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READ THE RULES


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The franchise about exotic fantasy animal control; where you can take an oversized weapon (and a large attack-ladybug if you're French) with your untrustworthy bipedal cat-slave to get mauled by a biologically reasonable fire-breathing tyrannnosaur to the tune of an obscure early 1900's symphonic reference, cuz the cute girl at the reception desk asked nicely and daddy could do with a new fur hat helmet with tacked-on scales (they make it more water resistant).
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>>312337
>You tell guy he can’t not do a thing.
>Guy tells you to watch him not do a thing.
>You watch him not do a thing.
>You comment that he didn’t do a thing and say “What a surprise”
????????
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Booting this thread back up (since I've nearly got free time again), I got a response from the actual MH Extra mod maker from the feedback on the Game Campaign (keep in mind he is Brazilian, I think)
>that was a lot but I've read it all. This exact sentiment is what keeps me making mods I'm very glad you enjoyed it first of all! Loved seeing your whole journey through the mod too. A lot of what felt boring to you was more of limitation of my knowledge at the time nowdays I can make them way more interesting ofr example if you checked my recent zino you'd notice how he has the stigian combo and some attacks spawn the lasers and the other was just how many monsters are in rise. Like with narwa it takes a lot of time to playtest meaningful changes and a lot can just break like how teo did so I preffered just to do the minimum and have the mod change everyone even if they don't get an equal ammount of love. I'm curious about lucent tho, that's the one I messed with the most and feel like changed the most too, maybe you didn't do hazard for the funny frontier narga spike rain. I also didn't want to make the mod too hard to the point I couldn't playtest everyone to put on an equal ground so some ranks feel more fleshed out then others like how you felt on the update monsters. what I did was making a quest with set stats then changing the monster that shows up so punching bags stayed punching bags since I didn't really change the h
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>>317189
Oh hey, nice to see that you're back.
It's nice to hear that he playtested it a lot but it's also surprising, as I feel like testing the balance to get it just right in a game where hunts will take you 20-30 minutes is a huge commitment that most people would not be willing to do.
But it does sound like he cared and he didn't want to make some half assed mod, 
Also nice to hear that he's another lance upper class user.
<He's baiting me to reinstall
No chance I would. It was a fun ride but my lord was I sick of that game by the end. Do think going for a draw build instead of focusing on the charge would make GS viable and not shit, honestly.
>So maybe we ride again by 2028-2030
That's optimistic, considering how long they stretched out sunrise with updates over updates. I expect wilds to actually get stretched until 2030 and the mod to come out completed maybe in like 2032 at this point.
But hey, I wouldn't mind going at it again when it does. Assuming life hasn't found a way to fuck any of us over, yeah. Might even get to do a similar "super modded deathrun challenge pack" by the time everything is out.
>Until then, you possibly interested in another modded game next year?
I know you talked about nightreign last time, and I was interested then. Still am. But hey, the
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Replies: >>318097
started n account on mh frontiers thanks to seeing it in halfchans vm. havent gotten around to playing it proper yet but wowie ive forgotten the combos to third gens funlance
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Ascendance Flagship announced from the absolute State of Play: Gundoraja, another Thunderstorm Elder (Shantien shelved forever lol). Seems to be based on the Thai Nagas. Can't tell if it's on the usual Leviathan rig for the Floating Elders, or potentially the return of the Snake Wyvern rig (which would basically confirm Najarala and Dalamadur in the process) (and isn't out of the question, given both Wyveria City and the Eyrie could both have a case that they're not!SpeartipCrag). A case can be made for both rigs, we'll need to see it in motion before then. As a side-note, it's rivalry with Kushala is 1:1 what was described in the cut content story pitch for World, so it's probably the development remnant of the missing 119th Monster, that they've finally got around to (Namielle's finally beaten the allegations).
The new zeppelin fighterjet pack wyverns got confirmed as called Araketa. They've got a Key Art but I'm guessing it's like Doshaguma, where the real key art with Gundoraja is for later on. So far, that's 2/4-5 for the new Monster Roster: the Skybound Eyrie still needs it's 1-2 other natives and then the hidden final boss of the expansion. Though, Iceshard only had one native in Wilds (Hirabami) while the Plains had 5 (Chata / Quem / Bala / Dosha / Rey), so who knows what the distribution is going to be. Total count should be the same either ways.
Small monsters are more interesting, there seems to be some God Eater symbiote style living-coagulated-black-tar-blood parasites associated with the Guardian Variants, who now also roam outside of the Ruins. Seems like it's on the Jagras rig? Wylk pools in most maps too, so at least that's no longer a total gimmick mechanic (which is good, because it's a cool mechanic).
There's a new small monster that rolls up into a chuckable boulder for you, so that means the Konchu rig is in (at least for Kut Ku to eat), possibly flagging Seltas Queen. Between that and the possible Serpent rig, Wilds isn't living down that it's a retake on 4.
I want to say schizosenses, but there's an Endemic that looks like a tiny Malfestio too.
Also Remobra's returning, but that means nothing except leather pants and a belt.
Guardian Rathian also got confirmed, but that's not really a surprise to anyone (Poison doesn't seem to interact with Wylk), no other variants aside from that. Lao's fight looks like it's going to focus way more on the final phase more than the early ones (thank fuck) (and the early phases are going to have it's torso and throat lower to the ground (thank fuck), and the new forward base / not!Village (Madoi) is set next to Lao's arena. There's also no way in high hell that Fortress is back and they're not gonna seize the chance to easily assetflip Shen Gaoren back into existence after being 2 decades on the bench. Right?
All in all, there's still ~5 returners on the lineup that are a total [?]'s (pre-Title Updates, going off of World's 7, and already including Kushala + Lao), so there's that to wait on.
Other mechanics include the Seikret having a new speed-dive / fast-glide for getting around the map, Palicos can Offset now (as if they weren't already broken enough this title), and ongoing daily details about how each weapon is going to interact with the main Boost Driver / not!DevilTrigger gimmick. On one hand, it looks way too Action and damagespam (100% Monster Fighter, 0% Monster Hunter), on the other at least it's not as hunt-shifting as the Claw was and can easily be toned down / healthsponged out.

