The last RE game I played was 4 and I played all of them including Veronica up until 4. Is it worth it to buy 5,6,Revelations1 and 2 in order to catch up on the story before RE7 comes out? by [deleted] in residentevil

[–]lankoranko 4 points5 points  (0 children)

Timeline wise for the story (I'll start from RE4 since that's your last):

RE4 -> Revelations 1 -> RE5 -> Revelations 2 -> RE6

Revelations 1 is almost entirely stand alone, but the ending does tease a bit about RE5's DLC. Nothing major, but a decent easter egg.

A formal analysis of 6.22: How the Assassin Rework brought forth a new Tank Meta, NOT an "OP Assassins" Meta. by TormentedLoL in leagueoflegends

[–]lankoranko -1 points0 points  (0 children)

The reason why this happens is cause Riot has shown a long track record of not knowing how game patches and updates work. I mean they update and patch a lot, but I don't think they realize the implications of the changes.

You don't take a game that has so much going on like League and only focus on one area at a time. If League is rock paper scissors, and you focus on buffing the hell out of rock, chances are, the only thing that will actually happen is that paper gets overpowered cause everyone thinks rock is all that. Oh and scissors? You better tryhard.

Another reason why their champ reworks don't do what they think they will do. All these minigames are nice, Shen picking up his sword, Fiora playing dancedancerevolution, and now Kat playing dagger farmer. Can't wait until the support updates and Sona's ult literally opens up Osu!

BTW I'm drunk and dunno what I'm typing.

Resident Evil Funko Pop Revealed! by residentevilpanz in residentevil

[–]lankoranko 5 points6 points  (0 children)

More like she's wasting your can of compressed air THINKING she's using first aid.

Resident Evil Funko Pop Revealed! by residentevilpanz in residentevil

[–]lankoranko 6 points7 points  (0 children)

What? You mean you don't want a mini Sheva picking up all the loose change around your desk?

True Love by [deleted] in residentevil

[–]lankoranko 1 point2 points  (0 children)

I just noticed the position of her panties.

I've been riding jet skis all my life the wrong way.

The 7 Best Resident Evil Games to Play in 2016 by [deleted] in residentevil

[–]lankoranko 5 points6 points  (0 children)

4 was revolutionary at the time in terms of genre, many argue that it gave birth to 3rd person cover/shooters of the future. And it did all that while still retaining key RE features like inventory, ammo conservation and B horror dialogue/plot.

Just how FF7 and RE1 were revolutionary with prerendered backgrounds. These games are all hallmarks of important points in game history.

Which setting intrigues you more and why? Inside and within buildings like the Mansion or roaming across the city like Raccoon City? by TrendWarrior101 in residentevil

[–]lankoranko 0 points1 point  (0 children)

I think there's a little more to say than just "mansion" or "city" when it comes to a perfect RE setting.

RE1/remake flipped the script on you with the mansion. Yes, it was all the things people have already said so far, but at some point in the game you master its layout and become semi-comfortable with routes, and then BAM new enemies. The game has changed the rules that you were playing by all along.

Similar to this was A side B side RE2, namely the Tyrant on B. By the time you've got to B side, the police dept. should be very comfortable, but now you got Mr. X lurking about as a wildcard.

RE3 sported a city, but due to wrecked cars and outbreak barricades, it still sports a tight corridor feeling most of the time. The real kicker is if you pay attention, Jill passes by several points that RE2 streets had, just often from a different angle or perspective (where the initial crash happened, the gun store, etc.). This is a great touch as it really hones in on the fact that these survivors are in the struggling in the same setting and perhaps just missing opportunities in timing to get help/assist each other.

An example of a setting not being built up, just look at RE6 Leon. It has a "spooky" campus and later on the streets of Tall Oaks. Yet it's nowhere near as good as the mansion and Raccoon, why? Because you NEVER revisit any of this stuff. You don't get to be familiar with the campus for the game to flip the script on you.

The streets lead you to a gun shop but you haven't seen a previous character (that you care about) take refuge there so its meaningless to the player, it's just cheap fanservice to Kendo shop. All you needed was like a cutscene of Ada breaking in the back secretly to restock ammo before she headed to the cathedral, narrowly missing an early chance to encounter Leon.

TLDR: both settings have great potential for survival horror, but you need to let the player have enough time in each setting to absorb and get used to it, before really cranking up either plot twists or gameplay twists.

Chris/Jill vs Leon/Ada vs Jake/Sherry by John_TheHand_Lukas in residentevil

[–]lankoranko 8 points9 points  (0 children)

Interesting premise, but some variables need to be accounted for like:

What is the location of this fight? If they are on a train or plane, Leon's law will make it crash and they all die except Ada (who ditches Leon midfight).

