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    • I tried my best to like this, but the item management just frustrated me far too much. I understand having limited space for all the stuff related to survival, but for the puzzle items, it causes a lot of extra backtracking (and backtracking is already an issue without this anyway, I hate it when movement isn't enjoyable). I ended up throwing in the towel.
    • Keep in mind that you aren't given enough Kerosene to burn every zombie... Focus on burning the ones that appear in commonly returned-to corridors, because you can't stop them all from turning into Crimson Heads.
    • Nah, you did the right thing starting with this entry. It sets the story up for the rest of the series, as well as giving an idea on how the likes on Resident Evil 2 and 3 play out. Saying that, if you can't get to grips with the controls then the remake of 2 and 3 would probably suit you more. I wouldn't be so hard on yourself. The original games are quite unique and the first time you play one will be a slow burn. Once you get a feel for the puzzles, controls and start memorising the area, you will be flying through it. I lived through the tank control era and so they come second nature to me but I can imagine them being rough for a young whipper snapper like yourself. Can't you change them in the HD version? I thought you could, it's just that they are still a bit fiddly due to the prerended background environments and fixed camera angles. As for the Crimson Heads, if you kill a zombie in an area you think you'll be returning to on a regular basis then it's best to burn the body. It's either that or risk having to face a tough enemy when going back and forth.
    • Konami have released the redone opening movies for Suikoden and Suikoden II: Got to say...I prefer the original openings  there's a weird mix here of some of the art for the original games and the new art, not to mention the weird and empty, higher fidelity locales. The originals, for comparison:  But hey, at least the music is still S-tier, and, don't let this dissuade you. These are two of my favourites in the genre, so you'll be damn sure I'll be picking up a copy to support this re-release, and I'm looking forward to seeing how others here get on with them.  No idea if I'll actually play these versions anytime soon, though. 2025 is looking stacked as it is and I think I'm more ready to continue my Suikoden journey than I am revisit these two excellent games right now, but I guess I'll see how I feel closer to the time! 
    • Bit of a frustrating second session, once again finishing on a death (this time, thankfully, I had saved in the room next to where I died).  I died to a Crimson Head - or I'm guessing that's what it was. I came across a red-hued zombie who had decided he wanted to live again after dying a second time (poor guy) earlier on my session and killed him, I have trophies turned off again so just saw the trophy description after finishing up and the image more or less matches my description of the first guy I killed and the second guy who killed me. Zombies can get up again after being killed and they're faster and stronger, that's good to know. Wish I burned his corpse, which is what I'm guessing that file I read was talking about (how to avoid having these second generation creeps turn up).  Had to start the session doing everything I did towards the end of my last session in order to go back, blow the dog whistle, and kill the dogs. I used a shotgun because screw those things. No, seriously, screw those things -- even with a shotgun I nearly ended up downed by the two geezers a second time.  I've got a mask and put it in place (I don't know if I'm actually meant to do this because *something* is chained up there and I'm not 100% sure I want to find out what it is), I've done the key swap and so have the Armor Key, just collected the second part of Moonlight Sonata which is why I died heading over to the...bar, I guess it is?  So, by far and away my favourite thing so far about the game is the puzzles. They feel so natural and relatively light as far as puzzles, but because you might not have an item to hand, figuring out what you need to get from the chest or how many slots you want to have open to move things around makes you feel like you have a level of ownership over the puzzle you're solving. Favourites are the knight and bee puzzles so far, though I've been waiting forever to do that clock puzzle (spent 5 minutes trying to figure out if I did something wrong the first time I walked into the dining room!).  My second favourite thing is the atmosphere. Knowing that Crimson Heads are a thing now adds some more tension, the lightning, the dark hallways, now I'm scared of L-shaped hallways with windows because of dogs and zombies crashing through windows.  But my main frustration is with the combat and the tank controls in combat specifically -- because they don't come naturally to me (as, well, this game first came out when I was just 3 years old some 20+ years ago and I can't remember if I've ever played a game with tank controls like this, but I don't think I have) when I'm getting attacked or chased I feel like I'm fumbling around the DualSense and hoping for the best at times, which means my stun gun has seen ample use, as have the daggers I had been collecting, but have run out of. This aspect of the game specifically I'm just not finding much, if any, enjoyment in. I also feel like there's supposed to be a way for me to dodge when they attack (my general tactic has been shoot a thing until dead or, after learning about Crimson Heads, shoot a thing, run around it, or try to draw it into a corner and then go around) but honestly I have no idea if that's just me not gelling with the combat is there and wishing for a way to dodge.  I also just feel like I suck at the game because of this, even if I feel like it's going relatively okay some 3-4 hours in, I feel like I'm taking it slow (in part because Jill is slow, in part because of tank controls, in part because I'm looking around and searching everywhere for items) but I *think* this may have just got a friend who was warning me about a snake killed (whoops). I'm guessing there's a time limit or something? I was wondering why the game was so explicitly telling me where something was for a change! And I feel like I'm saving too much, and wasting ammo, and... You get the picture.  Anyways...yeah, that's where I'm up to. Loving the vibe and the puzzles, wanting to tear my eyes out and give up when I'm in combat most of the time. I can't remember any game in recent where my enjoyment of it is constantly meandering depending on the type of gameplay, specifically, that the game is going for in a certain moment.  I'm going to dig my heels in and push on for now, but if it continues to not click (I don't think I've come across anything like a boss yet), well, I'm not going to force it -- in hindsight, given my knowledge of the tank controls going in but wanting to give the game its best shot at impressing me, maybe I was wrong to go with the middle starting difficulty and should've gone with the lowest purely to account for my lack of experience with tank controls? I don't know, I guess I might need to consider giving modern controls a go to see if I gel with it any better, but if my main concern about starting to experience the earlier PS1 Resident Evil games was that they might not give the fairest first impression and left me not wanting to come back, after today's session with the game, it's hard to not feel like that I was justified, and perhaps should've even started with a more recent remake instead, like RE2, just to touch base with the series in a modern sense before figuring out how I wanted to tackle some of the games.  Guess we'll just need to wait and see what happens next time on Julius Plays Resident Evil  
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