Forum > Gaming Discussion > Official Resident Evil Revelaitons thread of 3D lock-picking
Official Resident Evil Revelaitons thread of 3D lock-picking
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Mon, 06 Feb 2012 15:33:08
gamingeek said:

Second swimming bit is tough because of the map.

They have a 3D Metroid style map but its pretty crap and hard to use.

Also, strangely the sniper rifle is hard to use with 3D turned on. You have the reticule at the front and then the 3D level behind it. It makes it difficult to aim right. In 2D it's no problem.

Which is stupid. In real life when aiming a sniper you look through the scope with one eye. So you would not see the 3D effect in real life, so to see a 3D effect in the game when looking through the scope is a stupid oversight by Capcom.

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Mon, 06 Feb 2012 16:32:27

^ Grr how dare a game with ooze monsters be unrealistic!

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Mon, 06 Feb 2012 21:44:57
Dvader said:

^ Grr how dare a game with ooze monsters be unrealistic!

Pay attention!

It is not about realism or not, it is about making something needlessly difficult. Something that should not be there in the first place.

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Tue, 07 Feb 2012 01:45:44
Iga_Bobovic said:

Pay attention!

It is not about realism or not, it is about making something needlessly difficult. Something that should not be there in the first place.

But they cant program it to not be 3D when 3D control is on the player. When we put the 3D on the game has to be in 3D and when it goes into aiming with a sniper the entire screen is just the scope and it has to be 3D, not Capcoms fault, its the way the system is built. Turn off the 3D if it bothers you.

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Tue, 07 Feb 2012 06:21:06
Dvader said:
Iga_Bobovic said:

Pay attention!

It is not about realism or not, it is about making something needlessly difficult. Something that should not be there in the first place.

But they cant program it to not be 3D when 3D control is on the player. When we put the 3D on the game has to be in 3D and when it goes into aiming with a sniper the entire screen is just the scope and it has to be 3D, not Capcoms fault, its the way the system is built. Turn off the 3D if it bothers you.

Actually they can. Very easily. Stop spouting non-sense.

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Tue, 07 Feb 2012 10:53:51

Vader is right the game is 3D and they can't just turn it off because you have the sniper reticule up. It works if you turn the 3D off and becomes much easier.

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Tue, 07 Feb 2012 12:43:09
gamingeek said:

Vader is right the game is 3D and they can't just turn it off because you have the sniper reticule up. It works if you turn the 3D off and becomes much easier.

Vader is wrong and so are you. So much non sense here.

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Tue, 07 Feb 2012 13:54:54

I don't see what they could do about it in the game. There is no sweet solution.

The game is in 3D, you bring up a reticule for the rifle, unless the game deliberately switched to 2D for the fraction of second where you pop off a shot. You reload ala bolt action rifle after each shot you see.

Maybe it's just me, Homer and Vader will have to see how it affects them, but for me it fucks up my eyes so if there is a fast paced section where the rifle comes in handy, I flip to 2D.

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Tue, 07 Feb 2012 14:08:51
gamingeek said:

I don't see what they could do about it in the game. There is no sweet solution.

The game is in 3D, you bring up a reticule for the rifle, unless the game deliberately switched to 2D for the fraction of second where you pop off a shot. You reload ala bolt action rifle after each shot you see.

Maybe it's just me, Homer and Vader will have to see how it affects them, but for me it fucks up my eyes so if there is a fast paced section where the rifle comes in handy, I flip to 2D.

3 easy solutions.

Let's asume that you cannot switch to 2D like you would with the depth slider for argument sake.

1) stereoscopic 3D means that each eye gets a slightly different image. Fine make the 2 images exactly the same when the reticule is up. It will be 2d now.

2) Maybe some people want some 3D effects. Put some stuff in the foreground like an ammo counter and but the reticule in the background and make it 2D

3) Have two different images go to each eye. Like in real life. Your right eye will look through the scope, your left will see stuff outside the scope. If it is confusing, close your left eye.

There is a reason why we close one eye when we line of shots. Stereoscopic depth only work from close distances, like around 10 meters. After that is is useless. Snipers use distances way beyond the limit of stereoscopic depth.

P.S. close one eye if you have trouble it will also work.

Edited: Tue, 07 Feb 2012 14:09:35
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Tue, 07 Feb 2012 19:10:18

Iga yeah you are right, they could have just made that portion  of the screen be 2D but it would be so weird cause it wouldnt match the rest of the game. Yeah GG it is a bit annoying, it does not line up properly but I can still aim well, it just messes with your vision.

