true, just look at cyberslop how people has memoryholed the horrible launch where cops system is not even working just spawns behind you
gaymers deserve to eat shit and drag around like a moronic toddler
I'm not, I'm not gonna eat their slop just because they "fixed" it and all the former shills are suddenly recommending people to waste their money on it. Frick Cyberslop
considering how fricking boring modern games are I have a hard time believing over 10% of people who start any given mainstream game finish it. that's crazy. every time I pirate a mainstream game I get like 1-2 hours in MAX. usually by that point the game is slowly letting you off the leash and the ratio of unskippable cutscene (walking segment where some npc delivers a book's worth of exposition) to actual gameplay is finally easing from 90/10 to something *almost* fun like 20/80. but by this point the resentment I feel for the game has already built up to a boiling point. so even though I might get to actually play for a few minutes uninterrupted and without any major bug happening, by the next anti-fun interruption I'll throw in the towel. and I will think "I might continue playing this tomorrow" but then I never ever open that game again, guaranteed.
Normalgays buy games just to have them. Marketing matters way more than the actual game itself. Some moron reviewer saying that your game is unplayable because they couldn't figure something out hurts your sales way more than the game being boring mediocre garbage.
Because they were usually the only piece of the environment that could be manipulated in some way the crates and barrels in RE4 were rendered differently so they stuck out with a distinctive brightness.
If they didn't plaster yellow paint for the remake, the alternative would have been to make it shine as if it was greased up like how some 7th gen games would do.
8 months ago
Anonymous
They should've added tucan sam detective vision for leon
i want to say you are lying but i was watching random streamers playing different games and holy shit they really cant figure out the obvious, and some of them arent even reading chat so you cant say that they are distracted by the chat
In a way it's worse than that. DSP would be perfectly content to be a hermit streamer, ignoring everything around him as money trickles in from his moronic viewers. But the world itself seeks him out.
In a way it's worse than that. DSP would be perfectly content to be a hermit streamer, ignoring everything around him as money trickles in from his moronic viewers. But the world itself seeks him out.
>The unstoppable force of nature that is dsp single handedly making the games industry worse by simply playing games
sometimes youtube comments are...le good
I played a game with a normie zoomer for the first time last night
Legitimately couldn't understand 75% of the shit he said. It was all zoomerisms and California lingo or some shit. Guy couldn't use actual normal words.
Everyone born after 2000 is either a homosexual, a troon or moronic. I can’t wait until WWIII - Zoomer Remover. Good riddance to bad rubbish. I despise these ugly poodle headed mutts.
Everyone is a bumbling moron including the elites, just because you have a billion units of a green piece of paper in your account doesn't magically make you a genius
the average person who just buys and consumes whatever AAA game the ads tell them to does in fact need big quest markers or something else to help them along. now the actual issue is devs chasing that mainstream money and cater to those people.
Theres a part of me that doesnt care though. A gamer really should just play og re4 to get the true experience. The remake is more a dessert than a full meal.
The education system is working as intended. Soon Democrats will just highlight their candidates on the mail in ballot in subdued yellow highlight and morons will just mindlessly vote for them.
The paint splashes don’t in any way detract from the game and aren’t even all that noticeable. You homosexuals complain about the most innocuous things.
if you aren't incredibly insulted by the "HURR LADDER HERE, NEON YELLOW PAINT" then spoilers: you're the target audience that needs it to not get lost lmfao
>aren’t even all that noticeable
then there would not be a point.
if you are barely able to notice them, you are already deep within visual impairedness territory, and should not be allowed to drive or operate dangerous machinery.
they are literally the same as the bright reflective markers on the ground for legally blind people, because a normal person does not even need them, because they can make out the way forward on their own.
Makes a good point. Just like always-on waypoints, this should be a toggle left up to the user. Wouldn't be hard to do either, since the paint is just an additional texture/layer/decal.
>always-on waypoints
These typically only exist because there's no way of finding what you actually need to interact with without them. No option to ask directions, etc.
>obviously a ladder is climbable obviously a crate is breakable
This fricker can't have played many games if he's never run into ladders or boxes that were just part of the environment or props that can't be interacted with at all
>can't read a book because I'm dyslexic
Darn >can't watch a movie because blind
Gosh >can't play a game because fricking moron
THIS GAME NEEDS TO BE MORE ACCESSIBLE
>Walkthroughs/GameFAQs
In-game indicators this obvious aren't necessary for the disabled.
Also, this anon is right:
The people complaining about the yellow paint/tape are moronic. But they have somewhat of a point.
The simple fact of the matter is this: Games have way more clutter than they used to, but have same level of interactivity as they used to. Most of this clutter is clutter because it's non-interactable, has nothing in it and is there purely for decoration to make the scene seem more dense and lived in. But the clutter adds more confusion to the scene about what is interactable and what isn't, what's useful to interact with and what isn't.
You can just let players experiment and find out what is interactable and what isn't on their own but it's actually a negative to do this because it leads to a lot of tedious time wasting experimentation while the player tries to figure out dev logic behind what objects can have something done with them, and of those which ones are worth the trouble. The yellow paint is a shorthand the devs can employ to let players know immediately what would take tedium to find out.
The problem is just that it's clowny to have yellow paint and tape everywhere for interactables. The point of it is for it to be a diagetic signal to players, to feel in world rather than existing as a layer over the world guiding your attention. But done so hamfistedly it makes players question why there's yellow shit over everything. They needed a better way of signalling to players, like a glint on objects hidden inside drawers and cabinets so players know that drawer/cabinet is the interactable one, wooden crates for the breakables, metal crates for the clutter. Every window that can be jumped through just a window, every one that can't shuttered or boarded up. You're not meant to feel the developers hand guiding you, but games that aren't imsim levels of interactable need a developers hand to keep things moving along smoothly and avoid the JUST AS DISTRACTING question of "why is that wooden crate model breakable but not this one?"
Not at all.
They're moronic because they don't know what they're asking for, they're children with suggestions that are even worse than the things they're complaining about.
You can see it in this thread. People suggesting dumb shit like glowing outlines instead as if that's somehow better. People praising the way OG did it by having things just glow with fullbright lighting because they weren't using pre-baked lightmaps which is way more distracting.
The people complaining about the yellow paint are complaining about the idea of developers reducing trial and error as a necessity by using signalling rather than just not liking the way in which it's done. They think developers think players are morons that couldn't get by without the guidance in a mostly linear game, which is moronic. It's done to stop players meleeing every box until they learn what models are the breakable ones and missing interactables because the other things that shared the same model but weren't interactable taught them to ignore that model.
As game environments become visually noisier, the utility of signalling becomes greater. The old, clean easy to read environments of the past are gone. The people complaining about signalling think it's patronising because they think it's done of necessity for morons rather than for convenience for everyone. And that's why they're moronic. They're only correct in that they needed to use more than yellow paint and tape, not that they used signalling at all.
The real problem is it sticks out too much and looks ugly.
Don't really care about disabled people, I was just replying to an obviously dumb and wrong post. They could turn the whole game into Sin City for all I care. I have been playing ugly games all my life, I don't expect realism and I have no immersion to break.
did people forget that the original game had SHINY crates in empty maps where nothing stands out BUT the creates? you're not smart for figuring that out anon, they were specifically designed to be easy to notice
things are different when you have detailed photorealistic maps because it's harder to make things standout, yellow tape is fine, although the yellow ladder thing is a bit much
Shine and objective markers are abstract parts of the UI so it's much easier to suspend your disbelief for them. Paint markers are in the world and thus affect your ability to immerse into the world, why is someone going around painting these objects?
yea, higher graphical fidelity is why games have to have all sort of things telling players what is usable and what is not.
it's kinda like when you're trying to find something on table. you spent like 5 minutes trying to find it because there's too much crap on the table. when you finally spot it, it was super obviously right under your nose.
I buy super bright neon colored lighters because of that shit and still can't find those sometimes.
Then you can install a mod that removes the paint.
8 months ago
Anonymous
Protip: "who cares" is not an argument, you must try harder.
8 months ago
Anonymous
>games can be fixed with mods
Thank you for stating the obvious, but that has nothing to do when discussing the quality of the game or the competence of the developers.
They could have employed more clever means of highlighting interactive objects. >nearby light source draws attention to a ladder >breakable boxes all look a certain way and are shown to be destructible early on by some enemy breaking open a box with an attack, revealing items >arrange the flow of the level to naturally lead a player to the ladder to advance
Just coating everything in hi-lighter yellow and calling it a day is lazy and gay.
crates in videogames are annoying, literally the hero cant open a door/panel/hinge, devs cant think in other ideas outside of destroy a fricking crate with with caveman strength.
If you're using the hand you're already suspending disbelief in order to use it, just like the magnet/freeze/time stop in the original game. It's still subtle enough in the actual overworld.
I found it extremely funny and worrying that I had to point out that the ultra hand HIGHLIGHTS everything it can interact with when you are within range of the object(s) to anons that were "smart" enough to pirate and play the game when it leaked. There were multiple anons in those threads who just said that the hand was useless over and over again along with them not understanding how the fricking combo system worked when it was literally just "two items have their numbers put together to make bigger numbers while inheriting whatever gimmick one or both of the items had before".
It was the wake up call for me that not even "enthusiast" websites like Ganker had people that had any smarts regarding whatever topic they are discussing and honestly, I'm dumb for not realising that 10 years ago when I was more than old enough to notice
Good level design guides the player without needing giant signs pointing where to go. The problem is that devs are prioritizing making scenery over designing levels.
The problem is that this is too "videogamey". Modern gamers want everything to feel more realistic. A random barrel being "rendered brighter" makes no sense in a realistic universe. Some random jackoff painting everything yellow? That's fine, because it could actually happen.
Even if it was fullbright props in the original (I don't remember this on PS2 or GC, perhaps it's a PC port bug) these containers blended with the environment, you just needed to look for them. In the remake it's a obvious yellow cue, not subtle like the original
I would still prefer this over the moronic yellow paint on everything.
Unfortunately, most "gamers" are complete npcs and would most likely get stuck during the first village battle in the original.
RE4 destructibles all glow as if they aren't affected by lighting, the yellow paint is just a less distracting version of the same thing.
I feel like people who post in these threads never even played either game.
Shine and objective markers are abstract parts of the UI so it's much easier to suspend your disbelief for them. Paint markers are in the world and thus affect your ability to immerse into the world, why is someone going around painting these objects?
100%
And personally I'd rather have the barrels be as visually obvious as possible, because any downtime from trying to figure out where items are would be time not really engaging in any interesting way with the game.
Hating the yellow paint is 110 IQ moron groupthink
we could just make all items floating glowing pickups if you'd prefer sir and how about an auto aim so you dont have to spend time moving your aim all over the place?
is there any other accessibility improvements we can make for you (since i presume you are paraplegic or clinically moronic)
>we could just make all items floating glowing pickups if you'd prefer sir
This is literally how the original Resident Evil games handled this problem.
Thank you, Jeeves. Just my dragon dildo will be all, something adventurous today, perhaps deathwings fury, for an intense gaming sesh? Thank you, see yourself out after.
>sits on anti-homeless bench >forgets about its existence 2 seconds later and dies by Black because it wasn't painted yellow to signify interactability
Sorry, I meant in the base game. I know paid DLC managed to patch up most of what was missing other than stuff like the lava room, giant blades room, and what you mentioned
Assignment Ada is no loss, especially compared to how much they improved Separate Ways but I'm sad about no PRL. It's the only piece of content that I actively miss from the original.
Midget robot
Bulldozer
Soundtrack (you can give them 5 bucks more to get it back lmfao)
Some guns are locked behind dlc which i thought was pretty fricked up. I really do not like shitcom's attitude about dlc with re engine. They're very shitty about it.
The DLC guns are new weapons, nothing from the original game, and they're both sidegrades from the defaults. Still, I'm glad I have them since the Skullshaker can give you a little flexibility in how you lay out your attache and I like the larger capacity on the Sentinel.
Should be basegame, I don't care. They even shill weapon tickets on the steam page. I don't like it and it makes me hesitant to buy another re engine re game.
The weapon tickets are no worse than shit like the Red Orbs from DMC5. They have no real impact on gameplay and can be earned in-game.
The weapons and charms I can at least understand being irritated by, since they're unique items and, as a Remake, it kinda sucks to have unique content set aside as DLC. Still, I got the Deluxe at launch for less than $60 so it's not like it really cost me any extra.
Separate Ways deserves to be paid DLC though. It's far, far better than SW was in the PS2 version.
zoomers are purely audio-visual stimulation creatures. if you don't kick them around with bright things and "wait... that lever" they will literally stay there for 20 seconds and then uninstall your game leaving negative review.
I'd never defend it but I'm also not going to pretend it completely ruined my experience, it's just a minor annoyance at worst. Should just give players the option to turn it off if they want. Problem solved.
anyone obsessing over this is the fricking moron. who gives a shit if the game makes it easier to see ladders? this is like the same people who cry about the pause menu not being pretty. guys who don't actually care about gameplay.
if you aren't incredibly insulted by the "HURR LADDER HERE, NEON YELLOW PAINT" then spoilers: you're the target audience that needs it to not get lost lmfao
I'm convinced this is the new "Dante doesn't have white hair". A minor nitpick that gets artificially elevated above far more legitimate criticisms in order to make detractors of the game look like they're upset over silly shit.
>>fan
I'm not a fan, the yellow paint is stupid. But it's a very small issue when you compare it to the other problems that affect the story and gameplay.
The yellow paint is on the same level as "Hey Kratos, do you think there's a way we can freeze this mechanism somehow?"
Except some people are defending the yellow paint and you know why? Because the kratos thing registered as annoying, but they actually like the yellow paint. It helps them. And they like help.
They're not nearly as smart and immune to hints as they think they are. They just prefer visual hints over audio hints.
Let it be known that regays are so dumb they wouldn't try to climb a ladder in a video game if it wasn't jizzed with yellow paints.
But it always was a normie franchise
What's frustrating was having so many people respond with BUT YOU DONT UNDERSTAND HOW HARD IT IS TO DESIGN THIS and then they'll post an anecdote about how hard it is to design seemingly simple segments that guide players well.
I'm not doubting it's very difficult, I think this is just the bluntest solution to the problem. It does work, yeah, but it's like the nuclear option when it comes to signposting and I wish it was treated like that. I'd be fine with yellow ladders being used sparingly in segments that playtesting showed players were getting lost in.
Like for example, I think the yellow highlights on the vases in the castles were necessary. I think the vases blended into the background and I didn't notice them as much as the crates. But, like, maybe they could have just had something like gold accents? Gems? Something more natural than the fricking yellow paint.
game devs like to make it seem like they're the only people that can possibly understand how complex it is to make a game, and any mistakes are actually because the players dont understand their genius
easy alternative : all barrels are breakable, use other environmental objects for decoration so instead of looking for yellow barrels meaning they are breakable, you just look for...barrels???
nah thats impossible, trust me, you didnt see the playtests, neon yellow paint is literally the only solution that we could think of in 30 seconds.
>then they'll post an anecdote about how hard it is to design seemingly simple segments that guide players well.
One that stuck out to me was a guy making a hall with one correct door, annoyed people tried the other doors first. Not only is that easily solved (light coming from door, having it be slightly open, other doors clearly broke), it just didn't seem like much of an issue. Let the player explore, let them make mistakes, hey maybe throw in a little secret in some way.
>Let the player explore, let them make mistakes, hey maybe throw in a little secret in some way.
this isn't that type of game and not why people play them
This. Everyone itt going into autism mode about how to pull off noticeable interactive objects forgets the forest for the trees. RE4 is not an exploration game. It is incredibly linear and has almost zero opportunities let alone rewards for exploration. Worrying about this might make sense in a game where the "joy" of the gameplay was homosexualy exploration like Tunic. But this is a game with actual fun and engaging gameplay that wants to guide the player to the next shooting gallery rather than waste their time exploring an environment with nothing to offer.
Then why don't they make it a god damned accessibility option instead of forcing it in the game, it would make total sense to make it an option you can toggle on and off!
I never had to have a ladder painted before to know to go up the ladder and if I wasn't allowed to go up the ladder the devs destroyed the ladder!
There is nothing wrong with something gamey like this. This has been around for many decades. Powerups glow/flash, interactive bits of the environments stand out.
A ton of games have minimal environmental interaction so letting players know a ladder is able to be intereacted with in a realistic way is not an issue.
>monster transformation breaks laws of physics/biology >guy carries arsenal of weapons in attache case you can't see >ah perfect, my immersion is maintained >yellow paint on box >NOOOOO my immersion is destroyed
An unknown RESIDENT of the village is painted all the ladders an ugly yellow to run down the property value because he’s EVIL. Also the paint is non-environmentally friendly so it’s a BIOHAZARD FOUR the local animal life.
