Resident Evil Requiem

Kajiimagi

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Steam has a demo for this today. I don't keep up with the 1000 different RE games, does Requiem mean there is a monster that chases you around that you cannot kill? I don't like those. I like the ones where you can shoot/hit the zombies.
 
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Ignatius

#thePewPewLife
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Steam has a demo for this today. I don't keep up with the 1000 different RE games, does Requiem mean there is a monster that chases you around that you cannot kill? I don't like those. I like the ones where you can shoot/hit the zombies.
All the RE games have that now.
You do eventually kill the pursuer tho.
 

Ignatius

#thePewPewLife
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yeah nvm , played the demo. not for me.
Fair, I found this one less annoying than the other ones they’ve been putting in their games, but honestly it’s a tired mechanic at this point, needs to be retired.
 
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TheNozz

Silver Baron of the Realm
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So I finally got the game on sale.

My thoughts so far, playing in modern difficulty. I’m still at the hospital.

While not controller breakingly frustrating as RE4make, so far it’s still been more difficult than anything from Village or before.

I don’t get what’s happened, I don’t know if I’m just losing my reflexes as I get older or what.

Aiming seems really tedious and frustrating. And enemies move so erratically it’s hard to make shots. I never experienced these issues with 7 or 8. It still feels like the difficulty is cheap rather than challenging.

Some of the combat mechanics are very cryptic and I had to look up online what to do. Grabbing the first chainsaw is a prime example of this. You have to wait for it to stop moving as Leon, but have to sit there with your thumb up your ass and watch other zombies just run up and grab it while it’s still spazzing out, leading one to think you’re not supposed to pick it up.

Enemies don’t seem to have any consistent attack behavior or locational behavior other than inconsistency itself. Hell even enemies that are supposed to be distracted by their quirks will suddenly move to new areas without any internal game logic behind it. Most prominent example I can think of is a cleaning zombie that obsesses over blood on the floor of the east wing waiting room migrating over to the exam room for no other reason than to create tension.
IMG_8495.jpeg
If anything, the “I hate noise” zombie should have done this.

Enemies are all extremely bullet spongey and can even get back up after “being killed,” then the further added bonus of blister heads. Makes resource management a joke.

Stuff I like so far:
amazing suspense and tension. I’ve jumped several times, most noticeably when Chunk came out of nowhere.

The contrast between playing as Leon and Grace is fun. Loved wasting zombies as Leon.

the architectural designs are amazing and totally have that RE feel to them.

the crafting and blood system are fun to use as well.

so far I’m probably enjoying this more than RE4make, I just wish that “normal” difficulty felt more, idk, “normal.” Still feels like recent RE game standard difficulties are comparable to “expert” or “hard” modes of past games.
 
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Ignatius

#thePewPewLife
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So I finally got the game on sale.

My thoughts so far, playing in modern difficulty. I’m still at the hospital.

While not controller breakingly frustrating as RE4make, so far it’s still been more difficult than anything from Village or before.

I don’t get what’s happened, I don’t know if I’m just losing my reflexes as I get older or what.

Aiming seems really tedious and frustrating. And enemies move so erratically it’s hard to make shots. I never experienced these issues with 7 or 8. It still feels like the difficulty is cheap rather than challenging.

Some of the combat mechanics are very cryptic and I had to look up online what to do. Grabbing the first chainsaw is a prime example of this. You have to wait for it to stop moving as Leon, but have to sit there with your thumb up your ass and watch other zombies just run up and grab it while it’s still spazzing out, leading one to think you’re not supposed to pick it up.

Enemies don’t seem to have any consistent attack behavior or locational behavior other than inconsistency itself. Hell even enemies that are supposed to be distracted by their quirks will suddenly move to new areas without any internal game logic behind it. Most prominent example I can think of is a cleaning zombie that obsesses over blood on the floor of the east wing waiting room migrating over to the exam room for no other reason than to create tension.
View attachment 630963If anything, the “I hate noise” zombie should have done this.

Enemies are all extremely bullet spongey and can even get back up after “being killed,” then the further added bonus of blister heads. Makes resource management a joke.

Stuff I like so far:
amazing suspense and tension. I’ve jumped several times, most noticeably when Chunk came out of nowhere.

