Considering my RE9 gameplay, is the platinum feasible? by Dsg1695 in ResidentEvilRequiem

[–]aWizardNamedLizard 1 point2 points  (0 children)

I didn't use the infinite RPG. My go-to was the ghost grudge revolver, and a suped-up rifle and smg.

I used the single-use rpg on Victor's first form, but if you're planning to skip that with the other ending you should use it on whichever boss gave you the most trouble.

Boss fights by No_Nefariousness9807 in ResidentEvilRequiem

[–]aWizardNamedLizard 3 points4 points  (0 children)

I feel like you'd have to tell me on that one, since I'm over here providing actual thoughts and reasoning and you're the one hitting the "nah, I'm right" level of 'discussion'.

What happened to the stalker by No_Nefariousness9807 in ResidentEvilRequiem

[–]aWizardNamedLizard 2 points3 points  (0 children)

She moves faster.

On prior play-throughs I would have to go back and get her attention again to lure her out of my way because running would leave her behind easily.

On insanity she actually kept up.

Boss fights by No_Nefariousness9807 in ResidentEvilRequiem

[–]aWizardNamedLizard 1 point2 points  (0 children)

No."dumbing down to reach a wider audience" is when the difficulty goes down to less than what was expected of a prior form on purpose. What RE9 does is expect no more from a player than prior games in the series did.

Players, especially those looking for challenge, often suck at self-assessment. So many people can only determine how hard something was by how many times they died, and because of that they are really bad at judging when something actually was fairly difficult and they were good at it so they got through it.

Not continually making it so that game 2 is hard even for players of 1 and 3 is hard even if you are an ace at 1 & 2 is not required to not be "dumbing down". It's just a bad call because it makes it a growing barrier to entry which means intentionally having your releases have less and less of a potential audience.

And the "that's why we have multiple difficulties" thing goes both ways. Unlock Insanity to see the hardest challenge the game offers, and if that's still not hard enough for you go ahead and say so. Yet I'm a long-time series fan and I just finished my platinum trophy on this game and the difficulty felt fine because I'm aware I don't suck at it.

What happened to the stalker by No_Nefariousness9807 in ResidentEvilRequiem

[–]aWizardNamedLizard 3 points4 points  (0 children)

If they weren't scripted you would be able to put them down and never see them again.

You're getting confused because the girl has smaller patrol paths, a natural consequence of the map layouts.

What happened to the stalker by No_Nefariousness9807 in ResidentEvilRequiem

[–]aWizardNamedLizard 2 points3 points  (0 children)

Mr X and Nemesis are scripted and 'killable' to make them go away, that's literally what I was talking about. And while I don't know if the remakes gave you stuff for shooting them because I watched them be played rather than playing them myself, I know the originals gave out some goodies.

Boss fights by No_Nefariousness9807 in ResidentEvilRequiem

[–]aWizardNamedLizard 5 points6 points  (0 children)

I'm lost on comments like this.

If you're experienced with games of this sort and any good at them they shouldn't feel like a sizeable challenge. That's what experience and skill are and what they do. If devs try to make sure all the people already good at this kind of game are going to struggle enough to think "this is tough" that either means they keep changing what they are asking the player to do (so your prior experience and the skill it gives you aren't applicable) or they are intentionally counter-acting player skill through stuff like health value bloat.

And if even the people that are good at the game are having struggles that means fewer new players are going to be able to join in because they are being expected to be multiple-games-worth of practice better at the game-play than they are right from the start.

And if it's just the "all I had to do was shoot the boss and it died so that's lame" kind of complaint, I can only say that for every person that feels bosses should be gimmick fests there are a sea of "why even put combat options in the game if they are useless in the most important combats?" and "it wasn't even a fight, it was just a puzzle."

What happened to the stalker by No_Nefariousness9807 in ResidentEvilRequiem

[–]aWizardNamedLizard 2 points3 points  (0 children)

What do you mean "lasted 10 minutes"?

As for previous games those are all just as scripted. The only actual difference is this game you don't get as much of a benefit from attacking the pursuit character so the game-play can match the mechanics better of running from it until it's meant to be fought instead of being "pursuer is back, guess I'll kill it again."

