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#he didn't even try to shoot him in any of the cutscenes
tiredsurvivoronmain · 14 days
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Wesker saying "I should have killed you years ago, Chris." is so funny to me My guy you had PLENTY of chances to do so but instead you just toyed around with him, monologued, let him escape, delayed it, avoided fighting him and got someone else to do it for you, leaving the fight altogether or was too busy showing off and trying to impress him.
If anything he was going easy on Chris when he didn't have to, maybe even holding back... He could have REALLY hurt Chris if he wanted to but he didn't.
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phoenixcatch7 · 3 months
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Just finished bayonetta and honestly it was SO GOOD. FanTASTIC game. Final thoughts:
The final boss fights were both a million times easier than expected but they were over fast enough the hype hadn't had time to run out (and the manic pixie dream girl style bayonetta playlist I had blasting didn't hurt either XD. Hard to be irked when you've got Bling Bling firing at twice speed while you fight a giant hair tentacle lady with face missiles IN SPACE).
Also going in knowing the bayo 2 ending is so much worse because you can see how 500yrs of loptr has just eroded him into a shell of himself ToT. This weapon flailing peacock wearing ash white lunatic is so far from the righteous, devoted warrior who loved his family above all else 😭. He's still wearing his wedding ring!!! And he dotes on tiny cereza whom he never got to hold, but that's it. That's all that's left...
Bayo 2 did the sequel plot twist thing so good, because you can see so much more of loptr in him than balder. The speech rhythm, the weirdly crooning faux polite monologuing, the rippling blue of his eye and outfit despite all his magic (both in this and the next game) being gold?? Yeah!!!
The peacock feathers in his boss fight though,,,,, sooooo pretty. They moved so beautifully, it really had so much elegance and grace, even when I was chopping him up 😍
Him and Jubileus were kinda cheese though. Like, the final Jeanne boss fight was a million times harder and with so much high stakes (having to redo the missile section again). I died like THREE times, and one was because I was curious as to what would happen if I threw Jubileus into a planet (spoiler - she did not in fact take damage but instead shook herself off with an evil grin and one shotted me, boo).
The dance video was so much better than I expected! She moves so fast lmao. There's a lot of repetitive moves but she does it at such speed!! It looks like such a fun dance too lol.
And!! I unlocked the gallery and stuff!!! 100/10 it was an absolute blast to look through and listen to the music, I literally examined every single model and every single piece of concept art. Bayonetta's designs were all amazing but no one told me how feminine every SINGLE character was posed!!! Crying laughing. Everyone had their legs like a meter apart apart from balders 'rich new widow meeting the police at her door' energy.
New drinking game: go through the enemy/demon models and take a shot for every face/human skull you see. It's so creepy lol. Phenomenal character design on all fronts!
Got 10,000 halos for finishing the game and immediately spent it all on the super outfit maker thing. I deserved it!!
Also apparently I got an achievement for using 20 wicked weaves with dodge offset, which is hysterical given I still don't know how to do dodge offset. Still don't know any combos either! It's a miracle I made it this far XD.
The characters are great, even the bosses have little interactions with bayonetta (mostly her cutting them off and shooting them lmao) and the found family energy the bayo/cereza/luka trio had was off the charts, but I'm so glad they didn't go through with it like every male/female leads ever. It has a way of flattening everyone involved :/.
The final cutscene totally happened because bayonetta and Jeanne got together with rodin like 'okay the angels probably think she's actually dead. This is our only chance to do something SO funny' like Enzo and poor luka fully thought she was dead. Jeanne called her nun outfit cosplay. Rodin stole enzos cig and lectured him while he accidentally protected him from falling coffin lids XD. With the intermittent fight scenes in the credits, the dance video, the amount of unlocks I got, what a way to end the game!!
In conclusion - this was definitely a game I'm going to replay and try to 100% (maybe not platinum style, but everything else lol), and it's so obvious how much thought, effort and love was put into it. A masterpiece but also very clearly an older game (the lack of save points and a good place to practice combos, combined with the painfully long chase segments both attest to that). Something I've thoroughly enjoyed every aspect of and something I'm most definitely going to come back to for a while to come.
Kinda want to get bayo 2 now... Do you think they still sell it on cd?
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mehoymalloy · 2 years
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Silga’s Quest: Signal Spike Full Transcript (with pics!)
Interesting Tidbits I Noticed:
In battle, Silga uses a hammer (like Erend’s) in melee range, and an Oseram-style bow (limbs create an X shape) at range.
