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/vr/ - Retro Games


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5341470 No.5341470 [Reply] [Original]

Inexplicably, this is some of /vr/'s favorite of the classic Resident Evil era, but here's one of my major problems with it:

Why does Carlos know to go to the hospital (or why does the story funnel Carlos into the hospital), with no way of knowing the hospital would have a cure for the infection?

It's funny that if an office building or a warehouse were next door, they'd somehow have the cure for Jill there. It's clear that the writers wrote themselves into a corner with infecting Jill as they had no proper way to resolve.

>RE1: There's killer dogs outside, let's figure a way to contact Brad or a different way to get out.
>RE2: I'm a cop you idiot lets go to the police station that'll be safe
>RE3: get infected ??? profit

>> No.5341575

RE is supposed to be like a cheesy b-horror movie. There's not exactly reason to be 100% logical.

>> No.5341582

I mean, if someone is sick, you'd go to the hospital to try and fix that shit, he just got lucky that what he needed was there.

It's more dumb that she gets infected in a cutscene but not by getting attacked in actual gameplay fights.

>> No.5341586

>Why don't they just SHOOT the locks off the mansion doors??
Because too much logic and you don't have the basis for a fucking video game, do we?

>> No.5341596

>>5341470
>Why does Carlos know to go to the hospital
You're asking why Carlos knows to go to a hospital when his friend has an infection?
>with no way of knowing the hospital would have a cure
An Umbrella employee goes to an Umbrella owned hospital to look for an Umbrella produced cure to an Umbrella produced virus. Think a little bit, dude.

>> No.5341605

>>5341470
I know, OP, it's all bullshit. Also, how does Jill intuitively know that her handgun fires handgun bullets? There's no cutscene explaining it. They really wrote themselves into a corner.

>> No.5341641

It's not that good

>> No.5341648

>>5341605
>>5341596

It's a T-Virus infection. No normal hospital would have a cure. The only way to make that a reasonable decision is if he knew the Hospital had umbrella labs in them from his training.

>> No.5341663

>>5341648
>No normal hospital would have a cure
No normal hospital would have rooms with hunters incubating in tubes. It's clearly not a normal hospital. It's owned by Umbrella.
>The only way to make that a reasonable decision is if he knew the Hospital had umbrella labs in them from his training.
Well he's part of the Umbrella Biohazard Countermeasure Service, so I would think he'd have some intel.

>> No.5341670

>how can Link store all those gadgets in his pocket?
>how can Mario not hurt himself by falling?
>how can Crash spin so fast and no get dizzy?

This is you, OP.

>> No.5341976

It's tank controls tweaked to perfection. Plus it has bunch of neat little RNG events that, alongside Nemesis fights, make it really fun to replay.

>> No.5341984
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5341984

>>5341976
RE3 has a lot of problems - one of them being that it doesn't have two scenarios like RE1 or even the zapping system with 4 scenarios in RE2.

Another being that the PS1 wasn't ready for primetime in delivering a fully explorable raccoon city that was actually like an American town as opposed to a bunch of hallways

>> No.5341994

>>5341984
Zapping system in 2 is half-assed it's barely worth using as an argument. Single scenario isn't a flaw because even 20 years later I find that RE3 has way more replay value than 1 and 2 do despite me liking RE2 the most.

You are also supposed to understand that Raccoon City isn't what an american midwestern town looks like, it's what japanese people in the 90s interpreted an american midwestern town would look like RE2 and RE3 are, in terms of world building, very akin to 90s anime. That's what gives it the charm that it has.

I'm not saying RE3 is without the flaws, but what you mentioned is very subjective nitpicking and not much else.

>a bit too much ammo even if I think that reloading tool is a great concept
>final boss is very underwhelming
>QTE choices add a lot of replay value but don't really alter much in the grand scheme of things
>Carlos's section should've been a touch longer

>> No.5341995

>>5341984

RE3 was a spin off and it was somewhat cobbled together. You should be thankful that its as good as it is.

>> No.5342004

>>5341994
Being able to start a game with Leon A or Claire A, and finish off with Claire B or Leon B is fucking amazing and it's one of the reasons it's my most replayed RE game.

I love the balance things between characters, like how Claire has the shitty bow gun to make up for having the GL. It's basically one of the most perfectly designed games ever and we'll never see anything like it again.

>>QTE choices add a lot of replay value but don't really alter much in the grand scheme of things

This is what I mean. The choices didn't add up to anything. Dino Crisis honestly did choices better.

>>Carlos's section should've been a touch longer

Should have been his own scenario

>> No.5342006

>>5341470
>How/why does x do that thing?
Allah whispered it to him, dude.