I just with "main character institution" to instantly know which objects might have something useful inside of them. Same reason I use to mentally excuse "how can a single person take on so many threats on their own and survival so much danger." Because they're. Just. That. Fricking. Good. I don't play games to be pretend to be an average person.
Their right. Modern games are just a mess of grays and its hard to tell which ladders and crates are part of the gameplay and which are part of the background. I remember having this problem a lot with FF7 era JRPGs. It was trial and error sometimes to tell which bridges and door were not just props
Half the entire world's population has below average IQ. Most gamers are from this category so when you think about it at least half of all gamers are below below average IQ. That means outright moronic. 30-70 IQ range.
Shut the frick up, people who talk like this are the dumbest homosexuals ever. Oh my god you had one experience with a 60 year old house wife who couldn't operate a new phone and now everybody is stupid, frick off!
lmao seething brainlet
go buy some brain vitamins dumb homosexual
>NOOOOO I HAVE A VERY SMOOTH BRAIN AND I NEED TO PROVE I'M HECKIN' SMART BY KNOWING THAT YOU COULD INTERACT WITH THIS ONE SPECIFIC PIECE OF THE ENVIRONMENT WHEN 99% CAN'T BE INTERACTED WITH!!!
whoever complains about the yellow paint or similar stuff in modern games probably never had a costumer or worked in their entire lives, especially with "gamers" or millenials/zoomers
they ARE moronic and need to be treated like toddlers
Shut the frick up, people who talk like this are the dumbest homosexuals ever. Oh my god you had one experience with a 60 year old house wife who couldn't operate a new phone and now everybody is stupid, frick off!
ok, how does that change that it's shit though?
I don't criticize games that are explicitly made for toddlers like this, because I simply don't care about them.
I would complain if the game had a Barney soundtrack as well.
>giant sconce burning with purple fire to signify to dumbass players that the merchant is nearby >player thinks ah yes my cozy diegetic purple fire to let me know my merchant bro is here
You can use completely impractical things for signposting and have it not be a problem. The yellow stuff is a step too far.
>player thinks ah yes my cozy diegetic purple fire to let me know my merchant bro is here
yes, it is diegetic, because the merchant lit them.
nobody ran around splashing paint on all the boxes and ladders.
google the meaning of words before you use them.
Whether they are or not isn't the problem. It is the game devs that need a work around. They should force players to learn pattern recognition and tie it into the environment somehow. Even if all climeable ladders were yellow or had yellow tape on them, that that would make more sense than throwing paint all over the place. Unless there is a background story about the Los Illuminados hiring painting contractors and killing them before they start work or something like that.
>giant sconce burning with purple fire to signify to dumbass players that the merchant is nearby >player thinks ah yes my cozy diegetic purple fire to let me know my merchant bro is here
You can use completely impractical things for signposting and have it not be a problem. The yellow stuff is a step too far.
I will say for RE4's flaws it's really impressive how good the merchant was. Obviously nowhere close to the earworm excellence that was OG's merchant dialogue, but really great as far as replacements go.
Well the original merchant was voiced by Leons VA. So without OG Leons voice they couldn't get OG merchant voice. Well they could but they didn't want to for some reason
Make it so the yellow paint textures only show up on Normal mode and easier. It’s actually so easy to appeal to multiple skill groups, I don’t understand why this has to be some sort of controversy.
Because babies will complain about having to select the baby mode they demanded, and complain about people feeling proud for doing well on a real difficulty.
There is literally no pleasing these people. The only solution is gatekeeping.
Just because the combat is harder doesn't mean that I should have to manually check every single item in the environment to see if I can interact with it. Why are you so offended by yellow paint?
This isn't some deep puzzle game, the yellow paint just saves players on average a few minutes of walking around, as this ladder was clearly glazed over in playtesting, probably due to being similar to many other instances in the environment where you couldn't actually interact with anything. Players aren't just going to keep walking up to every single piece of the environment after they quickly learn almost none of it can be interacted with.
>Why are you so offended by yellow paint?
Because it's offensive to good video game design. >the yellow paint just saves players on average a few minutes of walking around
If the devs need it to stop players from wasting time not understanding simple mechanics then they should have studied the original RE4 because it wasn't a problem there. >as this ladder was clearly glazed over in playtesting
And there are a million different ways to solve this problem, most of which are basic video game design 101. Using the paint solution means they failed something so fundamental that even many casuals who've barely touched vidya understand it.
If you want to criticize the design, criticize the lack of interactivity with the environment. Sure, yellow paint is a symptom of an issue with your environment, but if you do have an environment with almost no interactivity, highlighting (in this case literally) instances where you can actually interact is good game design.
There will always be an issue between balancing realism with scope. Should a game just have an unrealistic and plain environment just so players don't attempt to interact with it? If the environment was fully interactable and you could go through any door, use any ladder, break any window, pick up any item, then that dramatically changes the scope and gameplay to something entirely different.
>if you do have an environment with almost no interactivity, highlighting (in this case literally) instances where you can actually interact is good game design.
Highlighting can be good, highlighting in a way that breaks immersion is moronic. Again: almost every single video game understands this. Almost every dev found a better way around it. >There will always be an issue between balancing realism with scope.
Yes, and the demake devs failed to strike that balance. They wanted to have highly detailed environments but they lacked the skill required to create intuitive level design.
As an example, Hi-Fi Rush solved this problem by having two kinds of containers: crates and barrels. There are still loads of other destructible objects, but the player learns through basic experimentation that there's no point to hitting anything that isn't a crate or a barrel. In order to teach the player, they had a hallway that was blocked with crates, requiring the player to smash them to progress. The player then learns that crates drop goodies. Not a single person playing HFR has complained that they don't know crates are breakable. Not a single person playing HFR has complained that they feel compelled to hit every single object in the environment.
This problem has been easily solved time and time again by devs who aren't moronic. The demake devs are simply not up to par. They are bad at their jobs. Pure and simple.
Every person I've seen complain about how dumb the average person is or regurgitate the "think at how stupid the average person is and half are stupider than that! XD" is low IQ or midwit themselves.
We all like to think someone is stupid due to one isolated event, when usually they have less experience or different goal/ideas compared to you. Like for example, you are a wagie at Shart-Mart, you rage at a customer for asking a stupid obvious question. You only know the answer to something that seems obvious because you have spent thousands of hours working at Shart-Mart, compared to someone who goes in there rarely and is not actively paying attention or caring. You may think "How dare this customer waste my time!?" but your time is worthless to him while his time is valuable to himself, so he'd rather waste a minute of your time just to save himself a few seconds.
Or my favorite is when people are literally in the same Elo range and have spent years playing a game just to continually rage and blame their team for being hardstuck. The cognitive dissonance is really stunning.
In this example, the devs didn't design an environment that was very interactive, so in playtesting many players would skip the ladder (as similar environmental pieces are not interactable), so rather than force players to waste time attempt to interact with every piece of the environment for the small minority that you can actually interact with, they instead just subtly let players know you can climb this specific ladder.
The paint splashes don’t in any way detract from the game and aren’t even all that noticeable. You homosexuals complain about the most innocuous things.
Ultimately, all gamers NEED unimmersive markings/guides to determine whether an object is interactive or not. Otherwise they would get lost.
items in the classic REs were glinting in addition to being obviously 3d on a 2d background. how the frick is anyone supposed to know which parts of the environment are interactable when everything looks the same?
>NOOOOOOOOOO HOW DARE YOU ADD PAINT TO LET YOU KNOW THAT YOU CAN INTERACT WITH THIS SPECIFIC LADDER!! WE SHOULD JUST HAVE TO WALK UP AND MANUALLY TEST EVERY SINGLE THING IN THE ENVIRONMENT DESPITE 99% JUST BEING SUPERFICIAL WINDOW DRESSING!!!
The reason this ladder is painted yellow is because the environment has a lot of static pieces that can't be interacted with. This ladder is the exception, thus why it is made to stand out.
But this is a foreign concept for midwits, who would rather just rage at "le heckin' stupid normies!!!" because they had to deal with an annoying customer last week at their retail wageslave job.
Yellow paint or an entire redesign of the environments and structure of the game? It's a pretty easy choice.
but anon, those few minutes of walking around are proof of intelligence and the real reason people play games.
Go play baby block puzzles if you want to feel smart smoothbrain-kun. No one should feel intelligent for brute forcing testing pieces of the environment and seeing that this one specific environmental piece of interactable while the other 50 before this weren't.
wasn't a problem for the original.
cope all you want, you cannot get around this fact.
it was not a problem for the real RE4, it wasn't a problem for nearly every game released before the demake.
some games did it very well, some did it very poorly, but rarely has it been done as pathetically as in the demake.
RE4R is below par. it is a substandard product. and the only way to defend it is to pretend that good video games don't exist.
>The original had GLOWING boxes
Which was still a better solution than the silly paint.
So what is the demake's excuse?
If RE4's solution to the problem was flawed, then why is it in any acceptable that the demake has an even worse solution, especially when it had more money, better tech, more devs, a bluepoint of exactly what to do, and so on... why should this be considered acceptable at all?
>it's the exact same
no, because most players were never consciously aware of the glow and it doesn't affect immersion. try again.
No, it's absolutely not a better solution. It looked moronic and handholdy in RE4 and would still look moronic and handoldy in RE4R.
so again: why is acceptable for a REMAKE to repeat the exact same flaws of the original, but in a way that is way worse?
RE is not a soulslike. Why should it be one? Why should every game follow Fromsoft's philosophy and be the same?
>Why should every game follow Fromsoft's philosophy
because their philosophy creates better games.
8 months ago
Anonymous
>so again: why is acceptable for a REMAKE to repeat the exact same flaws of the original, but in a way that is way worse?
Because as humans get smarter intellectwise, they get fricking dumber streetwise. Car manuals nowadays literally have warnings telling people to not drink the fricking coolant, a thing that wasn't an issue that needed addressing in car manuals 30 years ago.
People are moronic, but I think devs get a little obsessive with thinking they've found the solution. So will bend over backwards to keep justifying it in the face of any adversity. Its like when everyone was convinced you needed jam splatter instead of a normal ass health bar. Or the walk slowly and have someone talk to you with bluetooth section mid level. Or hell QTEs in general. Ideas get latched onto as the silver bullet which will make everyone love your game.
Reading what devs said it seemed like way too many had bought into some players must make progress every x number of seconds or our retention could fall and our game will fail! A weird mix of those dumb gamers need led by the nose to see our vision, but we also must disregard any artistic merit to be a hit.
You don't have to make your game for the dumbest person possible that might play it. But that would mean at least one less person buying it and we can't have that.
No, it's more that vast majority of players were wasting time here due to limited environmental interactivity, so players don't expect it in the rare times when it's there. The alternative is to continually attempt to interact with everything in the environment which wastes even more time.
Rather than redesign the entire environment and structure of the game, they opt to just subtly draw attention to this ladder specifically.
I think there's something to be said for needing clearly identifiable containers in a frentic combat scenario but I thought the paint was mostly unnecessary. An oddly tinged unshadowed wooden box is going to immediately catch the eye, gaps in scenery are immediately going to grab people's attention, besides the fact that all the closets and drawers are unmarked, the paint was needlessly garish.
There's no other way to defend this shit. Besides, Resident Evil has always had this kind of mechanic, but it was usually done by having a glint appear every couple of seconds. Or the lighting on the object would be different from the lighting on the surrounding area. This yellow paint stuff is a serious dumbing down.
I'm saying the Black folk like you are disingenuous because this is literally lesser than what previous games did, especially RE4 with its glowing boxes.
Older games often didn't even have item models most of the time, the glints were the only thing you could see.
because zoomies know deep down that they're living in a soulless world that's only ever going to get worse and most live in deep denial of that fact, shilling for the goyslop that's a pale imitation of what previous generations could enjoy.
I use to think this stuff was taking the piss, but then I actually watched some people play games. There are people that will still miss these context clues no matter how bright you make them, the problem is that these people will get stuck and immediately jump onto a review site and start complaining about the game, without spellchecking their grammar, you know the type.
Gamers ARE moronic. The soloution here is to have an option to toggle it on and off.
In Lies of P ladders just had a spotlight that pointed it out or there was a point light in that direction, it felt pretty natural
Floor scrape markings/lights there are ways to do this other than "yellow paint over everything"
I think identifying boxes was reasonable enough but dumping paint at every ladder or drop down was stupid, literally wasn't a single instance the game where I didn't immediately clue into the profile of a ladder.
the virgin capcom "we added too many non functional, purely decorative items to our games, so now we need to mark the functional ones with non diagetic yellow paint, so gamers know what ones are worth approaching"
vs
the chad fromsoft "all the items are interactable. why the frick would we add a decorative ladder. we're not fricking moronic"
and yet sub room temp iq gamers will continue to argue that actually, yellow paint was a smart solution and no other alternative was possible, thats just how game design works
The reason this ladder is painted yellow is because the environment has a lot of static pieces that can't be interacted with. This ladder is the exception, thus why it is made to stand out.
But this is a foreign concept for midwits, who would rather just rage at "le heckin' stupid normies!!!" because they had to deal with an annoying customer last week at their retail wageslave job.
who insist that actually, a splash of yellow paint makes perfect sense, and theres no other way to differentiate interactable from non
or you could just...not train gamers that some ladders are decorative? or some barrels are decorative and only yellow paint barrels are worth approaching? just dont design your game badly in the first place and you wont need the yellow paint fix
>"we added too many non functional, purely decorative items to our games, so now we need to mark the functional ones with non diagetic yellow paint, so gamers know what ones are worth approaching"
the stupid thing is that this isn't actually true. the switches and oddly luminous boxes in 4make are as apparent as they are anywhere else, they developed a normal game and then decided they needed to fisherprice it.
its just like the national park having difficulty making bear proof trashcans because there is significant overlap between bear intelligence and guest intelligence, and too many people had a hard time using the bear proof trashcans because they're too stupid to figure it out or follow instructions. its just people in general.
I understand where you're coming from, but let's be real those valve employees were just regular people. Remember that thing about 50% of people being less intelligent than the average person?
Basing everything around tester feedback is not an inherent good like many seem to think. It can just so happen the small group you assemble all have the same brain fart when the rest of the world would not. Maybe its a cultural thing, maybe the game is a slow burn not something that can be quickly tested, maybe you're completely misplacing where the issue is when it comes to teach them to do this section. Sometimes things get changed because of feedback and it is just the worst decision ever
This whole thing started again from someone posting a paint splatter on a ladder. Who doesn't know that you can climb a ladder? Its the first thing you'd try. If it doesn't stand out that is an issue with the design. If they've been taught not to interact with ladders then that is a failure in level design. If they are so brain dead they will not approach anything before being prompted then maybe cut your loses and if needed add super dumb baby mode for these people.
>I like these shooter controls >make every game control exactly the same >make all games 3rd person shooters >yes, yes, let me shoot things
moronic burgers
This is why I don't play AAA games anymore, even the well made ones are focus-tested to death, designed to be playable for drooling morons, no friction, no sense of immersion, it's all a soulless theme park ride terrified you might get annoyed or not understand something.
I got stuck a few times on Separate Ways even with all the yellow paint so it's not a big deal, if anything they should have some more environmental cues. The biggest offender is the part where you go to the church and all of a sudden you have to do a 180 and go back to where you came from for no reason whatsoever and the game doesn't tell you this.
>Donte, it's me, your magic bracelet. I see you haven't activated your devil trigger in 10 minutes despite having it fully charged >Horizontal attacks are best dodged by jumping!
>Devs explain how stupid they think people who play their games are
This is why their games dont fricking sell no more, stop thinking your consumers are morons.
Why did autists latch onto RE4 remake specifically when games have been doing shit like this for ages
Literally no different from ladders and doors in Zelda always having torches next to them, or Mirror's Edge red highlights
>Why did autists latch onto RE4 remake specifically when games have been doing shit like this for ages
because Remilk 4 is so bad, and this is the icing on the shit cake.
The torches are a good example, because they make sense as part of the environment. Mirror's Edge kind of gets away with the red because the art style leans into it, but I'll admit I don't like it personally. The yellow paint in RE4 looks fricking stupid and stands out.
>The torches are a good example, because they make sense as part of the environment.
Two torches next to every empty spot a treasure chest needs to magically appear makes sense?
>Literally no different from ladders and doors in Zelda always having torches next to them, or Mirror's Edge red highlights
The red highlights in Mirror's Edge actually works because the enviroments are incredibly stylized to begin with, AND you could turn them off if you found it distracting. Again, the problem isn't that devs are using "tricks" it's that they're using tricks badly.
