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JIe0H

Resident Evil 3 Remake

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26 minutes ago, Noctis Lucis said:

Подлянку они сделали, что ради Джилл в юбке надо делать предзаказ.

Моддеры сделают без юбки без предзаказа :57a8bd5deb03a_FROG17:

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Цитата

Думаю, что пространства в игре будет нормально. 

 

Я думаю в этот раз будет небольшой open-world + возвращения на старые локации.

 

Kotomoto 

 

RnaYVpD.jpg

 

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54 минуты назад, Noctis Lucis сказал:

Подлянку они сделали, что ради Джилл в юбке надо делать предзаказ.

Ты ещё не сделал? Это же глубокий маркетинг) 

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Всё-таки глянул геймплей - выглядит круто и органично всё, хз чё разнылись опять. Хотя что уж тут, припоминаю как некоторые визжали от показов RE2 и что там нельзя было двери простреливать насквозь, как в RE4 :57a8bd5b0d1ba_FROG5:
Немезиса сделали обалдено - чувствуется напряжение преследования, куда сильнее, чем от Мистера Экс.

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8 minutes ago, Happyface said:

Не за горами. Я бы даже сказал, на носу:troll_face_60:

Через недельку выпустят 

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1 минуту назад, Sonic_Playstation сказал:

30 февраля обещали. :57a8bd5c3deb6_FROG10:

жду :troll_face_26:

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30 минут назад, JIe0H сказал:

Ты ещё не сделал? Это же глубокий маркетинг) 

Обычно, если я делаю предзаказ, то за минуту до релиза :fuck_yea_guy.4556:

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8 минут назад, Mountain View сказал:

 

ну уже бы перешел с реддита и прочитал там нормально все твиты по EDGE и опубликовал бы перевод уже этих твитов)

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Ничто не мешает выпустить наёмников в виде длс (фу, порезали, отменяю предзаказ) :57a8bd5a0af02_FROG1:

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А физики-ядерщики вчера так в тред и не пришли  :frog34:

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Дэмо будет 3-го марта, за месяц до игры. :frog27:

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6 минут назад, Kir_9010 сказал:

Дэмо будет 3-го марта, за месяц до игры. :frog27:

Ты добровольно записался в инсайдеры, хорошо :57a8bd5c3deb6_FROG10:

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Надеюсь демо будет без таймера, та ещё издевка - помню, что бы наиграться в демо RE2, пришлось плодить несколько аккаунтов :frog34:

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24 минуты назад, Kir_9010 сказал:

JIe0H 

 

А что будет если не выйдет 3-го? :57a8bd5cb224b_FROG12:

у нас тут демократия

всё будет хорошо

примерно как в Франции 19-го века :frog24:

Ладно, заканчиваем с шутками о яйцах, как говорится - нужно знать меру 

 

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SVTR да нету ни у кого, просто предполагаем что будет за месяц до релиза, было бы красиво :frog23:

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Я опираюсь на выход демки РЕ2, когда она вышла за 2 недели до релиза.

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Кароч, тут на реддите чувак суммировал информацию + сделал свои выводы исходя из роликов, очень толково и информативно (и мне очень лень это всё переводить):

Спойлер
What the media played:
  • All outlets had access to the same demo build, which is about 2 hours long according to most

  • The gameplay demo begins a tiny bit after Jill and Carlos first meet. It then follows Jill through an assortment of tasks connected to getting the train moving (More details below on the story section)

  • All outlets received the same footage (you can tell because all gameplays look the same), but they weren't allowed to show the full 2 hours. You can find the full 13-ish minutes of footage that they all had access to here, without commentary

  • I did managed to find a couple or so extra seconds of footage here and there, but nothing particularly worth mentioning, just a few seconds after or before the "cuts" on the link above

  • There's a confirmed demo on the way for the public, but there's no confirmation if it features the same section of gameplay. My bet is the public version will be much shorter

The Gameplay

The game plays and feels A LOT like RE2, but there's a few key changes made

  • There is a new dodge move, reminiscent of the old "emergency evade"

    • It works by pressing R1+analog stick in the direction you want to evade (meaning it can also be used to dodge in other directions, though I haven't seen it in-game)

    • If you instead press X at the precise moment an attack is about to connect, Jill performs a perfect Dodge. Perfect Dodges cover a larger distance and time slows down for a second. Readying your weapon after it will auto-aim at the enemy's head and allows Jill to unload a barrage of shots at the vulnerable enemy

