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xbob42

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xbob42

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#1  Edited By xbob42

Look I know this topic is years old, but a Google search returned this thread, so it's still relevant for a few of us!

Turns out this caused by TAA. I tried turning each setting off, which removed the issue, which to me looked almost like a heat haze, and was extremely distracting.

However, turning TAA back on, and this issue returned. MLAA returns a much more stable image.

So if there's anyone out there still looking for this issue like I am: switch TAA off or get used to it!

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xbob42

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#2  Edited By xbob42

@benwayne said:

@xbob42: Yeah, I just... disagree I guess. I think they were going for tense, genuinely creepy horror (with camp of course) in RE7 and with other entries went hard into the campy, silliness with the little lord midget and such in RE4. But you can undoubtedly see a difference in tone in the RE1 remake compared to RE: Revelations or RE4.

Again... I’m talking about levels. Variation. Let me phrase it differently although you may still disagree. I thought that Resident evil in first person would be more Halloween and RE in third person would be more Cabin in the Woods. They both have camp, but their is absolutely levels to it. Everything from game feel to tone has an affect on these things.

Yeah I suppose we just took different things away from each game. The perspective change never really meant anything to me one way or another. Was just a different way to interact with the world. I just thought it was nice not having a character model permanently taking up 1/3rd of the screen. There are definitely different tones to each game, but for me the cheesy campiness is like the core backbone of the series, and is the one thing I can reliably find in every single title. Scares on the other hand... are more rare.

Actually, on a somewhat related note, the one other thing I could reliably find in every previous RE title was a drop in quality as the game went on. The first area would be by far the best, and then it would just kind of get less and less interesting from there. I've noted this in the best and worst RE games. Nothing in 4 is as good as the village to me, nothing in 2 is as good as the police station, etc. RE8 was the first game in the series I can think of that kept up the pacing all the way through and made every stage fun and unique. Even in subsequent playthroughs, where something like the second lord's area isn't as impactful, can be ran through in like 5 minutes because of clever level and puzzle design where there's only like 3 key items and they're super easy to get once you know what to do. I know some people disliked the final lord's area, but I loved it. Despite looking very labyrinthine, it was actually very straightforward and easy to navigate for me, and I'm the dude who gets lost all the time in games like this. It was also visually excellent, rather than something like the ship in 7, which was lame as hell.

For me, this game was basically "What if they made a game in RE4's style that kept the wind in its sails the whole way through" and I absolutely adored it for that.

I am also utterly flabbergasted by people saying the combat is bad. We playing the same game? It's the same exact combat as 7 and 2R (the camera being first or third-person does not change the combat at all, you're controlling the crosshair, not actually handling the gun) except there's no block in 2R. The reason I like 7 and 2R so much is because the controls feel excellent. People comparing it to shooters is fucking bizarre. It's not a shooter, it's an action horror game. It's slower, more deliberate. The weapons all feel great to fire, the aiming is very responsive, the enemies react well when using appropriately heavy firepower. Merc mode's super fun, I just can't understand how anyone could play the combat and think it's bad.

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#3  Edited By xbob42

@humanity said:

I saw RE7 was on Game Pass so after beating Village I decided to load it up and play through on easy just to see the story. After barely 30 minutes in I was very much done with it. Not for me, not my frail soul. Even after such a short amount of time I can completely understand why people that loved RE7 might be really disappointed in RE8 though. The atmosphere is really something else. Reinventing the mansion as a rundown Louisiana colonial house is pretty genius on it's own but the pure dread of having to make your way through it is just on another level - and there is absolutely nothing in all of RE8 that even begins to compare to those opening moments of RE7.

Interesting! For me, the second lord's house is far, far scarier than anything in RE7. For me, RE7 opened with a wacky funhouse with a crazy redneck being real goofy and I enjoyed looking at all the little details about their house. Having basically one type of non-boss enemy also dramatically lowered the scare factor. Is it gonna be another molded? It is! I guess the bugs? But I kind of count them as a sub-enemy, since they're so easy to dispatch.

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xbob42

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@benwayne said:

@sahalarious: I’ll try to do that. You know why I think this was really disappointing? I think you’re right. The tension of the first person one RE was nice and what I actually hoped was they would have the first person ones be super tense and the 3rd person ones be kind of fun and goofy. Instead they combined them and maybe I’m just mad they didn’t go the direction I wanted.

Sorry, I didn't really have time to read every reply, but I have to call bullshit here. You are, of course, free to feel however you like about the games and obviously not everyone's gonna like everything.

But "super" tense" vs "fun and goofy?"

Where do people keep getting this idea that any Resident Evil game has been anything but camp and cheese? There are no super serious ultra tense Resident Evil experiences. They're all cheesy nonsense. 1 is cheesy, 2 is cheesy, 3 is cheesy, 4 is cheesy, 5 is cheesy, 6 is cheesy, 7 is cheesy, 8 is cheesy, Rev and Rev 2 are cheesy. They're all campy as hell, Resident Evil has never been super serious horror. 1 was only as "scary" as it was for the time because back then the concept of scary games was still novel. Even by 2 the scare factor had gone way down. That doesn't mean there aren't scary moments, but that's different.

Yes, the opening of 7 was kind of tense I guess, it seemed to really scare a lot of people which I don't really get as I found Jack delightfully hilarious, but even if you found that scary, once you get out of that house like an hour, maybe an hour and a half into the game, it was pure cheese. Or were people super scared of Marguerite's hornet crotch? When Jack pulled out a chainsaw and said "Groovy" and Ethan said "that's not groovy," was everyone quaking in their boots?