The contrast between playing as Leon and Grace is fun. Loved wasting zombies as Leon.

the architectural designs are amazing and totally have that RE feel to them.

the crafting and blood system are fun to use as well.

so far I’m probably enjoying this more than RE4make, I just wish that “normal” difficulty felt more, idk, “normal.” Still feels like recent RE game standard difficulties are comparable to “expert” or “hard” modes of past games.
So a lot of Grace's hospital section can be stealthed, and then when you come back later as Leon you get to rain a train on the zombies.

Grace also sucks at combat. It gets better when you load her up with stabilizers, but the start of the game is rough.

What's super fun is when you unlock unlimited ammo and you just Requiem your way to victory :D
 
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TheNozz

Silver Baron of the Realm
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So a lot of Grace's hospital section can be stealthed, and then when you come back later as Leon you get to rain a train on the zombies.

Grace also sucks at combat. It gets better when you load her up with stabilizers, but the start of the game is rough.

What's super fun is when you unlock unlimited ammo and you just Requiem your way to victory :D
Yeah I think I’m finally getting a hold of Grace’s combat

I already upgraded the blood collector and made two stabilizers(already got the one in the parlor)

I think in future play throughs, if there’s a room with multiple zombies, it’s better just to use the requiem to multi kill them in one shot
 

TheNozz

Silver Baron of the Realm
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My thoughts so far, playing in modern difficulty. I’m still at the hospital.

While not controller breakingly frustrating as RE4make, so far it’s still been more difficult than anything from Village or before.

I don’t get what’s happened, I don’t know if I’m just losing my reflexes as I get older or what.

Aiming seems really tedious and frustrating. And enemies move so erratically it’s hard to make shots. I never experienced these issues with 7 or 8. It still feels like the difficulty is cheap rather than challenging.

I just wish that “normal” difficulty felt more, idk, “normal.” Still feels like recent RE game standard difficulties are comparable to “expert” or “hard” modes of past games.
Ok, I had a revelation on why this game is so hard for me to play: it's because I use RE Framework to widen out the FieldOfView. I don't do this to gain any advantage of a wider field of view per se: i have serious equilibrium problems and playing an FPS, or similar perspective games, with a narrow field of view gives me bad nausea and headaches.

As, I've stated before, I can beat Hardcore RE2make with an S+ ranking, so I know I've been a good player in past games, and that my recent difficulties revolve around RE4make and Requiem specifically.

Default FOV 75
RE2make 75 FOV Default.jpg

Max FOV 81
RE2make 81 FOV Maximum Default.jpg


Also, when you aim in the game, the screen zooms in to about 60 FOV at default and 66 FOV at maximum. So again, only a 5 degree separation.

RE2make aimed to 60 FOV Deault.jpg


RE2make aimed to 66 FOV Maximum Default.jpg

Notice how the computer is still within the targeting reticle?

What first tipped me off about my issues in Requiem was how I was somehow missing headshots with Leon at point blank range, despite the enemies being within the targeting reticle.

Modding the value of the FOV doesnt actually "widen the screen." What it does is zoom out your perspective to fit the criteria you've entered. at the same time, the mod does not compensate the size of the targeting reticle.

So when I'm aiming at this computer screen with Leon at an FOV of 90(look at the targeting reticle)
Requiem Shotgun FOV 90.jpg


This is what the game is internally seeing, at a value of 40 FOV, zoomed into around 21
Requiem Shotgun FOV 45 aimed to 21 maybe.jpg


yeah, nowhere near what I think I'm aiming at. Explains why i couldn't hit the broad side of a barn. RE4 make has a similar issue when using an FOV mod as well, but at least there, the reticle has a dot in the middle to better line up shots.

i need a second post to finish

Requiem Shotgun FOV 45 aimed to 21 maybe.jpg
 

TheNozz

Silver Baron of the Realm
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Now, initially I thought this problem only affected shotguns, because hand guns use a crosshair to aim, but then I realized something else.

So I remembered that effectively, all you're doing with an FOV mod is zooming out your perspective, not giving a wider field of view technically. That means two things. 1) As things are zoomed out, they become smaller. 2) Just because something appears on the screen to me isn't how the game interprets it.

I went back with Grace to line up a head shot.