Sadly, Nata has not fucked off permanently, instead he's 5-year timeskipped into a tiktok aurafarming bollywood jeet teenager, so he's probably going to be even worse. May mods save our souls.

Full thing: https://www.youtube.com/watch?v=ZeMKYURp_A8
Any guesses for the 5 unannounced returners?

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Title
>Silent Hill 2
It's whatever, it's not thrilling me the same as the first. Got to the hospital and the annoying nurses turned me off of it for the time being.
>Yakuza
Not than what I was expecting. To be honest I don't actually know what I was expecting, I've never seen gameplay of it or had any clue what it was about but apparently it's a big movie game. Haven't touched it in 2-3 weeks.
>Tag Force 3
Not much to be said about this one, bit of a disappointment compared to the original, it doesn't improve in any meaningful way but actually takes a few steps backwards.
>Top Gun: Combat Zones
I think this was one of my first PS2 games, I downloaded it out of pure nostalgia, because I never finished it as a kid. Game's kinda shit, so I can see why I didn't bother.

Pro gamer tip: during this particularly harsh summer season, remember to drink a lot of water so you can stay hydrated while yelling racial slurs in public at the top of your lungs.
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>>317901
I was kinda under the impression the most important characteristic of soulsbournes was specifically their take on combat (slow and deliberate flow of timing and positioning, awareness of hitbox/hurtbox geometry, telegraphed high commitment i-frames and cancels, stacking bonuses/penalties for punishing swinginess to players and enemies) rather than the broader structure of the game between fights.
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>>318060
Literally the only thing that makes a soul-like game a souls-like is it's level up/save system. Which is a poor excuse of a genre
Instead of arguing over what's a soulslike, let's just agree that every video game ever made is a roguelike.
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>>318069
Every poster on this imageboard is a faggotlike.
except me
>>318024
>>318025
I was interested in Nioh too, having heard good things about the first two games. Will give them a try after I´m done with the Onimusha series if I am in the mood for more samurai action stuff.

>>318026
>Maybe? It's not actually Souls but it's got a lot of Souls influence. It's the exact opposite of clunky and slow. 
What´s the stuff that differenciates it from other soulslike? I want to know as AFAIK is just more action focused and with less RPG stuff.

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So the game apparently got a massive performance boost that more than doubles the frame rate in addition to removing Denuvo, and since the DLC is releasing next month I figure it is a good time to ask if the game is now worth the money as a big fan of the first one. You can read the changelogs here: 
https://www.dragonsdogma.com/2/en-us/topics/update/ 

There is also a work-in-progress mod called DD2gether that adds cooperative play, but it only recently received an alpha release and is still in progress. I don't know if anyone has given that a go, but if you have, was it any good or does it still require a lot of work?