When Barry uses a crane to smash open a door in Rev 2 and says "who's the master of unlocking now?" was that serious horror? How about Leon and Claire's relentless cheesy flirting in RE2R? Jill yelling "I'll show you STARS"? How about getting chomped on by a giant snake and going "There's a terrible demon! Ouch!"

RESIDENT EVIL IS CAMPY HORROR. It always has been, and it always will be. It's almost never actually scary, and even when it is, it's only scary for a little bit. It always has a dumb story, it always has cheesy lines, it always barely makes sense if it makes sense at all. Resident Evil 8 is like 4 because it's a lot more action-based, has a merchant, upgradeable weapons, treasure to find and sell, and a very large arsenal of fun tools with which to blast enemies.

I don't know where this super serious Resident Evil series people have been playing it is, but as someone who's played every single game since the first one released on the PSX, I sure as shit haven't found it yet.

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xbob42

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I'm happy to stick around. While I'm extremely sad that these three guys won't be staying and losing all 3 at once really sucks, part of me is kind of excited? I feel like Giant Bomb has been stuck in neutral for a few years now. Not like "oh this is bad content" or anything, but like part of that original drive that made the site so exciting when it first launched has been missing. Maybe a big overhaul is exactly what's needed to rekindle that and make it fun to come to the site every day, rather than coming out of habit and just enjoying the shows I know will be there.

Of course, I'd also love to see that kind of overhaul with Brad, Vinny and Alex, obviously. Maybe I'm rambling now, but after waking up to the news about Ryan all those years ago, I'm just happy that these three are healthy and I'm sure will have no trouble finding something to do, and if that involves having an online presence, I'll be more than happy to follow them.

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xbob42

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I also prefer turn-based. I think Square is really, really bad at making their little pseudo-action games, and while FF7R was a big step forward for them (took long enough...) it still just felt... meh. Part of an RPG for me is controlling an entire party, all at the same time. Not some of them, some of the time, or giving orders in a mode that feels separated from the actual action.

But then again, the reason I like turn-based combat is when it's fairly fast, and when each encounter feels like it has the potential to wipe your group. When all the encounters feel meaningful, it's far more engaging. If you can ever just sit there mashing attack over and over and over, then you've done your turn-based gameplay a massive disservice. Good turn-based combat should feel tactical, similar to chess, not like an action game in super slow motion.

Unfortunately, for most Final Fantasy titles, you could spend 90% of the game mashing the attack button. So I'd go so far as saying Square Enix has also been really bad at turn-based combat as well. They rarely seem to get it, even when they come up with fun gimmicks like Bravely Default or Otcopath, both of which had good turn-based combat, in exchange for god awful boring stories written by the most boring people on the planet.

I like my combat closer to Lost Odyssey, or for those of you that engaged with it, The Last Remnant. Lost Odyssey was great at making most of the encounters feel really dangerous, and while playing The Last Remnant like a traditional JRPG (i.e. not engaging with your chain-battle power) was fairly standard, when you chained together like 10 monster groups and had to fight them all AT THE SAME TIME, it was fucking amazing. It had a real epic feel and battles could get desperately out of control so quickly. So glad I stuck it through with that game until the combat opened up a few hours in. (Not 25+ hours in like some games... Just a few.)

Also, anyone bringing up random encounters probably hasn't touched a JRPG in like 20 years. That's not really a thing anymore. I'm sure a game or two here or there does it, but even the most JRPG-ass-JRPGs don't deal with random encounters any longer. Hell, even Pokemon is moving away from it.

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#7  Edited By xbob42

Forgive me if this has been listed or announced somewhere, I did a casual search of the main page, but didn't see anything.

EDIT: Apparently I'm even worse at finding info than I thought, because I instantly found the "upcoming" section the second I clicked back to the main page. Whoops. Yes, there'll be just that stream. Sorry!

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xbob42

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I think if your game is so fucked you can't continually add content without taking content away (something which I literally can't even think of in any other game, so acting like it's a generic "too big and complex" problem seems disingenuous, there are bigger and more complex games out there) then you need to smash the foundation with a sledgehammer and start over. From all I've seen over the years, their engine or their tools or whatever are absolutely terrible, and while they may or may not have improved (No way for me to know as an end-user) this tells me in no uncertain terms that they not only haven't improved, but have hit their limit.

I feel like it'd be a great time to start building Destiny 3, or a foundational rework of Destiny 2. Maybe I'm in the minority, but selecting planets from what is, when you get right down to it, a menu functionally identical but somehow slower than a 2D Mario overworld, is the lamest way to do a persistent online game. You always log back in at that map screen, you always have to deal with so many loading screens, they couldn't even go the Phantasy Star Online route of giving you a tiny bit of control during said loading screens to keep your fingers busy, and getting in and out of a world is a pain in the ass.

Maybe the things I just said contribute to the claimed complexity and size of the title, but in my opinion, they'd be better off just reworking how travel to other worlds in the game functions. I don't know what that would look like, but they're smart guys and gals, I think they can manage better than a big goofy planet select menu with a slow fake mouse cursor. At least on the PC version I get a real mouse cursor, which doesn't help all the menu transition animations very much...

The game just seems bogged down on multiple levels so hard that even if I was being super generous, I couldn't consider this a band-aid fix. In my opinion it dramatically hurts the game and makes it look like a busted amateur project, and offers absolutely nothing to the end-user in return. Hey guys, there'll be less content. Have fun trying to spin that into a positive!

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xbob42

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I always love seeing the little changes they get. They're a very Jeff thing and I wouldn't want them to disappear for the sake of some clean narc stream.

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xbob42

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Hm. With today's upload of Umarangi: Generations, I think that might be the nail in the coffin I was expecting for Trails. It's been near a month now. I hope it continues at some point, but for now I think Jan in the Sky is on indefinite hold.