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/vr/ - Retro Games


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9850128 No.9850128 [Reply] [Original]

RE3 sucks ass
>pedestrian zombie models are all decaying and rotten like RE1 despite all the citizens being at most infected for a ~week
meanwhile
>RE2 has human looking zambos
what were they thinking?

>> No.9850168
File: 124 KB, 537x1024, 1601989324832m.jpg [View same] [iqdb] [saucenao] [google]
9850168

RE3 is the best

>> No.9850210

>>9850168
>.jpg
Nice phoneposting.
Anyway, Jill's hooker outfit from RE3 never ceases to amuse me. All that exposed skin sure is apocalypse-ready.

>> No.9850467

>>9850210
Yeah, because RE1 was so serious wuth Wesker wearing sunglasses at night on a police mission. RE has alwats been retarded, and it's fine.

>> No.9850480

>>9850467
>Wesker wearing sunglasses at night
>obligatory
https://youtu.be/56HSPQHSqEE

>> No.9850553

>>9850467
RE has always been retarded, but Jill's RE3 outfit still amuses me the most.

>> No.9850574

>>9850128
RE1, keeper's diary:
>I went to the medical room because my back is all swollen and feels itchy
>When I woke up this morning, I found another blister on my foot. It was annoying and I ended up dragging my foot as I went to the dog's pen
>When I was scratching the swelling on my arms, a lump of rotten flesh dropped off. What the hell is happening to me?

>> No.9850583

>>9850574
And the dude still wanted to go see his girlfriend even with his flesh sloughing off lmao.

>> No.9850610

>>9850128
They were thinking that the only way to fit so many zombies in one screen at a time was to decrease their polygon count and masquerade it with a more grotesque appearance.

>> No.9850629

>>9850610
there's a model-viewer on sketchfab with all the zombies from 2 and 3 on it to view. it looks like 3's zombies have slightly more geometry going on.

>> No.9850645
File: 141 KB, 640x360, 88182656372.webm [View same] [iqdb] [saucenao] [google]
9850645

RE3 has a high skill ceiling and it's always fun to get even better at it

>> No.9850742

>>9850480
https://www.youtube.com/watch?v=OdnImmckrjU

>> No.9850752

>>9850574
i knew someone was gonna mention that, necrosis is a factor but most of the zombies in Raccoon City are "fresh", RE2 accounted for this by making the lab zombies very deformed and rotten and the civilian ones less so. Making every zombie in 3 which takes place even earlier look as fucked up as the first zombie from RE1 is fucked yo

>> No.9850981

generic city environment sucks

>> No.9851008
File: 31 KB, 250x600, female zombie.jpg [View same] [iqdb] [saucenao] [google]
9851008

I'm just here to say the RE2 zombie girl still looks fuckable as hell.

>> No.9851040

the girl zombies in re2 are very cute

>> No.9851135

>>9850752
so... RE2 got it wrong
thanks Kamiya

>> No.9851140

>>9850981
what the fuck is generic about raccoon city
did you actually play the game

>> No.9851192

>>9851140
its just a normal town and not a cool location like the mansion or police station

>> No.9851204

>>9850645
I like how nemesis can run out of ammo.

>> No.9851229

>>9851192
I guess but I wouldn't call it normal, it's got a cramped and grimy and old fashioned look to it, and there's a variety of locations that show you the human cost of the outbreak while not outstaying their welcome

>> No.9851361

>>9851192
>its just a normal town
Raccoon City makes no sense at all and that's why RE3 is good. It's like the weird fever dream version of a city. Like some aliens had a vague idea of what certain parts of a city should look like but didn't know why stuff is where it is.

>> No.9851762

RE 1-3 are a hell of fun to play with keyboard only

>> No.9851770

>>9851762
I mean they are designed to be played with a dpad so yeah.
I believe most of the retards who complain about tank controls try it with a stick and then get (rightfully so) frustrated

>> No.9851772
File: 1.86 MB, 228x170, 1679549213188259.gif [View same] [iqdb] [saucenao] [google]
9851772

>>9851008
>the shitty SD Perry novel describes her as having a breast exposed

>> No.9851805

>>9851008
look at that, a necrophiliac, out in the open

>> No.9851809

>>9850128
I'd guess that as the city is getting overrun, people are being eaten in swarms. Doesn't it get pretty humid in some midwestern states in the Fall? Humidity mixed with the rain seen in the opening cutscene, that would speed up decomposition even more.

But you know, the developers were relying heavily on older assets too.

