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View Full Version : Zombies VS Majini & Ganados - Which is the future of Resident Evil?


Dante2014
21-02-09, 13:07
Seeing as there is a lack of topics with this subject, only those on another subject deviating towards it, I thought id make a thread so that valid points for both can be expressed and discussed fairly.

The reason Ive clumped Majini & Ganados together is because they represent the brainwashed human-like enemy collectively, theyre nearly the same anyway.

Zombies:
For:
+ More potential for horror and other gruesome scenes involving them
+ Constant threat of infection of the T-Virus to neighboring cities and countries adds potential for a sequel
+ Potential regarding furthering mutations Eg Licker, Crimson Head, et cetera
+ Notoriety
+ We havent played against current gen Resident Evil zombies yet using the current combat system, only Umbrella Chronicles which limited it due to being a rail shooter.(Degeneration not counting in this case)
+ Zombies where a staple in the original trilogy, a return would trigger much interest

Against:
- Too slow to hold their own against the new combat system
- We can get zombies elsewhere, not just in Resident Evil (Dead Rising much?)
- They arent scary to seasoned players
- Slow
- Unintelligent


Majini & Ganados:
For:
+ Smarter
+ Faster
+ Variety regarding attacks and weapons
+ Best suited to the current combat system
+ Potential regarding varied parasites, that could add extra elements during gameplay (like the ones that could crawl out in RE4)
+ Potential for plot twists if a character is a parasitic host but is showing no signs of it
+ Just as wild as zombies when lacking leadership

Against:
- You know if the main guy gets infected, he or she is likely to be cured at the end, unless its a secondary character
- Arent that scary generally, with a few exceptions
- More fantasy than horror, OTT parasites lack realism
- Issues regarding being too slow

Try to think fairly, not just saying one is better, but why its better.

REnerd
21-02-09, 13:29
Zombies

WHy?

Well for me it was the !mansion! Going door to door not knowing what pop up! Awsom!
The hole feeling... old house.. zombies..secrets...who did this....?

RE2:
Now the hole city is infected....i love the RE3 intro.....and outbreak (not so much the gameplay,more the story)
Seeing people trying to run from zombies Awsom!
To see what this t-virus g-virus can do to a city....I most said outbreak realy tell the story good.

Re4:
Well..... if you took out ada wesker leon out call them R2D2 C2PO and obione, would you feel is a RE game??
Dont get me wrong is was gr8 and nice story just not RE story.
Cant realy see why we have to get new virus...T and G is perfect tellingstory

More fantasy than horror - yep you said it

Sorry for bad typing!

Spike 74
21-02-09, 13:55
I not sure which i think is better as I like both.

I would love to see a Resi game incorperate both so I can have the best of both worlds.

Member_of_STARS
21-02-09, 15:30
From a purely technological and cost/effective standpoint, a Ganado/Majini is superior to a zombie. You cant throw zombies into an action game without introducing a number of ideas which wouldnt render them deadbeat shooting gallery ducks.

Now, assuming were talking about zombies stricktly, and not its T-viral variations or any other BOWs, Ganados are, gameplay wise, superior to zombies in every way.

On the other hand, Ganados will never have the potential to scare or creep people out, so their scare factor is pretty much zero. I would also go as far as saying that CAPCOM has yet to properly utilize the crazy brainless villager concept to its fullest. RE4 showed them doing their everyday choirs and communicating with each other, yet just stay in front of a gunbarrel as if they sudenly sufferent a stroke and lost their ability to think.

If we were to talk about which of the concepts would work better, then they are both different and have a different purpose. Using current gameplay mechanics, you can make them both work.

Variant A.
T-Virus

*Aimed for horror and dread, requires a lor of certain gameplay and story elements to increase immersion
-tight spaces for both claustrophobia and to give the player two options only, mostly, to either fight and waste ammo, or retreat and find another way
-limited resources
-zombies that eat bullets for breakfast, come in large numbers and are meant to route the player
-BOWs should be extremely agile, to the point where they dodge your attacks, so the fight would be demanding and challenging (from dogs to Tyrants), or just be bullet resistant
-gameplay has to involve a lot of environment exploitation
-current perspective would require RE4/5 controls in which you wont move while you shoot, but I would introduce moving while reloading
-requires background information to use players imagination, half of zombies effectiveness comes from impressions from childhood and Romero movies

-3rd perspective fixed camera angle roaming and over the shoulder engagement could work very well


Variant B
Ganado-type

*Aimed for suspense and action, requires little innovation in gameplay to function properly

*Currently horribly underused, cheap and underutilized method to take zombies and set them into gameplay full of action. Problems include but are not limited to sloppy AI, not fleshed out behavioural patterns, gameplay being too constricted and Ganados too scripted.