    • There appears to be a stamina mechanic, meaning that this isn't an unlimited dodge (only mentioned by one outlet)

    • It works on most attacks, not just grabs

  • Because there's a new dodge mechanic, sub-weapons are no longer used to avoid grabs. Jill can only dodge. Grenades and the knife are now combat only

  • The combat knife no longer has durability, working like the old knives or the infinite knife of RE2 (it even uses the same model, with a different grip than the other knives)

  • There are interactible scenario elements like exploding barrels and circuit breakers that can be used to deal with multiple zombies at once, or to deal more damage to Nemesis

  • Jill's lockpick is back! She can pick yellow padlocks throughout Raccoon City

    • One of which can be spotted on the leaked screenshots from monday, guarding the shotgun

    • Unclear if she starts the game with it or if she needs to get it from the R.P.D.

    • Also unclear if it occupies an inventory space or if it's just a skill she has

  • Weapons can be enhanced with weapon parts found throughout the game. So far there were mentioned a couple of handgun attachments (extended mag, laser sight and a silencer, or possibly the muzzle breaker from RE2, according to three videos), though I suspect most upgrades from RE2 will be returning

  • Shotgun only occupies one space when picked up, but it's likely the long barrel attachment can also be found in-game, like in RE2

  • The grenade launcher isn't the same model from RE2 and 7, instead holding multiple rounds at once, not just one. (it looks a lot like the RE5 model, actually)

  • Gunpowder mixing returns from RE2, but with more combinations (unclear if it's actually new combinations or if it just means that Jill has access to both white and yellow gunpowder to make grenade rounds and shotgun shells)

  • Jill's inventory can be expanded with hip-pouches, like in RE2

  • Jill reportedly can take more damage than Leon and Claire did in RE2 (only mentioned by two outlets)

  • Menu screens no longer pop up for every item you pick up, only for the first time and for key items

  • There are "rare gems" to be found in the game that can be collected and reedeeed for "extra benefits" (only one outlet claimed this, and I found no footage of that to back it up, but there's also no footage of any in-game items being collected so there's that. Also, it's unclear what "extra benefits" means. Maybe it's extra bullets or healing items? I paraphrased what they said and they didn't mention it again for the remainder of the video)

  • There are destructible wooden boxes with randomized items (bullets, healing items, gunpowder, grenades...)

  • There is a new collectible like the Mr. Raccoon. It is the already iconic "Toy Uncle" mascot

  • Assist mode pre-packs Jill with an Assault Rifle, like the original Easy Mode

  • No live-selections were witnessed in the demo, meaning they are probably gone

    • That doesn't mean, however, the game doesn't feature some decision making, like fighting or fleeing Nemesis

  • The game features the same basic soundtrack of RE3, only slightly remixed. This explains why there is no "original soundtrack" DLC

Enemies
  • Zombies are more numerous and more aggressive, walking faster towards Jill then RE2's zombies (possibly just an impression since RE2 zombies had a harder time maneuvering towards Claire and Leon because of the tighter hallways, while in RE3 the large open spaces facilitate their maneuverability)

  • Dismembering was noticeably absent from this build, but dynamic damage where shots hit was present

    • Though this was confirmed by several outlets, it isn't confirmed the final game won't feature it

    • Some speculated this might be because the build that was made available to the press was a Japanese version of the game, which are notoriously heavily censored (cannot confirm this, as all regional outlets had localized subtitles, which are usually ommitted in Japanese versions)

    • Others mentioned this might be added closer to release, or simply that they choose not to have it present on the demo even though it will be present on the final game

  • The drain-demos are back, but they have been made smaller and fused with the brain-suckers

    • Thus far they're only encountered in the power plant section

    • They can attack Jill with claw swipes that deal little damage, but the real danger is their grab, which results in a gruesome animation where they plant an egg inside Jill's throat, leading to a new status effect called "Parasite"

    • Getting rid of the parasite can be achieved by "eating an herb and throwing it up" in another gruesome animation (several outlets used the word "eat" as if it's a different action from simply using the herb. I wonder if this means the herb won't provide additional healing, just expel the parasite)