Silga gestures with her hands a lot, otherwise holds them clasped losely together above her waist or placed on her hips.
When she paces, she swings her hips, like she’s leaning into each step, but I would describe the movement as relaxed and casual, not heavy or bumbling.
When she speaks about her metalwork, she is clearly very proud of her talents, though I wouldn’t go so far as to call her arrogant. Justifiably cocky, maybe.
Though she is initially mistrustful of Aloy, she quickly opens up about her brother. While she does not seem explicitily uncomfortable with vulnerability, she does brush past it quickly, as opposed to wallowing.
Aloy is very gentle with her; she speaks softly and smiles warmly a lot.
CAMP NOWHERE - ARRIVAL
Jorund: That girl was wound up tighter than a twisted spring. She didn't have to hit me! 
Minda: Well, she didn't like you going through her parcels. She warned you. Twice. 
Jorund: I was just curious, is all. There's a lot of odd gear in there. 
Minda: Well, thanks to you, she booked like a gate on fire. 
CUTSCENE
Minda: Now she's in the wilds, all alone. Forge knows all the things that could kill her out there. 
Aloy: Someone ran off?
Minda: Never got her name. Kept quiet. Couldn't tell if she was shy or scared. All I know is [to Jorund] she didn't want anyone near her things.
Jorund: That's for sure. I was just curious, is all. She didn't have to slug me. 
Minda: Your glass jaw ain't the problem, lugnut. The girl is. All alone in the bush. And this is Tanakth territory.
Aloy: Which way did she go?
Minda: West, up the slope. Look for her if you can. 
Aloy: I will.
Jorund: Careful now. That girl's maladjusted!
SILGA’S CAMP - ARRIVAL
Aloy: The Oseram I met said someone in their crew ran off in this direction. I should keep my eyes open.
MACHINE FIGHT
Aloy: I think she's gonna need some backup.
Silga, battle dialogue:
Stay back!
Yeah! Hit 'em with that again!
Stay away from my rig! 
Don't touch my stuff!
If you break that rig, I swear!
Silga: Is it safe? Did they get to it? Please be intact. Please. 
Aloy: I should make sure she's okay.
CUTSCENE
Isabel: 142…supply drop…Paul…pray you get…note…
Silga: All right. Wire to the spike is still intact. Rig's still playing. 
Aloy: You okay, there?
Silga: You took out those machines. I'm grateful, but you should go now. [She spreads her arms to block the rig when Aloy tries to look at it] There's nothing to see here.
Aloy: So this "rig" of yours… It's receiving sound through that wire…from that thing up on the cliff, what you call a "spike." But the message is only a fragment. And you're trying to pick up the whole thing?
Silga: How did you figure all that out?
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Aloy: I've…learned a few things in my travels.
[Silga turns around and steps back to her rig]
Aloy: If you want, we could talk about it. Maybe I can help.
Silga: You do seem downright knowledgeable. So go ahead. Shoot.
DIALOGUE WHEEL
WHO ARE YOU?
Aloy: You're no ordinary tinker. 
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Silga: [Walks as she talks, swings her hips a lot, also gestures with her hands] Didn't used to be a tinker at all. More of a metalworker. Came from Mainspring. I can weld a seam so fine you can barely see it. [Very confident] Not that I ever got any credit for it. You see, up there, you've got to be a man to get ahead. I once had a shot at joining a first-rate crew, with one of the best forges in the Claim. But I didn't get the job. My own brother wouldn't vouch for me, just because I'm of the female persuasion. Anyhow. At least out here I don't have to worry about any Mainspring men talkin' down to me. 
YOUR BROTHER
Aloy: Sounds like you're still mad at your brother. 
Silga: Some days I am. Other days I miss him. [She sits down on the edge of her table] He's passed on, you see. He didn't have the guts to go against the blast of the bellows and vouch for a lady, even his own sister. It was cowardly and I told him so. In fact, I told him he weren't my family no more. [Leans forward, hangs her head] But over time, I've had cause to regret it. He wasn't a bad sort. He knew how to make me smile, when he wasn't being such a lout.
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Aloy: [Reaches out as if to touch her shoulder in comfort, but Silda jerks up a little and Aloy pulls back] I'm sorry he's gone.
Silga: [Stands] Yeah, so am I, blast it all.
[Aloy gives her a concerned, sympathetic look]
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THE RIG
Aloy: Your rig's impressive. How does it work? 
Silga: Well, like you said. The spike up there seems to capture the sound. It travels by wire down to my contraption. [Silga gestures to her contraption, stoops over it and points things out, while Aloy squats to get a better view] I- I (alternatively: I, ah,) put some coils in there. And a light sheet of metal that vibrates, making the sound louder. I'm not sure why it works, but it just does.