>> No.5342015

>>5342004
By zapping system I meant the actual system, which is very halfassed, like I said. A scenario doesnt' affect B scenario whatsoever, other than the basement armory choice. It's understandable given that entire game was scrapped and made from scratch and they didn't have much time but it's legitimate criticism.
RE2 is my favorite game of all time but it's very far from being perfectly designed. It's too easy, too linear, too short and too easy. It gets carried hard by the art style, very decent voice acting (for the most part), darkest tone/vibe the series ever had even 20 years later and just the general atmosphere.

RE1 is a better survival horror game than 2, 3 is a better action game than 2. RE2 simply managed to be better than the sum of its parts should be.

>> No.5342023

>>5342015
https://residentevil.fandom.com/wiki/Zapping

A tryhard opinion of a tryhard era post demake. I just learned B scenario can fight the alligator plus all the minor things, I think the basement armory is all you really need - especially when you don't know how badly you might screw it over your first time. I took both my first time, not expecting it to bite me in the ass at all

Of course you think a game you've played a hundred times is easy but to any newcomer it's clear that from /v/ threads that it's super hard because they don't understand item management for example.

>> No.5342025

>>5342023
>"try hard opinion"
>"zapping system being not utilized even remotely, let alone to its fullest extent, is good because you wouldn't know what to do anyway"

Well gee that's the fucking point retard. Whole point and fun factor about games like old RE is being clueless and figuring shit out step by step, that's what makes it rewarding.
People who are absolute brainlets and can't grasp the concept of item management will have trouble with any RE game, and even more so with RE1 and 3 than with 2.

I obviously recognize that any newbie to a game will struggle due to the unfamiliarity but in RE2 that lasts for maybe half an hour. Once you clear those initial few bigger rooms in RPD that have fuckton of zombies it kinda gets easier. It's not like in RE1 where entire game is a stressful experience, with returning to mansion after the garden area for an instance. RE2 is fairly smooth sailing.

>> No.5342030

>>5342025
You're over estimating player ability. The idea is that they instill fear so they seem harder than they actually are.

Alone in the Dark The New Nightmare is legitimately one of the few difficult survival horror games because of limited ammo and respawning enemies (specifically the zombies)

>> No.5342035

>>5342030
Forgot to add, Mr. X isn't that hard, but he probably stomped tons of players heads in the first time he appeared

>> No.5342042

>>5342030
The illusion of difficulty is a great thing when done right but that's is only one part of the argument. Here, 20 years later, after replaying all those games a bunch of times, I still have trouble going through 1 and 3. In 1 you never have more than two zombies per screen due to hardware limitations at the time, so even an hour into the game, or even in the very final lab section, facing a single zombie still instills stress and panic. In RE2 that's not the case. Even today I will die a bunch of times in RE1 due to hunters who can jump/stunlock you. RE3 Nemesis fights are even on my nth playthrough as fun and challenging as they were before. Yet I could probably beat RE2 with a blindfold on, metaphorically. RE2 is not a very hard game and I don't see anyone having too much trouble beating it, that's the point. It's certainly the easiest game in the main trilogy.

Even on PC/Dreamcast exclusive hard mode, it's still easy and you still kill Mr X with about 20 handgun rounds (Nemesis requires three times as much in 3!).

Alone in the Dark 4 is a good game and I like it a lot, it's often overlooked on /vr/, especially since it has a great GOG release with high quality backgrounds. But it can be frustrating, in a bad way, because of exactly the thing you mentioned. Limited items and respawning enemies that don't drop anything is just bad game design. You can have one or the other, not both.

Also, AITD4 unironically does the two scenarios thing better than any RE game because they are actually different.

>> No.5342051

>>5342042
Again, you're projecting your skill on others

https://steamcommunity.com/stats/268910/achievements

Look at the achievements for Cuphead. I'm part of that 14% that completed the casino, which I consider this the games make or break point, because I wasn't even sure I could beat this part - and that's a tiny percentage of the amount of people who actually played Cuphead.

There's more people that play games than just you and me, and there are going to be people who hadn't beaten RE2 just because of how difficult it is.

>> No.5342060

One thing that the game doesn't make clear, is that Carlos actually looked around a little bit before going to the hospital. The game doesn't outright tell you this, but Jill collapses in front of the Clock Tower on the night of September 28. When the game gives you control of Carlos, it's already the evening of October 1st. This means that Jill was ailing for at least 2 days.
The T-Virus doesn't outright "turn" someone into a zombie. It first severely depletes someone's health, then a few symptoms appear (rotting flesh, pustules) and then that person turns. If the person keeps healthy enough, they can stay "normal" for at least 6 to 7 days, like the file written by the animal keeper of the Spencer Mansion shows. Jill says her body was already numb when Carlos asks her, so she was probably halfway there.

About the cure, actually there were at least 2 to 3 different versions of the cure being developed all at once. According to the files you find scattered around, most people in Raccoon City were employed by Umbrella in some capacity, so the medical staff at the hospital at least knew about some of it - also like others said, no common hospital has Hunter preservation tanks.