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Owner
Name: George
Melita
Username:
Yama

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What would you like to see the series build on from Biohazard 4?
Biohazard 4 brought the series to a new level, mixing the old with many
new elements. Like most, I enjoyed the new. The fresh engine gave the game
a certain amount of replay ability I haven't seen in any other game, it's
literally does not get boring. However, while this is all fine, I would
like to see the series carefully visit some of its roots once again. For
one, the scare factor. While I favor the enemies ability to surround and
interact, I don't see what is so bad about the "cheap" scare, which
infested the games before. They usually only get the player once, the
first time, but isn't that what everyone waits for in a new Biohazard game
is released? Is there any debate that the the dogs crashing through that
window, an almost overused phrase in the RE world, isn't the most
memorable moment to first time players? I've heard my fair share of
screams and laughs when watching others walk by the stove for the first
time in Biohazard 4, why isn't there more than that single scare in the
game? Beyond scares, atmosphere. I'm not saying the lighting and detail
isn't gorgeous in RE4, because it is. But how about more dark areas, those
corridors you're shaking to walk through? This brings me to my next and
last point, the music. Yes, Biohazard 4 had some great stuff but it also
had some tracks that were simply unfitting. The Mission Impossible esque
tracks, were they really needed? Some very creepy caves and such could
have been brought to life with a slow moan of a track, but instead a very
unfitting upbeat island tango was being played - over and over. It was
just an odd choice, because if you think back to some of the earlier
villages, the tracks were in fact fitting. The game, while great overall,
truly played two tales for an RE fan. I just hope to see Biohazard 5
build upon this, keeping the perfect new engine but placing it in an
atmosphere that resembles the older games more.

Most people say the main character is Chris Redfield, are you hopeful it
is?
Of course, what more could a Biohazard fan wish for? When you have Chris
you undoubtedly have Wesker and after RE4, more specifically Separate
Ways, you may just have Ada as well. When you think of it, Biohazard 2
branched off in two directions as far as sequels. Claire in Code: Veronica
and Leon in Biohazard 4, each ended with many questions to be answered
about Wesker. It's about time to bring them both together finally with a
showdown that has been in the making for 10 years.
Any ideas or reactions to the heat element found in the game?
I think the elements could work great, if done right. While it never
bothered me, it seems all Biohazard games pre-RE4 are set at night. Of
course the purpose is to add to the atmospheric effects, but this could be
done much more smoothly in RE5. If the character is overheated he or she
will have to take cover in the shade, thus forcing them to go off in dark
corridors, abandoned buildings and other areas where the lighting can play
a part in scaring the player - like the old games, but with an even more
realistic feel and actual reasoning to it. Such things didn't have to be
explained in the first games, it's just how the cards fell. Your brother
works in a police station all day, but you would go look for him at
night... right? It's not a big deal, but like I mentioned, it just gives
that reasoning which makes the situation feel all that more realistic. Not
to mention, being a next generation game the lighting transitions should
look beautiful.

Will the enemies you face in the game fluctuate based upon the heat index?
I could see that happening, especially if your fighting rotting flesh once
again. It would make for a good quick decision depending on how the
element is introduced. Needing to pick between fighting a certain enemy in
the shade when your body is cooled off, versus fighting an easier foe, but
with your energy at a low. The enemies may be even faster in the heat if
burning, while your actions may be delayed if overheating. It'll certainly
make for some strategic decision making based on you're inventory. Every
enemy always had it's strong and weak points in the previous games, this
will only add to that in Biohazard 5.

What kind of storage system would you like to see utilized?
I'd like to see Biohazard 4's once again, only for ammo to group in a
single space so you can carry as much as you find. The previous games had
this option and they also had less ammo, so I'd go via that route. It's
not so much to have more ammo, but to keep it in a single space. In RE4
you'd keep finding more if you used it or not, so you'd either overflow
for saving or be just right for having a shooting frenzy, something most
Biohazard fans were not and still are not used to. This way it'll reward
the ammo conservation crew like in previous games by being able to have
that large number of shots at the end, compared to throwing it all away
anyway. By being able to hold more they won't have to keep giving you
more, which will balance the games difficulty better and will once again
suggest the conserve to survive methods. With the grouped ammo spaces, I'd
also make the case a little smaller obviously - just to keep it fair.
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