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Forums - Gaming - Resident Evil 4 HD Gameplay Footage Leaked?

RolStoppable said:
dahuman said:

better than 1-3, those games looked so crappy to me in the old days because I was also a PC gamer that I was never able to immerse myself into the world lol, RE4 was the first one that felt immersive on a good size TV with a good stereo set. RE4 really is the best out of them all over the years when talking about Survival Horror.

RE4 can't be survival horror, because enemies drop ammo and healing items according to your inventory. The essential element of survival horror is to make the player conserve ammo, because it's limited.

No, the essential element of survival horror is "monsters will clamber through windows"

Citation: http://www.penny-arcade.com/comic/1999/09/29/



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"Life is but a gentle death. Fate is but a sickness that results in extinction and in the midst of all the uncertainty, lies resolve."

Sorry, but Wii version looked perfectly fine and the Wiimote made it the perfect game. I would never rebuy on an HD console.

This is one case where Wii>>>>>>>>>>>>>>HD twins.



^^^what if PS3 version has Move??? then it would be HD>Wii. but that requires Capcom to work so i doubt it



when it comes re4 vs re5. i hated re5 it was an average shooter with zombies.



Being in 3rd place never felt so good

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RolStoppable said:
Khuutra said:
RolStoppable said:

RE4 can't be survival horror, because enemies drop ammo and healing items according to your inventory. The essential element of survival horror is to make the player conserve ammo, because it's limited.

No, the essential element of survival horror is "monsters will clamber through windows"

Citation: http://www.penny-arcade.com/comic/1999/09/29/

I don't think that dying in RE4 did reset the difficulty scaling.

Not all the way, no, but it does make it scale back. The easiest way to test that (ha ha) is to get through the whole game without dying and then see how impossible the knife fight QTEs against Krauser are - they become more manageable when you die a few times.



RolStoppable said:
Khuutra said:

Not all the way, no, but it does make it scale back. The easiest way to test that (ha ha) is to get through the whole game without dying and then see how impossible the knife fight QTEs against Krauser are - they become more manageable when you die a few times.

I've played through the whole game without dying once (though I think I had to reset the game at times to keep my clear record), but I didn't notice any difference whatsoever to a playthrough where you die every now and then. I don't think you are talking about the cutscene with all the QTEs, because cutscenes are always the same.

I am and they really aren't.

If you didn't notice any difference then either you were playing on Professional (where there is no scaling because ammo and health drops are at minimum while enemy effectiveness is at maximum) or you are just too used to Professional-level difficulty.



RolStoppable said:

Yeah, I was playing on Pro, because there is no reason to play on normal again. My opinion is that you put the true strength of games to the test on the highest available difficulty setting, so to really see how much survival horror is to be found in any Resident Evil game, you compare them across their hardest mode.

But back to the statement that started this. You said that RE4 doesn't throw ammo and healing items at the player and that is still wrong. The farther you get into the game the more stocked will your inventory be, to the point that you have to sell ammo and healing items, because otherwise you wouldn't be able to pick up anything else anymore. The reasons for this to happen may include the player playing well and upgrading his weapons (so he needs less ammo), but that's something a good game designer would factor in. You don't expect the player to say on his own that he isn't going to upgrade his weapons over the course of the game.

The fact remains that the game adapts to the player's skill within certain boundaries. If you are out of healing items, you can be sure to see an enemy drop one pretty soon. If you have half a dozen with you, you won't get any drops. Same for ammo, if you don't have much with you, enemies start to drop more (obviously doesn't work for the more powerful weapons like the magnum).

In a game like the Resident Evil remake it was very much possible to run completely out of ammo and/or healing items and as a result to have a dead save file (as in it couldn't be completed anymore). That's impossible to happen in Resident Evil 4.

I've never noticed the game adding drops according to your inventory, of all things.

There are still a few fights where a mmo can feel tight - like the fight against "IT". But of course thhat's really only true if you don't like reloading your Magnum or have hang-ups about using your ludicrously powerful bolt-action rifle.



RE4 drops were too generous indeed.



RolStoppable said:

Just save next to the merchant, then sell all of your healing items and play the next section (15 - 20 enemies minimum). Afterwards, load your file and play the same section with all the healing items you got (you should have at least two full heals). Enemies should drop herbs (maybe even a first aid spray) on the first run and no healing items on the second run. It doesn't take long to try this out, so give it a go when you feel like it.

....Now that you mention it, that sounds about right. Can't remember the last time I saw enemies with green drops, but I've been carrying around three first aid sprays since Moses was in the desert.

I haven't noticed it affecting ammo at all, but maybe it has.

Regardless

I agree that RE4 isn't survival horror, and will acquiesce the point concerning ample supplies of necessary ammo and items.