>> No.9853067

>>9850742
lmao, even better

>> No.9853106
File: 662 KB, 1197x1109, file.png [View same] [iqdb] [saucenao] [google]
9853106

Yeah it's originally meant to be a gaiden but Sony bribed Capcom.

>>9851008
based

>> No.9853140

>>9850128
I don't think anyone cared about the lore or whatever by the time they were working on 3. It also has zombies literally rising from the grave when the first game was adamant that they were living people infected with a virus instead of reanimated corpses.

>> No.9853163

>>9853140
interview with Yasuhisa Kawamura, 1999
>Q15. Inferring from the facts that a brain-destroyed Brad became a zombie and the corpses sleeping in the graveyard became zombies, does the T-Virus have the effect of reviving the dead?
>A15. Because Brad was affected by the strong T-Virus lodged in the Pursuer's tentacle, his brain was destroyed but his body did not die. In addition, the zombies that crawled out of the graveyard were the results of humans being buried after temporarily suffering a state of suspended animation brought on by T-Virus, and revived underground.

>> No.9853168

Which ones are the definitive versions of the game if I'd like to play them? Mainline only?

>> No.9853359

Newsflash: ALL RE games suck.

>> No.9853367

>>9850210
???
do you think jpgs are a mobile only format?

>> No.9853405

>>9853367
I made a typo, I wanted to point out it was an "m.jpg" and it was compressed to shit, which is what happens when you explore 4chan on mobile and try to save images from threads past a certain size.

>> No.9853438
File: 3.14 MB, 400x300, resident.evil3_nemesis.fight2_rpd.1f.hallway.gif [View same] [iqdb] [saucenao] [google]
9853438

>>9850645
Finding the right moment to reload during the battle against Nemesis is so exhilarating.

I like to use the rocket launcher against it by creating as much space as possible and taking advantage of his discarding animation to pump as many shell as possible in that motherfucker before it rushes towards me.

>>9851204
He always carries 5 missiles in that rocket launcher. I wonder if they did that intentionally as a nod to Chris Redfield in Resident Evil 2's Extreme Battle.

>> No.9853468
File: 251 KB, 470x318, us.army_vs_t103_dead.factory.png [View same] [iqdb] [saucenao] [google]
9853468

>>9853140
Oh you have no idea how wrong you are. Yasuhisa Kawamura put so much thought and soul into the writing of Resident Evil 3 and lore of the series, it's criminal that he was never requested to work in any of mainland games again.

>> No.9853716

>>9853438
>Finding the right moment to reload during the battle against Nemesis is so exhilarating.
why wouldnt you reload using the inventory screen.

>> No.9853764

>>9850128
We sure are desperate for things to cry about today, aren't we? What is even the effect of the T virus on humans, anyway? Stop nagging about shit you don't understand.

>> No.9853770

>>9853405
boo fucking hoo you retard

>> No.9853870

>>9853770
>I rather keep images compressed and blurry.
You are the same type of retard as normalfags and the reason compressed, low quality shit spreads like cancer on the Internet..

>> No.9854636
File: 1.66 MB, 400x300, resident.evil3_nemesis.fight3_district.downtown.gif [View same] [iqdb] [saucenao] [google]
9854636

>>9853716
Don't be silly, anon. Guns don't magically pop up bullets after they are emptied in the middle of a battle. Reloading using the inventory screen is only acceptable during idle times.

>> No.9854745

>>9850128
If this petty shit is the reason RE3 "sucks" it must actually be pretty good

>> No.9855563

>>9854636
its a video game pal,in reality im pretty sure i can walk away from the enemy while i reload.

>> No.9855592

>decaying and rotten

I figured it was more "horribly mutilated from being partially consumed by zombies/butchered by other viral mutants"

>> No.9855631
File: 9 KB, 474x253, OIP.jpg [View same] [iqdb] [saucenao] [google]
9855631

>>9853438
>t.