-almost all survival horror tricks can be used to increase tention and suspense
-should be freed from limitations that would give players too much time in engaging them (attack on sight, increase their viciousness and agression)
-gameplay, requiring more skill on a constant basis, should be freed and made more fluid and dynamic (introduce move while shoot, with penalties (terrible accuracy, reloading mistakes)). In simple terms, remove any and all obstacles from the enemies to be able to just stomp you and quickly end you, then remove any and all obstacles from you doing the same to them.


But. This will never happen.

ShinX2
21-02-09, 16:22
Majini & Ganados:

Zombies are not a challenge, nor scary anymore.
Theyre yesterdays news.

Edit Spike: Please dont use those type of commnets her even in fun. Thank you

thezombiemessia
21-02-09, 16:41
From a purely technological and cost/effective standpoint, a Ganado/Majini is superior to a zombie. You cant throw zombies into an action game without introducing a number of ideas which wouldnt render them deadbeat shooting gallery ducks.

Now, assuming were talking about zombies stricktly, and not its T-viral variations or any other BOWs, Ganados are, gameplay wise, superior to zombies in every way.

On the other hand, Ganados will never have the potential to scare or creep people out, so their scare factor is pretty much zero. I would also go as far as saying that CAPCOM has yet to properly utilize the crazy brainless villager concept to its fullest. RE4 showed them doing their everyday choirs and communicating with each other, yet just stay in front of a gunbarrel as if they sudenly sufferent a stroke and lost their ability to think.

If we were to talk about which of the concepts would work better, then they are both different and have a different purpose. Using current gameplay mechanics, you can make them both work.

Variant A.
T-Virus

*Aimed for horror and dread, requires a lor of certain gameplay and story elements to increase immersion
-tight spaces for both claustrophobia and to give the player two options only, mostly, to either fight and waste ammo, or retreat and find another way
-limited resources
-zombies that eat bullets for breakfast, come in large numbers and are meant to route the player
-BOWs should be extremely agile, to the point where they dodge your attacks, so the fight would be demanding and challenging (from dogs to Tyrants), or just be bullet resistant
-gameplay has to involve a lot of environment exploitation
-current perspective would require RE4/5 controls in which you wont move while you shoot, but I would introduce moving while reloading
-requires background information to use players imagination, half of zombies effectiveness comes from impressions from childhood and Romero movies

-3rd perspective fixed camera angle roaming and over the shoulder engagement could work very well


Variant B
Ganado-type

*Aimed for suspense and action, requires little innovation in gameplay to function properly

*Currently horribly underused, cheap and underutilized method to take zombies and set them into gameplay full of action. Problems include but are not limited to sloppy AI, not fleshed out behavioural patterns, gameplay being too constricted and Ganados too scripted.

-almost all survival horror tricks can be used to increase tention and suspense
-should be freed from limitations that would give players too much time in engaging them (attack on sight, increase their viciousness and agression)
-gameplay, requiring more skill on a constant basis, should be freed and made more fluid and dynamic (introduce move while shoot, with penalties (terrible accuracy, reloading mistakes)). In simple terms, remove any and all obstacles from the enemies to be able to just stomp you and quickly end you, then remove any and all obstacles from you doing the same to them.


But. This will never happen.


Pretty much this.


My only other argument for Zombies is the evolution into things like Crimson eads (which you mentioned already Dante2014). However, itd be interesting to see a storyline implement the Crimson Head feature more strongly.

Perhaps work it in so that a company has figured out how to mass produce a Crimson Head...meaning youre still battling Zombies, they just happen to be really fast.

Edit Spike: To remove the ShinX2 quote;)

Dante2014
22-02-09, 13:50
Thinking about it, Zombies do have some current gen potential when done correctly, although I completely agree with Member_Of_STARS that Ganados & Majini are a cheap fix for this.

If they did something along the lines of the following, it may just work:

Unpredictable shambolic movements:
One of the ways of getting around a zombie being slow would be to make its movements unpredictable to the point where shooting them accurately is difficult due to their movements, For example: if a zombie was hunched over and had its head down then suddenly jerked its neck back as it walked forward, it would make that head-shot all the more harder to achieve, along similar lines, if zombies randomly fell over before a shot was made it would prove difficult to hit, especially from long range, if they had a series of varying characteristics based on motion it would add some interest.