    • They don't have much health, but are pretty numerous

  • Hunter Gamma is another returning enemy

    • This hunter variant can insta-kill Jill by gobbling her up

    • They are reportedly more vulnerable to fire (this could be a mis-interpretation, but I've seen this weakness mentioned in numerous reports. The reason I think it might be a mis-interpretation is that the japanese for "using some fire bullets" and "firing some bullets" can be pretty similar and the meanig could have been lost in translation. Some outlets just said that "they're best avoided")

    • They show up in the sewer area

  • Thought not seen in demo, it's worth mentioning capcom confirmed that zombie dogs will return

  • Also worth mentioning but not seen in demo is that capcom previously mentioned that "they wouldn't be cutting any enemies from the original", which should hint at the return of giant spiders, crows and the grave-digger. But then again they just fused the brain-suckers and drain-demos, so this position might have changed.

Nemesis

The star of the show (pun absolutely intended), Nemesis is a huge part of RE3

  • He can pull Jill in with his tentacle, not only closing the distance between them, but also making her vulnerable for several seconds

    • He doesn't appear to have a follow up attack to this grab at the moment, but this is most likely because this build was probably on "easy mode", something that becomes apparent during the boss fight where Nemesis barely aims at Jill

  • He will stalk you for long periods of time (one outlet mentioned a chase sequence that lasted a good 20 minutes) and won't be as easy to outrun as Mr. X was

  • His current arsenal includes the tentacle grab, fast sprints, punches that close huge gaps (he kinda "ice skates" towards Jill when punching) and long jumps that place him direclty in front of Jill

  • These "long jumps" were described by some as sometimes coming out of nowhere. Like Jill is just walking around and suddenly Nemmy jumps in front of her when he wasn't seen for long stretches of time.

    • Unclear if this means that there are random encounters, just scripted "jumps", or even if he just tracks Jill down by gunshot sounds like Mr. X

  • In every encounter, Nemesis can be downed, but he can take a lot of punishment. He drops special items when downed.

    • Though all outlets confirm "special items", some say it isn't like in RE3 where you would get weapon parts, but rather that he drops special ammunitions, gunpowders and healing items during "stalker events" while also dropping weapon parts at "boss encounters"

  • He has dynamic body damage too, so if you choose to fight him at every turn you will see his outfit becoming more damaged

    • Unclear if this is just cosmetic or if he could maybe mutate due to damage. I personally root for the second choice, making it more risky to fight him because it could make future fights more difficult

Story

Not much about the story is clear at this point, but the demo goes like this:

  • Carlos saves Jill from Nemesis in the streets and takes her to the subway station. He remains as forward as ever towards her, making several innapropriate jokes and advances.

  • Mikhail asks for Jill help to get the train up and running, which includes turning the power back on at the substation

  • The path to the substation is blocked by a fire, requiring Jill to use the fire hoose, like in the classic

    • Much of the raccoon city streets gameplay we see is reportedly of her looking for said fire hoose or making her way to the substation

  • Once there, Jill needs to turn on several reactors while avoiding the drain-demos

  • Once she is done, she has to return to the station, but Nemesis begins following her again

  • At the station, Carlos tell Jill that they still need some time to get the train ready to move, and with Nemesis pursuing her she decides to lead him away from the station

  • He corners her into the sewers, where she fights the hunter gammas

  • She escapes the sewers on a construction yard, where Nemesis grabs her once again, leading to his flamethrower bossfight

  • The objective here is to damage the flamethrower's exhaust pipes and heat the cannister at his back so you can finally shoot it and damage him massively.

  • This isn't enough though, as Nemmy uses the flamethrower as a blunt instrument

  • The fight escalates from there, but there's no footage of what follows

 

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2 минуты назад, JIe0H сказал:

Кароч, тут на реддите чувак суммировал информацию + сделал свои выводы исходя из роликов, очень толково и информативно (и мне очень лень это всё переводить):

  Показать контент
What the media played:
  • All outlets had access to the same demo build, which is about 2 hours long according to most

  • The gameplay demo begins a tiny bit after Jill and Carlos first meet. It then follows Jill through an assortment of tasks connected to getting the train moving (More details below on the story section)

  • All outlets received the same footage (you can tell because all gameplays look the same), but they weren't allowed to show the full 2 hours. You can find the full 13-ish minutes of footage that they all had access to here, without commentary

  • I did managed to find a couple or so extra seconds of footage here and there, but nothing particularly worth mentioning, just a few seconds after or before the "cuts" on the link above