>> No.9855636

>>9851772
Perry was horny as fuck

>> No.9856394
File: 6 KB, 201x206, RE3 on Nintendo Switch.jpg [View same] [iqdb] [saucenao] [google]
9856394

>>9850128
>RE3 sucks ass
RE3 always sucked.
>all weapon sounds are garbage and make them sound weaker than they are
>contextual dodge button that makes you dodge when you try to shoot and shoot when you try to dodge
>enemy encounters and bosses are designed so that you have to use the unreliable contextual dodge
>item placement is based on randomized setups
>enemy placement is based on randomized setups
>as a result you might get too few resources to deal with the worst enemy selections or too many resources to deal with easy enemy selections
>as a result there needs to be a crafting system to make up for the fact that you're getting unbalanced ammo distribution that isn't fit for purpose
>almost all boss monsters are faster than your character and the encounters take place in narrow hallways or narrow loops
>introduces the concept of the player characters being capable of getting shot without dying or being seriously injured, and not just shot. Getting shot by a rocket launcher, the one weapon established in the series to be capable of instantly destroying any enemy no matter how strong
>penultimate boss has you attacking the environment so that the boss walks into danger, and the boss can easily dodge it despite walking slowly
>final boss has you pressing a button and waiting
>final blow to the enemy is a QTE
Resident Evil Zero is a better RE game than RE3

>> No.9856464

>RE3 sucks
>gives the most nitpicky reason for it

>> No.9856725

>>9853438
>successfully dodges 3 times in a row
I thought that the game had a system that only allows dodging and other means of avoiding damage to work sometimes? When you're being surrounded by zombies, the contextual bullshit button lets you dodge or push enemies away once, but you can't use it right away again.

>> No.9856780

>>9856725
You can dodge infinitely. The problem is that the timing windows is fucking tiny, it may be 2 or even 1 frame, and it doesn't give you iframes, Nemesis can still hit you in the middle of the dodge animation.

>> No.9856986

>>9850128
That's enough time for meat to rot

>> No.9856990

>>9850128
The rank system is the worst part about it. Punish the player for being good at dodging, great design!

>> No.9857146

Voth Jill is best Jill

>> No.9858254

>>9850128
Anybody have the "absolutely disgusting" version of this image?

>> No.9858285
File: 130 KB, 494x612, 1579970119761.jpg [View same] [iqdb] [saucenao] [google]
9858285

>>9858254
Nevermind I found it

>> No.9858630

>>9857146
Voth sounds like a secure version of goth, it somehow sounds even more gothic

>> No.9859362

>>9856394
>Resident Evil Zero is a better RE game than RE3
I understand some of your complains, but that's just crazy

>> No.9859368
File: 25 KB, 563x563, 1681902762003581.jpg [View same] [iqdb] [saucenao] [google]
9859368

>>9856725
The way the dodge works is when you press the aim button, an enemy attack has to hit you DURING the animation where you raise your weapon. You actually raise your weapon more slowly if you're looking away from your enemy and autoaim has to spin you around so you have an even bigger window that way.

>> No.9859376

>>9858630
*sexier version of goth

>> No.9859383

>>9859362
These are all the problems I'ver had with Zero:
>Cutscenes that add nothing to the story, but also spoil the villains of RE1 and RE2 for no reason.
>Rebecca is saved from being covered in leeches by having those leeches shot off her with a 9mm pistol and none of the bullets hit her.
>Several extremely bad boss fights, such as the scorpion and the bat.
>The main weapon that was introduced for dealing with the new main threat has an animation slower than the target's attack animation, making it impossible to use at all because you'll just get stunlocked and die without landing a single hit.
>A puzzle that makes no sense because it's based on the functioning of an object that the designers had never used and so it doesn't work like it does in the real world, therefore if you do know how it works, you can't solve the puzzle.
>Hookshot takes two inventory spaces, you don't know when you need it so you carry it for no reason, and its functionality does not reflect the limitations of its item description and thus using it "wrong" makes your playthrough immensely more frustrating.
>Eliminators are too small to hit with a straight shot and too quick to hit with a downward shot.
>Picking up item is a function that does not override reading flavor text when they overlap, so a lore object can block you from picking up an item
>There's a dead-end room with nothing but zombies and useless flavor text in it, and the only way you can avoid wasting ammo or health is to know that you should never go there
>Small complaint but costume change is done with an ingame item instead of the start menu, so speedrunners can never spice up their game by using different costumes because changing takes time
Zero is a game that has flaws, individual flaws in specific areas. Not fundamental flaws in its basic design.

>> No.9859387

>>9859383
>A puzzle that makes no sense because it's based on the functioning of an object that the designers had never used and so it doesn't work like it does in the real world, therefore if you do know how it works, you can't solve the puzzle
Haven't played 0, what's the object?

>> No.9859428
File: 7 KB, 480x360, RE Zero combination door.jpg [View same] [iqdb] [saucenao] [google]
9859428

>>9859387
A combination lock. You know, five left, sixteen right, eight left, ten right. The devs had no idea how those work, so when they designed the puzzle they just implemented the way they thought that it would work. So, if you know how to open combination locks, you don't know how to solve the puzzle. If you don't know either, then you might have a chance by guessing wrong and thus being right.

