Griffith said:Turnaround button! I wish the dodge was in this one too, I keep wanting to avoid or push off zombies but you're basically stll vulnerable from behind even if you get around them.
Yeah that's quite annoying actually.
Griffith said:It's an interesting discussion given their tortured co-development and role reversal. I think Nemesis works better exactly because it was supposed to be the smaller story, a side quest, rooted in the atmosphere of the first two, but leaner and meaner, and was then legitimized with Jill and the numerical designation. Code: Veronica, on the other hand, certainly expands on the story and gameplay ambitions of 2, but with decidedly mixed results that changed the franchise forever.
Yeah I mean if you put aside the gameplay (which was starting to feel dated at the time), the story is really the main problem. Resurrecting Wesker through cutscenes is of course the worst decision in the entire series (made worse by the fact he became "Super Wesker"), but the rest of the plot and characters are equally awful. Steve and Alfred are terrible characters, and Alexia is a lame boss based on a lame concept. T-Veronica virus? Talk about creative bankruptcy. And then there's stuff like Chris piloting a fighter jet to Antarctica. It's really too bad because the game has some good stuff in it. It also established the fact the series' storyline could be half-assed without problem, which continued in Resident Evil 4, 5 and 6.
Griffith said:I'll go ahead and call it now: it seems like a lesser version of the game in a fancier, modern package. It's very streamlined, to the point I don't know what took them so long.
Well you've basically summed it up. That's exactly how I would put it.