parts of the game happen in first person view
  • It’s a lot more “cinematic”. Too many cutscenes and not enough gameplay
  • Too many corridors. Just run forward until the Nemesis show up and, to show how intimidating he is, won’t crush your skull in an instant. Good level design and backtracking is a MUST in horrors
  • You can shoot at electric boxes to electrocute zombies. A bit of strategizing
  • Optional collectathon
  • Exploration is present but only to collect optional herbs and ammo. It’s not like in RE2R where the map slowly opens to you as you collect key items. I don’t see any key items in RE3R
  • The game has too many open spaces allowing Jill to bypass most enemies with ease. Not spooky
  • 27:54 – a good loop but not enough. RE2R had loops within loops and a lot more meaningful exploration and navigation
  • You find the cutter and immediately use it. Bad design. You have to show the closed door first and then send the player to search for the appropriate key
  • Inventory upgrades just lie there. You don’t have to hunt for them. Bad design
  • Some maps are way too boxy and were clearly made by the junior staff using boxes and default materials. B-Team’s work through and through
  • Nemesis returns as Mr.X V2. Rather intimidating. Can close the gap between you and him fast
  • Instead of solving puzzles you simply have to collect all boxes to receive upgrades in the end
  • Nemesis is a boring enemy. He had so many chances to kill Jill right then and there but the devs failed to deliver proper suspense. Besides, he returns so many times it stops being funny
  • The game gives you powerful weapons for some reason. It’s a horror! You should be outgunned, outmatched, and overwhelmed
  • Carlos’ sequences are just military shooters from PS3
  • No interesting enemy combinations
  • No delays of resolution

The secret sauce: kishotenketsu and my intro, repetition, mixing, development, subversion can and should also be applied to gameplay situations. No 2 puzzles should be solved the same way (unless for narrative reasons); no 2 gameplay situations should be the same.
It can be done with a list of opportunities: write down every idea you have, move in every direction you can (change visuals, change enemy patterns/mixes/loadouts/tactics/AI, locations, story revelations, etc.) and, most importantly, find that One True Idea around which you’re going to build your game and story


【Resident Evil: Revelations】NO DAMAGE/Infernal/S-Rank (100% Walkthrough)

  • Endless corridors.
  • Bullet sponge enemies
  • Scanning mini-game that has no challenge
  • It’s a third person shooter, not a horror
  • There is one puzzle in 2-2
  • Levels are disconnected from one another. This is not RE

[Resident Evil: Revelations 2] No Escape, New Game, No Damage, 100%, No Skill Upgrades, SSS Rank

  • Pretty much the same

Alone in the Dark Full HD 1080p Longplay Walkthrough Gameplay No Commentary

  • When we panic, we can’t think straight. So, the premise of horror stories must always be simple and straightforward. Visit a creepy house, save a girl from a demon, save a town from a shark.
  • 4:45 – foreshadowing. Always get a glimpse of future troubles before you encounter them full force
  • The level is like a labyrinth and the map is nowhere to be found
  • While the story itself should be as simple as possible so a panicked mind can follow it, the sub-stories can be as complex as you want to give people who have guts more chills
  • The arenas should be small so you won’t be able to run away from monsters or have enough room for maneuvers. Claustrophobic corridors
  • Monsters should be hard, even tedious to kill. but not too tedious. Horrors have their own pacing
  • 17:03 – Alone in the Dark has an interesting idea I haven’t seen anywhere else. Typically you open more and more locations as time goes by but this game does the opposite! It prevents you from accessing already explored (but still relevant to the plot) locations
  • Some spooks don’t react to your actions
  • Weird noises outta nowhere
  • Each location should be unique. Garden, kitchen, hall, etc
  • Ambush
  • Doors that only open from the other side
  • After a certain point you have to reach a new location that’s completely cut off from the main one.
  • Camera and controls should be somewhat unresponsive

Resident Evil HD Remaster 100% Walkthrough No Damage No Save Jill Valentine

  • Don’t forget about item management
  • It’s better to avoid enemies altogether but for that you have to know their timings which is twice as stressful
  • Horrors are also part quests.
  • If you explore the mansion a but more and help Richard, you will make the snake boss fight a lot easier
  • New huge chunks of the map become available after a certain point
  • Use every trick in the book (spiders, zombies, sharks) but be creative
  • lots of unique locales and plenty of different camera angles

RESIDENT EVIL™ CODE꞉ Veronica X 100% Trophy / Platinum / Walkthrough Guide | All Trophies & Files

  • Locations are too small. Too many loading screens
  • It’s scary when enemies are chasing you
  • Minigames (moving crates)

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