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I'm sure I'll REgret this - Going through the Resident Evil Games

You're telling me.
If not for the 3d mouths and individual fingers you might mistake this for a N64 game. An expansion pack game, but still N64.
(The scariest thing in the game is when you go into inventory and examine these FX chip-looking models)
 
Even so, I remember feeling somewhat impressed that the camera could move around dynamically for the first time.

I mean, that's about the ONLY thing in that game that impressed me, but at least there was that.
 
Code: Veronica looked pretty nice for a 2000 Dreamcast game. It's not its fault that nicer looking (and playing) titles like REmake and RE4 came after it.
 
Code: Veronica looked pretty nice for a 2000 Dreamcast game. It's not its fault that nicer looking (and playing) titles like REmake and RE4 came after it.
I'm comparing it to original RE2 and RE3 and both of those games' environments look a lot better than Veronica.
 
I think it looks great and features a lot of interesting environmental work, direction and framing. Pulling up previous and later examples of pre-rendered presentation in the series doesn't really enter into my mind when assessing it since that's a totally different medium with its own advantages and limitations; if comparisons are to be made, then contemporary real-time 3D survival horror games are more relevant in my eyes. Maybe Dino Crisis for a close Capcom work, or if remaining strictly platform-conscious, stuff like The Ring: Terror's Realm, Carrier, D2, Blue Stinger, Illbleed, Nanatsu no Hikan and the like... in which case it comes off well. If anything, that it's among the very few games in the series that use 3D environments and fixed camera angles leads to a lot of unique character that's not found elsewhere, such as the aforementioned camera movement.
 
RE games are pretty vague when it comes to motivation but this one seems especially vague. I know I need to escape this prison/military base but I'm not sure what I'm supposed to be doing beyond that or how. For a second I thought when I found the sub I was making progress but no so much...
 
I was speaking more in the I don't know which part of this complex I'm supposed to be exploring or how any of these items work with things. So, I'm mostly just trying everything on everything and hording things.

In a moment of weakness I looked at a FAQ.
 
Okay, with the help of a FAQ I've made quite a bit of progress. This is a much bigger game, space wise, than RE2 or RE1 and I feel it when I have to run from the prison, to the residence, back to the prison, to the military base. It has given me lots of time to practice with the knife though and it seems to be pretty good in this game? Puzzles I've enjoyed so far are the portrait and clock ones. The room with the picture of the room in it is also neat and I feel like there is more to it than I've got so far.

And they brought Wesker back?! Why? How? The guy was practically cut in half by the Tyrant? Anyway, he's here and he's mad. And the guy running this place is also mad and seems insane.
 
Frankly, you could have named this thread "They Brought Wesker Back Again!?"
 
And they brought Wesker back?! Why? How? The guy was practically cut in half by the Tyrant?
mc-nanomachines-son-metal-gear.gif
 
I'm just going to go out on a limb and guess we never see Steve again after this game.

Also, I was reading the manual (PS2 one) and it says that Claire is a college student and that is not the vibe she gives off in RE2 at all!
 
I kinda love these tyrants with the stretch arms. Goofy little guys. Bowgun with flame bolts is OP. I love it. Wish I had more of the flame powder stuff. Alfred is very weird. His sister is stone cold. (when you find his body stuffed into her cryopod?!)

I was right about the weird room.

The fight against the tyrant in the plane is hectic. You got to line him up just right or he doesn't go flying out of the plan. The fight against Alfred and Alexia's dad monster (I think that is who it is based off of some notes that you find and the fact you get a jewel from him) is also tough. Him getting close to you is almost an insta kill and if he catches by the edges of the platform that's bad.

I got to say I was not expecting to play as Chris. Despite him being on the cover of the game! I didn't know who that was and when Steve shows up in the first half of the game, I just assumed it was him! Going through the destroyed prison was neat. I did have to sit down though and write out how I needed to use the elevator and the shotgun to get through the level and keep the damn thing. If Claire is looking for her brother why is her brother looking for her? They brought Hunters back! I didn't like that.

Oh and I was right about Steve. Poor Steve. A little bummed we never got to fight Wesker just watched a video. Alexia is a weird tyrant but her forms weren't that difficult to deal with. The last one was mostly just dealing with the games clunky aiming.

I think my favorite puzzle was figuring out the password for the self destruct sequence. That was a tough one! Oh, and I enjoyed the Spencer Mansion showing up again! (the tentacle/roots things, I'm not sure what they were) are much more manageable than dogs through windows were.)

Code Veronica grew on me as I played through it. I hope we see Claire and Chris in future games. But, I don't think we do. It's all just Leon or new people from here on out, right?

On to RE4
 
Chris shows up a bunch of times in the later mainline games, but I think Claire is only in Revelations 2? I haven't played that one myself.
 
lol, yeah, I was gonna say, get used to Surprise Chris. He shows up almost as often as Wesker.
 
Going through the destroyed prison was neat. I did have to sit down though and write out how I needed to use the elevator and the shotgun to get through the level and keep the damn thing.

I think this is a really strong segment of the game and probably my favourite iteration of the series' "these two characters share (parts of) the map across their individual scenarios" design concepts, since Chris's exploration of Rockfort and the Antarctic base in the wake of Claire and Steve's escape is so massively impacted by the preceding events, so your previous knowledge of the layout is often toyed with and rendered irrelevant. Just the continuity of ruined passages, solved puzzles and overlapping pathways from the previous half is a total delight to unravel and feels like it doesn't get acknowledged as much for the strength of its design because it's arranged into a mandatory second half instead of a distinct character select providing remixes of the same core material. It's possible many players never saw it, or were otherwise ready for the game to be over.
 
Yes! I noticed it and enjoyed it. I also noticed it and enjoyed it in RE3 when you go through the Police Station before Claire and Leon get there in RE2. It doesn't play such a big part as it does in CV but I caught it and was poking around to see what else I could notice.

The Antarctic base freezing over really does change how you work your way through that space but I could certainly understand a bit of player fatigue at that point too.
 
They're still there in the remake. You get to do Carlos's ridiculous punch counter at them, which is probably a game highlight.
 
They were already brought back in 3. All over the hospita- oh right, you're playing the remakes.
*Looks it up* Oh. They do call them Hunters, but they're the β and γ variants and they looked different enough I didn't even clock them as Hunters.
 
I mean they're full of parasites that control their behavior, the scientific literature appears to call such animals 'zombies.'
 
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