ResidentEvil may not live up to many modern standards. It may leave me swearing up a storm as it reminds me of the cruel, unpolished design of older games. But it also brings back wonderful memories of late nights in front of my PS1, getting scared by zombie dogs jumping through windows. It allows me to relive some fond moments from my past, and it includes just enough visual improvements and control tweaks to make it the best form for doing so.
At the beginning of Resident Evil, players take on the role of either Chris Redfield or Jill Valentine, members of a police task force sent to investigate a series of murders at a huge mansion on the outskirts of Raccoon City. Whichever protagonist you choose, you soon end up separated from the rest of your crew, exploring the deadly mansion and fighting a growing legion of undead monsters.
The layout of the mansion and its devious puzzles are (as far as my memory can tell) identical to the GameCube version. Which is to say: This is one convoluted-as-hell bit of architecture. Exploring the mansion is handled in third-person with fixed camera angles, and in addition to dodging zombies, you need to solve obscure puzzles and track down a frankly alarming number of different keys to different doors.
Despite the overwhelming forces stacked against you, Resident Evil is not an action game. Even on the easiest difficulty, Jill and Chris can only take a couple of direct attacks from zombies before they fall dead. And even if they were hardier, the mansion contains a very limited amount of weaponry and ammo.
Instead of opting for combat every time, survival depends on making difficult calls about which situations you can escape from and which require the use of force. These split-second choices build an incredible amount of tension, making the game scary on a mechanical level.
It's important that these characters aren't the traditional near-invincible video game heroes; any individual encounter could as soon lead to their death as any sort of brief victory. Opening every new door became a heart-quickening experience, as I dreaded finding out what waited to hurt me on the other side.
The struggle for survival at the heart of Resident Evil extends to its save system. Eschewing any sort of checkpoints or save-anywhere approach, the game only allows you to save in specific rooms that contain a typewriter. On top of that, you must have an ink ribbon in your very tiny inventory in order to save. Left all your available ribbons in an item box elsewhere in the mansion or have run out completely? Too bad, no saving allowed.
One small concession Capcom has made with this remake is in the actual controls. The original Resident Evil featured a style commonly derided as "tank controls." In other words, the character could only move forward or (slowly) backward. Pressing left or right would cause the character to swivel in that direction at a leisurely pace. Again, this added to the overall tension in the game, but it's arguably one of the less scary, more aggravating elements.
The 2015 version of Resident Evil also features a modest visual upgrade. The gorgeous background art from the GameCube version has been modified into a high-definition resolution. As with the controls, the game allows you to swap back and forth between the old-school 4:3 and the modern 16:9 looks. Character models have also been beefed up to being on par with Resident Evil 6's graphics. Those newer-gen models occasionally felt strange against the less detailed backdrops, but in general the upgrades work fine.
having problmes xferind windows live id, checked with xbox live, sent me to GFWL support, tried all option, turning off firewalls, anitivirus etc, apparently the games requires a funtioning UPnP format, i thought my actiontec router did that but all internet connectiveity tests say otherwise,....so Do the actiontec fios routers support UPnP format?
The ActionTec supports UPnP, as well as Port Forwarding. Log into the ActionTec at , using the Username of admin and the password being your router's serial number found on the sticker on the router, and then visit the Advanced Section of the router. You should be able to find your UPnP settings in there.
It is worth checking out the router's firewall itself. It may be the source of the problem and tends to be overlooked at times. But besides that, the Games for Windows Live service should be able to work without any port forwarding or UPnP services running on the network.
Ive spent the last week looking over but not changeing the seetings, while dont understand all the terminology of the router, i am able to understand enough...the only option ive been able to see listed under the UPnP setting is two check boxes, one for "allow other to controll wireless network features", and "enable cleanup of old UPnP data", and when i checked the firewall settings, the protocol for xlive address is enabled (checked) as is others such as skype...i keep getting the same possible issues, the UPnP is not supported, nor is the NAT.....
I feel your pain. My GFWL user name is DragineezGFWSux. Your problem is with GFWL, not FIOS. One recommendation, if you have GFWL set-up to automatically log you in - turn that off. I've had much better success actually going through the login process than letting it log me in automajically. It can also depend on the game. GTA4's implementation sucks. Resident Evil 5's implementation is flawless. It all depends.
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