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Aloy:  And you set it up out here all alone? [Stands and steps closer]
Silga: I'm not the trusting type. Pretty much everything I do is all alone. [Aloy gives her a warm smile, understanding?]
THE MESSAGE
Aloy: How did you first hear the message? 
Silga: I used to be a smith up in the Claim. Wasn't an easy life. A lot of hard work without much to show for it. [Leans against a beam for a moment] Then one day, I heard a whisper coming from a steel rod. Faint, like the last fingers of steam coming off a cooling forge. When I moved the rod around, the whispers got louder. I did some tinkering. Built my rig. And did my best to follow that sound. Further west I came, the stronger it got. Then I found that spike up there. When I hooked up my rig, the words were clearer than ever. 
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Aloy: What do you think the message is? 
Silga: I don't know. There's something sad about it. Feels like it's from one lost soul to another. I'd sure like to know what it means. 
Aloy: Let me have a look at that "spike." I might be able to pick up more of that message. 
Silga: How? 
Aloy: Let's just say I have a rig of my own. 
Silga: I didn't know Nora were tinkers.
Aloy: They're not. But I am, in a way. Be right back. 
Silga: Well, okay then. I guess.
-
Silga: Just follow the wire up to the top! And please…don't break anything.
Aloy: There's the spike. Might get better reception if I'm next to it.
Isabel: 142…Enduring Victory…supply drop beacon…Paul…pray you get…note…
Aloy: Enduring Victory. Interesting. Can't seem to get a fix on where the signal's coming from, though. Well, better let the tinker know I got a bit more of the message.
CUTSCENE
Aloy: Your rig is picking up an Old World message - a recording of some kind. 
Silga: Thought as much. Did you hear more of it? 
Aloy: A bit. It was recorded during a war - a bad one.
Silga: Maybe that's why it sounds so darned sad. [Heavily sits down on the table while Aloy inspects the "speaker"] There's something about it that makes me think of my late brother, [Aloy immediately turns to her] may his ashes stay warm in the forge. Not sure why, exactly. 
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Aloy: [hesitates, then steps away from the camp, looking at the sky] I still can't get a fix on the source. 
Silga: [Stands and paces] Well, the words grew stronger when I got out here…
Aloy: What if you moved the rig now? Try to see if you can get a stronger signal elsewhere? 
Silga: Even if I could dodge the Tenakth and the machines, I can't lose that spike. Nothing else pulls down the words better. 
Aloy: Okay. If it's an Old World message,[...] then let's try Old World methods. They used to pinpoint signals by listening for them at the different spots, the taller the better. And then they combined the information and used it to find the source. 
Silga: And you can do that?
Aloy: I think so. But your "spike" is only one spot. I need two more, both up high.
Silga: Well, there's a big bright tower in the Tenakth territory north of here. 
Aloy: Yeah, that should work. I have another spot in mind, near a spot I'm…camping.
Silga: Wait. I don't know your name. Or why you'd do all of this for someone you just met.
Aloy: Aloy. And because I want to know what's out there. Same as you. 
Silga: Silga. And when you find it, Aloy, I'd be eager to hear what it is.
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Silga: Well now, you're back.
Aloy: I'll see you later.
Silga: [Reaches toward her] Watch yourself out there, Aloy.
SCALDING SPEAR
Aloy: Okay, let's see if I can pick up Silga's signal.
Isabel: Stork 142 to Enduring Victory Reno…supply drop bacon…Paul…I pray you get…note…inside…
Aloy: Well, I got more of the message. But not enough to find the source yet. Climbing the mountain where my base is should finish the job.
MOUNTAIN
Isabel: Stork-142 to Enduring Victory Reno: Supply drop bacon Echo. Paul, I pray you get this safely. I left a note for you inside. 
Aloy: There! Found the signal's origin. It's not too far from here. I just need to get to it. 
SOURCE
Aloy: There you are. Now, what's inside. 
Isabel: Paul - I couldn't raise you via Focus. I hope this gets to you, somehow, along with the great for the stand at the Reno line. Just wanted you to know that all the bitterness is water under the bridge. I only remember the good things…and I'll think about them when the darkness comes.
Aloy: Sounds like she really cared about him. Silga will want to know about this. And she'll definitely be interested in the transmitter that's been sending the message.
CUTSCENE
Silga: Aloy! The words stored coming from the spike. What happened? 
