Royta/Raeng wrote:In the vain of classic Gamefaqs discussion I do hereby breathe new life in the eternal war between Blacktail and Red9 and say you should go for the Blacktail instead
The Red9 packs as much raw firepower as the default shotgun when fully upgraded, plus it looks sophisticated as hell which makes it the perfect companion piece to the GOAT BAR. And it has an attachable stock! So you can take that puny ammo-wasting TMP-wannabe peashooter of yours and shov
[REDACTED].
Blacktail stanning in 2020. To an impressionable new player no less. Some people have no shame.
Gregorinho wrote:Which knife prompt? I dont remember one...uh oh, have I been playing the game wrong?
When he's down on his knees with the plaga protruding out of his back, you can activate a knife QTE. Perhaps you missed the button prompt by being too far away?
It's not the end of the world if you missed out on it, it just takes a bit more ammo doing it the other way.
Gregorinho wrote:"Restrictive" mechanics are fine provided the gameplay is built around them, I totally agree. I remember when RE5 came out and my friends and I must have been in our early teens, some of them struggled to get in to the game because they thought it was bad that you couldn't move and shoot at the same time. Even thought I wasn't really thinking game mechanics back then, I knew straight away that it was good game design because it made your decision to run or stand and fight more important - you couldn't do both.
Precisely. And RE4 is significantly better designed than RE5 in that regard. There are plenty of enemies in RE5 that contradict the game's core design ethos in this way, like the machine gun wielding soldiers and hyper-aggressive plaga varieties. But RE4 is polished to a mirror sheen (Hi, Inf!).
Everything in this game has been designed around Leon's so-called limitations. It takes a while to brush off the muscle memory of modern dual analogue games, but meet it halfway and you'll be rewarded aplenty.
Let me put this another way: Do you think that the game is somehow "missing" a jump button? Not really, right? Because there would be absolutely no need for it in the context of the game's combat. Strafing and mobile shooting are the exact same.
Gregorinho wrote:One thing I'm struggling with though is when enemies do the animation where they lunge forward to grab you - the enemies move forward continuously, so you don't have enough time to backpedal out of range. What triggers this grab? Is it only enemies without weapons who do it? Do they try it if you're considered "out of range"?
Good question.
Only empty-handed basic enemies (Ganados, Cultists, Soldiers) do this, correct. It triggers when you're a few meters away, otherwise they'll do their short-range grab nudge instead.
They don't try it if you're out of range, no. As a general rule, enemies in this game only ever attack if they have a chance of actually hitting you, with some rare exceptions.
They actually don't move forward indefinitely, they stop after they reach a certain distance. But it does take a while, which often takes new players by surprise.
So just to be clear: You CAN sometimes dodge it by simply walking backwards if you do it as soon as possible, but it also depends on their starting position, so I wouldn't recommend it at first. You'll learn when it is possible and when it isn't after a while.
Another thing to keep in mind: The grab DOES NOT HOME IN on you. They lunge straight ahead and can't turn mid-attack. Which means that if you're at a certain distance and they attack you from the side, you can rather easily step out of their way.
Anyway, the best way to deal with that is to simply shoot them. A single bullet should stagger them when they're in that state. "Aim caRrRefully!"
PS: Another cool trick worth learning early on is C-turning. Pan the camera either left or right and tap RT, which will instantly turn you in that direction without the usual lengthy animation. VERY useful if you need to turn around quickly in certain situations.