>> No.9859448

>>9859428
What, did they think it worked like a rotary phone?

>> No.9859504

>>9859448
I can't remember exactly. I just remember it being wrong. I think some of the numbers you need to input so that you're putting in multiple numbers into the same direction. Combination locks don't work that way. When you continue dialing in one direction after correctly inputting a number, it invalidates that number. The only way it can continue to the next number is if it changes direction. Left, right, left, right.

>> No.9859614

>>9859383
Half of these issues are pointless. Who cares about spoilers when you are supposed to play the games in order of release, not chronologically because thats not the intent.

9mm vs the leeches is retarded but so are plenty of things, you are just meant to suspend your disbelief for things like that. The only legit issue is the long guns taking two sluts and having god awful animation length. RE0 is designed (intentionally or not, but likely not) so that you must take damage, often.

Another issue that I almost never see brought up is how the first area (train) is super well done visually with plenty of details but as the game goes it becomes more and more simplifed in environments. The last third of game may as well have been full 3d because that's how it looked - simple dull textured walls with nothing to gawk over or examine.

Not as bad game as /v/ and /vr/ claim but still one with plenty of issues that RE games before it never had. With some more attention to game design choices it could've been a lot better. It's pretty and worth playing once for sure but its probably the least satisfying of all the classic RE games.

>> No.9859649

>>9859383

While the dead room sounds kinda frustrating from a gameplay perspective I kinda like it since it adds a bit more realism. It counters the gamer mentality that just because some path is hard there will be something as a reward at the end, when in real life it could very well lead to a dead end with nothing gained. And in a game you can simply reload a save file, just losing some time. That investment strengthens the lesson.

>> No.9860315

>>9859649
While I agree regarding immersion, it just seems like yet another example of Zero being actively hostile towards first time players. You are going to waste time going to fetch the hookshot because you don't know when you're going to need it, and you are going to waste resources checking a room that serves no purpose for gameplay. Also, I think rooms that exist only for worldbuilding should not be used so sparingly. When every space you've entered previously has had significance for the player, it seems strange that there would be an optional side room with threats inside it, that is the sole exception to the ingame usefulness of spaces.

>> No.9860701
File: 3.77 MB, 400x300, resident.evil3_nemesis.fight13.extra_clocktower.gif [View same] [iqdb] [saucenao] [google]
9860701

>>9855563
Good luck reloading properly a shotgun or a magnum while you have a 7 feet and 3 inches humanoid fucked-up smartass monster on your toes, mate.

In all seriousness, I like to think that Resident Evil devs intentionally designed combat in all of the classic entries to take into account reloading, otherwise they could have simply opted out for a system akin to Silent Hill or Metal Gear Solid (where weapons instantly reload with minimal player input) in latter entries. While I think reloading using the inventory screen seems logical when you're not fighting (due to the lack of a tactical reload option), I think it just cheapens the experience during combat since it's supposed to be limitation you have to account for.

>>9855631
There's nothing like the feeling of slamming a long silver bullet into a well greased chamber during a heated battle, anon.

>>9856394
>penultimate boss has you attacking the environment so that the boss walks into danger, and the boss can easily dodge it despite walking slowly
Imagine complaining that the final boss' AI is smart and complex enough to detect environmental dangerous elements to it and act accordingly to evade them, forcing the player to trap it by either depleting its HP and stunning it at the right time or tricking it into attacking the player and leaving it exposed just as the chemical pops off.
I knew Resident Evil 3 shitters were generally dogshit at games but I figured that despite their lack of skill, at least their IQ was above that of a chimpanzee. Not even gonna waste my time addressing the rest of your retarded list.

>> No.9860813

>>9859383
the best part about 0 is that the save theme is unironically sampled from the Director's Cut Dualshock Version, the one with the basement fart track and tracks that are so repetitive they sound straight out of a rap album https://www.youtube.com/watch?v=uYQdj-8yH3c
>>9860315
>>9859649
which room?

>> No.9861084

>>9859383
>The main weapon that was introduced for dealing with the new main threat has an animation slower than the target's attack animation, making it impossible to use at all because you'll just get stunlocked and die without landing a single hit.
iirc Rebecca chucks molotovs waaaaaay faster than Billy does. Basically the only justification for ever choosing to use her over him in a combat situation.