>I still don't see the difference
That's because you lack the intelligence required to ask questions like "who put that paint there?"
You are stupid. You are incapable of engaging with media beyond the basic level of participation. Your opinion is worthless.
Mirror's Edge red seems to fit in the world. It's believable for there to be a red crane, a red tarp, a red door, there to be a stripe painted down a hallway that's red along with other colors that are muted and less "diegetic waypoint" but fit into the world alongside it.
Personally, I like that really early mod for ReRE4 that replaces the yellow paint with Los Illuminados insignias and blood. The insignias make sense as they'd mark their own supplies and the blood fits as they're all crazy zombies* and would be dragging victims around or just not caring if they injured themselves and are getting blood everywhere.
Because they have crippling autism and saw a shitty meme about this so they think it's the opinion they are supposed to have
If there had been a YouTube essay about mirrors edge colors then they would shit on that. Literally no independent thoughts in their heads
The colors in Mirror's Edge were used to highlight paths, not show you what can be interacted with. Sometimes it does overlap in the case of doors, pipes, or those bouncy cushions, but even then they're not *always* colored.
I've done a lot of game dev which includes a lot of playtesting with randoms and you wouldn't believe how fricking oblivious the average player is. People here act like its a zoomer problem but it really isn't. The zoomers I've tested with actually had a far better comprehension rate because they're more likely to be familiar with games and what to pay attention to.
That said I've seen a pretty direct link between general intelligence and perceptiveness. I have several friends who I play games with and the ones on the higher end of average IQ (~110) are generally able to figure shit out by themselves, while those on the lower end (~90) often need help figuring out what to do. The guys on the lower end will completely ignore most UI elements apart from the ones in the middle of the screen, have trouble finding interactables unless you put a giant neon arrow pointing at it, and lack nearly any forward thinking capabilities. These are the people that can do fine with reaction-based gameplay like small-scale FPS or sports games, but will completely frick up in competitive/co-op games if you don't give them clear instructions on what to do.
Serious gaming (beyond toys like the Gameboy and NES) used to be a niche hobby because the hardware was expensive and it was seen as a nerdy thing to do. People who are well-off are generally on the higher end of the intellectual spectrum, meaning they have an easier time figuring things out by themselves. As the hardware became more accessible and the hobby turned mainstream it brought a massive influx of low-intelligence players with it which sunk the average IQ. Gamers have quite literally gotten dumber (on average).
Too bad you pajeets aren't playing on pc or else you could just fix the problem yourselves without having to rely on the lazy devs that made the problem to begin with.
I wish I remember what game it was, but I remember hearing a dev tell a story where a bunch of QA Testers kept unknowingly walking in a circle for hours or some shit like that, so they had to add in arrows to direct the player as they weren't expecting people to be that stupid.
I think it was Portal, but I'm probably misremembering.
it was half life 2 ep 2 they dumbed down that whole are because play testers were moronic one of the developers said that on of the testers kept going in circles for 20 minutes until one of the developers told him to go to the right
>decades and decades of games >nobody needs this stupid shitty yellow paint >RE4, RE8 comes out >yellow paint everywhere >fans of these games try to gaslight you into thinking this was direly needed for gamers for a long time
>Shoot crows for grenades >Get random bullets off enemies that never use firearms >See a ladder painted yellow >Oh god, my immersion is ruined, how dare you insult my intelligence like this Capcom! I never had any trouble seeing the single brightly colored polygon with a sparkle on it against a desaturated prerendered background in your old games and now you have the audacity to insult me with this yellow tape?! Who’s putting it everywhere?! The same person that cleaned ip all the zombie corpses in RE1-3!?
You can show the player where to go without being moronic. Just fix the lighting so the important areas are brighter than the unimportant ones, or put enemies near them to get the player's attention.
>filmmakers have been able to convey visual information in striking ways that feel immersive for over a 100 years >while modern video games are such a visual clusterfrick that devs put yellow paint on stuff so you notice it
Yeah, they are. Have you ever been on Ganker? It’s all high school dropouts who can barely read, leech off the government and get filtered by the smallest things.
games have used things like this forever, lights to highlight important things, green to signal unlocked doors and red to signal locked doors. it's normal and a good thing to do especially as games get more visually cluttered with fancy textures and models.
I'm usually an autist about realism and verisimilitude, but the yellow paint doesn't bother me as much.
What bothers me from REm4ke in that sense:
>that the doors close themselves >that the enemy corpses melt away (loved REmake 2 for keeping them during all the game) >that you can visibly only carry 2 guns (one on the holster and one on the back)
Why doesn't Leon just have a dragonball radar that points him in the correct way to go and pin-points exactly where all the loot is at all times? Why didn't the villagers just draw a very long red paint mark on the ground to show me where I'm supposed to be going? Why do I have to press buttons on the controller, when it could just play itself?
Almost every interactable object in the original has brighter lighting than the surrounding environment or some shine effect. you can see it all across the map.
Then they have contextual button prompts when you walk up to them.
Shit was always incredibly obvious and the yellow paint honestly is a more subdued aesthetic
It's just dumb in terms of realism because it means some moron slathered yellow paint everywhere.
I can't blame devs for catering to the lowest common denominator. A smart person is only annoyed by simplified mechanics, a dumb person can't even begin to understand a complex one.
NormalBlack folk are moronic but as a counterpoint a massive number of uninteractable objects including ladders are in modern games. If they're going to clutter the walls with panels and the ground with machines you really do need some kind of cue to lead you to the one that is actually functional. The yellow paint is extremely aggressive but things like wires leading from a door somewhere or something is absolutely necessary.
>Dwarf fortress was a perfectly playable game for non morons >Dev spends 2 years of development time adding useless graphics for steam babies >The graphical version is missing content on release >The company they partnered with, Kitfox, is owned by a woman and a chink >Violent and weird elements of the game censored to be more palatable for steam babies
Gamers are morons and their moronation is making games worse.
>make fun of paint splashes >never realized you could open lockers on the island before I saw it in a video because there were no paint splashes
Turns out, yellow paint is ingenious
>make fun of paint splashes >never realized you could open lockers on the island before I saw it in a video because there were no paint splashes >Turns out, yellow paint is ingenious
No, it's literally terrible precisely because of what you just described. The yellow color not only made you associate anything with it as interactable, but anything without it as non-interactable. So instead of playing the game in a natural, logical way; thinking about stuff like "I wonder if I can this locker?" like any normal person would. You're now playing in a boring meta logic way. Following the video game logic instead of using your intuition.
I'm glad we deemed that this was too difficult for players to figure out so we have to give visual indicators of where to go to press A to open as well
I'll always try to explain to people how dumb this game franchise is but they don't seem to want to listen. I think it's just like the reason people watch shit horror movies because it's apart of some dairy of contingent series. They get to feel like they are collecting something through consuming it. That's why RE4 and 5 have you collect gems, it scratches the itch to these plebians who want to feel like they possess something in a collection. I honestly think this game is endorsed by the Yakuza and people are too stupid to realize that.
This is why I exclusively play weird RPG maker indie games, made by hobbyists who just want to tell a story and don't care about mass appeal or profits.
>pick up book >read a story from start to end with no interruptions >every word, scene and character is important >put in movie >watch from beginning to end >everything is important >put in game >get 10 minutes of story >get a tutorial >harvest boar asses for the local butcher >get 5 minutes more of story >manage your inventory >talk to some NPCs with nothing to say >fight a big lizard >5 minutes more of story >missed a side quest (it doesn't matter) >10 minute walking section (with "organic" dialogue while you walk) >fight god >game ends
Yeah, these all seem like equally good ways to tell a story.
>harvest boar asses
Your problem is playing fricking shitty MMOs bro, go play a real game. and the trop is bear asses, not boars. Clearly you're thinking about boars because you're a fricking WOW tard.
>can't disagree with anything else
Have a sperg out. Name some games that have stories comparable to the best books and movies. You can't? Damn, that sucks. Bye bye.
8 months ago
Anonymous
>Name some games >Now im going to say you can't in the same post before you've had a chance to do so
maybe you shouldn't be in the video game forum if you don't like video games sonny
The definition of a story is that it's non interactive. The events that transpire after a game has been played CAN be turned into stories, but that's not what is being talked about.
This has been suggested to every developer about every annoying feature in every game since forever.
Why doesn't dark souls just have a difficulty toggle?
Why don't games let you just toggle between day and night?
Why can't I just toggle off hunger and thirst mechanics?
You know what game gives you a toggle for just about everything? Kenshi. Go play Kenshi.
I don't think it's a terrible idea to have tons of toggles for stuff, but also if you could toggle everything off, then it kills the ability for a dev to create a specific experience for players.
Yeah, but if their reasoning for adding it is that some people are just too god damn stupid to function without it, then they should also let people who can, remove it.
It's like a permanent acceptability/easy difficulty option bolted on to everyone else's experience.
It's like not being able to turn off subtitles.
>continually market towards a broader audience over and over >suddenly the majority of your players are clinically moronic >if they can't find that bright yellow ladder they take too long to progress and end up dropping the game >capitulate for the morons or lose sales
not that hard to understand
I don't like how the ladder looks with yellow paint, because it looks like shit. Why not just make the ladder yellow, instead of splattering it with yellow paint?
I personally can't wait until the yellow paint isn't enough for morons. >dude it's already painted yellow, it's not a big deal if it glows too >dude its a glowing yellow ladder, it should also talk to you when you get near it and say "climb me" >wtf you are against the talking yellow glowing ladder??? thats racism gatekeeping white nationalism! >also the gun should aim itself because I have a medical disorder and also the game is too scary and its too dark and wahh
Slippery slope to 50iq playerbase
All AAA are this way and you guys can cry as much as you want, Doom do this, AC, Hogwarts Legacy, Elden Ring. Obtuse gameplay has no place in AAA market because it has to cater to everyone, morons, bongs and actual humans.
The only games that don't hold your hand are complete obscure/indie games, just deal with it, the fact that most of people complaining about this shit are 30+ dudes it makes more sad, I would expect that "oldgays" would accept AAA ways and never play, but oh who cares, complaining is cool.
YEAH YELLOW PAINT RUINS MY IMMERSION, THE MOMENT I SEE YELLOW PAINT I START TO THINK ABOUT THE israeliteS DYING ON ISRAEL, THANKS CAPCOM!!!!!
>Elden Ring
Elden Ring is pretty obtuse though. I know that the grace has a little gold glowing trail but it's actually just fricked up and doesn't even lead you where you're supposed to go.
As soon as you leave the tutorial, the trail sends you to stormveil to fight the copy pasted omen boss, but you're not gonna be strong enough, you have to go south actually.
But I remember near the south there were sites of grace that actually guided you south as well? And there were some near Stormveil that actually pointed away from it to the East? I think they guided you to major locations of interest in general, not literally in "the one true path" or whatever.
But I remember near the south there were sites of grace that actually guided you south as well? And there were some near Stormveil that actually pointed away from it to the East? I think they guided you to major locations of interest in general, not literally in "the one true path" or whatever.
I only watched the first twenty minutes or so of that game, but this is misleading if so. It literally says when you reach the first one (emphasis mine): >Grace exists to guide the Tarnished and lead them along THE proper path.
To me, that means that they should all point in the same (perhaps curving) direction, along the main quest path. I wouldn't be surprised if it was messed up though, I was annoyed with Fromsoft's editing the moment I started Dark Souls and learned that my starting Tiny Being's Ring didn't regenerate health like it said it would.
It is on my "to list" list but there is a giant video covering the mistranlations of all the Souls games. Some of them bad enough they change/break major aspect of the story in some games. And this is normal for many Japanese games in general. It's just that only certain ones have fans that happen to be fluent in both languages and passionate enough to play both versions to actually point it out.
Can we have an option in a menu to turn it off just in case some players aren't complete morons? You know accessibility options those things troons like to harp on about when they get filtered.
>RE4babbies acting like their cinematic corridor shooter for morons was even remotely intellectually demanding for non-moronic person
The seething will never stop and I love it
Games made for the lowest common denominator HAVE to be made for morons. Don't play a game or watch a show made for the broadest spectrum of the general public and expect to be treated like a competent adult with willpower and critical thinking.
Play games that are made for people that are serious about gaming and aren't looking to have their hands held. And quit shitting up this board even more by complaining that you bought a product for morons and noticed content for morons in it.
>Play games that are made for people that are serious about gaming and aren't looking to have their hands held.
Why are you posting in a RE4 thread, then?
I feel like just adding the same mossy green as to the right of cloud would have done the same and worked better.
Those ledges stand out even without the yellow shit already, so giving them a more natural color wouldn't have hidden them.
Would it seriously be that hard to just have object outlines as a toggleable option in the "Accessibility" menu or something like that.
Give them an option for 'No Outlines' - 'Thin Outlines' - 'Thick Outlines' and that's it.
People who don't want to be handheld can turn them off, people who might need a bit of help can have them on Thin and people who are borderline moron can have them on Thick which makes it so they're intrusive as frick and can be seen from miles away.
I personally don't get why a remake of a very popular game needs signposting that blatant but they have the retention data, not me so maybe zoomers have dropped the average gamer IQ too much. It should have been toggleable or disabled in harder difficulties but good luck getting nips to not hardcode fricking everything.
Why are people whining? Ok take away the yellow paint. RE 4 remake is still incredibly linear with objective markers to tell you where to go with death checkpoints in case you frick up. Do people think the yellow paint is what makes it casual?
No, its the casuals that need that paint getting upity about getting called out
This is not a meme by the way. They genuinely do not know how to progress without being handheld
There are numerous other ways you can call attention to something, and in a much more immersive way. Painting it neon yellow is the laziest and most obtrusive way to do it, and is a sign that the art team was either inexperienced or had their work prescribed to them by a product manager or executive who never took art 101.
UX design has been a detriment to the vidya industry because they mistakenly think that the same principles of making it effortless to accomplish a task can be applied to something you're playing for fun.
I hate how every videogame now have minimaps, quest trackers, enemies have health-bars in his heads and they bleed numbers, and you cant disable the Hud
I hate how every videogame now have minimaps, quest trackers, enemies have health-bars in his heads and they bleed numbers, and you cant disable the Hud
Thing is, Resident Evil 7 had yellow sign posting, REmake 2 had yellow signposting, REmake 3 had yellow (and red) signposting, RE Village had yellow signposting. But people ONLY complain about the yellow signposting in REmake 4 because Capcom went FULL moron with it. When even the people you intended yellow signposting for call you out for the egregious signposting then YOU fricked up.
It was moronic in 7, but outside of crates it was at least presented fairly sparingly as taped items that required certain tools to open. It served some actual dump purpose with the knife being needed, etc.
This is just garish and moronic though. Its not a fault of realism, its entirely a fault of the designers if a fricking ladder or a door isn't presented in a way that draws attention to it without spraypainting it neon yellow.
And if you want to present your game as semi-exploratory, shit like crates shouldn't be fricking painted either.
I hate Capcum dickriders.
Gamers ARE morons, even in the original RE4, interactable objects like pickups or breakable crates were exempted from the lighting system so that they stood out like crazy. The yellow paint is an attempt to make it diagetic, and solves the issue, but aesthetically is shit so there should be a better solution out there.
2008: We painted interactive objects to draw players attention to them in a world full of clutter.
"How creative."
2023: We painted interactive objects to draw players attention to them in a world full of clutter.
"Muh Immersion!"
You're playing a video game, not a Real World Grass Touching Simulator. Get over it.
>game with sterilized white environments with bold colored areas and objects >vs bleak and dark game
It works for Mirrors Edge exactly because the red elements fit into the design
>every interactable object has yellow paint or tape on it >even windows
wtf lol that's so tacky, why not just give shit a glowing outline when you get close to it like everything else ever made
>Breakable barrels/crates are already lighter in color AND have some faded green paint on them, making them clearly different from the non-breakable ones >Breakable windows have a lighter frame, and the tape could just have been replaced by obvious cracks
How the frick could you overlook that shit BEFORE it was painted yellow?
>part of wall is discolored from the background >that looks like it will break or something
vs >part of wall is discolored from the background >wtf how was I suppose to know a crack in a wall was breakable, its just a wall
The majority of people who play games fall into the later, they do not see the difference in color and lighting or the "model change" for when something is interactable, they have to explicitly be told they can do something in order to do it. The reality is that most gamers are fricking morons.
I think the messy application of the paint is the issue - if it was more cleanly applied to important interactables, you'd mentally linger on it less?
It's such a haphazard paint job, it gives it more character than it deserves - the invisible guiding hand of the developer slowly fades into view as you stop and wonder who did such a terrible job applying paint.