Aloy: This Is what was speaking to your rig. It's Old World equipment used for communicating over long distances. [Silga takes it, squats down by her table to examine it] The message must have shut off when I took it. But I heard the "note" the voice was talking about.
Silga: [immediately looks at Aloy, then turns while still squatting to face her] What was it?
Aloy: During an ancient war, a woman was trying to deliver supplies to a man she knew. She wanted him to know that their [Aloy kneels down, putting them at eye level] past disagreements didn't matter in the big picture. That she'd be thinking of him when the end came. 
Silga: Oh. I guess she and I are kin, of a sort. I wish I could give my brother a message like that. Tell him that I forgave him. He would've wanted that, I know. This man…the Old One…did he ever get the message? 
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Aloy: [Stands, smiles sadly] I don't think so.
Silga: [Stands] I guess that's often the way of it, then. But still, with the power of that device you found, the sender had hope that he might have heard it. What a feat. To send messages [shakes hands for emphasis] near and far. Can I keep this? [Kneels in front of transmitter] It’s a treasure. 
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Aloy: Of course.
Silga: Thank you. [She pauses, shakes her head] Sometimes people don't ever get to hear what they should. But with this thing, maybe I can get them talking to one another…from Mainspring all the way to who knows where. 
Aloy: Hey, I found a few more things in the supply cache. Might be able to make something out of them. Can I use your workbench? 
Silga: Sure. Yeah. Right over there. [Stands, facing each other, Silga shifts toward her for a moment] Anytime, Aloy - it's all yours.
Silga - Post Quest Idle Dialogue: 
Now, what secrets does this "transmitter" thing hold? I'll bet I can use it to put words off my own into the air. 
Maybe I can build a whole new rig with this transmitter. A lot smaller and a lot stronger.
With that relic you gave me, I'm pretty sure I can set up a spike that allows sending and receiving. Wouldn't that be something?
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spinningbuster98 · 2 months
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I'm not quite sure if I really wanna say that Resident Evil 4 is one of my favorite games ever
It sure is one of my most replayed though, counting at around 20 playthroughs in about 2 years. Yeah I didn't grow up with this one, I first played this 2 years ago and it wasn't even my first RE game! My first taste was the RE2 Remake, then I played most of the classics on PS1 and THEN I tried RE4, so nothing I will say about this game will be influenced by nostalgia in any way
So there are...quite a bit of things to say about this one, but luckily it's more than long enough to give me enough time to take things calmly
For now I'll just say that RE4 has perhaps one of the best intro sequences I've ever experienced in a videogame, about on par with the likes of Super Metroid in terms of quickly teaching the basics to the player and setting the mood
You start off with a bunch of quick and easy enemy encounters in the middle of a moody forest, just to allow you to get the basics of how the controls and combat work. In the menu there's even a playing manual (more will be given to you as you progress) that teaches you the basic controls and gives you some general tips.
It's pretty easy and straightforward, you make your way through the forest passage, you save the dog from the bear trap (do it you heartless bastards), it's all nice and cozy
....and then you reach the village
This is where the game suddenly takes the training wheels off without any indication whatsoeve
Up until this point the game had essentially lulled you into a false sense of security but now it gives you a very memorable taste of how it's going to act from now on
You may think that, upon entering the village, you'll be able to sneak past those people, but you can't, you will ALWAYS be discovered by someone and just like that all Hell breaks lose
The game immediately gets on your ass. There's nothing to prepare you or tell you what you should do. No cutscene telling you you've been discovered, only the music changing to the enemy theme. The game doesn't pop up a tutorial giving you tips on how to proceed, it doesn't give you objective markers or even what you should do in general!
You are completely on your own, you have to survive this onslaught of possessed villagers as you get surounded on all sides. You have to run around, collecting resources as you go and try to take down these guys whenever possible while never staying still too long.
You can enter some of the homes to steal their resources, but you might just find yourself pidgeon holed inside as the Ganados swarm the place and trap you inside.
Did I mention that one of these guys, Dor Sàlvador, has a chainsaw that can instakill you?
On your first playthrough you will likely die as you run around panicking, unsure of what to do, trying your best to stay alive, tension building with each second as you spend more and more of your limited resources
The game will only let up once you either kill a large number of enemies (very unlikely on a first playthrough) or manage to survive for a set amount of time
And just like that Leon says his famous catchphrase and the game drops its title
The rest of the chapter is pretty simple, mostly straightforward combat encounters as you make your way through the gloomy country side.