Fun fact: the PC version of the game was first leaked on 8chan.
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>>318005
What are you going to do? Not play videogames that have body types? Good luck.
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Thanks denuvo, very nice
>>318007
This
>>318017
>What are you going to do? Not play videogames that have body types? Good luck.
Ehhhhh.... yes? There's thousands of games that don't have any jewish propaganda on them and are very fun. I could play those games until the day I drop dead of old age and I still would have tons on my backlog. And is not like the LGTBIQ+ games are good either. I don't want to play subversive propaganda.
>>318017
>What are you going to do? Not play videogames that have body types? Good luck.
Not the guy you are replying to, but I am playing games with no Jewish propaganda in this very moment, faggot.
I know it's you, niggerpill

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We're in the middle of a Slike boom, and it seems there's a new one every few months. In a tidal wave of pretenders, what's worth the time investment?

What's on your backlog?
What's your build like?
Who's walling you?
What's on your mind?

<What even is a Slike?
A vague subgenre of melee action-adventure-RPG's, typically featuring a hard / punishing-but-fair difficulty, a mature dark-fantasy setting with lots of lore (typically optional, in item descriptions), with a good variety in builds / gameplay approaches, an EXP penalty for dying (that can be recovered) and a highly explorable world with static checkpoints that reset the world on use, gated by numerous difficult boss encounters.
Any FromSoft-hypetrain-wannabe Dark Souls clone, that requires you to git gud, with a depressing setting that 2deep4u lorefags jerk off to and argue about, where you take your pick of rollslop / parryslop / turtling and STR / DEX / INT, then you lose your souls when you die, all the enemies respawn and you get sent back to the bonfire to do it again until da boss is dead.

Not every game that fits that description is a slike (especially with the term being used as both a tacked-on marketing tool and an insult), and not every slike fits that description - the most straightforward answer is that once you've played one, you'll intuitively know when you're playing another one.


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>>314655
You better not be rusing me, I've got an overweight slike backlog as it is, even before chucking this onto the pile.
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>>314666
Play it, you know in less than an hour how boring the game is, mr. satan.
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>It's all vampires
>8+1 players per match; Solos or Duos, with ability-based matchmaking, Casual and Ranked options. The +1 is an intended Purple Invasion mechanic on release, where one player has no objective other than to invade and kill other players as a bonus schizo, but aren't a "part" of the match.
>4 Phases, with automatic player cutoffs at then end of Ph2+3 (8>8>6>3)
>Phase 1 is an unaltered map, Phase 2 can have map events, Phase 3 has the Ritual (a KotH / Capture minigame), Phase 4 is a 3-way 1v1v1 in a fixed arena at the top of the clocktower (highest point in the map) a la DS3 or ER's Colosseum. Each remaining player has 3 lives and a HP bar based on Total VP score from the match.
>There are no extraction-shooter mechanics, it was false advertising. The closest thing is stealing boss-kills with the final tick of health. You can truce (short term) and form alliances (match-long) however.
>No items, no builds, just the playable cast which level up via PvE, and gain stat modifiers on their set abilities via pickups and one of 4 weapon affinities (Raw / Fire / Lightning / Poison). An Ult is unlocked at Lv12.
>Real objective of the game is Virtue Points (VP); required to progress to the next phase. Each type / method of collecting them is distinct, and their value / contribution to your match score can sometimes change match-by-match. These are earned via;
<Each character's objectives based on their lore. These are not wholly unique, some characters have identical objectives, but the choice of objectives is fixed per character. These include a rival player (told at match start), a rival player (mystery, you need to use an emote to figure out), and marriage (form one game-long alliance)
<Killing PvE (Leaderboard-based, not #killed based)
<Killing Bosses (you can truce with other players for the duration of a boss fight, and split the reward). Seen ones include the frog-thing (Lady of the Bog), a teleporting Sabretooth (a reskinned Elden Ring Lion) and a crow-feather-blade-scarecrow with two Whirligig saws. Killing bosses also grants a randomised minor Passive.
<Finding them at fixed-but-random points across the map
<Lootgoblin bloated tick enemies (the same ones used to upgrade active / ult abilities)
<Holding the capture points during the Phase 3 Ritual. Note, only 5 of the 6 players can get full rewards, so the last to arrive is better off playing the rest of (a now empty) map
<You only get PvP points during and in the boundaries the Ritual minigame. PvP rewards almost nothing otherwise.
<<<In general, you can either choose to go for levels or VP. You basically can't do both at once.
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>Wo Long
>Yuan Shu

>damn, that was a fucking tough final DLC boss, took a full evening and a slight build respec but.... well, I finally got him
>now, my victory cutscene, onegai~
>....
>....
<[Second healthbar + Phase 3]
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>After nearly 10 years, the original LET IT DIE has finally gone offline. Players can carry their progress data over to the newly-released "Offline Mode" version of the game, as long as they buy it before Nov. 30.
Wow. Even in the game's final breath, ((( GungHo ))) are still shamelessly greedy, I see.