See, it takes you out of the moment; you'll begin to analyze what you're perceiving - the messy application, and incomplete job shows lack of artistic merit, or patience, so you're going to immediately go "wait, did a ganado paint this?", which evokes the mental image of a dumbass spanish parasite-zombie shambling around painting stuff.. upon which, you'll subsequently ask 'WHY did a ganado paint this?'
>play game >frick around >attack crate >it gets destroyed >"oh cool I can destroy crates" >see item that drops from it >"oh cool you get items from crates I should do it more"
How hard is this for the average gamer
Am I the only who thinks this is more of an issue of the game itself having inconsistent "rules"? Like some of these games have to force these markers because not every door/window/ladder are climbable/breakable despite it being right there. This is why you'd have players sticking on the edge of the corridors and button spam in some older games, just to see which asset is actually interactable. What I'm trying to say is that it's not the realistic graphics's fault, but poor level design.
i didnt need yellow paint to find caliburn in ultima underworld, i dont need yellow paint to identify a fricking ladder. if you make games with consistent mechanics that make sense, like 'if you see a ladder you can use it' then you dont have to worry about making every usable bit of garbage on the track stand out. people are so fricking stupid nowadays
They're right sadly, the majorty of people are so moronic they can't complete basic tasks. Just look at valve play testers and the absolute stupid shit they pulled.
Yes, some small amount are, but they should not be catered to at the expense of the rest. Never insult your audience's intelligence by pandering to the small amount of morons among them. Same goes for gays, women, non-whites, etc, in much the same way, or that small audience is all you'll have left and you'll be wondering why your games are now flopping.
At least that's how it used to be. israelites are destroying western nations with DIE policies for this very reason, so they can market low effort trash products designed for morons to a moronic consumer cattle populace that will eat it up and never complain, and will in fact defend their masters for blessing them with daily slop.
The people complaining about the yellow paint/tape are moronic. But they have somewhat of a point.
The simple fact of the matter is this: Games have way more clutter than they used to, but have same level of interactivity as they used to. Most of this clutter is clutter because it's non-interactable, has nothing in it and is there purely for decoration to make the scene seem more dense and lived in. But the clutter adds more confusion to the scene about what is interactable and what isn't, what's useful to interact with and what isn't.
You can just let players experiment and find out what is interactable and what isn't on their own but it's actually a negative to do this because it leads to a lot of tedious time wasting experimentation while the player tries to figure out dev logic behind what objects can have something done with them, and of those which ones are worth the trouble. The yellow paint is a shorthand the devs can employ to let players know immediately what would take tedium to find out.
The problem is just that it's clowny to have yellow paint and tape everywhere for interactables. The point of it is for it to be a diagetic signal to players, to feel in world rather than existing as a layer over the world guiding your attention. But done so hamfistedly it makes players question why there's yellow shit over everything. They needed a better way of signalling to players, like a glint on objects hidden inside drawers and cabinets so players know that drawer/cabinet is the interactable one, wooden crates for the breakables, metal crates for the clutter. Every window that can be jumped through just a window, every one that can't shuttered or boarded up. You're not meant to feel the developers hand guiding you, but games that aren't imsim levels of interactable need a developers hand to keep things moving along smoothly and avoid the JUST AS DISTRACTING question of "why is that wooden crate model breakable but not this one?"
>The people complaining about the yellow paint/tape are moronic. But they have somewhat of a point.
my favorite part about this wall of text I'm never gonna read all the way through is that you opened it by indirectly calling yourself moronic and not realizing it.
They're moronic because they don't know what they're asking for, they're children with suggestions that are even worse than the things they're complaining about.
You can see it in this thread. People suggesting dumb shit like glowing outlines instead as if that's somehow better. People praising the way OG did it by having things just glow with fullbright lighting because they weren't using pre-baked lightmaps which is way more distracting.
The people complaining about the yellow paint are complaining about the idea of developers reducing trial and error as a necessity by using signalling rather than just not liking the way in which it's done. They think developers think players are morons that couldn't get by without the guidance in a mostly linear game, which is moronic. It's done to stop players meleeing every box until they learn what models are the breakable ones and missing interactables because the other things that shared the same model but weren't interactable taught them to ignore that model.
As game environments become visually noisier, the utility of signalling becomes greater. The old, clean easy to read environments of the past are gone. The people complaining about signalling think it's patronising because they think it's done of necessity for morons rather than for convenience for everyone. And that's why they're moronic. They're only correct in that they needed to use more than yellow paint and tape, not that they used signalling at all.
Its so hilariously moronic that they just insist everyone that plays it is a fricking low IQ moron
Like hey dumbfrick homosexual, here's your slop, don't worry we'll hold your dumbass hand while you meander about you absolute frickwit moron, that'll be 79.99 USD plus tip dipshit!
Part of it is for some reason every single playtester of every developer in every region is dumb as shit. It doesn't matter if they're located in California, Texas, or Virginia. The people they find to test their games will be the dumbest motherfrickers.
I mean be honest would you ever in a million years be a play tester? It sounds like a moron job. The devs themselves should be able to tell from their own judgment most of what they seem to rely on testers for. If you don't have that judgment you just shouldn't be making interactive media. I doubt older games had anywhere near as much play testing.
>gamers are morons
Yes, they are. This is your average journalist, who is part of the industry and it's supposed to talk you about games. Imagine how moronic the average gamer is.
To be fair the timing for that jump is somewhat bullshit especially for a tutorial. But then again that game is hard as balls so if they're getting filtered by that it's probably for the best...
>To be fair the timing for that jump is somewhat bullshit especially for a tutorial.
I don't agree but even if it was it shouldn't take you that fricking long, specially for someone who's apparently been in the industry for 21 years.
He is also literally the reason they changed how you level up in ME2. Publishers lied about not caring about review scores, games that have an overall 90%+ rating get better sales which is also why they tied bonuses to review scores as well. He reviewed ME1 poorly because he thought the game was too hard and he didn't know you could level up.
>who is part of the industry
It specifically was not, it was a writer from some blog that was a sister site to the game journo site because a mass layoff within the past year left them with nobody else to attend that show
>To be fair the timing for that jump is somewhat bullshit especially for a tutorial.
I don't agree but even if it was it shouldn't take you that fricking long, specially for someone who's apparently been in the industry for 21 years.
He is also literally the reason they changed how you level up in ME2. Publishers lied about not caring about review scores, games that have an overall 90%+ rating get better sales which is also why they tied bonuses to review scores as well. He reviewed ME1 poorly because he thought the game was too hard and he didn't know you could level up.
How can someone so shit at games after writing about them for 21 years? How do you not learn a thing or two about how they work along the way?
they need the yellow paint because of how hyper-realistic modern vidya looks. it's way too hard to tell what is and isn't interactable since everything has to look super detailed, if they didn't add the paint you'd waste too much trying everything you can to see if you can interact with it
Does anyone have the screenshots for Rome 2 Steam achievement stats that exposed that most game reviewers literally don't play games they review? Rome 2 had glowing reviews but the reviewers were also the only ones who could play it for some weeks before it actually came out. IIRC there was one achievement for just being in a battle for the first time and another for winning a single battle for the first time. And they were the second lowest and lowest attained achievements respectively. Not one of them actually completed a campaign.
If gameplay and movement options were more fun players would enjoy being lost. RE4 always was a troony slow ass game. You never see complaints in 2d platformers when people are stuck because levels are fun to move in. Same for action and fighting game bosses. The process is fun so losing or not meeting the objective is a great experience.
TPS games and RPGs in comparison are just trash. The sooner you realize this the better
They aren't wrong.
The yellow paint has to be the dumbest shit ever, but normalgays are extremely stupid and without the paint I can see them not being able to complete the game
The player has a lot going on at all times. You might want to play it safe and, at the very least, have her give an audio cue like >Wait a minute... that lever. If I pull that lever with the yellow paint on it, I bet it would open that giant gate next to the waterfall!
The character's head should also rotate to look at the lever whenever she's within 30 feet of it. There's a big fire next to the lever to make sure it's illuminated, but I personally would make everything just outside the screenshot significantly shadowed to help contrast the lever.
To be honest, the devs are being somewhat bold by not having a water source constantly dripping onto the lever to make a sound that the player will investigate. Probably going to have a lot of people asking for refunds.
>Crapcom know their audience are drooling morons
at least they admit it but they could've easily just made certain objects a different color like a yellow ladder instead of doing the equivalent of painting a giant red x on things
i never understand why they dont just make a toggle option for such minor gripes the moment many people complain about it. just make their texture transparent if its set to true or some simple shit. frick game devs
Every generation would shit their pants playing a King's Quest/Quest for Glory VGA game. Developers need to get a fricking grip and just do what's cool, not what's best for morons. Since that universe is unlikely to exist, modders still keep winning by removing mustard stain graphics from their games.
>thread is still going
kek
capcom buyers are morons. There are people here who bought RE4R. There are unironic DD-gays here with thousands of hours in the game.
I am glad that they make slop for sloppers.
RE4make environments are just fricking ass without the paint. >Let's put dark wood boxes and drawers in a dark forest and barely lit rooms >Let's put white marble pots on white marble ledges near marble white pillars >Some drawers can be opened, some cannot >Items placed practically at your feet but there's no light pillars anymore
There's no rhyme or reason to it, that's the issue.
Yes? Look at dead by daylight. They have to make the game beyond hand holdy to the point it plays itself. Because most people who play games are brain dead
That's a byproduct of realism and not people being moronic
back in the day stuff that was interactable used to stood out. This is no longer the case.
With realism, is it really hard to see what the devs intended you to do, you can't be creative at all, you HAVE to find the intended way, since these fat millenial fricks can't innovate for shit and still make the same game for 20 years
they are though
close thread. but also, only moron buy remakes
at least they aren't a frogposter
RE players are for shir
The average player is, but make egregious shit like optional. Problem solved.
FPBP. The average g*mer is borderline moronic. Just look at Ganker.
zoomer gamers are moronic since all they do is play fortnight and play stupid as shit mobile games
As if there was any doubt
Im sure most of you remember the valve commentary lmfao
Ganker is double digits
>full grown adults that willfully attended a video game convention had to be told the right way to hold a controller
not wrong
true, just look at cyberslop how people has memoryholed the horrible launch where cops system is not even working just spawns behind you
gaymers deserve to eat shit and drag around like a moronic toddler
I'm not, I'm not gonna eat their slop just because they "fixed" it and all the former shills are suddenly recommending people to waste their money on it. Frick Cyberslop
Yeah.
People like that shouldn't be played games.
I'd rather have optional (default) BamHam vision than those huge ass paint splatters everywhere.
Frick you, go play The Last of Us, and leave my franchise alone.
>t. yellow paint sniffing moron
says the nerd that need special glasses to see.
>my favorite franchise is homogenized ultra safe Capcom slop
Get a load of this moron
Vidya is a normalgay hobby now, and most normalgays are moronic so they have to cater them now.
>Now
Has been since the 80s
They sadly are, member the Cuphead tutorial thing?
Game journos are not gamers. They are writers that suck too much to work as a real writer.
Do you understand how moronic the average normalgroid actually is? Without the yellow paint they would get lost and bored within 5 seconds
>average normalgroid actually is?
Average RE player. Big difference.
No difference at all...you zoomer ass already forgot how the everage game journalist plays?
normnies are just the same
Completion rates are between 20-40%. You'd be amazed how little "gamers" really care.
considering how fricking boring modern games are I have a hard time believing over 10% of people who start any given mainstream game finish it. that's crazy. every time I pirate a mainstream game I get like 1-2 hours in MAX. usually by that point the game is slowly letting you off the leash and the ratio of unskippable cutscene (walking segment where some npc delivers a book's worth of exposition) to actual gameplay is finally easing from 90/10 to something *almost* fun like 20/80. but by this point the resentment I feel for the game has already built up to a boiling point. so even though I might get to actually play for a few minutes uninterrupted and without any major bug happening, by the next anti-fun interruption I'll throw in the towel. and I will think "I might continue playing this tomorrow" but then I never ever open that game again, guaranteed.
20-40%??
Normalgays buy games just to have them. Marketing matters way more than the actual game itself. Some moron reviewer saying that your game is unplayable because they couldn't figure something out hurts your sales way more than the game being boring mediocre garbage.
every game being designed for the average moron is why they're so fricking bad nowadays
it's always been this way
>it's always been this way
Literally no true, there was a time devs actually had a degree of power of their games and were able to push back.
Can you post some original RE4 boxes so we can tell whether it was always the same or not?
Because they were usually the only piece of the environment that could be manipulated in some way the crates and barrels in RE4 were rendered differently so they stuck out with a distinctive brightness.
If they didn't plaster yellow paint for the remake, the alternative would have been to make it shine as if it was greased up like how some 7th gen games would do.
They should've added tucan sam detective vision for leon
i want to say you are lying but i was watching random streamers playing different games and holy shit they really cant figure out the obvious, and some of them arent even reading chat so you cant say that they are distracted by the chat
I dont watch streamers because of this, it gets infuriating how they miss so much obvious stuff
?t=2280
Reminder that DSP is used as the benchmark for the average player.
The instant I hear DSP's voice I bust out laughing, and at the same time I am overcome by immense sadness. Tragicomedy.
>DSP was an actual tester the whole time.
Holy shit.
In a way it's worse than that. DSP would be perfectly content to be a hermit streamer, ignoring everything around him as money trickles in from his moronic viewers. But the world itself seeks him out.
no wonder the game is so fricking on rail and boring
>The unstoppable force of nature that is dsp single handedly making the games industry worse by simply playing games
sometimes youtube comments are...le good
I played a game with a normie zoomer for the first time last night
Legitimately couldn't understand 75% of the shit he said. It was all zoomerisms and California lingo or some shit. Guy couldn't use actual normal words.
Go take your ibuprofen grandpa.
Why are you playing games online with 18 year old zoomer you groomer?
Everyone born after 2000 is either a homosexual, a troon or moronic. I can’t wait until WWIII - Zoomer Remover. Good riddance to bad rubbish. I despise these ugly poodle headed mutts.
Everyone is a bumbling moron including the elites, just because you have a billion units of a green piece of paper in your account doesn't magically make you a genius
I'm not a filthy shareholder, I don't care if the game doesn't sell to them
the average person who just buys and consumes whatever AAA game the ads tell them to does in fact need big quest markers or something else to help them along. now the actual issue is devs chasing that mainstream money and cater to those people.
>the real problem is companies trying to make money
i agree comrade
Exactly.
Theres a part of me that doesnt care though. A gamer really should just play og re4 to get the true experience. The remake is more a dessert than a full meal.
The education system is working as intended. Soon Democrats will just highlight their candidates on the mail in ballot in subdued yellow highlight and morons will just mindlessly vote for them.
Steam player testers.txt
Its true, only morons would pay for the same game twice
The paint splashes don’t in any way detract from the game and aren’t even all that noticeable. You homosexuals complain about the most innocuous things.
room temp iq spotted.
if you aren't incredibly insulted by the "HURR LADDER HERE, NEON YELLOW PAINT" then spoilers: you're the target audience that needs it to not get lost lmfao
Discord, trans sis?
>aren’t even all that noticeable
then there would not be a point.
if you are barely able to notice them, you are already deep within visual impairedness territory, and should not be allowed to drive or operate dangerous machinery.
they are literally the same as the bright reflective markers on the ground for legally blind people, because a normal person does not even need them, because they can make out the way forward on their own.
>detract from the game
and the game is garbage
The paint is insulting and
removes any immersion.
Makes a good point. Just like always-on waypoints, this should be a toggle left up to the user. Wouldn't be hard to do either, since the paint is just an additional texture/layer/decal.
>always-on waypoints
These typically only exist because there's no way of finding what you actually need to interact with without them. No option to ask directions, etc.
really "feydemon" ignore consoles and Pc can take JPG screenshots? and upload directly X/Twitter?
>extremely fat neckbeard advocating for being a hero of the downtrodden and disabled
these people always look the fricking same, if this dude was born female he'd be just as fat and have neon hair
>obviously a ladder is climbable obviously a crate is breakable
This fricker can't have played many games if he's never run into ladders or boxes that were just part of the environment or props that can't be interacted with at all
>can't read a book because I'm dyslexic
Darn
>can't watch a movie because blind
Gosh
>can't play a game because fricking moron
THIS GAME NEEDS TO BE MORE ACCESSIBLE
>audiobook
>descriptive audio
There is no cure or solution to being a mentally ill Gankertard.
>Walkthroughs/GameFAQs
In-game indicators this obvious aren't necessary for the disabled.