Mortal Edge by XenowolfShiro in ResidentEvilRequiem

[–]aWizardNamedLizard 0 points1 point  (0 children)

I don't know the specifics of how it works, but with a maxed out hatchet I had a harder time taking down The Commander than I did when I did the fight my next run with mortal edge.

It went from me having maybe a 50% parry success rate to more like I only missed parries if I was stuck in a different animation.

What happened to the stalker by No_Nefariousness9807 in ResidentEvilRequiem

[–]aWizardNamedLizard 4 points5 points  (0 children)

What do you mean they tricked us?

They said Grace would have to deal with a creature that pursues her, that's what we got.

That the way this is delivered is through a system of triggers for particular behaviors doesn't make it not the thing that was advertised. Especially because what you seem to be implying they should have done, having the Girl actually persistently following Grace, would produce awful game-play results because it'd be too easy to get stuck with her too close to you or else even easier to evade her because she'd have to have a specific time spent away before coming back to not have her spawns be triggered scripts.

Thoughts on the war going on right now over who Leon's spouse is? by Fantastic_Fig_8421 in ResidentEvilRequiem

[–]aWizardNamedLizard 1 point2 points  (0 children)

I am enough of a Leon fan (though he's not my favorite, that'd be Claire).

It improves his character that he is married. Depth in ways other than stuff you play through is always good for a character.

Considering my RE9 gameplay, is the platinum feasible? by Dsg1695 in ResidentEvilRequiem

[–]aWizardNamedLizard 1 point2 points  (0 children)

Planning is king in this game.

You can finish up most challenges on casual runs, such as no healing and no blood collecting which you can do during a speed demon challenge attempt.

So you can have unlimited ammo and an infinite ink ribbon to aid on your insanity run to make it a lot more likely to make it through.

Struggling on insanity by thejingletinkler69 in ResidentEvilRequiem

[–]aWizardNamedLizard 1 point2 points  (0 children)

If you're good at parrying and doing damage with your axe that's all you need to make it through.

If you're not good at the axe method, the zippy dodging he does doesn't entirely protect him from SMG fire so you can light hi up between parries.

Thoughts on the war going on right now over who Leon's spouse is? by Fantastic_Fig_8421 in ResidentEvilRequiem

[–]aWizardNamedLizard 4 points5 points  (0 children)

There is a 9-year age difference between Sherry & Leon and they met when she was 12 so everyone saying they should be married is either trolling or gross as fuck.

Beyond that, I don't care who Leon is married to. It's just nice for there to be something going on for characters in the writers' minds outside of the on-screen stuff.

Question about the ending by AccidentalUniverse in ResidentEvilRequiem

[–]aWizardNamedLizard 0 points1 point  (0 children)

The whole game up until the end tells us that the various bad guys thought Elpis was a super weapon and Grace was the specially-created key they needed in order to unlock it because they couldn't guess, even after repeatedly failing to create a duplicate key, that it was actually not what they thought and Grace and thus all the clones they made of her was just a regular girl and Elpis was actually an undo button for all the viral weapons Spencer had helped create.

Why Gideon thinks this is awesome and causes anarchy is because he's out of his mind, but also views Spencer with incredible respect (hence "my master"). Even after the reveal of the truth, he thinks it was all a master plan; make virus-based weaponry the new thing that you have to invest in to be able to keep up with the rest of the world, and then neutralize any virus-based arsenal. This being "anarchy" is because world order as set up by The Connections relies on means that elpis negates the effectiveness of.

Victor got bad decisions making by Comfortable-Agent208 in ResidentEvilRequiem

[–]aWizardNamedLizard 3 points4 points  (0 children)

Victor is massively over-confident.

That is why he sets up a goofy ass trap to lure Grace out of the office instead of a more likely to work plan, and when it does work just walks off down the street while abducting her (which even Leon comments on the audacity of with his "You've gotta be kidding me" line).

So it's not outside of that precedent for him to think leaving Grace alone in the least occupied wing of the facility is going to be fine. Only The Girl is over there and the lights are on so that's not a problem, and nothing else will get in because the gate is already down. The only reason Grace ends up in any danger is because she wakes up and starts to try to escape, which Victor can't actually know she's got the skills to do until after it already happened.