  • There's a confirmed demo on the way for the public, but there's no confirmation if it features the same section of gameplay. My bet is the public version will be much shorter

The Gameplay

The game plays and feels A LOT like RE2, but there's a few key changes made

  • There is a new dodge move, reminiscent of the old "emergency evade"

    • It works by pressing R1+analog stick in the direction you want to evade (meaning it can also be used to dodge in other directions, though I haven't seen it in-game)

    • If you instead press X at the precise moment an attack is about to connect, Jill performs a perfect Dodge. Perfect Dodges cover a larger distance and time slows down for a second. Readying your weapon after it will auto-aim at the enemy's head and allows Jill to unload a barrage of shots at the vulnerable enemy

    • There appears to be a stamina mechanic, meaning that this isn't an unlimited dodge (only mentioned by one outlet)

    • It works on most attacks, not just grabs

  • Because there's a new dodge mechanic, sub-weapons are no longer used to avoid grabs. Jill can only dodge. Grenades and the knife are now combat only

  • The combat knife no longer has durability, working like the old knives or the infinite knife of RE2 (it even uses the same model, with a different grip than the other knives)

  • There are interactible scenario elements like exploding barrels and circuit breakers that can be used to deal with multiple zombies at once, or to deal more damage to Nemesis

  • Jill's lockpick is back! She can pick yellow padlocks throughout Raccoon City

    • One of which can be spotted on the leaked screenshots from monday, guarding the shotgun

    • Unclear if she starts the game with it or if she needs to get it from the R.P.D.

    • Also unclear if it occupies an inventory space or if it's just a skill she has

  • Weapons can be enhanced with weapon parts found throughout the game. So far there were mentioned a couple of handgun attachments (extended mag, laser sight and a silencer, or possibly the muzzle breaker from RE2, according to three videos), though I suspect most upgrades from RE2 will be returning

  • Shotgun only occupies one space when picked up, but it's likely the long barrel attachment can also be found in-game, like in RE2

  • The grenade launcher isn't the same model from RE2 and 7, instead holding multiple rounds at once, not just one. (it looks a lot like the RE5 model, actually)

  • Gunpowder mixing returns from RE2, but with more combinations (unclear if it's actually new combinations or if it just means that Jill has access to both white and yellow gunpowder to make grenade rounds and shotgun shells)

  • Jill's inventory can be expanded with hip-pouches, like in RE2

  • Jill reportedly can take more damage than Leon and Claire did in RE2 (only mentioned by two outlets)

  • Menu screens no longer pop up for every item you pick up, only for the first time and for key items

  • There are "rare gems" to be found in the game that can be collected and reedeeed for "extra benefits" (only one outlet claimed this, and I found no footage of that to back it up, but there's also no footage of any in-game items being collected so there's that. Also, it's unclear what "extra benefits" means. Maybe it's extra bullets or healing items? I paraphrased what they said and they didn't mention it again for the remainder of the video)

  • There are destructible wooden boxes with randomized items (bullets, healing items, gunpowder, grenades...)

  • There is a new collectible like the Mr. Raccoon. It is the already iconic "Toy Uncle" mascot

  • Assist mode pre-packs Jill with an Assault Rifle, like the original Easy Mode

  • No live-selections were witnessed in the demo, meaning they are probably gone

    • That doesn't mean, however, the game doesn't feature some decision making, like fighting or fleeing Nemesis

  • The game features the same basic soundtrack of RE3, only slightly remixed. This explains why there is no "original soundtrack" DLC

Enemies
  • Zombies are more numerous and more aggressive, walking faster towards Jill then RE2's zombies (possibly just an impression since RE2 zombies had a harder time maneuvering towards Claire and Leon because of the tighter hallways, while in RE3 the large open spaces facilitate their maneuverability)

  • Dismembering was noticeably absent from this build, but dynamic damage where shots hit was present

    • Though this was confirmed by several outlets, it isn't confirmed the final game won't feature it

    • Some speculated this might be because the build that was made available to the press was a Japanese version of the game, which are notoriously heavily censored (cannot confirm this, as all regional outlets had localized subtitles, which are usually ommitted in Japanese versions)

    • Others mentioned this might be added closer to release, or simply that they choose not to have it present on the demo even though it will be present on the final game

  • The drain-demos are back, but they have been made smaller and fused with the brain-suckers