Also, this anon is right:
The real problem is it sticks out too much and looks ugly.
Don't really care about disabled people, I was just replying to an obviously dumb and wrong post. They could turn the whole game into Sin City for all I care. I have been playing ugly games all my life, I don't expect realism and I have no immersion to break.
did people forget that the original game had SHINY crates in empty maps where nothing stands out BUT the creates? you're not smart for figuring that out anon, they were specifically designed to be easy to notice
things are different when you have detailed photorealistic maps because it's harder to make things standout, yellow tape is fine, although the yellow ladder thing is a bit much
Shine and objective markers are abstract parts of the UI so it's much easier to suspend your disbelief for them. Paint markers are in the world and thus affect your ability to immerse into the world, why is someone going around painting these objects?
Because they're gathering supplies and need to mark them, why would they leave unmarked crates around?
>doors and ladders
>supplies
Well said.
yea, higher graphical fidelity is why games have to have all sort of things telling players what is usable and what is not.
it's kinda like when you're trying to find something on table. you spent like 5 minutes trying to find it because there's too much crap on the table. when you finally spot it, it was super obviously right under your nose.
I buy super bright neon colored lighters because of that shit and still can't find those sometimes.
>Leon's keen senses bring his attention to otherwise innocuous items
>somebody ran ahead of Leon marking all the things he should be looking at
>muh mersion
It's a fricking video game
And?
Who fricking cares
Nothing about RE4 is realistic to begin with
>Who fricking cares
I do 🙂
Now what?
Then you can install a mod that removes the paint.
Protip: "who cares" is not an argument, you must try harder.
>games can be fixed with mods
Thank you for stating the obvious, but that has nothing to do when discussing the quality of the game or the competence of the developers.
nobody said realistic. they said immersion. They're actually different concepts.
sorry about your lack of reading comprehension. ESL?
yeah, the merchant
That "shiny" shit was a PC bug you dumb frick.
>photorealistic
Somehow they made Leon look moronic, as if he had a serious car accident
crates weren't shiny on the original you dumb Black person, that was only added for items you could pick up
They could have employed more clever means of highlighting interactive objects.
>nearby light source draws attention to a ladder
>breakable boxes all look a certain way and are shown to be destructible early on by some enemy breaking open a box with an attack, revealing items
>arrange the flow of the level to naturally lead a player to the ladder to advance
Just coating everything in hi-lighter yellow and calling it a day is lazy and gay.
crates in videogames are annoying, literally the hero cant open a door/panel/hinge, devs cant think in other ideas outside of destroy a fricking crate with with caveman strength.
They can definitely do this sort of thing in a more subtle and sensible way than yellow paint.
>the movable items glow bright green when you switch to ultrahand
Yeah real subtle
If you're using the hand you're already suspending disbelief in order to use it, just like the magnet/freeze/time stop in the original game. It's still subtle enough in the actual overworld.
I found it extremely funny and worrying that I had to point out that the ultra hand HIGHLIGHTS everything it can interact with when you are within range of the object(s) to anons that were "smart" enough to pirate and play the game when it leaked. There were multiple anons in those threads who just said that the hand was useless over and over again along with them not understanding how the fricking combo system worked when it was literally just "two items have their numbers put together to make bigger numbers while inheriting whatever gimmick one or both of the items had before".
It was the wake up call for me that not even "enthusiast" websites like Ganker had people that had any smarts regarding whatever topic they are discussing and honestly, I'm dumb for not realising that 10 years ago when I was more than old enough to notice
>"enthusiast" websites like Ganker
lmao dude
Good level design guides the player without needing giant signs pointing where to go. The problem is that devs are prioritizing making scenery over designing levels.
The original literally rendered breakable containers at fullbright so you would notice them. It's not exactly the most elegant solution either.
The problem is that this is too "videogamey". Modern gamers want everything to feel more realistic. A random barrel being "rendered brighter" makes no sense in a realistic universe. Some random jackoff painting everything yellow? That's fine, because it could actually happen.
Even if it was fullbright props in the original (I don't remember this on PS2 or GC, perhaps it's a PC port bug) these containers blended with the environment, you just needed to look for them. In the remake it's a obvious yellow cue, not subtle like the original
there is nothing subtle about RE4's boxes
Sometimes they do and even when they dont its much more better than splattering them with fricking bring as frick paint for actual children to notice.
r4make did a great job hiding the bear traps in the scenery, some are practically invisible
>these containers blended with the environment,
no they didn't lol
shut the frick up, stop making up forced drama
>The original
Is pure kino.
>hd project
>original
Whoah the Game Cube was kinda powerful eh anon?
That looks like a graphical glitch.
I would still prefer this over the moronic yellow paint on everything.
Unfortunately, most "gamers" are complete npcs and would most likely get stuck during the first village battle in the original.
and there are HUGE light pillars in items when they are in the ground
Separate Ways is a hallway
RE4 destructibles all glow as if they aren't affected by lighting, the yellow paint is just a less distracting version of the same thing.
I feel like people who post in these threads never even played either game.
100%
And personally I'd rather have the barrels be as visually obvious as possible, because any downtime from trying to figure out where items are would be time not really engaging in any interesting way with the game.
Hating the yellow paint is 110 IQ moron groupthink
we could just make all items floating glowing pickups if you'd prefer sir and how about an auto aim so you dont have to spend time moving your aim all over the place?
is there any other accessibility improvements we can make for you (since i presume you are paraplegic or clinically moronic)
>we could just make all items floating glowing pickups if you'd prefer sir
This is literally how the original Resident Evil games handled this problem.
its not floating though
only some items would sparkle; most key items did, few ammo pickups, and i don't believe any health items did
yes that's literally what RE does, RE4R actually dialed back on the UI help
Thank you, Jeeves. Just my dragon dildo will be all, something adventurous today, perhaps deathwings fury, for an intense gaming sesh? Thank you, see yourself out after.
Yeah it's not really a big deal. The idea of it is a bigger deal than it is in practice.
>bright piss-yellow paint
>less distracting
yeah it's so "less distracting" that people are now writing articles ridiculing it like there's some kinda paint goblin running through the game
They are, therefore capcom is wrong by making games accessible to them.
Are leftoids incapable of recognising ladders unless they're covered in yellow paint?
Yes
>sits on anti-homeless bench
>forgets about its existence 2 seconds later and dies by Black because it wasn't painted yellow to signify interactability
"the people are moronic"
Cut content wasn't a controversy but the yellow paint is? Okay then
stop being antisemitic
>prl 412
>assignment ada
any other cut content?
Sorry, I meant in the base game. I know paid DLC managed to patch up most of what was missing other than stuff like the lava room, giant blades room, and what you mentioned
The lava room, and most of castle for that matter, was shitty padding
Assignment Ada is no loss, especially compared to how much they improved Separate Ways but I'm sad about no PRL. It's the only piece of content that I actively miss from the original.
Midget robot
Bulldozer
Soundtrack (you can give them 5 bucks more to get it back lmfao)
Some guns are locked behind dlc which i thought was pretty fricked up. I really do not like shitcom's attitude about dlc with re engine. They're very shitty about it.
>Midget robot
the main game have it, they just don't chase you anymore
The DLC guns are new weapons, nothing from the original game, and they're both sidegrades from the defaults. Still, I'm glad I have them since the Skullshaker can give you a little flexibility in how you lay out your attache and I like the larger capacity on the Sentinel.
Should be basegame, I don't care. They even shill weapon tickets on the steam page. I don't like it and it makes me hesitant to buy another re engine re game.
The weapon tickets are no worse than shit like the Red Orbs from DMC5. They have no real impact on gameplay and can be earned in-game.
The weapons and charms I can at least understand being irritated by, since they're unique items and, as a Remake, it kinda sucks to have unique content set aside as DLC. Still, I got the Deluxe at launch for less than $60 so it's not like it really cost me any extra.
Separate Ways deserves to be paid DLC though. It's far, far better than SW was in the PS2 version.
zoomers are purely audio-visual stimulation creatures. if you don't kick them around with bright things and "wait... that lever" they will literally stay there for 20 seconds and then uninstall your game leaving negative review.
In fifteen years games will just be this https://youtu.be/sJNK4VKeoBM
not sure why we even need to have this discussion tbh. every single person that defends it is just outing themselves as being literally moronic.
morons like moronic things, more at 11
I'd never defend it but I'm also not going to pretend it completely ruined my experience, it's just a minor annoyance at worst. Should just give players the option to turn it off if they want. Problem solved.
anyone obsessing over this is the fricking moron. who gives a shit if the game makes it easier to see ladders? this is like the same people who cry about the pause menu not being pretty. guys who don't actually care about gameplay.
see
I'm convinced this is the new "Dante doesn't have white hair". A minor nitpick that gets artificially elevated above far more legitimate criticisms in order to make detractors of the game look like they're upset over silly shit.
>fan of dumbing down is also a dmc fan
imagine my shock
>>fan
I'm not a fan, the yellow paint is stupid. But it's a very small issue when you compare it to the other problems that affect the story and gameplay.
They obviously try to railroad players the best they can.
AHHHHHH, HELP ME moron CAPCOM MAN, WHERE DO I GO
WHERE YELLOW PAINT NOOOOOOOOOOOOOO
The yellow paint is on the same level as "Hey Kratos, do you think there's a way we can freeze this mechanism somehow?"
Except some people are defending the yellow paint and you know why? Because the kratos thing registered as annoying, but they actually like the yellow paint. It helps them. And they like help.
They're not nearly as smart and immune to hints as they think they are. They just prefer visual hints over audio hints.
eg, morons
Let it be known that regays are so dumb they wouldn't try to climb a ladder in a video game if it wasn't jizzed with yellow paints.
But it always was a normie franchise
Ah yes, the general population are really stupid.
What's frustrating was having so many people respond with BUT YOU DONT UNDERSTAND HOW HARD IT IS TO DESIGN THIS and then they'll post an anecdote about how hard it is to design seemingly simple segments that guide players well.
I'm not doubting it's very difficult, I think this is just the bluntest solution to the problem. It does work, yeah, but it's like the nuclear option when it comes to signposting and I wish it was treated like that. I'd be fine with yellow ladders being used sparingly in segments that playtesting showed players were getting lost in.
Like for example, I think the yellow highlights on the vases in the castles were necessary. I think the vases blended into the background and I didn't notice them as much as the crates. But, like, maybe they could have just had something like gold accents? Gems? Something more natural than the fricking yellow paint.
game devs like to make it seem like they're the only people that can possibly understand how complex it is to make a game, and any mistakes are actually because the players dont understand their genius
easy alternative : all barrels are breakable, use other environmental objects for decoration so instead of looking for yellow barrels meaning they are breakable, you just look for...barrels???
nah thats impossible, trust me, you didnt see the playtests, neon yellow paint is literally the only solution that we could think of in 30 seconds.
as someone who has worked closely with both dev teams and focus groups this poster is 10000% correct
>then they'll post an anecdote about how hard it is to design seemingly simple segments that guide players well.
One that stuck out to me was a guy making a hall with one correct door, annoyed people tried the other doors first. Not only is that easily solved (light coming from door, having it be slightly open, other doors clearly broke), it just didn't seem like much of an issue. Let the player explore, let them make mistakes, hey maybe throw in a little secret in some way.
>Let the player explore, let them make mistakes, hey maybe throw in a little secret in some way.
this isn't that type of game and not why people play them
This. Everyone itt going into autism mode about how to pull off noticeable interactive objects forgets the forest for the trees. RE4 is not an exploration game. It is incredibly linear and has almost zero opportunities let alone rewards for exploration. Worrying about this might make sense in a game where the "joy" of the gameplay was homosexualy exploration like Tunic. But this is a game with actual fun and engaging gameplay that wants to guide the player to the next shooting gallery rather than waste their time exploring an environment with nothing to offer.
What's the problem with missing crates or vases? Sounds like a you problem.
If that's your only take away from his post then your brain might just be a 9v dunked in a ziplock bag full of sperm.
Then why don't they make it a god damned accessibility option instead of forcing it in the game, it would make total sense to make it an option you can toggle on and off!
I never had to have a ladder painted before to know to go up the ladder and if I wasn't allowed to go up the ladder the devs destroyed the ladder!
It's for video game journalists
They fricking are. Even the 90s gays, but every Wii/Mobile normalgay are 100 times worst than that.
There is nothing wrong with something gamey like this. This has been around for many decades. Powerups glow/flash, interactive bits of the environments stand out.
A ton of games have minimal environmental interaction so letting players know a ladder is able to be intereacted with in a realistic way is not an issue.
>nu-neo-modern-v defends the meme ui images it made
Heh
>monster transformation breaks laws of physics/biology
>guy carries arsenal of weapons in attache case you can't see
>ah perfect, my immersion is maintained
>yellow paint on box
>NOOOOO my immersion is destroyed
https://www.merriam-webster.com/dictionary/verisimilitude
No, it's not the same. Yellow paint has in-universe reasons to exist. You just pick and choose what to whine about.
What's the in universe reason? Who's painting these things for what purpose?
An unknown RESIDENT of the village is painted all the ladders an ugly yellow to run down the property value because he’s EVIL. Also the paint is non-environmentally friendly so it’s a BIOHAZARD FOUR the local animal life.
Actually got a chuckle out of me
I just with "main character institution" to instantly know which objects might have something useful inside of them. Same reason I use to mentally excuse "how can a single person take on so many threats on their own and survival so much danger." Because they're. Just. That. Fricking. Good. I don't play games to be pretend to be an average person.
>Yellow paint has in-universe reasons to exist.
Which is?
Merchant highlighting shit to help Leon/Ada. Krauser marking shit for them for them to use later.
Villagers gathering shit and marking it, why are people acting like there was no one living around the yellow painted boxes?
Your argument is that yellow paint exists on Earth? Resident Evil takes place on Earth, where BMWs factually exist.
The one image that BTFO all of the bad faith arguments of whiny tumblr babies
Why are you so dumb
Their right. Modern games are just a mess of grays and its hard to tell which ladders and crates are part of the gameplay and which are part of the background. I remember having this problem a lot with FF7 era JRPGs. It was trial and error sometimes to tell which bridges and door were not just props
Half the entire world's population has below average IQ. Most gamers are from this category so when you think about it at least half of all gamers are below below average IQ. That means outright moronic. 30-70 IQ range.
And you are in that bottom 50% dumbass Black person
lmao seething brainlet
go buy some brain vitamins dumb homosexual
>NOOOOO I HAVE A VERY SMOOTH BRAIN AND I NEED TO PROVE I'M HECKIN' SMART BY KNOWING THAT YOU COULD INTERACT WITH THIS ONE SPECIFIC PIECE OF THE ENVIRONMENT WHEN 99% CAN'T BE INTERACTED WITH!!!
whoever complains about the yellow paint or similar stuff in modern games probably never had a costumer or worked in their entire lives, especially with "gamers" or millenials/zoomers
they ARE moronic and need to be treated like toddlers
"i've worked in retail so trust me i know people are dumb"
sorry anon, you are the dumb
also you typed "costumer", i presume you meant customer, not, one that makes costumes, lmfao moron
Le people are so stupid and I am le so smarter.
Shut the frick up, people who talk like this are the dumbest homosexuals ever. Oh my god you had one experience with a 60 year old house wife who couldn't operate a new phone and now everybody is stupid, frick off!
ok, how does that change that it's shit though?
I don't criticize games that are explicitly made for toddlers like this, because I simply don't care about them.
I would complain if the game had a Barney soundtrack as well.
>player thinks ah yes my cozy diegetic purple fire to let me know my merchant bro is here
yes, it is diegetic, because the merchant lit them.
nobody ran around splashing paint on all the boxes and ladders.
google the meaning of words before you use them.
>nobody ran around splashing paint on all the boxes and ladders.
>He didn't find the document about Los Salpicador de Pintura
Whether they are or not isn't the problem. It is the game devs that need a work around. They should force players to learn pattern recognition and tie it into the environment somehow. Even if all climeable ladders were yellow or had yellow tape on them, that that would make more sense than throwing paint all over the place. Unless there is a background story about the Los Illuminados hiring painting contractors and killing them before they start work or something like that.
>giant sconce burning with purple fire to signify to dumbass players that the merchant is nearby
>player thinks ah yes my cozy diegetic purple fire to let me know my merchant bro is here
You can use completely impractical things for signposting and have it not be a problem. The yellow stuff is a step too far.
I will say for RE4's flaws it's really impressive how good the merchant was. Obviously nowhere close to the earworm excellence that was OG's merchant dialogue, but really great as far as replacements go.