Finally Leon rescues a mysterious man who was being held up in a closes and he gets to meet the Big Cheese of the Village! An enourmas man who doesn't look very friendly!
So what does our hero do? Shoot him in the head? Toss a grenade? Slice him with his knife?
Nah he immediately tries to roundhouse kick the 2 meters tall wall of muscles and gets his shit kicked as a result
Nice job Leon
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voicefromthecorner · 3 years
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Before getting into the cutscene, check out the decor in the Room of Reckoning! Joshua standing next to the massive art of an angelic being while Neku stands before art of a Grim Reaper-like figure. A massive depiction of a snake between them, perhaps like the serpent in the Garden of Eden.
Megumi was the one who turned into a giant snake. The serpent is out of the way. Now it's just a showdown of life and death.
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This duel is fantastic. I'm pretty sure the first time I saw it, I gasped when Neku lowered his gun. The quiet pieces of music and no dialogue. Joshua as still as the night and Neku shaking with conflict. And then that final moment of mystery as Hanekoma shows up smiling in Neku's final moments. I didn't catch it here if it's the case, but I noticed in the DS version at least, Neku's pupils disappear at the last moment, indicating his death.
As with so many things about this game, the thing I love most is the ambiguity of it. Did Neku lower his gun because he couldn't bear to shoot his friend? Was it less personal and he'd just become unwilling to kill anyone? Did he just not want to be the Composer? Or did he trust Joshua in the end to handle things? It's hard to say for sure. Neku's in a very emotional place and he clearly didn't know what to do. He was only given 10 seconds to think and all we know is that in that time, he decided he couldn't, or wouldn't, even try.
There's also the parallel. One that Joshua might have witnessed and Hanekoma definitely did. Two days into his first game, Neku's arm was twisted a little, but he was persuaded to kill his partner to save his own skin. He didn't have any proof of guilt, but he didn't trust Shiki and he had nothing to lose. Now here he stands, his life, his friends' lives and all of Shibuya, a city he has grown to truly love, on the line. He can save them if he kills one person, someone who killed him and dragged him into all of this, used him, lied to him and has expressed no remorse for doing any of it. Now he has everything to gain. But he can't do it. He won't do it. Not this time.
As such, there are a lot of theories. Not just about Neku, but also Joshua. Did he really intend to give Neku the chance to become the Composer, or was this all just a test? Did he mean what he'd said when he'd claimed to have already decided Shibuya's fate, or did his decision really depend on the outcome of this duel? Did he perhaps expect this from Neku and set this up just to mess with him one last time? It's Joshua, so truly anything is possible.
Joshua's face shortly before they fire is notable. His mouth is cropped out of it. We only see his eyes peering at Neku, which I think is meant to show him observing him closely. Whatever the case, Josh was very curious to see Neku's decision. And when he shoots Neku, his face afterwards with Hanekoma isn't smugly proud like when we saw him shoot his gun off before. It's a warmer smile, though still a Joshua smile.
Also consider that Shiki and Beat are off-screen watching this, watching their friend get shot, unable to move or do anything to help him.
I mentioned the gradient background in the flashback of Neku's death. Here the background is black when Neku gets shot but becomes a dazzling white at the end of the scene. Neku was dying in the last scene, but in this one he is reborn.
This scene is such an incredible climax to this game. It's fantastic and tragic and interesting and heartwarming and I don't (can't) even fully understand it. I love this scene. I love this game.
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zachsgamejournal · 3 years
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COMPLETED: Resident Evil 7
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This is the most I've enjoyed a Resident Evil since RE2 on PS1. May actually like it more than Code Veronica...
I kinda hated the freight ship section. By this point, I felt the game was done. But the designers were like: Nope, we're gonna have an environment as large as all previous sections combined, more enemies to face, start your gear at zero, and halfway through, make you replay areas via a flashback that's length to story ratio is 100:1.
The remote bombs were...a weird addition. I could place them on the floor, but not...you know...toss them. For like, when you're being assaulted by slimy monsters with shark teeth...And still, the game gives you a ton of them!
Turns out, I wasn't far from the end of the freight ship. So that was good. Then we end up at the salt mine. Turns out Lucas was just playing along...weird. So he got his arm cut off and everything on purpose? Like, he's a legit psycho?
I'm really confused about where the fetuses with curing abilities are coming from...ah well.
So we get some background info: Eveline was a fetus that was mutated to have super powers. She could infect folks, and cause hallucinations: presenting herself has a young girl. She, having never had a childhood, wants a family--so takes over a family and has them kidnap folks to add to their "family", but she's a psychotic child raised by other psychos, so everyone under her influence ends up violent and cruel.