This is with the mod turned on: This is the bare minimum distance i need to score a shot. This is FOV 90
bare minimum (1).jpg

But you know what the game sees? This:
bare minimum (2).jpg

an FOV of 45, see already how much bigger a target the head is?

here's my absolute closeup shot, where I think I can get close enough without alerting the zombies.
90 FOV
absolute close (1).jpg

and the games reality at 45
absolute close (2).jpg

It all makes sense now, expanding the FOV from 45 to 90 effectively shrinks everything in half, and in so doing makes aiming in combat twice as hard, especially moving targets. No wonder I kept thinking the difficulty was equivalent to professional or hardcore: I was effectively making it this way by modding the FOV.

Also, since enemies are closer than they appear, it explains why so many enemies were able to lunge at me from the front and grab me: I think they're 10 feet away, but in reality they're closer to 5.

It was like that in RE4make as well.

I hope Capcom goes back to a 75-81 FOV in the future. I know they purposefully choose a narrow FOV to heighten tension, but normal binocular vision has around a 120 degree FOV. I dont mind tension, but I really cant play at such a narrow FOV without getting sick to my stomach.
 
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dragonbr

Trakanon Raider
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Now, initially I thought this problem only affected shotguns, because hand guns use a crosshair to aim, but then I realized something else.

So I remembered that effectively, all you're doing with an FOV mod is zooming out your perspective, not giving a wider field of view technically. That means two things. 1) As things are zoomed out, they become smaller. 2) Just because something appears on the screen to me isn't how the game interprets it.

I went back with Grace to line up a head shot.

This is with the mod turned on: This is the bare minimum distance i need to score a shot. This is FOV 90
View attachment 631603
But you know what the game sees? This:
View attachment 631604
an FOV of 45, see already how much bigger a target the head is?

here's my absolute closeup shot, where I think I can get close enough without alerting the zombies.
90 FOV
View attachment 631605
and the games reality at 45
View attachment 631606

It all makes sense now, expanding the FOV from 45 to 90 effectively shrinks everything in half, and in so doing makes aiming in combat twice as hard, especially moving targets. No wonder I kept thinking the difficulty was equivalent to professional or hardcore: I was effectively making it this way by modding the FOV.

Also, since enemies are closer than they appear, it explains why so many enemies were able to lunge at me from the front and grab me: I think they're 10 feet away, but in reality they're closer to 5.

It was like that in RE4make as well.

I hope Capcom goes back to a 75-81 FOV in the future. I know they purposefully choose a narrow FOV to heighten tension, but normal binocular vision has around a 120 degree FOV. I dont mind tension, but I really cant play at such a narrow FOV without getting sick to my stomach.
Bro accidently induced his own custom difficulty 🤣
 
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Ritley

Bronze Baron of the Realm
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Been playing this over the last few weeks, started out with a standard run, then did a casual run with no heal/no blood, followed by an insanity run with unlimited ammo. Of all of those, the no heal/blood run was the toughest. The no heal part (on casual at least) wasn’t a problem at all, but not using blood really made Grace’s parts more challenging because of how reliant you are on it to get resources.

Insanity with unlimited ammo is crazy easy, kinda over trivializes it because all of grace’s sections with requiem you just kill everything. And then when she doesn’t have it you have so much resources from not using them that you can hemo/acid everything if you want. Leon sections are similar, he has too much firepower with unlimited ammo to really be in danger. I wish there were a bit more changes in insanity than there were, though there were a few spots that still caught me by surprise.

Just started doing LMDF, and it’s a pretty fun mode.

Overall really liked the game, the contrast in styles between grace and Leon really hits both sides of the survival horror and action horror styles extremely well. Would have been nice to have a bit more breakup though, first half of game is almost all Grace and second half almost all Leon.
 

Needless

Toe Sucker
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I would still like a way to just play through one POV entirely like RE2R has, sometimes i just want to blast some shit as Leon for fun and not have to play through all graces shit
 
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TheNozz

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I would still like a way to just play through one POV entirely like RE2R has, sometimes i just want to blast some shit as Leon for fun and not have to play through all graces shit
I mean, you can set each characters POV to 1st or 3rd person in settings so that it technically will never change when you switch
 

Needless

Toe Sucker
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I mean, you can set each characters POV to 1st or 3rd person in settings so that it technically will never change when you switch
lol i mean only play as that character not switching between the two, not the actual third or first person perspective