Well the original merchant was voiced by Leons VA. So without OG Leons voice they couldn't get OG merchant voice. Well they could but they didn't want to for some reason
because the average gamer is fricking moronic
Make it so the yellow paint textures only show up on Normal mode and easier. It’s actually so easy to appeal to multiple skill groups, I don’t understand why this has to be some sort of controversy.
Literally the simplest compromise. Capcom is just lazy if they don't do this.
Because babies will complain about having to select the baby mode they demanded, and complain about people feeling proud for doing well on a real difficulty.
There is literally no pleasing these people. The only solution is gatekeeping.
Just because the combat is harder doesn't mean that I should have to manually check every single item in the environment to see if I can interact with it. Why are you so offended by yellow paint?
This isn't some deep puzzle game, the yellow paint just saves players on average a few minutes of walking around, as this ladder was clearly glazed over in playtesting, probably due to being similar to many other instances in the environment where you couldn't actually interact with anything. Players aren't just going to keep walking up to every single piece of the environment after they quickly learn almost none of it can be interacted with.
but anon, those few minutes of walking around are proof of intelligence and the real reason people play games.
>Why are you so offended by yellow paint?
Because it's offensive to good video game design.
>the yellow paint just saves players on average a few minutes of walking around
If the devs need it to stop players from wasting time not understanding simple mechanics then they should have studied the original RE4 because it wasn't a problem there.
>as this ladder was clearly glazed over in playtesting
And there are a million different ways to solve this problem, most of which are basic video game design 101. Using the paint solution means they failed something so fundamental that even many casuals who've barely touched vidya understand it.
If you want to criticize the design, criticize the lack of interactivity with the environment. Sure, yellow paint is a symptom of an issue with your environment, but if you do have an environment with almost no interactivity, highlighting (in this case literally) instances where you can actually interact is good game design.
There will always be an issue between balancing realism with scope. Should a game just have an unrealistic and plain environment just so players don't attempt to interact with it? If the environment was fully interactable and you could go through any door, use any ladder, break any window, pick up any item, then that dramatically changes the scope and gameplay to something entirely different.
>if you do have an environment with almost no interactivity, highlighting (in this case literally) instances where you can actually interact is good game design.
Highlighting can be good, highlighting in a way that breaks immersion is moronic. Again: almost every single video game understands this. Almost every dev found a better way around it.
>There will always be an issue between balancing realism with scope.
Yes, and the demake devs failed to strike that balance. They wanted to have highly detailed environments but they lacked the skill required to create intuitive level design.
As an example, Hi-Fi Rush solved this problem by having two kinds of containers: crates and barrels. There are still loads of other destructible objects, but the player learns through basic experimentation that there's no point to hitting anything that isn't a crate or a barrel. In order to teach the player, they had a hallway that was blocked with crates, requiring the player to smash them to progress. The player then learns that crates drop goodies. Not a single person playing HFR has complained that they don't know crates are breakable. Not a single person playing HFR has complained that they feel compelled to hit every single object in the environment.
This problem has been easily solved time and time again by devs who aren't moronic. The demake devs are simply not up to par. They are bad at their jobs. Pure and simple.
Every person I've seen complain about how dumb the average person is or regurgitate the "think at how stupid the average person is and half are stupider than that! XD" is low IQ or midwit themselves.
We all like to think someone is stupid due to one isolated event, when usually they have less experience or different goal/ideas compared to you. Like for example, you are a wagie at Shart-Mart, you rage at a customer for asking a stupid obvious question. You only know the answer to something that seems obvious because you have spent thousands of hours working at Shart-Mart, compared to someone who goes in there rarely and is not actively paying attention or caring. You may think "How dare this customer waste my time!?" but your time is worthless to him while his time is valuable to himself, so he'd rather waste a minute of your time just to save himself a few seconds.
Or my favorite is when people are literally in the same Elo range and have spent years playing a game just to continually rage and blame their team for being hardstuck. The cognitive dissonance is really stunning.
In this example, the devs didn't design an environment that was very interactive, so in playtesting many players would skip the ladder (as similar environmental pieces are not interactable), so rather than force players to waste time attempt to interact with every piece of the environment for the small minority that you can actually interact with, they instead just subtly let players know you can climb this specific ladder.
Ultimately, all gamers NEED unimmersive markings/guides to determine whether an object is interactive or not. Otherwise they would get lost.
items in the classic REs were glinting in addition to being obviously 3d on a 2d background. how the frick is anyone supposed to know which parts of the environment are interactable when everything looks the same?
I knew there was a reason I had no interest in this whatsoever. Turns out the developers are buttholes. Go figure.
they are
I blame women
Gamers ARE morons, highlighting things in different ways is fine, and realism sucks
>NOOOOOOOOOO HOW DARE YOU ADD PAINT TO LET YOU KNOW THAT YOU CAN INTERACT WITH THIS SPECIFIC LADDER!! WE SHOULD JUST HAVE TO WALK UP AND MANUALLY TEST EVERY SINGLE THING IN THE ENVIRONMENT DESPITE 99% JUST BEING SUPERFICIAL WINDOW DRESSING!!!
enjoy your vacation, hope it was worth it
Why can't you walk up to objects and see if they're interactable like normal people, onionsbro?
The reason this ladder is painted yellow is because the environment has a lot of static pieces that can't be interacted with. This ladder is the exception, thus why it is made to stand out.
But this is a foreign concept for midwits, who would rather just rage at "le heckin' stupid normies!!!" because they had to deal with an annoying customer last week at their retail wageslave job.
Then don't add a bunch of things with no intractability.
Yellow paint or an entire redesign of the environments and structure of the game? It's a pretty easy choice.
Go play baby block puzzles if you want to feel smart smoothbrain-kun. No one should feel intelligent for brute forcing testing pieces of the environment and seeing that this one specific environmental piece of interactable while the other 50 before this weren't.
>yellow paint or design a good game? It's a pretty easy choice.
Yes, the choice is easy for incompetent and lazy devs.
>The reason this ladder is painted yellow is because
the devs believe people who play their games are dumb.
wasn't a problem for the original.
cope all you want, you cannot get around this fact.
it was not a problem for the real RE4, it wasn't a problem for nearly every game released before the demake.
some games did it very well, some did it very poorly, but rarely has it been done as pathetically as in the demake.
RE4R is below par. it is a substandard product. and the only way to defend it is to pretend that good video games don't exist.
>wasn't a problem for the original.
The original had GLOWING boxes, why are you pretending otherwise? Have you even played it?
>The original had GLOWING boxes
Which was still a better solution than the silly paint.
So what is the demake's excuse?
If RE4's solution to the problem was flawed, then why is it in any acceptable that the demake has an even worse solution, especially when it had more money, better tech, more devs, a bluepoint of exactly what to do, and so on... why should this be considered acceptable at all?
it wasn't a better solution. it's the exact same bullshit.
>it's the exact same
no, because most players were never consciously aware of the glow and it doesn't affect immersion. try again.
so again: why is acceptable for a REMAKE to repeat the exact same flaws of the original, but in a way that is way worse?
>Why should every game follow Fromsoft's philosophy
because their philosophy creates better games.
>so again: why is acceptable for a REMAKE to repeat the exact same flaws of the original, but in a way that is way worse?
Because as humans get smarter intellectwise, they get fricking dumber streetwise. Car manuals nowadays literally have warnings telling people to not drink the fricking coolant, a thing that wasn't an issue that needed addressing in car manuals 30 years ago.
No, it's absolutely not a better solution. It looked moronic and handholdy in RE4 and would still look moronic and handoldy in RE4R.
Why do people always try to depict everyone as crying/screaming/shitting themselves with rage, even when the argument is benign at best?
>eat paint to live
>need paint to see
Perplexing
People are moronic, but I think devs get a little obsessive with thinking they've found the solution. So will bend over backwards to keep justifying it in the face of any adversity. Its like when everyone was convinced you needed jam splatter instead of a normal ass health bar. Or the walk slowly and have someone talk to you with bluetooth section mid level. Or hell QTEs in general. Ideas get latched onto as the silver bullet which will make everyone love your game.
Reading what devs said it seemed like way too many had bought into some players must make progress every x number of seconds or our retention could fall and our game will fail! A weird mix of those dumb gamers need led by the nose to see our vision, but we also must disregard any artistic merit to be a hit.
You don't have to make your game for the dumbest person possible that might play it. But that would mean at least one less person buying it and we can't have that.
No, it's more that vast majority of players were wasting time here due to limited environmental interactivity, so players don't expect it in the rare times when it's there. The alternative is to continually attempt to interact with everything in the environment which wastes even more time.
Rather than redesign the entire environment and structure of the game, they opt to just subtly draw attention to this ladder specifically.
>vast majority of players were wasting time
I very much doubt it would be a majority.
>players
They mean the morons they hire to playtest the game, which they purposely seek the most moronic subhuman imaginable for that job.
capcom is moronic. they're just projecting.
I think the yellow paint idea is fine but Capcom went overboard and made it so every interactable is absolutely smothered in yellow bukkake
Every intractable item in the original RE4 had an ethereal glow to it as well. Yellow paint is the exact same concept.
I think there's something to be said for needing clearly identifiable containers in a frentic combat scenario but I thought the paint was mostly unnecessary. An oddly tinged unshadowed wooden box is going to immediately catch the eye, gaps in scenery are immediately going to grab people's attention, besides the fact that all the closets and drawers are unmarked, the paint was needlessly garish.
If realism is less immersive, why go for realism?
Artstyle > Realismm
What's his endgame?
Why are these threads always filled with such disingenuous Black folk?
There's no other way to defend this shit. Besides, Resident Evil has always had this kind of mechanic, but it was usually done by having a glint appear every couple of seconds. Or the lighting on the object would be different from the lighting on the surrounding area. This yellow paint stuff is a serious dumbing down.
I'm saying the Black folk like you are disingenuous because this is literally lesser than what previous games did, especially RE4 with its glowing boxes.
Older games often didn't even have item models most of the time, the glints were the only thing you could see.
because zoomies know deep down that they're living in a soulless world that's only ever going to get worse and most live in deep denial of that fact, shilling for the goyslop that's a pale imitation of what previous generations could enjoy.
I use to think this stuff was taking the piss, but then I actually watched some people play games. There are people that will still miss these context clues no matter how bright you make them, the problem is that these people will get stuck and immediately jump onto a review site and start complaining about the game, without spellchecking their grammar, you know the type.
Gamers ARE moronic. The soloution here is to have an option to toggle it on and off.
You’re implying that they’re not?
DEmakes are games made by dimwits FOR dimwits.
In Lies of P ladders just had a spotlight that pointed it out or there was a point light in that direction, it felt pretty natural
Floor scrape markings/lights there are ways to do this other than "yellow paint over everything"
I think identifying boxes was reasonable enough but dumping paint at every ladder or drop down was stupid, literally wasn't a single instance the game where I didn't immediately clue into the profile of a ladder.
Capcom makes games for hispanics.
the virgin capcom "we added too many non functional, purely decorative items to our games, so now we need to mark the functional ones with non diagetic yellow paint, so gamers know what ones are worth approaching"
vs
the chad fromsoft "all the items are interactable. why the frick would we add a decorative ladder. we're not fricking moronic"
and yet sub room temp iq gamers will continue to argue that actually, yellow paint was a smart solution and no other alternative was possible, thats just how game design works
lmao
RE is not a soulslike. Why should it be one? Why should every game follow Fromsoft's philosophy and be the same?
way to miss the point you simpleton
its in response to morons like this
who insist that actually, a splash of yellow paint makes perfect sense, and theres no other way to differentiate interactable from non
or you could just...not train gamers that some ladders are decorative? or some barrels are decorative and only yellow paint barrels are worth approaching? just dont design your game badly in the first place and you wont need the yellow paint fix
its not complicated
game devs are fricking moronic
>the chad fromsoft "all the items are interactable
lol
>"we added too many non functional, purely decorative items to our games, so now we need to mark the functional ones with non diagetic yellow paint, so gamers know what ones are worth approaching"
the stupid thing is that this isn't actually true. the switches and oddly luminous boxes in 4make are as apparent as they are anywhere else, they developed a normal game and then decided they needed to fisherprice it.
Have you seen the average mainstream/casual player actually play games? Capcom's right, they ARE moronic.
That said, Capcom is also moronic for not having an option for the rest of us to disable said paint.
no
its just like the national park having difficulty making bear proof trashcans because there is significant overlap between bear intelligence and guest intelligence, and too many people had a hard time using the bear proof trashcans because they're too stupid to figure it out or follow instructions. its just people in general.
not wrong though
Have yous ever listened to the Dev Commentary for Portal? That will make you realise how bad some people are at figuring things out.
>some people
*valve playtesters
I understand where you're coming from, but let's be real those valve employees were just regular people. Remember that thing about 50% of people being less intelligent than the average person?
no, everyone using Steam is already low IQ.
>were just regular people.
Yes.
The kind that doesn't play video games.
Designing games around them is moronic.
You genuinely think play testers at Valve 20 years ago were normies who didn't play games?
yes, obviously
Yes
>some people
Valve morons
Basing everything around tester feedback is not an inherent good like many seem to think. It can just so happen the small group you assemble all have the same brain fart when the rest of the world would not. Maybe its a cultural thing, maybe the game is a slow burn not something that can be quickly tested, maybe you're completely misplacing where the issue is when it comes to teach them to do this section. Sometimes things get changed because of feedback and it is just the worst decision ever
This whole thing started again from someone posting a paint splatter on a ladder. Who doesn't know that you can climb a ladder? Its the first thing you'd try. If it doesn't stand out that is an issue with the design. If they've been taught not to interact with ladders then that is a failure in level design. If they are so brain dead they will not approach anything before being prompted then maybe cut your loses and if needed add super dumb baby mode for these people.
>I like these shooter controls
>make every game control exactly the same
>make all games 3rd person shooters
>yes, yes, let me shoot things
moronic burgers
This is why I don't play AAA games anymore, even the well made ones are focus-tested to death, designed to be playable for drooling morons, no friction, no sense of immersion, it's all a soulless theme park ride terrified you might get annoyed or not understand something.
I got stuck a few times on Separate Ways even with all the yellow paint so it's not a big deal, if anything they should have some more environmental cues. The biggest offender is the part where you go to the church and all of a sudden you have to do a 180 and go back to where you came from for no reason whatsoever and the game doesn't tell you this.
Ada went there to meet up with Luis and Luis didn't show up.
it's certain directors approaches. DMCV didn't have handholding and DD2 won't have it too.
dmc is a hack n slash all you have to do is kill shit and move to the next area to kill more shit the levels themselves werent that complicated
>Donte, it's me, your magic bracelet. I see you haven't activated your devil trigger in 10 minutes despite having it fully charged
>Horizontal attacks are best dodged by jumping!
>Devs explain how stupid they think people who play their games are
This is why their games dont fricking sell no more, stop thinking your consumers are morons.
Why did autists latch onto RE4 remake specifically when games have been doing shit like this for ages
Literally no different from ladders and doors in Zelda always having torches next to them, or Mirror's Edge red highlights
>Why did autists latch onto RE4 remake specifically when games have been doing shit like this for ages
because Remilk 4 is so bad, and this is the icing on the shit cake.
The torches are a good example, because they make sense as part of the environment. Mirror's Edge kind of gets away with the red because the art style leans into it, but I'll admit I don't like it personally. The yellow paint in RE4 looks fricking stupid and stands out.
>The torches are a good example, because they make sense as part of the environment.
Two torches next to every empty spot a treasure chest needs to magically appear makes sense?
>Literally no different from ladders and doors in Zelda always having torches next to them, or Mirror's Edge red highlights
The red highlights in Mirror's Edge actually works because the enviroments are incredibly stylized to begin with, AND you could turn them off if you found it distracting. Again, the problem isn't that devs are using "tricks" it's that they're using tricks badly.
>Again, the problem isn't that devs are using "tricks" it's that they're using tricks badly.
I still don't see the difference
>I still don't see the difference
That's because you lack the intelligence required to ask questions like "who put that paint there?"
You are stupid. You are incapable of engaging with media beyond the basic level of participation. Your opinion is worthless.
It's a video game, captain autismo
And?
You're mighty upset right now for seemingly no reason at all.
Who put this salt here?
Mirror's Edge red seems to fit in the world. It's believable for there to be a red crane, a red tarp, a red door, there to be a stripe painted down a hallway that's red along with other colors that are muted and less "diegetic waypoint" but fit into the world alongside it.
Personally, I like that really early mod for ReRE4 that replaces the yellow paint with Los Illuminados insignias and blood. The insignias make sense as they'd mark their own supplies and the blood fits as they're all crazy zombies* and would be dragging victims around or just not caring if they injured themselves and are getting blood everywhere.