And she vomits up monsters, or something...
Into the salt mine. I thought this was gonna be another section of exploring and puzzle solving, but it's actually quite linear. Seems they designed it to be the action section since they constantly send you up against molded, and drop healing items and ammo EVERYWHERE! I didn't need that because I had amassed so many healing items and weapons by playing frugally.
It's just like when I replayed Resident Evil 1--early on every zombie is life or death, and every bullet and herb is precious. But by the end, you become Terminator, can't die and tons of ammo.
There's a spiral climb at one point, and I just ran from everything. If you move quick enough, it's pretty clear of enemies. First molded was an easy side step. The second was a crawler and he trapped me on a catwalk. I was getting hit from behind, so had to kill that one. The third guy was just a walker, so I shot him once to get him to stumble, making the walk around easy.
And that was it. Salt Mine done. Which I was thankful, cause that damn tanker section!!
So we end up at the beginning, in the old house, reliving some Mia interactions via hallucinations. Not worried, cause I'm more well armed than an American Police force with more medicine than a...uh, pharmacy...I guess.
The phase one fight with Eveline was...unimpressive. But it was more about the story...I guess? I'm torn between being done with the game, and expecting a boss-fight on par with previous ones. But alas, we simply stab old-lady Eveline (nice twist) in the neck with a cure. She asks, "Why does everyone hate me" -- heart breaking, then talks about how it hurts. Almost as emotionally confusing as the end of Alien Resurrection.
But then...phase 2.
Instead of dying, Eveline turns into a giant tentacle monster. I guess it's inevitable that Resident Evil end on a ridiculous note. As grounded as much of the game is, they had to go big. But it's a pretty lame fight. You just shoot at mega-Eveline until a helicopter drops you special gun (Kind of like Brad dropping a rocket launcher at the end of Resident Evil 1 - wink, wink).
So she dies...for realz this time. And Chris Redfield appears in an Umbrella Helicopter. I'm glad he's not mega-Chris from Resident Evil 5, but he also doesn't look "his age". I don't know, seemed like unnecessary name dropping, but also no harm, no foul. Ethan hops in the chopper, finding Mia alive. Aw, so it is a love story!
But then the game gives this cheesy epilogue, blaming Eveline for being horrible--even calling her an "it". And then talks about how Mia just wants to put everything behind her. Everything being that Mia worked for a shady organization making horrible bio-weapons, and as part of her duties, helped hold a traumatized child captive and then attempted to kill her when the girl inevitably escaped??
Eveline was the real victim in this story. She did horrible things because she was child that wasn't properly loved and raised. No shit she wants to build a family. Her saying, "Why does everyone hate me", heartbreaking. I have kids. They're selfish, violent, impulsive bastards sometimes--but they're really sweet and just need people to love them.
Eveline wasn't given love. She was given orders, and restrictions. No surprise that she lashed out, and she did so in the ways she could: vomiting up molded zombies and possessing people.
So bosses...talk about unbalanced.
Boss 1: I had a single clip of ammo, maybe two healing items, and a pocket knife. All got used really quickly. I think you're not supposed to shoot him, just get the car keys. But it was confusing and intense, because I didn't know what to do. CHALLENGE: 3/5.
Boss 2: Jack again, but now it gets real. Moving around is awkward, and the second half involves a chainsaw duel. I used up at least 10 rounds of shotgun shells, all my healing items, and died at least 10 times trying to beat this boss. I almost switched to easy. CHALLENGE: 5/5.
Boss 3: Marguerite as a crazy bug lady. This was kind of the scariest battle, as she drops in out of nowhere and from behind. And if you don't constantly attack her, she sends bugs after you. This one drove me a bit nuts, but eventually I found the winning strategy. CHALLENGE: 4/5.
Boss 4: Super molded. I basically hid around the corner of the elevator and used all my shotgun shells on it. A few shots from the pistol and the thing was down. Not sure I even took damage. CHALLENGE: 1/5.
Boss 5: Mutant Jack. He was so big that he couldn't move around and hide like previous bosses. I maybe was hit once or twice, but it was nothing. The eyes were obvious weak points. CHALLENGE: 2/5.
Boss 6ish: Two Super-Moldeds. Kind of reminds of the big infected guys from The Last of Us. While they killed me the first time (very quickly), on my second attempt, I kept the elevator between us and used all my grenade launcher ammo against them (which I had been saving). They didn't touch me. CHALLENGE: 2/5.