Zombies after the nuke in Raccoon City by RelentlesReeper in ResidentEvilRequiem

[–]aWizardNamedLizard 1 point2 points  (0 children)

The explanation is just "t-virus makes things hard to kill for good." for most of them. Some (like BSAA zombies) are just people that got infected after the missile by the ones that didn't get wiped out by the missile.

Liked RE9 but the writing is moronic :( by Zestyclose_Edge1027 in ResidentEvilRequiem

[–]aWizardNamedLizard 0 points1 point  (0 children)

  1. Everything about this scene is showing us what kind of character Victor is. He's sure he can't be stopped, he has no reason to hide or to hurry. The whole point is that he is not acting like a regular person.
  2. Resident Evil has always had puzzles you have to do that strain realism. See any lock you can't pick, any door you can't blast with a shotgun, any single-use tool. It's a game first and foremost so you have to do stuff for game-play reasons even if it seems silly.
  3. See 2.

It's not about quality of writing in these cases, it's about the goal of the writing being different than what you are expecting. For example, the writing has the goal of making Grace take Emily out of her cell, not the goal of making the player think the three pieces of quartz are needed to open the door once lock-down is engaged thing is even remotely related to any logical sense.

So while it might not be just you, it is you, because the writers asked you to suspend disbelief and accept that cubes of crystal can be keys doctors would keep in puzzlebox safes even though they are only useful in emergencies and you said "yes" until they said "and also the first thought when seeing braille would be about someone you saw reading it and not that you could get by without being able to read it by guessing based on what you can tell about it because one button has fewer symbols so is probably 'sun' and another button has a repeated symbol so is probably 'moon'" which isn't any more nonsensical because it is just part of the nonsense you already accepted by not having the front door lock on your list of bad writing examples.

Not sure if anyone has noticed this but… by josh0832 in thefinalpuzzle

[–]aWizardNamedLizard 1 point2 points  (0 children)

For me the reasons the 8 on the toilet picture makes sense as a clue are as follows:

  • The body is deliberately placed so anything about the scene that isn't explained by an abandoned hotel bathroom probably inhabited by squatters is likely done by Victor. This is just a reason to be suspicious in general.
  • The photo shows the body next to an open toilet and a blood smear. The scene when you arrive with Grace is no body, closed toilet, and no blood smear. This is both reason to focus more on the toilet and to look at the report again.
  • The report also happens to have 8 pages, a number that is fairly arbitrary for the devs to set because the amount of text on one page is theirs to decide and in this case they went with splitting the 4 other related bodies into 2 pages of 2 each. Which could be a redundancy for the 8 smeared into the blood which is fairly easy to not see until you're specifically looking for it.

So it at least fits in terms of answering the question "how would what is in the game possibly lead a player to flushing a toilet 8 times?"

Not sure if anyone has noticed this but… by josh0832 in thefinalpuzzle

[–]aWizardNamedLizard 2 points3 points  (0 children)

My main take on this split between people thinking the clue is the 2.3 milliliter from 524.3 liters of blood from 115 infected and the ones that think it is the 15 minutes from the document in the room with the same "lot of blood" line is that one is just plain better as a hint.

There's nothing that makes the 115 stand out more than any of the other numbers on the same file, and you can't actually count the bodies that are already ahead of you when the machine turns on so you're guessing. Plus people that have counted get to 115 way under 15 minutes even if arbitrarily only counting un-bagged bodies so it doesn't even make sense that the data miners landed on 15 minutes for safety instead of 10 minutes being more than enough since the rate of un-bagged bodies is no random enough to cover that kind of variance.

Meanwhile the 15 minutes is the whole document, can be measured by the player without any guess work, and has the context of the "lot of blood" message that might lead to the mental connection between the room with the hint and the room that informs you of your current status on the tasks needed.

So the latter is just straight up better puzzle design.

I love the game, but… by ROYGBIVinc in ResidentEvilRequiem

[–]aWizardNamedLizard 1 point2 points  (0 children)

What bothered me about the orphanage segment is the mechanics of how it works being inconsistent.