Because they have crippling autism and saw a shitty meme about this so they think it's the opinion they are supposed to have
If there had been a YouTube essay about mirrors edge colors then they would shit on that. Literally no independent thoughts in their heads
Because it doesn't look so moronic in those games
It looked extremely off in nuraider with the white paint on edges to show people that they can climb up on them
The colors in Mirror's Edge were used to highlight paths, not show you what can be interacted with. Sometimes it does overlap in the case of doors, pipes, or those bouncy cushions, but even then they're not *always* colored.
it would be significantly less bad in re4re if they were just yellow to begin with rather than being splattered with random yellow paint and tape
i mean someone is buying their slop and even defends them for free gamers surely are morons
Why didn't they just make the ladder yellow instead of making it a wooden one then spraying yellow paint on it?
are there even ladders that you can't interact with?
The point is to mark a path the player can take rather than differentiate between interactable and non-interactable shit
ARE THERE FRICKING LADDERERS THAT YOU CAN'T FRICKING INTERACT WITH?
They brought it which is proof they are right.
I've done a lot of game dev which includes a lot of playtesting with randoms and you wouldn't believe how fricking oblivious the average player is. People here act like its a zoomer problem but it really isn't. The zoomers I've tested with actually had a far better comprehension rate because they're more likely to be familiar with games and what to pay attention to.
That said I've seen a pretty direct link between general intelligence and perceptiveness. I have several friends who I play games with and the ones on the higher end of average IQ (~110) are generally able to figure shit out by themselves, while those on the lower end (~90) often need help figuring out what to do. The guys on the lower end will completely ignore most UI elements apart from the ones in the middle of the screen, have trouble finding interactables unless you put a giant neon arrow pointing at it, and lack nearly any forward thinking capabilities. These are the people that can do fine with reaction-based gameplay like small-scale FPS or sports games, but will completely frick up in competitive/co-op games if you don't give them clear instructions on what to do.
Serious gaming (beyond toys like the Gameboy and NES) used to be a niche hobby because the hardware was expensive and it was seen as a nerdy thing to do. People who are well-off are generally on the higher end of the intellectual spectrum, meaning they have an easier time figuring things out by themselves. As the hardware became more accessible and the hobby turned mainstream it brought a massive influx of low-intelligence players with it which sunk the average IQ. Gamers have quite literally gotten dumber (on average).
Too bad you pajeets aren't playing on pc or else you could just fix the problem yourselves without having to rely on the lazy devs that made the problem to begin with.
I am so glad I never purchased any game in the series past RE5.
The only good game they created recently was Devil May Cry 5. God I miss Megaman.
I wish I remember what game it was, but I remember hearing a dev tell a story where a bunch of QA Testers kept unknowingly walking in a circle for hours or some shit like that, so they had to add in arrows to direct the player as they weren't expecting people to be that stupid.
I think it was Portal, but I'm probably misremembering.
It was half life 2 ep 2.
>greg coomer
That's HL2:Ep2 and that section really did suck even after the playtesting, mostly because of the completely nondescript look of the caves.
it was half life 2 ep 2 they dumbed down that whole are because play testers were moronic one of the developers said that on of the testers kept going in circles for 20 minutes until one of the developers told him to go to the right
>decades and decades of games
>nobody needs this stupid shitty yellow paint
>RE4, RE8 comes out
>yellow paint everywhere
>fans of these games try to gaslight you into thinking this was direly needed for gamers for a long time
>RE4, RE8
RE8 started it? i remember some yellow shit in re2 remake and re7
At least the police tape makes sense here, in RE4 it's like someone dumps a bucket of yellow paint all over everything
>Shoot crows for grenades
>Get random bullets off enemies that never use firearms
>See a ladder painted yellow
>Oh god, my immersion is ruined, how dare you insult my intelligence like this Capcom! I never had any trouble seeing the single brightly colored polygon with a sparkle on it against a desaturated prerendered background in your old games and now you have the audacity to insult me with this yellow tape?! Who’s putting it everywhere?! The same person that cleaned ip all the zombie corpses in RE1-3!?
They are. They literally design games for people like DSP.
https://twitter.com/LumpyTheCook/status/1406686258198417421
and they still struggle to beat the game
You can show the player where to go without being moronic. Just fix the lighting so the important areas are brighter than the unimportant ones, or put enemies near them to get the player's attention.
>filmmakers have been able to convey visual information in striking ways that feel immersive for over a 100 years
>while modern video games are such a visual clusterfrick that devs put yellow paint on stuff so you notice it
Joke medium tbh
>Immersion
Only autists and homosexuals care about that
give me a good story and world, I don't care about forming part of it
Yeah, they are. Have you ever been on Ganker? It’s all high school dropouts who can barely read, leech off the government and get filtered by the smallest things.
I never thought I'd agree with Capcom on anything, but they're right.
>WE WANT REALISM IN GAMES
>NO NO LIKE THAT
I don't even have a side here, I just hate hypocrisy so much, only evil people is like this.
>realism in RE games
Kek
>zoomies needing the yellow paint
Yes
games have used things like this forever, lights to highlight important things, green to signal unlocked doors and red to signal locked doors. it's normal and a good thing to do especially as games get more visually cluttered with fancy textures and models.
>"Realism is less immersive"
>Make Ashley and Ada more covered because they need to be more realistic
"realistic" is a weazel word to not say "pollitically correct"
judy and lara are hot tho
nice CHUDrrypicking (cherrypicking + chud)
oh thanks for explaining i was like whaat haha
For me, it's four eyes.
it's another word for "woke"
My favorite RE puzzle. It's available to play in Fluffy Manager.
>needing Capcom to tell you this when Valve told you with the commentary of Half-Life 2
I'm usually an autist about realism and verisimilitude, but the yellow paint doesn't bother me as much.
What bothers me from REm4ke in that sense:
>that the doors close themselves
>that the enemy corpses melt away (loved REmake 2 for keeping them during all the game)
>that you can visibly only carry 2 guns (one on the holster and one on the back)
Why doesn't Leon just have a dragonball radar that points him in the correct way to go and pin-points exactly where all the loot is at all times? Why didn't the villagers just draw a very long red paint mark on the ground to show me where I'm supposed to be going? Why do I have to press buttons on the controller, when it could just play itself?
We should have gatekept harder
Almost every interactable object in the original has brighter lighting than the surrounding environment or some shine effect. you can see it all across the map.
Then they have contextual button prompts when you walk up to them.
Shit was always incredibly obvious and the yellow paint honestly is a more subdued aesthetic
It's just dumb in terms of realism because it means some moron slathered yellow paint everywhere.
Once again normies ruin videogames by being moronic.
I can't blame devs for catering to the lowest common denominator. A smart person is only annoyed by simplified mechanics, a dumb person can't even begin to understand a complex one.
NormalBlack folk are moronic but as a counterpoint a massive number of uninteractable objects including ladders are in modern games. If they're going to clutter the walls with panels and the ground with machines you really do need some kind of cue to lead you to the one that is actually functional. The yellow paint is extremely aggressive but things like wires leading from a door somewhere or something is absolutely necessary.
>Dwarf fortress was a perfectly playable game for non morons
>Dev spends 2 years of development time adding useless graphics for steam babies
>The graphical version is missing content on release
>The company they partnered with, Kitfox, is owned by a woman and a chink
>Violent and weird elements of the game censored to be more palatable for steam babies
Gamers are morons and their moronation is making games worse.
>People bought DF on steam as a way to pay back Tarn for the game
>Ignoring he has accepted donations for years
>make fun of paint splashes
>never realized you could open lockers on the island before I saw it in a video because there were no paint splashes
Turns out, yellow paint is ingenious
>make fun of paint splashes
>never realized you could open lockers on the island before I saw it in a video because there were no paint splashes
>Turns out, yellow paint is ingenious
No, it's literally terrible precisely because of what you just described. The yellow color not only made you associate anything with it as interactable, but anything without it as non-interactable. So instead of playing the game in a natural, logical way; thinking about stuff like "I wonder if I can this locker?" like any normal person would. You're now playing in a boring meta logic way. Following the video game logic instead of using your intuition.
Meanwhile in the early 2000's:
>walk up to object
>A: Open
No one was wondering shit
I'm glad we deemed that this was too difficult for players to figure out so we have to give visual indicators of where to go to press A to open as well
I'll always try to explain to people how dumb this game franchise is but they don't seem to want to listen. I think it's just like the reason people watch shit horror movies because it's apart of some dairy of contingent series. They get to feel like they are collecting something through consuming it. That's why RE4 and 5 have you collect gems, it scratches the itch to these plebians who want to feel like they possess something in a collection. I honestly think this game is endorsed by the Yakuza and people are too stupid to realize that.
This is why I exclusively play weird RPG maker indie games, made by hobbyists who just want to tell a story and don't care about mass appeal or profits.
>who just want to tell a story
Then watch a movie, games are for gameplay.
Classic go watch a movie bit.
You can tell a story through gameplay you fricking mongoloid.
>pick up book
>read a story from start to end with no interruptions
>every word, scene and character is important
>put in movie
>watch from beginning to end
>everything is important
>put in game
>get 10 minutes of story
>get a tutorial
>harvest boar asses for the local butcher
>get 5 minutes more of story
>manage your inventory
>talk to some NPCs with nothing to say
>fight a big lizard
>5 minutes more of story
>missed a side quest (it doesn't matter)
>10 minute walking section (with "organic" dialogue while you walk)
>fight god
>game ends
Yeah, these all seem like equally good ways to tell a story.
>harvest boar asses
Your problem is playing fricking shitty MMOs bro, go play a real game. and the trop is bear asses, not boars. Clearly you're thinking about boars because you're a fricking WOW tard.
>can't disagree with anything else
Have a sperg out. Name some games that have stories comparable to the best books and movies. You can't? Damn, that sucks. Bye bye.
>Name some games
>Now im going to say you can't in the same post before you've had a chance to do so
maybe you shouldn't be in the video game forum if you don't like video games sonny
The definition of a story is that it's non interactive. The events that transpire after a game has been played CAN be turned into stories, but that's not what is being talked about.
Would it really be that hard to just make it a toggle in the menu?
>Just make a toggle
This has been suggested to every developer about every annoying feature in every game since forever.
Why doesn't dark souls just have a difficulty toggle?
Why don't games let you just toggle between day and night?
Why can't I just toggle off hunger and thirst mechanics?
You know what game gives you a toggle for just about everything? Kenshi. Go play Kenshi.
I don't think it's a terrible idea to have tons of toggles for stuff, but also if you could toggle everything off, then it kills the ability for a dev to create a specific experience for players.
Yeah, but if their reasoning for adding it is that some people are just too god damn stupid to function without it, then they should also let people who can, remove it.
It's like a permanent acceptability/easy difficulty option bolted on to everyone else's experience.
It's like not being able to turn off subtitles.
Capcom is right
>continually market towards a broader audience over and over
>suddenly the majority of your players are clinically moronic
>if they can't find that bright yellow ladder they take too long to progress and end up dropping the game
>capitulate for the morons or lose sales
not that hard to understand
I don't like how the ladder looks with yellow paint, because it looks like shit. Why not just make the ladder yellow, instead of splattering it with yellow paint?
wow so your average gamer really is a drooling moron huh?
I personally can't wait until the yellow paint isn't enough for morons.
>dude it's already painted yellow, it's not a big deal if it glows too
>dude its a glowing yellow ladder, it should also talk to you when you get near it and say "climb me"
>wtf you are against the talking yellow glowing ladder??? thats racism gatekeeping white nationalism!
>also the gun should aim itself because I have a medical disorder and also the game is too scary and its too dark and wahh
Slippery slope to 50iq playerbase
All AAA are this way and you guys can cry as much as you want, Doom do this, AC, Hogwarts Legacy, Elden Ring. Obtuse gameplay has no place in AAA market because it has to cater to everyone, morons, bongs and actual humans.
The only games that don't hold your hand are complete obscure/indie games, just deal with it, the fact that most of people complaining about this shit are 30+ dudes it makes more sad, I would expect that "oldgays" would accept AAA ways and never play, but oh who cares, complaining is cool.
YEAH YELLOW PAINT RUINS MY IMMERSION, THE MOMENT I SEE YELLOW PAINT I START TO THINK ABOUT THE israeliteS DYING ON ISRAEL, THANKS CAPCOM!!!!!
>Elden Ring
Elden Ring is pretty obtuse though. I know that the grace has a little gold glowing trail but it's actually just fricked up and doesn't even lead you where you're supposed to go.
As soon as you leave the tutorial, the trail sends you to stormveil to fight the copy pasted omen boss, but you're not gonna be strong enough, you have to go south actually.
Elden Ring is for normies.
>but you're not gonna be strong enough, you have to go south actually.
game is broken
demand refund!
But I remember near the south there were sites of grace that actually guided you south as well? And there were some near Stormveil that actually pointed away from it to the East? I think they guided you to major locations of interest in general, not literally in "the one true path" or whatever.
I only watched the first twenty minutes or so of that game, but this is misleading if so. It literally says when you reach the first one (emphasis mine):
>Grace exists to guide the Tarnished and lead them along THE proper path.
To me, that means that they should all point in the same (perhaps curving) direction, along the main quest path. I wouldn't be surprised if it was messed up though, I was annoyed with Fromsoft's editing the moment I started Dark Souls and learned that my starting Tiny Being's Ring didn't regenerate health like it said it would.
It is on my "to list" list but there is a giant video covering the mistranlations of all the Souls games. Some of them bad enough they change/break major aspect of the story in some games. And this is normal for many Japanese games in general. It's just that only certain ones have fans that happen to be fluent in both languages and passionate enough to play both versions to actually point it out.
*to watch list, frick.
Either way, it could just be awkward wording and they didn't literally mean 'The (one/true) Path.'
Im having that issue though. It's why I've detested the fidelity as a principle shtick.
OG barrels do it a million times better than this yellow paint. You shiteaters defending it are exactly those who Crapcom made this for.
>gamers are morons
Enough of them are
Can we have an option in a menu to turn it off just in case some players aren't complete morons? You know accessibility options those things troons like to harp on about when they get filtered.
this is all they had to do
drooling morons can play assisted/standard and people who are into vidya can play hardcore/pro
>hardcore/pro gamers
>re4
???
t. never played re4make
I listed difficulty options in the game you fricking drooling moron
>RE4babbies acting like their cinematic corridor shooter for morons was even remotely intellectually demanding for non-moronic person
The seething will never stop and I love it
One of the most blackpilling things it's realizing just how stupid people are, and I consider MYSELF stupid
>no answers
wtf I thought bing bing wahoos were high art!?!??!
It’s more that because games are Imperfect reflections of reality, so players need to know what can even be interacted with and what can’t.
Games made for the lowest common denominator HAVE to be made for morons. Don't play a game or watch a show made for the broadest spectrum of the general public and expect to be treated like a competent adult with willpower and critical thinking.
Play games that are made for people that are serious about gaming and aren't looking to have their hands held. And quit shitting up this board even more by complaining that you bought a product for morons and noticed content for morons in it.
>Play games that are made for people that are serious about gaming and aren't looking to have their hands held.
Why are you posting in a RE4 thread, then?
>Realism is less immersive
Okay, so why did you make the art style the most generic shit possible and take all the fun out of the story?
>FFVII Rebirth
>they painted a fricking mountain
I feel like just adding the same mossy green as to the right of cloud would have done the same and worked better.
Those ledges stand out even without the yellow shit already, so giving them a more natural color wouldn't have hidden them.
the classic final fantasy 7 experience
Would it seriously be that hard to just have object outlines as a toggleable option in the "Accessibility" menu or something like that.
Give them an option for 'No Outlines' - 'Thin Outlines' - 'Thick Outlines' and that's it.
People who don't want to be handheld can turn them off, people who might need a bit of help can have them on Thin and people who are borderline moron can have them on Thick which makes it so they're intrusive as frick and can be seen from miles away.
>GAMERS
>buy season passes and DLC, a lot of times day one
I dont see how they are wrong.
This shit more than likely comes about as the result of playtesting. There's a massive difference between playing a game and designing one.
I personally don't get why a remake of a very popular game needs signposting that blatant but they have the retention data, not me so maybe zoomers have dropped the average gamer IQ too much. It should have been toggleable or disabled in harder difficulties but good luck getting nips to not hardcode fricking everything.
The yellow highlighting was a great idea and very useful given the much more intricate geometry and higher variation in the remake.
Why are people whining? Ok take away the yellow paint. RE 4 remake is still incredibly linear with objective markers to tell you where to go with death checkpoints in case you frick up. Do people think the yellow paint is what makes it casual?
