But I like regular zombies. Whats wrong with wanting to kill regular slow REesque joke-like zombies? If the demo campaigns are true to the full campaign then Capcom was smart with RE6.
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Last edited by Zack Fair on Sep 28th, 2012 at 07:41 PM
In addition to that, I've seen some say the controls and gameplay for RE6 are so shitty (and that moving while shooting and stuff was so unnecessary) that it makes RE5 look good and that RE3 was still the last decent game. That and more is why I haven't given a single shit about the opinions of half or more of the RE fanbase.
"The Daemon lied with every breath. It could not help itself but to deceive and dismay, to riddle and ruin. The more we conversed, the closer I drew to one singularly ineluctable fact: I would gain no wisdom here."
Same here actually (was wondering if I was the only one who felt that way), but the people I was talking about were bitching as though RE6 was unplayable. If there's a controls option for X to melee while still LT to aim and all that in the retail game, I'm still switching to that, but if not, oh well.
One of Helena's alt costumes for those who haven't seen it. Want to see some of the others like Helena's other alt and Leon's pirate costume with the parrot ( ) but can't find 'em at the moment. If the parrot actually talks it'll beat safari Chris in the silliness department.
I think that was the general idea for Helena's first alt costume, lol. I know I'll like her other alt more based on what I heard, but the sexy cop one I might still use every once in awhile. Better than Sherry still having the schoolgirl outfit as one of her alts at least.
Ah, I guess the parrot speaking was a little too much to hope for. Still cool though.
What, you mean it's not banned in Australia?! [SPOILER - highlight to read]: j/k
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Last edited by Ridley_Prime on Sep 29th, 2012 at 08:37 AM
I'd say it's kinda average in Leon's campaign (as far as darkness and/or my ability to see things) when you've got the in-game brightness at the default number (20). But take the brightness all the way down to 0 and pretty much the only thing you can see are certain things like Helena's arms when moving around. Turn the brightness all the way up and it's blinding no matter where you are.
Gender: Male Location: Living my life, fighting my war.
Capcom isn't a company to support right now. They are pushing for decreased dev times and increased productivity while decreasing their staff to no more than 100 people per project.
Source: http://www.capcom.co.jp/ir/english/...ual_2012_01.pdf
This isn't a particularly good thing, not only for the already over-worked employees, but for us as the consumers - The quality of their projects are going to decrease exponentially. Hell we've already seen it with RE6's rating of 4.5 on Gamespot. If you've played the Demo, you should have first hand experience on how downhill Capcom is going. All I'm saying is, for anyone planning on buying RE6 tomorrow (US), you should probably look into and think about what that decision may mean for the future of Capcom, and the decisions they will make based on the sales numbers for this entry in one of it's most popular franchises.
Activision has a yearly release cycle for their CoD franchise, however there are 2 seperate teams developing each installment (Sledghammer [Previously Infinity Ward], and Treyarch). One takes the odd years, while the other takes the even. In the end that comes to a 2-year dev cycle for each game. However, despite splitting the franchise between 2 teams, each with a 2 year cycle, the franchise is slowly becoming known for stagnation. Very little changes in that franchise, even to the point that some people have a hard time telling the difference between Call of Duty: Modern Warfare 2 and it's sequel.
What Capcom wants is to, not only cut dev time by half, but also greatly decrease the teams that work on these projects. Let's look at the Resident Evil series as an example. The average dev cycle for the Resident Evil series seems to be about 3.5 years (That's under the assumption that the entire time between main entry releases were used for the development of that specific entry - such as the 6 years between RE 3 and 4). If you take that and cut it in half you have an average dev cycle of 1.75 years. So, basically we'll most likely be looking at 2 year dev cycles for Resident Evil franchise, which isn't a problem when you couple that with decreasing an ALREADY OVERWORKED staff (apologies for the caps, there is no italics or bold option on facebook that I know of).
The Producer of Street Fighter X Tekken (Yoshinori Ono) linked stress at work to health issues he had, and when he was allowed to come back, he was given no slack at all, but came back to a ticket to Rome on his desk and a completely filled timetable of things to do.
(http://www.cinemablend.com/games/Ca...ucer-43521.html)
Others commented about the harsh environment within Capcom, one even posted some more about what happened to Ono himself, saying that Ono was complaining heart problems, and asked the manager twice if he could go to the hospital, and both times the manager said no. (http://www.cinemablend.com/images/s..._1339529996.jpg)
There is no way that any of these changes will make life easier for the employees, and I think, as this progresses, we will see more and more of these stories. It's a relentless - never ending grind for these people with the soul purpose of increasing profits rather that puting out genuinely good games.