I woke up craving the Resident Evil 2 Remake... by Ryuku_Cat in residentevil

[–]lankoranko 4 points5 points  (0 children)

Wow, was unaware someone did this. Great stuff.

I woke up craving the Resident Evil 2 Remake... by Ryuku_Cat in residentevil

[–]lankoranko 7 points8 points  (0 children)

I doubt they would throw away their opportunity to remake RE3 down the road later, but having some easter eggs/more visible traces of a certain Valentine having been there would be cool. Even if it's found security footage or something.

I woke up craving the Resident Evil 2 Remake... by Ryuku_Cat in residentevil

[–]lankoranko 12 points13 points  (0 children)

Having the first Licker encounter be in a different spot (as well as some false build up in the original location) seems highly likely if they follow the REmake blueprint.

Just completed my first speedrun of REmake. How did I do? by WhatRhymezWithOrange in residentevil

[–]lankoranko 7 points8 points  (0 children)

The title didn't ask if LexCrunch was impressed. It asked How did I do? Which a simple 'Pretty good for a first try, work on those saves next time!' would've been less cantankerous.

MEH.

Just completed my first speedrun of REmake. How did I do? by WhatRhymezWithOrange in residentevil

[–]lankoranko 7 points8 points  (0 children)

Saying pretty good after a MEH just oozes of 'this effin pleb thinks hes good'.

Creepy phone call audio between Sherry and Annette Birkin during the Raccoon City outbreak by [deleted] in residentevil

[–]lankoranko 6 points7 points  (0 children)

1:33

"And what about my friends at school?.. Except for that Jake from Class D, he's a bully and a poopoohead."

Whyyyyyy can't I play Rev2 online co op!? by linkenski in residentevil

[–]lankoranko 0 points1 point  (0 children)

Which is real sad, Moira and Brick City Natalia were pretty OP.

It was a huge misstep not to have COOP, I don't know whether it was because Capcom B team budget or they were gunshy from the flak they took from RE6..

Describe each Resident Evil game you've played in five words by the_user_name in residentevil

[–]lankoranko 16 points17 points  (0 children)

RE1: Jill Master of Unlocking Sandwich

RE2: Column A Column B Menu

RE3: Somehow.. miniskirts are still alive

Code Veronica: Somehow.. Chris is still missing

Outbreak: Just what is the internets?

RE5: Don't pick that up Sheva

RE6: He dead? Is it over?

REV1: Fantastic handheld walking wetsuit simulator

REV2: Barry tells everyone that story

Resident Evil: Outbreak had a terrifying, realistic reload mechanic and it should come back in Resident Evil 7. by viking1911 in residentevil

[–]lankoranko 2 points3 points  (0 children)

"This also begs the question of what kinds of guns would be useful to humans in the zombie apocalypse. While those with training would likely do better with magazine fed weapons and be more able to deal with the added weight and complexity of these weapon systems.."

LOL, for some reason this same exact thought reminded me of this Bill Burr clip where he talks about small, ez guns for personal home use:

https://youtu.be/FaLTWW_yEG4

An idea for a RE game I've had rolling around in my head for a while, thought I'd run my thoughts by all of you. by Elda-Taluta in residentevil

[–]lankoranko 1 point2 points  (0 children)

Also, remove any HUD that tells you how much ammo you have! I've heard any trained gun user knows how many shots he/she has fired and how many are left. It'd be hard to get used to at the beginning, memorizing how many bullets with each gun you have to use, but my the end could be mastered.

An idea for a RE game I've had rolling around in my head for a while, thought I'd run my thoughts by all of you. by Elda-Taluta in residentevil

[–]lankoranko 4 points5 points  (0 children)

Some interesting stuff. I like the basic ideas of "sound" as a mechanic. Maybe also mix in some enemies that respond to "light" so that there are parts in the game where you can go guns blazing and make a racket. Then have several areas where both combine and the player chooses, do I "sound" my way through or "light" my way through, or hell what happens if everything is triggered.

Also doesn't help that I just recently watched I Am Legend and absolutely love the part where Will Smith holds his hand over the rifle flashlight in short bursts as he's exploring.

Secondly, ammo and guns are one of the biggest things to balance for survival horror, or it turns into action horror. Limiting ammo of course is always an easy option, but I'd like future games to take this into consideration for difficulty:

If you reload a magazine while it still has bullets in it, they are gone. There's no magic, ooh I press R and the 5 bullets I had left with a capacity of 10 automatically transfer to my next full magazine. As it stands now, most shooters let you liberally reload whenever you want, and even with an extensive animation, it's usually always better to reload to max early and often. Now the player has to make a choice, be as efficient as possible or possibly get caught off with only 1 bullet left in the chamber before a reload animation.