No, its the casuals that need that paint getting upity about getting called out
This is not a meme by the way. They genuinely do not know how to progress without being handheld
how about turn down the graphics so i can see game elements instead of clutter
it'll save development costs too
There are numerous other ways you can call attention to something, and in a much more immersive way. Painting it neon yellow is the laziest and most obtrusive way to do it, and is a sign that the art team was either inexperienced or had their work prescribed to them by a product manager or executive who never took art 101.
>can we have an option to turn it off?
>NO FRICK YOU
Uh-huh
UX design has been a detriment to the vidya industry because they mistakenly think that the same principles of making it effortless to accomplish a task can be applied to something you're playing for fun.
Pretty much, and it's insane how hard it is for them to get this.
You're not designing software for hospital equipment for fricks sake, it doesn't need maximum efficiency.
I hate how every videogame now have minimaps, quest trackers, enemies have health-bars in his heads and they bleed numbers, and you cant disable the Hud
Horizon Zero Dawn on Ultra has none of that
Thing is, Resident Evil 7 had yellow sign posting, REmake 2 had yellow signposting, REmake 3 had yellow (and red) signposting, RE Village had yellow signposting. But people ONLY complain about the yellow signposting in REmake 4 because Capcom went FULL moron with it. When even the people you intended yellow signposting for call you out for the egregious signposting then YOU fricked up.
>pic
SNIFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFFF
It was moronic in 7, but outside of crates it was at least presented fairly sparingly as taped items that required certain tools to open. It served some actual dump purpose with the knife being needed, etc.
This is just garish and moronic though. Its not a fault of realism, its entirely a fault of the designers if a fricking ladder or a door isn't presented in a way that draws attention to it without spraypainting it neon yellow.
And if you want to present your game as semi-exploratory, shit like crates shouldn't be fricking painted either.
I hate Capcum dickriders.
Its actually true. The only reason it pisses gamers off is because it actively insults their (lack of) intelligence.
The average gamer is worse than Darksydephil for example. And that's a scary thought.
foxdick cringe
i wanna nakadashi Ueno and Yamashita
Gamers ARE morons, even in the original RE4, interactable objects like pickups or breakable crates were exempted from the lighting system so that they stood out like crazy. The yellow paint is an attempt to make it diagetic, and solves the issue, but aesthetically is shit so there should be a better solution out there.
People seemed to finish RE2make just fine though? The only thing that had a bunch of yellow shit on it was the window boards.
Couldn't they have just used a different shader to make breakable objects stand out more. Like the original.
>see a moron so fricking stupid he can't hold the control the right way
>"hmm yes this is who I wish to cater my game to"
Why?
Today, I will remind them.
>occupy cringe
It's the israelites, stupid.
>thread about Capcom crates
>schizcel randomly posts off topic culture war image
What did he mean by this
i think this is just devs being moronic and nothing to do with sjw, esg, blackrock, etc
2008: We painted interactive objects to draw players attention to them in a world full of clutter.
"How creative."
2023: We painted interactive objects to draw players attention to them in a world full of clutter.
"Muh Immersion!"
You're playing a video game, not a Real World Grass Touching Simulator. Get over it.
>looks good, masterclass in design, blends in
>looks like shit, makes even RE4gays feel dumb
You don't like videogames.
>game with sterilized white environments with bold colored areas and objects
>vs bleak and dark game
It works for Mirrors Edge exactly because the red elements fit into the design
They’re not wrong
I think crying about yellow paint is worse than the yellow paint itself.
I think crying about taking pozz loads in your ass is worse than taking pozz loads itself.
Correct
>every interactable object has yellow paint or tape on it
>even windows
wtf lol that's so tacky, why not just give shit a glowing outline when you get close to it like everything else ever made
The window is especially baffling.
>Breakable barrels/crates are already lighter in color AND have some faded green paint on them, making them clearly different from the non-breakable ones
>Breakable windows have a lighter frame, and the tape could just have been replaced by obvious cracks
How the frick could you overlook that shit BEFORE it was painted yellow?
>we paid some idiots 50 cents an hour to playtest our game and they didn't get invested
>welp, guess we gotta hold everyone's hands
>part of wall is discolored from the background
>that looks like it will break or something
vs
>part of wall is discolored from the background
>wtf how was I suppose to know a crack in a wall was breakable, its just a wall
The majority of people who play games fall into the later, they do not see the difference in color and lighting or the "model change" for when something is interactable, they have to explicitly be told they can do something in order to do it. The reality is that most gamers are fricking morons.
Just have an option to turn it off. Shadow of the Tomb Raider had it.
I think the messy application of the paint is the issue - if it was more cleanly applied to important interactables, you'd mentally linger on it less?
It's such a haphazard paint job, it gives it more character than it deserves - the invisible guiding hand of the developer slowly fades into view as you stop and wonder who did such a terrible job applying paint.
See, it takes you out of the moment; you'll begin to analyze what you're perceiving - the messy application, and incomplete job shows lack of artistic merit, or patience, so you're going to immediately go "wait, did a ganado paint this?", which evokes the mental image of a dumbass spanish parasite-zombie shambling around painting stuff.. upon which, you'll subsequently ask 'WHY did a ganado paint this?'
>play game
>frick around
>attack crate
>it gets destroyed
>"oh cool I can destroy crates"
>see item that drops from it
>"oh cool you get items from crates I should do it more"
How hard is this for the average gamer
Does no one remember the streams of the re 7 demo
Where streamers would see a piece of wood and spend 3 hours thinking it was some part of a puzzle
When it was just a piece of wood
Ppl are dum
Like George Carlin said :
Imagine how dum the average person is then realize that half of our world is dumber then them
We need the yellow or Capcom could go bankrupt
It's hard to see shit in new RE games, so maybe that's the reason. DMC5 didn't have this issue.
Yup people who like RE engine games are morons
Am I the only who thinks this is more of an issue of the game itself having inconsistent "rules"? Like some of these games have to force these markers because not every door/window/ladder are climbable/breakable despite it being right there. This is why you'd have players sticking on the edge of the corridors and button spam in some older games, just to see which asset is actually interactable. What I'm trying to say is that it's not the realistic graphics's fault, but poor level design.
decades of games where nothing is interactive have conditioned everyone to assume nothing is interactive unless it is clearly marked otherwise
Yes. They are.
they aren't wrong
there should be an option to turn it off tho for people that want less hand holding
Yeah the devs are right, you guys are morons.
Are mods updated yet to remove this garbage? I was going to buy the game finally but the Ada DLC broke all the mods.
i didnt need yellow paint to find caliburn in ultima underworld, i dont need yellow paint to identify a fricking ladder. if you make games with consistent mechanics that make sense, like 'if you see a ladder you can use it' then you dont have to worry about making every usable bit of garbage on the track stand out. people are so fricking stupid nowadays
They're right sadly, the majorty of people are so moronic they can't complete basic tasks. Just look at valve play testers and the absolute stupid shit they pulled.
Well if it was realistic, then most ladders in real life are actually highly painted and made super visible to make sure that no one knocks them over.
I'm convinced modern zoomers wouldn't be able to figure out where to go in Super Mario World.
>hold right? how was I supposed to know that?
Yes, some small amount are, but they should not be catered to at the expense of the rest. Never insult your audience's intelligence by pandering to the small amount of morons among them. Same goes for gays, women, non-whites, etc, in much the same way, or that small audience is all you'll have left and you'll be wondering why your games are now flopping.
At least that's how it used to be. israelites are destroying western nations with DIE policies for this very reason, so they can market low effort trash products designed for morons to a moronic consumer cattle populace that will eat it up and never complain, and will in fact defend their masters for blessing them with daily slop.
The people complaining about the yellow paint/tape are moronic. But they have somewhat of a point.
The simple fact of the matter is this: Games have way more clutter than they used to, but have same level of interactivity as they used to. Most of this clutter is clutter because it's non-interactable, has nothing in it and is there purely for decoration to make the scene seem more dense and lived in. But the clutter adds more confusion to the scene about what is interactable and what isn't, what's useful to interact with and what isn't.
You can just let players experiment and find out what is interactable and what isn't on their own but it's actually a negative to do this because it leads to a lot of tedious time wasting experimentation while the player tries to figure out dev logic behind what objects can have something done with them, and of those which ones are worth the trouble. The yellow paint is a shorthand the devs can employ to let players know immediately what would take tedium to find out.
The problem is just that it's clowny to have yellow paint and tape everywhere for interactables. The point of it is for it to be a diagetic signal to players, to feel in world rather than existing as a layer over the world guiding your attention. But done so hamfistedly it makes players question why there's yellow shit over everything. They needed a better way of signalling to players, like a glint on objects hidden inside drawers and cabinets so players know that drawer/cabinet is the interactable one, wooden crates for the breakables, metal crates for the clutter. Every window that can be jumped through just a window, every one that can't shuttered or boarded up. You're not meant to feel the developers hand guiding you, but games that aren't imsim levels of interactable need a developers hand to keep things moving along smoothly and avoid the JUST AS DISTRACTING question of "why is that wooden crate model breakable but not this one?"
>The people complaining about the yellow paint/tape are moronic. But they have somewhat of a point.
my favorite part about this wall of text I'm never gonna read all the way through is that you opened it by indirectly calling yourself moronic and not realizing it.
Not at all.
They're moronic because they don't know what they're asking for, they're children with suggestions that are even worse than the things they're complaining about.
You can see it in this thread. People suggesting dumb shit like glowing outlines instead as if that's somehow better. People praising the way OG did it by having things just glow with fullbright lighting because they weren't using pre-baked lightmaps which is way more distracting.
The people complaining about the yellow paint are complaining about the idea of developers reducing trial and error as a necessity by using signalling rather than just not liking the way in which it's done. They think developers think players are morons that couldn't get by without the guidance in a mostly linear game, which is moronic. It's done to stop players meleeing every box until they learn what models are the breakable ones and missing interactables because the other things that shared the same model but weren't interactable taught them to ignore that model.
As game environments become visually noisier, the utility of signalling becomes greater. The old, clean easy to read environments of the past are gone. The people complaining about signalling think it's patronising because they think it's done of necessity for morons rather than for convenience for everyone. And that's why they're moronic. They're only correct in that they needed to use more than yellow paint and tape, not that they used signalling at all.
>Games have way more clutter than they used to, but have same level of interactivity as they used to
This is not true for all games.
Pander to the lowest common denominator and this is what you get. Black folk are inherently moronic.
Wrong image.
remove the colon and that’s accurate
Its so hilariously moronic that they just insist everyone that plays it is a fricking low IQ moron
Like hey dumbfrick homosexual, here's your slop, don't worry we'll hold your dumbass hand while you meander about you absolute frickwit moron, that'll be 79.99 USD plus tip dipshit!
Part of it is for some reason every single playtester of every developer in every region is dumb as shit. It doesn't matter if they're located in California, Texas, or Virginia. The people they find to test their games will be the dumbest motherfrickers.
I mean be honest would you ever in a million years be a play tester? It sounds like a moron job. The devs themselves should be able to tell from their own judgment most of what they seem to rely on testers for. If you don't have that judgment you just shouldn't be making interactive media. I doubt older games had anywhere near as much play testing.
>they still wonder why I don't buy their games
>gamers are morons
Yes, they are. This is your average journalist, who is part of the industry and it's supposed to talk you about games. Imagine how moronic the average gamer is.
To be fair the timing for that jump is somewhat bullshit especially for a tutorial. But then again that game is hard as balls so if they're getting filtered by that it's probably for the best...
>To be fair the timing for that jump is somewhat bullshit especially for a tutorial.
I don't agree but even if it was it shouldn't take you that fricking long, specially for someone who's apparently been in the industry for 21 years.
He is also literally the reason they changed how you level up in ME2. Publishers lied about not caring about review scores, games that have an overall 90%+ rating get better sales which is also why they tied bonuses to review scores as well. He reviewed ME1 poorly because he thought the game was too hard and he didn't know you could level up.
>who is part of the industry
It specifically was not, it was a writer from some blog that was a sister site to the game journo site because a mass layoff within the past year left them with nobody else to attend that show
How can someone so shit at games after writing about them for 21 years? How do you not learn a thing or two about how they work along the way?
they need the yellow paint because of how hyper-realistic modern vidya looks. it's way too hard to tell what is and isn't interactable since everything has to look super detailed, if they didn't add the paint you'd waste too much trying everything you can to see if you can interact with it
Does anyone have the screenshots for Rome 2 Steam achievement stats that exposed that most game reviewers literally don't play games they review? Rome 2 had glowing reviews but the reviewers were also the only ones who could play it for some weeks before it actually came out. IIRC there was one achievement for just being in a battle for the first time and another for winning a single battle for the first time. And they were the second lowest and lowest attained achievements respectively. Not one of them actually completed a campaign.
Wait, I've been playing REmake 4 and haven't noticed any yellow paint except the crosses on boxes. Am I moronic?
Do we really need ladder to be painted? Are there unclimbable ladders in the game? And if so, why would you put them in there?
Modern gamers are entitled morons. It's why they couldn't actually remake RE2 (even though it was already dumbed down from the first game).
They don't mean it in the context of not liking RE2. They mean those who haven't played it basically. I'm sure the reasons are moronic, but still.
The kind of people who are interested in an re4 remake are moronic, yes.
Let me get this straight, RE4R starts by asking you to adjust the brightness for immersion, but cannot toggle off this moronic yellow nonsense?
If gameplay and movement options were more fun players would enjoy being lost. RE4 always was a troony slow ass game. You never see complaints in 2d platformers when people are stuck because levels are fun to move in. Same for action and fighting game bosses. The process is fun so losing or not meeting the objective is a great experience.
TPS games and RPGs in comparison are just trash. The sooner you realize this the better
>endless complaints about the "mandatory" compass charm in hk
>endless complaints about getting filtered before green path
They aren't wrong.
The yellow paint has to be the dumbest shit ever, but normalgays are extremely stupid and without the paint I can see them not being able to complete the game
>hud marker
>map marker
>yellow paint marker
How much more help do they need?
The player has a lot going on at all times. You might want to play it safe and, at the very least, have her give an audio cue like
>Wait a minute... that lever. If I pull that lever with the yellow paint on it, I bet it would open that giant gate next to the waterfall!
The character's head should also rotate to look at the lever whenever she's within 30 feet of it. There's a big fire next to the lever to make sure it's illuminated, but I personally would make everything just outside the screenshot significantly shadowed to help contrast the lever.
To be honest, the devs are being somewhat bold by not having a water source constantly dripping onto the lever to make a sound that the player will investigate. Probably going to have a lot of people asking for refunds.
Which target audience is this designed for in mind exactly? morons?
>Crapcom know their audience are drooling morons
at least they admit it but they could've easily just made certain objects a different color like a yellow ladder instead of doing the equivalent of painting a giant red x on things
i never understand why they dont just make a toggle option for such minor gripes the moment many people complain about it. just make their texture transparent if its set to true or some simple shit. frick game devs
>no paint
>hmm that's a ledge i will grab on and climb up
>game wont let me
"REALISM!"
>paint
>ledge i can climb on clearly marked
>works
"UNREALISTIC!"
Every generation would shit their pants playing a King's Quest/Quest for Glory VGA game. Developers need to get a fricking grip and just do what's cool, not what's best for morons. Since that universe is unlikely to exist, modders still keep winning by removing mustard stain graphics from their games.
See, we can't have that. Them video games gotta be available and playable for everyone! Even for the most moronic and mentally distilled people.
>mfw got 70+ levels across 4 characters in Grim Dawn before realizing I can just apply components to gear from the inventory
They aren't even that big.
>thread is still going
kek
capcom buyers are morons. There are people here who bought RE4R. There are unironic DD-gays here with thousands of hours in the game.
I am glad that they make slop for sloppers.
RE4make environments are just fricking ass without the paint.
>Let's put dark wood boxes and drawers in a dark forest and barely lit rooms
>Let's put white marble pots on white marble ledges near marble white pillars
>Some drawers can be opened, some cannot
>Items placed practically at your feet but there's no light pillars anymore
There's no rhyme or reason to it, that's the issue.
Yes? Look at dead by daylight. They have to make the game beyond hand holdy to the point it plays itself. Because most people who play games are brain dead
That's a byproduct of realism and not people being moronic
back in the day stuff that was interactable used to stood out. This is no longer the case.
With realism, is it really hard to see what the devs intended you to do, you can't be creative at all, you HAVE to find the intended way, since these fat millenial fricks can't innovate for shit and still make the same game for 20 years
You can literally see how true this is, in every thing on veddit
How about just giving the option to disable it?
Nu-Tomb Raider worked perfectly with a birdshit toggle + the ability to disable all puzzle hints.