    • Thus far they're only encountered in the power plant section

    • They can attack Jill with claw swipes that deal little damage, but the real danger is their grab, which results in a gruesome animation where they plant an egg inside Jill's throat, leading to a new status effect called "Parasite"

    • Getting rid of the parasite can be achieved by "eating an herb and throwing it up" in another gruesome animation (several outlets used the word "eat" as if it's a different action from simply using the herb. I wonder if this means the herb won't provide additional healing, just expel the parasite)

    • They don't have much health, but are pretty numerous

  • Hunter Gamma is another returning enemy

    • This hunter variant can insta-kill Jill by gobbling her up

    • They are reportedly more vulnerable to fire (this could be a mis-interpretation, but I've seen this weakness mentioned in numerous reports. The reason I think it might be a mis-interpretation is that the japanese for "using some fire bullets" and "firing some bullets" can be pretty similar and the meanig could have been lost in translation. Some outlets just said that "they're best avoided")

    • They show up in the sewer area

  • Thought not seen in demo, it's worth mentioning capcom confirmed that zombie dogs will return

  • Also worth mentioning but not seen in demo is that capcom previously mentioned that "they wouldn't be cutting any enemies from the original", which should hint at the return of giant spiders, crows and the grave-digger. But then again they just fused the brain-suckers and drain-demos, so this position might have changed.

Nemesis

The star of the show (pun absolutely intended), Nemesis is a huge part of RE3

  • He can pull Jill in with his tentacle, not only closing the distance between them, but also making her vulnerable for several seconds

    • He doesn't appear to have a follow up attack to this grab at the moment, but this is most likely because this build was probably on "easy mode", something that becomes apparent during the boss fight where Nemesis barely aims at Jill

  • He will stalk you for long periods of time (one outlet mentioned a chase sequence that lasted a good 20 minutes) and won't be as easy to outrun as Mr. X was

  • His current arsenal includes the tentacle grab, fast sprints, punches that close huge gaps (he kinda "ice skates" towards Jill when punching) and long jumps that place him direclty in front of Jill

  • These "long jumps" were described by some as sometimes coming out of nowhere. Like Jill is just walking around and suddenly Nemmy jumps in front of her when he wasn't seen for long stretches of time.

    • Unclear if this means that there are random encounters, just scripted "jumps", or even if he just tracks Jill down by gunshot sounds like Mr. X

  • In every encounter, Nemesis can be downed, but he can take a lot of punishment. He drops special items when downed.

    • Though all outlets confirm "special items", some say it isn't like in RE3 where you would get weapon parts, but rather that he drops special ammunitions, gunpowders and healing items during "stalker events" while also dropping weapon parts at "boss encounters"

  • He has dynamic body damage too, so if you choose to fight him at every turn you will see his outfit becoming more damaged

    • Unclear if this is just cosmetic or if he could maybe mutate due to damage. I personally root for the second choice, making it more risky to fight him because it could make future fights more difficult

Story

Not much about the story is clear at this point, but the demo goes like this:

  • Carlos saves Jill from Nemesis in the streets and takes her to the subway station. He remains as forward as ever towards her, making several innapropriate jokes and advances.

  • Mikhail asks for Jill help to get the train up and running, which includes turning the power back on at the substation

  • The path to the substation is blocked by a fire, requiring Jill to use the fire hoose, like in the classic

    • Much of the raccoon city streets gameplay we see is reportedly of her looking for said fire hoose or making her way to the substation

  • Once there, Jill needs to turn on several reactors while avoiding the drain-demos

  • Once she is done, she has to return to the station, but Nemesis begins following her again

  • At the station, Carlos tell Jill that they still need some time to get the train ready to move, and with Nemesis pursuing her she decides to lead him away from the station

  • He corners her into the sewers, where she fights the hunter gammas

  • She escapes the sewers on a construction yard, where Nemesis grabs her once again, leading to his flamethrower bossfight

  • The objective here is to damage the flamethrower's exhaust pipes and heat the cannister at his back so you can finally shoot it and damage him massively.

  • This isn't enough though, as Nemmy uses the flamethrower as a blunt instrument

  • The fight escalates from there, but there's no footage of what follows

 

переведи плез для народа.

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Цитата

Он будет преследовать вас в течение длительных периодов времени (в одном выпуске упоминается последовательность погони, длившаяся добрых 20 минут )

Ох ты ж боженьки))) :57a8bd5cb224b_FROG12: 

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