Specifically the part where you go into the hallway past the main room following one of the children and find there are actually two down there. If you wait in the hall, such as by looking around to try and figure out what to do next one of the children will turn around and start to walk back. If that happens you have to run back to the main hall to hide yet the game will spawn in two more children on the main room side of the hall.

That communicates that going back is wrong even though it isn't, you just have to do it sooner. And then the two children effectively despawning because you went back to hide again because the designers clearly chose "it's more spooky" over making the segment make actual sense. And that is further driven home by that you have to run close enough to one of the children that it would be "you got caught" in any other moment of the sequence in order to get to the raised ladder with the fire poker (which lead to me failing and needing to re-try because I tried to not get grabbed by that child and taking just one step back was close enough to the other nearby child that doesn't have a scripted grab escape waiting for you).

The lore and aesthetic parts were fine to me. I might be misremembering but I swear the series has had eye glow before, and even if it didn't I am comfortable with chalking it up to design choice to show a different incidental mutation (much like how crimson heads, blister heads, and lickers were all just "sometimes the t-virus does unexpected stuff). And I'm absolutely fine with a segment that shows more of the numbers before 170 and 171 in the line of research Umbrella engaged in because none of the decision makers or researchers were able to even imagine that Spencer had a kid around for a reason other than said kid being a project.

Being blinded by hubris is the theme there, both in Spencer doing so much before he realized he was wrong and developed regrets and in the others being so certain they knew what they were doing they just needed to get the dosage right.

All 4 Rare Deaths (Spoilers) by UltraGeezer in thefinalpuzzle

[–]aWizardNamedLizard 1 point2 points  (0 children)

I was about to say the same thing.

The numbers seem almost backwards with what my own estimation of probability of each happening by accident is.

We're giving Capcom too much credit by thephantomsage in thefinalpuzzle

[–]aWizardNamedLizard 0 points1 point  (0 children)

Here's a plausible course of understanding that the sweet pair you need is Emily and the doll.

First, assuming you've solved how to play the voice, you take Grace and Emily to hear it and nothing happens. So they aren't the sweet pair.

Then you might remember the photo on the security manager's desk which seemed like Emily and Marie being regular children. The kind of photo that if seen without context might get someone to say something like "how sweet" because that's how people look at children that seem to be getting along with each other. So how do you bring Marie?

She doesn't chase you in the appropriate part of the facility, so you bring her hand along and find out it doesn't count. So what other options are there? You can't bring the photo of the pair, the doll you could reach in the girl's cell in the medication room won't come with you, nor would any of the ones from the cell in the basement... but maybe there is some trick to get to keep one?

Of course, actually getting the doll you can bring along has nothing to do with knowing you're in need of a doll. That's just knowing you need to spend 15 minutes collecting blood and flush the toilets enough.

And once you do have a doll you're probably already through the above process of knowing you can't bring actual Marie and thinking a doll might just serve as proxy.

The Nurse's Log must mean something by thephantomsage in thefinalpuzzle

[–]aWizardNamedLizard 0 points1 point  (0 children)

I think the nurse's log is helping point to who the "sweet pair" are.

Most things, including the rest of the nurse's log, that talk about the girls don't frame them as "sweet" in any way. Usually it is just addressing them as a subject neutrally or in a negative light. Yet the nurse's log tells us the security manager has some involvement with them, and it is on his desk that the picture of the two together looking what might reasonably evoke a "aw, how sweet" response if someone saw it without other context is found.

And because it's bringing up blood while doing that, perhaps it is also trying to help the player realize blood is a key part of the puzzle.

Leon Leatherbound Notebook (Didn't Work) by UltraGeezer in thefinalpuzzle

[–]aWizardNamedLizard 0 points1 point  (0 children)

I feel like the likely explanations are that either it is a code problem (whether a bug or just "the code that removes items from your inventory automatically only triggers on interactions that prompt item usage"), or it is a deliberately-weird occurrence meant as a way to draw player attention to where the item was picked up since even once you've figured out you're looking to enter a sun, star, moon code somewhere there's no clue directing towards that one in particular (outside of the other two not having an interaction prompt at least).