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Freboy

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#1 Freboy
Member since 2004 • 28 Posts

Regarding the camera issue patch: Did it say whether your character would become transparent if he/she blocked the camera?

I mean, it's quite common for the very character you are playing to block the camera. Some games have included a fairly straightforward fix to this; they simply make the character transparent... This is a fairly common problem in crowded spaces where the camera can't really position itself by the character's shoulder.

Is this fix included in the RE6 patch?

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Freboy

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#2 Freboy
Member since 2004 • 28 Posts

So I just posted a VERY negative comment about RE6.

Now, on a more thoughtful note... I wonder what we would have made of this game if it did not have the RE name and characters.

Here are a couple of impressions:

1) It would have received a review score around 6.5 by GameSpot, and similar scores by other reviewers (if you look it up, it has quite a few positive reviews from other reviewers). 4.5 IS a bit low, but I commend GameSpot for shining the spotlight (see what I did there?) on how far this game has drifted from its roots.

2) It would not have produced all these mixed reactions from the gamer community - people would largely have agreed that it's a straigtforward and entertaining shooter, but nothing more. "Okay for a weekend rental".

3) It would have shown medium sales and never received a sequel.

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#3 Freboy
Member since 2004 • 28 Posts

About 2 hours into Chris' campaign, I am ready to throw the controller into my TV. Capcom messed this one up bad.

RE4 and 5 had a pretty similar rythm. You would arrive at a fairly large, open area with a bunch of enemies in it. You would be required to open some door by solving some pretty simple puzzle, while fighting off the enemies. It wasn't very complex, but it let you move around fairly freely and defeat the enemies in your own way.

It is understandable that Capcom wanted to shake up the formula a bit... but WHAT were they thinking?

You enter an area... CUTSCENE giving you your objective. After fighting standard enemies for 3.5 minutes... CUTSCENE. Some huge enemy has entered the area. You fight the new enemy for 3 minutes... CUTSCENE. I'm screaming at the TV "LET ME PLAY THE DAMN GAME!"

And in EVERY single cutscene there is a HUGE explosion... a helicopter crashing... an enormous monstrer breaking through a wall... As my brain gets numb to all the action on screen, my frontal brain lobe starts asking me "by the way... why are we here? I mean, we have some objective "get from A to B" or "rescue the civilians"... but what is the overall plot in the game?" And indeed, there is no story. There is context ("we are fighting bioterror")... but no real point to anything. So indeed, RE6 isn't really an RE game. It's an arcade shooter, like those games you used to put a coin in and pick up a plastic gun to shoot enemies on the screen. Best not to have any plot... people are supposed to pick up this game on a moment's notice and play for 4 minutes at a time.

But then again, you aren't playing this game. You're being yanked through it step by step. I feel like a kid in a toy store with a stressed parent that always wants to keep me moving before I'm finished looking.

And by the way... the next Dead Space game is going to be a coop shooter. Fu**ing horray.

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#4 Freboy
Member since 2004 • 28 Posts

Wait until you can get it second hand at least. It's not worth paying full price for, and it will not directly profit Capcom.

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#5 Freboy
Member since 2004 • 28 Posts

About 2 hours into Chris' campaign, I am ready to throw the controller into my TV. Capcom messed this one up bad.

RE4 and 5 had a pretty similar rythm. You would arrive at a fairly large, open area with a bunch of enemies in it. You would be required to open some door by solving some pretty simple puzzle, while fighting off the enemies. It wasn't very complex, but it let you move around fairly freely and defeat the enemies in your own way.

It is understandable that Capcom wanted to shake up the formula a bit... but WHAT were they thinking?

You enter an area... CUTSCENE giving you your objective. After fighting standard enemies for 3.5 minutes... CUTSCENE. Some huge enemy has entered the area. You fight the new enemy for 3 minutes... CUTSCENE. I'm screaming at the TV "LET ME PLAY THE DAMN GAME!"

And in EVERY single cutscene there is a HUGE explosion... a helicopter crashing... an enormous monstrer breaking through a wall... As my brain gets numb to all the action on screen, my frontal brain lobe starts asking me "by the way... why are we here? I mean, we have some objective "get from A to B" or "rescue the civilians"... but what is the overall plot in the game?" And indeed, there is no story. There is context "we are fighting bioterror"... but no real point to anything. So indeed, RE6 isn't really an RE game. It's an arcade shooter, like those games you used to put a coin in and pick up a plastic gun to shoot enemies on the screen. Best not to have any plot... people are supposed to pick up this game on a moment's notice and play for 4 minutes at a time.

But then again, you aren't playing this game. You're being yanked through it step by step. I feel like a kid in a toy store with a stressed parent that always wants to keep me moving before I'm finished looking.

And by the way... the next Dead Space game is going to be a coop shooter. Fu**ing horray.

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Freboy

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#6 Freboy
Member since 2004 • 28 Posts

Hello

I did a quick search on the forum, but it seems very few people are discussing this: Color blindness in gaming. As you may know, 7-10% of the male population (which includes most gamers) is red-green color blind. Still, many top-selling games rely on red and green color code to the extent that they are more or less unplayable to the color blind. I am not color blind myself, but a close friend of mine is, and here are some particularly frustrating games we have come across:

- Resident Evil 5: Unlike many shooters, you don't always aim at the middle of the screen; instead you rely on a RED laser sight.

- Killzone: Enemies are distinguished by their glowing RED eyes.

- Crysis 2: You can keep track of enemies by tagging them. But they appear on your screen as dark GREEN triangles in environments that are often gray/green. What is even stranger, you can tag other items that are far less important, such as ammo crates, but they appear in a much brighter green.

- Vanquish: The most common enemies are RED, and your buddies wear camo GREEN.

What amazes me is that these issues appear SO easy to solve.

How hard can it be to introduce a color blindness mode that turns the laser sight in Resident Evil blue? The HUD elements in Crysis 2 aren?t even rendered in 3D and do not interact with the environment in terms of light and shadows; it can't take much effort to make a color blind mode that makes them orange? But even after Call of Duty: Modern Warfare 2 was patched for the benefit of the color blind, developers still seem completely oblivious.

I'm under the impression that this is a question of awareness. After all, we are talking about a very small extra effort for game developers to reach a substantial number of gamers that currently resent them. Of course, it's not only game developers that overlook this issue. For example, Gamespot could exercise a lot of pressure by pointing out games that rely on red-green color codes, like they do when a game is offensive or confusing. But most importantly, I suppose it's up to us gamers to raise awareness of this. I would encourage everyone to point out games that rely on red-green colors, for example if you follow On the Spot live.

I think that once this issue has been raised, all developers will want to include a color blindness mode to reach that last demographic. It's just a matter of a small push to put it on the map.