Eveline Phase 1: Walk towards her, block when she shock waves. Timing was semi awkward. I died once. CHALLENGE: 1/5.
Eveline Phase 2: Shoot at a giant target that doesn't appear to do any actual damage. Could have been a cutscene. CHALLENGE: 1/5.
It's so weird that the hardest bosses were at the beginning. I guess this is where you have consider experience vs challenge. But for survival horror, challenge is part of the experience. You're supposed to be scared of bosses.
I think the final Eveline battle should have the player running through the swamp. Eveline's tentacles swimming after you, and in front of you, giving birth to molded with familiar faces (Like Mia) to freak you out. And that keeps happening until the player is out of ammo and healing supplies. Once you've used your last heal and bullet, Chris Redfield snipes the molded. You watch as the Eveline Mass rises to attack the helicopter. Chris takes aim with the Wesker gun, fires a shot at a tentacle arm--it calcifies and shatters! Eveline freaks out and smacks the chopper, sending the gun flying to the ground. You see it 10 yards away. You run to it, grab it, turn--Mia appears before you. "I'm one with her now. If you kill her, we'll never be together." If you hesitate too long, Mia kills you. If shoot, she shatters--Eveline attacks, final few shots: END.
Ah well. It was a good game and I'll probably play it again. I could see this being a semi-regular replay for me, right there with RE1 and RE2.
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wobinofylisse · 3 years
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What vidya games have ya been getting into lately?
This is a fun one!
Most recently I've been replaying Resident Evil 4 since I finished 5 a bit ago.
Since I've already beaten it before I'm playing through on professional difficulty and absolutely suffering(affectionate).
RE4 is one of those games that's been called a masterpiece and all that but this time I actually agree with them.
For a game that came out in 2005 it still holds up beautifully.
Visually it still looks great and its impressive just how much they were able to pull of for the time, especially for the gamecube of all things.
The controls while a bit weird at first actually hold up really well because the game is built around them.
The level design is just expertly crafted from the placement of treasure to each enemy. There's only like 1 or two specific areas they might have gone a bit overboard with but outside of professional mode where every hit you take is a massive liability they aren't a huge issue.
The single best form of inventory management not only in RE but in any game I've ever played.
The story is fun and campy but not in a way that depreciates the situation or the events that take place.
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Leon is the definitive action hero and this is my favorite iteration of him. Like, I don't know what it is but he's just perfect. I would marry this man in an instant.
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Ashley while at first may seem like your basic slog escort character, is actually an impressively useful utility to you. Having stand near you can often put in harms way but if she's away from you enemies will try to grab her and take her away. As long as you aren't a bad shot freeing her isn't specifically difficult so clever use of her can help take the heat off you. Also once you unlock the knight outfit for he she becomes immune to all damage and enemies that try to grab her immediately fall over, making her no longer a liability and entirely utility, clever use of her can block projectiles save you from some enemies attacks as you run by. Only issue is she is much bigger making her an obstacle to shoot around if you position yourself badly.
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Also I know I'm already making a giant wall of text but I wanna go on a little side rant about game design and something that re5 fails at but 4 pulls off wonderfully. Also I'm like super interested in game design because it's such a complex and varied topic. (SEGA hire this man(Me(I am this man)))
So both re4 and re5 both have chainsaw enemies but the way they're handled is vastly different.
Let's drive right in
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(yes I have been waiting to say that)
Re 4 has Dr. Salvador
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This sonuva bitch. He's so popular that he even showed up for a crossover event with now discontinued gacha Deadmans Cross
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He shows up super early in the game. You're still learning the controls and how combat works when suddenly you've entered a village are being absolutely swamped by the residents. While dealing with the urgency of the situation and how quickly the tides have turned for you, you notice the door of one of the homes is open. Either through tactical thinking or pure fight or flight you decide to enter the home. A cutscene plays as Leon closes and blocks the door with a table when suddenly you hear it. The chainsaw.
Okay so this is where we get into all the cool details. This section has a lot packed into it and it's impressive how much is conveyed in such a short span of time with literally zero tutorial to tell you what to do.
This game like a lot of games has interactable objects and it tells you what button to press when you can interact with something. Earlier in the game you've seen that interacting with objects is an option through basic investigation of things in previous homes.
The cutscene that plays shows you a few interesting things. 1 is that this home has a second floor if you didn't notice outside 2 is that the villagers have set up ladders at the windows upstairs to try and get in and 3 and the most important one furniture can be moved.
Blocking the door has offered you momentary room to breath but as they bang on the door, it's safe to assume they'll get in through there eventually. A window on the first floor is covered in boards but you can see them outside pulling them off. Next to the window is a shelf that using previous knowledge, you can push infront of the window to buy you time.