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ITT posts systems, mechanics, gimmicks that you've seen in videogames that you really like.
I'll start.
I've always loved it when a game has a smithing system. I really like how smithing works in Legend of Mana in particular. How you have this cascade of effects that can stack, because your mines/farms' quality impact the forging/tempering quality which then impact (if you get to it) the robots' quality--I love stacked modifiers like that and seeing things through an entire [craftsman] production process.
Also, it's kind of dumb, but see each special weapon's gimmick in the Megaman series was always great. If you love gimmicks in games, Megaman always kind of felt like a bargain deal.
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Can't think of any at the moment, but surely there have to be games in which a character's location, motivation and available side quests vary each New Game. Something like a random seed at the start of a game that decides what an NPC is set out to do on each game.
There are, right? Seems like an obvious choice to spruce up adventure games like STALKER or Fallout.
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>>317778
rougelikes / roguelites?
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>>317780
Not quite. Rather, I'm talking about NPCs or sidequests in-game that don't affect the main story.
Imagine in Call of Pripyat, if Strider and his Monolith buddies were found in not only the second area but the first one as well, or if the gunsmith from the first area decided not to split with his friends, and this all depended on some random seed at the start of the game. A randomizer to spice up subsequent playthroughs, has this been done in any roleplaying adventure game?
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>>317884
Closest to that I can really think of would be Terraria.
>>317778
Dorf fort adventure mode?

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I've looked through the catalog, and there seems to be no JRPG thread. 
Well, we need one now more than ever. It's finally that time, folks: At long last, COZY OKADA's new RPG is officially revealed! The game's title is "Villion:Code". Here's the trailer and a whole bunch of new info. Let's talk about it.

/watch?v=2m_sxlFb3pU

For starters, here's a machine translation of the story description:

>In the near future, humanity stands on the brink of extinction.

>One day, an “anomaly” strikes the “Advanced Resilience Research Academy City,”
>established to confront the impending catastrophe.

>Abnormal creatures—known as “GEMs”—begin attacking the populace.
>Simultaneously, the academy city is sealed off by a mysterious “bubble,” cutting off all means of escape.

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>>317817
I can't believe I'm starting to have the color purple now, thanks to the tranny era of gayiming.
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>>317846
*to hate
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>>317847
"Have" was almost correct.
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>>317832
>zero pieces of fanart
There may be zero fanart for the game, as in, zero art made by people that weren't contracted to develop the game.
Hopefully the devs learn the correct lesson here.
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>>311009
CaligulaCHAD, what do you think of this?
https://www.pixiv.net/en/users/19264234 (just some random artist)
>(View profile)
>Background Music
>カリギュラシリーズ [Caligula series]

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Considering the recent failed revival of the game(yet again). I've been getting the itch to restart our monthly game nights of it. I'll try to keep hosting once a month on the first weekend of the month. It'll be on max like always. Which you can get here 
https://www.s4max.com/

The next game will be on the 5th. At 20:00 GMT.

There is aa thread on the other website too. Cross posting here since a lot of the old players may not be following both websites.

Feel free to discuss the failure that was the vfun revival, dump old clips and screenshots. Or host yourselves.
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>>317883
>>317953
>>317955

Ah... okay. Guess I'll free up some time for this then. Please refrain from creating the new thread before Thursday Sept 3rd 3AM UTC. If I have not posted it by then presume I am dead and do what you must.
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Will I get banned if I make a sprint key macro? I can never get used to double tapping.
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>>317993
>>314920

Please review the attached documents, and if this damn video works I will try to post the OP tomorrow evening. 
https://rentry.co/cdzuimwi

Some formatting checks:

BIG TEXT
strike through

>Battle Royale:  What it says on the tin. It's All-VS-All, although it often turns into an All-VS-One cheesefest.
>Deathmatch:    Players are divided into two teams, and whichever gets the most kills wins. Good when there are fewer than 6 players.
>Touchdown:     This is the real game - sportsball with guns. A minimum of 3v3 is ideal to keep it lively and balanced.
Replies: >>318044 >>318131
>>318043
kdenlive fucked up the frame timing FUUUUUUU
>>318043
Okay, if there are no objections I will be posting this in an hour or two.