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Tue, 07 Feb 2012 19:10:26

Well I played for about 3 hours and finished episode 3, really enjoying it so far. It looks stunning for a 3DS game and has the production values of a full console title. The ship makes for a great environment with a surprising amount of variety to the look. The shooting feels great, controls are great, music is fantastic and the atmosphere nails the horror theme.
My one concern right now is with the design of some areas. Lets take the action segments, instead of well designed RE4/5 like areas so far its pretty much been hallways and big open areas where one type of enemy floods in and you just run around in circles and shoot everything. There is no strategy to using the environment , no areas with multiple places to move around to. It is a big step back to what we got used to.
Then there is the more traditional ship sections which is well layed out but I miss the inventory. Having the  maze like location but not having to manage items or solve a bunch of puzzles makes the maze feel kind of pointless. So far I have only seen one kind of puzzle repeated three times. Besides keys there are no items that you need to move forward. It kept the adventure game like layout but removed the adventure game elements and I am left fighting enemies in twisting hallways.  Its so close, it still feels good just cause of how tense they make it, but it's just one step away from capturing the magic of the originals.
I did fight the first boss and loved it. Now that is a well designed area, I hope the later action segments are designed more like that. Oh and I love having "missions" (achievements) in the game and I like how it catalogs what everything unlocks. I will be sinking a load of time into this game.
Edited: Tue, 07 Feb 2012 19:10:47
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Tue, 07 Feb 2012 19:46:39

Yeah the sound quality is awesome, although the volume isn't great the actual quality sounds better than any speakers I own.

" big open areas where one type of enemy floods in and you just run around in circles and shoot everything. "

I felt this to begin with, you mean the parker terragrigia bit and the snow level right?

There are a couple more elaborate set pieces in the game, the first boss area is more like RE4 and there is another bit. You can't shoot through doors or move furniture though. There is less destructability in the the game overall.

There are more suprising bits in the game though, its not just bog standard what you've played so far repeated.

There are no puzzles in the game apart from that key locking BS and a short maths game.

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Tue, 07 Feb 2012 20:11:24

No puzzles? So why bring back the old school layout but include puzzles. Instead of mixing the two styles while keeping the best aspects of each, this game feels like they only use certain aspects of each but are weaker than each original style. The mix can still create something different and fun. I have faith the game will continue to surprise.

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Tue, 07 Feb 2012 21:44:17

Episode 4 was awesome. There are some awesome enemy designs, not the regular kinds but the bosses are great so far.

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Wed, 08 Feb 2012 05:28:04

I am on Episode 7 now and there are some really exciting segments. The bosses have been very well done and are at a good difficulty level. The pacing is great always going from exploration to all out action at the right moment. There is still something off that is keeping me from enjoying this as much as the last two RE games and I think its the combat. RE4/5 make every single bullet count, it makes you think of your positioning and how to fire every shot to stay alive. Enemies react to specific points and you use that to stay alive. This game has tank like enemies, it doesnt matter where you shoot them they keep coming or get knocked back for a moment. There is no strategy, you just pump lead into them until they drop and you just run around in circles while you do it. Its still exciting but not as compelling.

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Wed, 08 Feb 2012 05:32:09

I cannot stress how awesome gyro controls are, no need for a second stick.

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Wed, 08 Feb 2012 10:22:28
Dvader said:

Iga yeah you are right, they could have just made that portion  of the screen be 2D but it would be so weird cause it wouldnt match the rest of the game. Yeah GG it is a bit annoying, it does not line up properly but I can still aim well, it just messes with your vision.

But that was my point all along. It would not be weird to do these sections in 2D, because in real life when you aim to line up your shot while amining a gun, sniper, bow or shooting pool, you close one eye. Is it weird, that when you are aiming, you stop seeing stereoscopic 3D in real life by closing one eye? No! Why would the same not apply to the game?

Dvader said:

This game has tank like enemies, it doesnt matter where you shoot them they keep coming or get knocked back for a moment. There is no strategy, you just pump lead into them until they drop and you just run around in circles while you do it. Its still exciting but not as compelling.

This is false. It matter where you hit a tank. Did you not play Conflict: Desert Storm? Tanks have weaker armour on the rear. Also the caterpillar tracks are also vulnerable.

Dvader said:

I cannot stress how awesome gyro controls are, no need for a second stick.

Unless you are left handed of course.

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Wed, 08 Feb 2012 10:40:00
Dvader said:

Episode 4 was awesome. There are some awesome enemy designs, not the regular kinds but the bosses are great so far.

I find it hard to remember levels just based on numbers. Can you tell me what happened in the episode in general without spoiling it for others?

Dvader said:

I am on Episode 7 now and there are some really exciting segments. The bosses have been very well done and are at a good difficulty level. The pacing is great always going from exploration to all out action at the right moment. There is still something off that is keeping me from enjoying this as much as the last two RE games and I think its the combat. RE4/5 make every single bullet count, it makes you think of your positioning and how to fire every shot to stay alive. Enemies react to specific points and you use that to stay alive. This game has tank like enemies, it doesnt matter where you shoot them they keep coming or get knocked back for a moment. There is no strategy, you just pump lead into them until they drop and you just run around in circles while you do it. Its still exciting but not as compelling.

I get you. I think the only part where it felt more like RE4 was the first boss with the canisters. I don't think that RE4 gameplay would work in most of the tight corridor ship parts though.

Dvader said:

I cannot stress how awesome gyro controls are, no need for a second stick.

But the 3D gets messed up in more hectic moments because of the movement. I occasionally turn it off when things get too intense.

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Wed, 08 Feb 2012 10:45:26

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Wed, 08 Feb 2012 18:37:16

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