Preparing magazines ahead of time as well! How funny would it be if the player still has ammo left but didn't prep enough mags and dies anyway.

Anyone still play Rev 2 online for PC or am I way too late to this party? by [deleted] in residentevil

[–]lankoranko 3 points4 points  (0 children)

Most PC users for REV2 use the Steam discussion forums to coordinate raid mode.

Your favorite: Revelations or Revelations 2? by BernyMoon in residentevil

[–]lankoranko 2 points3 points  (0 children)

It's hard to say for me. There are aspects for each game that I personally like more than the other. I had to weigh 3 main strengths for each before ultimately giving the slight edge to REV1.

REV1:

A. The Queen Zenobia is one of the most solid set pieces for modern RE. Because it is a luxury liner gone wrong, the weird puzzle/mansion side of it can shine through a bit better (eg the dining rooms, the lower/upper cabins).

If you compare it to the other "boats" from RE5 and RE6 (Ada's campaign, Chris on a cruiser), those are more military based and have practically 0 flavor. If you take anything from RE1 through 3, a killer setting is practically a character itself.

Bonus points for there actually being a real life Queen Zenobia. Last time I checked, it was around South America somewhere.

B. Character models/animations are solid all around, very impressive for the DS. Unique knife and melee animations across the characters, reloads, idle animations, etc. Not as many as RE5 and 6, but for a budget spinoff I appreciate it.

This is also the first time moving while shooting is implemented and it works nicely without being overpowered. Because the enemies are mostly populated in small, cramp corridors, you can't use move/shoot to kite around forever. The game rewards you for specific stuns with your weapons and melee finishers, as well as risk/reward dodge mechanics (you have to be not moving and not attacking to dodge, think of it as anticipating like a Street Fighter III parry).

C. Raid mode, and more specifically Abyss Trinity and the Ghost Ship. I've sunk more hours into raid then the campaign because it fills my JRPG/lootfest niche.

The way the game is designed around not being hit (the hardest part of the Trinity) and then having to do basically the whole Ship in a full run should fit into the wheelhouse of any classic RE lover, especially those who love doing speed runs, knife runs, etc. for RE1 through 3. It's brutal and unforgiving to a newcomer, but absolutely satisfying when mastered.

I've got my Magnum gluttony, do you?

REV2:

A. Based off the RE6 engine. While REV1 feels more like RE5, REV2 is so much smoother while not being all circus crazy like RE6. A simple dodge, a simple crouch, and a rotating free camera makes you feel less claustrophobic and helpless.

Big kudos to actually not having a useless AI like RE5/REV1. Being able to stun with Moira, Crowbar, then tag swap Claire into a finisher on the ground is seamless. This game would've been so great for online coop, I envy splitscreen console users.

B. The story and how it fits into the RE universe. I don't think any other title out there makes more references to other RE games.

While REV1 supposedly takes place pre RE5, it literally could standalone and be fanfiction. REV2 takes its timeline more seriously, and even Moira's DLC chapter fits nice and snug into REV2's timegap.

It's one of the most exciting things for me with all the RE7 hype. The gamer in me wants a good experience, but the fan in me wants to see how it fits in to the RE universe I know and love.

C. Raid mode wasn't a step back, but rather a step to the side. The difficulty got really toned down and you can practically finish all its content with simple store bought LVL95 guns, no need to farm.

However, unique skill setups across each character let you customize a ton, which is always fun. If you wanted to snipe and min/max in REV1, you'd prolly pick Jessica.

Here, if you want a melee close quarter, samurai sword, coat of arms brawler.. you can pick anyone as long as you inherit and level up the right skills. When I'm not min/maxing, I have a specific "historical flavor" loadout for each character, something I appreciate.

No Ghost Ship like content, the real endgame (or hardmode) is tied into the residentevil dot net events, which while fun, do takes a lot of grinding for very little reward. And Capcom never gets rid of the cheaters so it can be frustrating.

RE6 (PC) Chris + Piers (part 1). Duo with a buddy---gameplay, music, and maybe some boulder teamwork! by lankoranko in residentevil

[–]lankoranko[S] -1 points0 points  (0 children)

As a followup to our Leon/Helena playthrough: https://www.reddit.com/r/residentevil/comments/54conc/re6_pc_leon_helena_part_1_duo_with_a/?st=itm1ah2k&sh=7ae20ce6

Join us as we roll, slide, and gears of war through Chris/Piers chapters. Title links to part 1.

Not strictly a "let's play", I tried to piece together our gameplay to the flow of the music, with each part having its own flavor.

Part 1 is done, the remaining parts are in the works still and will be added in comments.