The 1st floor is safe for now but the 2nd floor is still an issue. So running up there the first things you'll see is the wall mounted shotgun and the glass case with a grenade in it. Picking up the shotgun gives you your second weapon but the grenade can't be grabbed because of the glass. Previous to this you've seen that windows are breakable and that your knife can be used to bust open all sorts of things. Mixing this together you break the glass with your knife and grab the grenade.
Now you have two new weapons in your arsenal but I'll come back to those in a second.
Approaching the window with a ladder you'll notice that you can interact with it. Pushing it off the window and knocking anyone climbing it to the ground. After doing so you also notice that should you choose so, you can jump out the window. A quick escape should you get surrounded. On the bed next to the window is the cleverly named shotgun ammo, so if you didn't know before now you know that the shotgun has its own ammo seperate from the handgun.
So let's count this really quick. Without having to fire a single bullet yet, you've learned 6 new things and there's still more to go.
On to your new toys we'll start with the grenade because it's pretty basic in function but it's got its own little set of things to teach you.
Equiping the grenade you immediately see that you no longer have a gun equiped. Going to use it you'll also notice it functions different than a gun. When you go to throw it, unlike the guns which have laser sights, you have to sort of free ball the grenade and predict where it'll go on the fly. It has a nice curve to it, bounces off walls and explodes after a short amount of time, dealing serious damage to anything surrounding it. Including YOU. You've now learned that you can hurt yourself if you aren't careful this may even apply to future tools you get.
After using it you'll also notice that you don't auto equip anything afterwards. You'll have to equip something on your own. Let's go with the shotgun for a convenient transition.
Using the shotgun you'll see it works different too.
Smaller ammo supply, slower reload speed and higher damage that covers a general area rather than exactly where the laser lands. But the most important thing you'll see. Enemy's that are really close to you will literally get blown back and get knocked down when you shoot. You've just learned the concept of crowd control.
Massive wall of text aside you've just learned a whole lot without being told a single thing and we're only just getting to the man of the hour.
Upon not only seeing but also very much hearing Dr. Salvador you'll quickly learn that chainsaws are not only scary but will very likely hurt a lot. If you don't learn that very quickly he will happily show you the next lesson. Some enemies can kill you instantly and if you aren't careful you may just lose your head.
He's relatively fast but you can outrun him if you need to. His attacks are pretty quick too which means choosing to reload at the wrong time is a huge mistake. Unlike other enemies shooting him in the legs won't hinder him. However trying out your new shotgun on him. You'll see that it'll still knock him down if he gets close. After some time you'll take him down and while he's a serious threat if you aren't careful he is very much still human and he doesn't have enough health to overstay his welcome. Also he drops a lot of money, teaching you that you'll be properly compensated for defeating difficult enemies.
Rounding off this section there's 2 ways to move on. Getting a certain amount of kills or surviving for a few minutes. Both entirely valid and have their own pros and cons.
Wow would you just look at how much this one short section has taught you? That's game design baby! I love it!
The section on Re5 will be much shorter, for better or worse that's up to you. I've already made you read the entirety of war and peace so I understand if you're tired but we're almost there.
Re5 has the chainsaw majini.
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This guy.
He shows up surprisingly late in the game as an end chapter mini boss.
By the time you've met him you've already got a pretty wide selection of weapons with the rifle being the most recent. Although you've already got plenty of training with it earlier.
He functions pretty Salvador so I'll go over the major differences to keep things brief.
Compared to Salvador this man's attacks are not only exceptionally predictable but his attack have a large amount of start up and relatively short range. Not only is he exceptionally easy to avoid but as long as you only get hit by the tip of the attack you'll be put into the dying status instead of just straight up dying.
He seems pretty inoffensive so what's wrong with him? For starters shooting him with the shotgun won't knock him down, meaning that he's going to bother you for as long as he can. After enough headshots he'll be stunned for a short time where you can melee him. His biggest issue is just how much health he has. Where Salvador can be properly handled in about 30 seconds or less, the majini will last for several minutes of him being more of a pest than a threat. In a 1 on 1 without outside interference I'd be exceptionally disappointed if he managed to actually kill you.
His real threat lies in the big difference between 4 and 5. In 5 you've got a partner that can be ai controlled. You can probably guess just about how smart the ai is around this guy.
Alright so. With all of that out of the way. I guess I've talked enough.
Tldr: I'm playing Resident Evil 4 :)
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