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Problem?
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>>317941
Why do you want the index trimmed down? How would that benefit the board? I am of the opposite mindset, personally, that a larger total index page count would be beneficial so as to safeguard against spam or sliding.
Replies: >>317945
>>317944
We shouldn't be considering page limits as being a valid antispam measure. We have proper tools for that and supposedly backups to restore from in the event of attack instead of setting limits that could potentially stifle conversation. When you have a large catalog, there are more threads to look through for duplicates. 8moe is ridiculous for having 20 pages.
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>>317945
>I'm starting to think the bump limit should be unbelievably low, like double digits
>thread limit should be much closer to 100 than 350 if not 100 on the dot
Vehemently disagree with both of these. Voiced some concerns to virtual when he asked me about his proposed changes, but I don't see how his are world-ending. Your proposal is far too radical in my opinion.
>We shouldn't be considering page limits as being a valid antispam measure
Wasn't implying that it is an effective measure in and of itself, but that it gives some breathing room so a lower volume of threads are lost due to it. Maybe the page limit shouldn't be raised to 20, but I am still against lowering it.
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>>317945
>We have proper tools for that and supposedly backups to restore from in the event of attack
Can you restore the deleted hardware thread?
Replies: >>317951
>>317946
I know the numbers sounds radical, but I really think that post rates suggest that we should entertain them. Those are just my gut feelings, but the only way we can really figure it out is to experiment.

>>317947
Sorry, I guess that made it sound like a mod, which I am not. I am going off of a quote in >>>/meta/5435
>If I can brag about one thing, ZZZ has always had a robust backup system. All site data and configs for all parts of the infrastructure have encrypted backups. 
There are different types of backups, so maybe he's talking about cold storage which would be quite different.

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There's a prevailing sentiment online that waypoints, compasses, other directional HUD elements, and signposting are as necessary for a general audience as they are obnoxious for a niche one. The main blame is the average person's intelligence, but there's also people citing engagement metrics and even graphical fidelity as being problems, but what about the developers themselves? So many games nowadays have highly contextual animations and low levels of interactivity that it might not even occur to players that they can even experiment. Does the simple act of adding details and interactions, even if they are considered superfluous and have no effect on how the game is played, spur enough creative thought to get most people past the need for yellow paint? By being so accessible, are developers literally making players stupider?
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>>317915
Computers went wrong when they started using electricity. There, now I'm more contrarian and therefore more better than you.
Replies: >>317920 >>317922
>>317919
actually computers are made by jews for goyim nigger cattle sedation, real aryan ubermensch like me use pen and paper written binary code sent by carrier pigeons. you're clearly a pajeet troglodyte not 100% aryan promax like me so your opinion is invalid, hypocrite.
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>>317919
It doesn't actually matter if the computer is mechanical or works on electricity. Either way you will still refuse to make your own games.
>>317819
I'm having a Berenstein Bears/Mandela Moment. I SWEAR I remember being stuck forever there as a kid. I popped in my cartridge and you're right, it doesn't show it in the attract mode, but I still can't believe it.
I'mma play through a new file until I get power bombs and see that tube and leave it on attract mode and see if anything changes. The more I think about this, the more I think I was stuck at that point, and remember just kind of blindly sitting at the title screen trying to think through what to do when I saw it being hinted at there.
>>317877
I still have a complaint about the level design, or at least my gpu does.

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Claire bear is cute edition.
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Thread question: Could you survive Raccoon city?
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>>312577
It was bound to happen. They were  getting to the point of remaking RE5 despite there would be next to nothing to change and the only other games to remake would be 1 and 0. outbreak. If they were going to remake 5 they would had done it instead of just going straight for veronica
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>>313480
She does look mixed in my opinion.
Her mother probably got fucked by a white tourist.
>>313524
>the only other games to remake would be 1 and 0. outbreak.
I'm sure they would try to do The Umbrella Chronicles, darkside chronicles, operation racoon city. Maybe another multiplayer only game
Anybody else feel kinda hollow when they unlock the infinite rocket launcher? It feels so cheap to me that i simply can't use it for a full playthrough on any resident evil game.
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Y'know after watching (most) of the idi4300's video on re8 i am once again full of disappointment on how the game is clearly unfinished. I think it could've been the best modern RE game released if it wasn't for the rushed development. I remember in my playthroughs of the game i was sometimes thinking "this could be so much better" or " did no one raise any concerns with this?" the areas i can readily point to is the dollhouse with how it's a bitch for replays of the game (and it's not even scary the first time), wasted village characters, plot holes and the story making no sense sometimes, the mercenaries game mode felling lacking in the maps as well as the hard difficulty just locking you out of any fun builds, Mia having almost no involvement in the story despite being a perfect way to usher in more lore with the connections / mold / cool sections where you play as her like in re7, Chris being a moron and suffering a downgrade in his gameplay from 7's dlc, the castle and factory seeming to be the only parts of the game with thought put into them, etc. Such a shame it was not given more time in the oven. I hope Ethan, Mia, and Rose comes back in a future game(s).

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