Decay:
Id like it if they added the minor detail of decay during the time of the game:

If the player started against zombies with fresh bloody wounds that made the zombies almost look alive and injured, these zombies being slightly faster than previous Resident Evil zombies but not beyond the scope of realism.

Midway - The blood dries, woulds no longer bleed and the zombie looks as dead as it is, these being the zombies we know and love, moving at a slightly slower pace but having unpredictable jerks and twitches, making them harder to shoot accurately.

End- The zombies begin to rot, their slowest form, however, if it was implemented that when a zombie at this stage of decay turned in to a Crimson Head faster when shot, it would make these zombies ticking time bombs if killed improperly.

Crimson Head - The product of not killing a zombie properly, the more decayed the zombie, the more likely it will turn in to a Crimson Head due to advanced T-virus mutation or something like that, faster and stronger, shrugs off bullets and thus requires to be downed then shot in the head.

Licker - Possibly a downed Crimson Head that was not destroyed, these would be a very interesting enemy, but since they are apparentlyin RE5 I wont go in to detail.

Battle-damage:
To blow off limbs would be a nice detail, but also it could alter enemy attacks:

Shooting the top part of the head would destroy the brain, thus stopping Crimson head transformation.

Shooting the eyes would destroy the zombies ability to see, they would randomly turn and flail to get a hit in, they could very well move to grab and fall inaccurately, Crimson heads would be a lot more aggressive and randomly swing sharp claws.

Shooting the mouth would destroy the teeth, making them sharp shards that do slightly more damage per bite.

Shooting the neck with a high caliber weapon would decapitate the zombie, killing them except for their severed head, walking past the head and getting bitten in the ankle would be a nice little quirk.

Shooting the torso would down the zombie, but not kill it, after a set period of time, their head would turn bright red, hair would fall out and their eyes glaze over, insta-Crimson head.

Shooting the shoulder with a low caliber weapon could disjoint the arm, whilst still attached with would gain momentum and harm the player with a swat, blowing the limb off completely could impede their ability to grab, only attacking with their head to bite but making evasion easier, this in conjunction with a crimson head transformation would make a crimson head run and dive to get a bite in.

Shooting off the legs would stop the zombie from walking, causing them to crawl or try to get up with no avail, a Crimson Head in this condition could very easily run on its hands and force itself in to a jump to attack.


Wow, the Ganados and Majini have just become a whole lot less interesting...

thezombiemessia
22-02-09, 14:42
All I can imagine is shooting off a Zombies arms and legs, and seeing how it deals with it :P

Then shooting the torso until death and waiting for its Crimson Head form, because thatd be even funnier.

JoaoPT
22-02-09, 14:59
Ganados/Majini

I prefer a fast and more challenging enemies than slow but scarier ones... :)

Watson.uk
22-02-09, 18:26
Zombies!
They are much better than Ganados or majini.
It s much more troubling getting eaten by a zombie rather than getting stabbed by a Spanish farmer or getting slobbered on by some crazy African.

And they can easily work on the new combat system; youve just got to put more in rather than them being really spaced out like RE1.
Youve just got to cater the game around the zombies make them stronger maybe have a few that run at you.

Personally I d love to see a re-make of the originals games with the new combat system; I think it would sell like crazy.

Skeksis
23-02-09, 10:18
My only other argument for Zombies is the evolution into things like Crimson eads (which you mentioned already Dante2014). However, itd be interesting to see a storyline implement the Crimson Head feature more strongly.


They already did, ask Paul WS Anderson. :lol:

onza110
23-02-09, 11:00
Ganados there chainsaw scares the hell out of me.

thezombiemessia
23-02-09, 13:15
My only other argument for Zombies is the evolution into things like Crimson eads (which you mentioned already Dante2014). However, itd be interesting to see a storyline implement the Crimson Head feature more strongly.


They already did, ask Paul WS Anderson. :lol:

>.<

They werent Crimson eads...they were intelligent Zombies.

greenyxi
23-02-09, 16:19
It depends on whether Crimson Heads are considered zombies here or not. They scare the hell out of me. Then again, I think the ganados suited the spanish setting more than zombies would have. I mean, zombies walking around in the sun? :d

deadevil
23-02-09, 19:53
b) i think what they should do is make and re game where it goes back in time to about fifty years ago and add zombies into it that is what the future of re ishould beb)