mods

Parent tag: games

Resident Evil 4 (HD Project) ★★★★★

Poster.

It’s amusing how Resident Evil 4 starts with a recap of the previous games when absolutely nothing that follows has anything to do with those plots at all other than the name Umbrella getting occasionally thrown around towards the end. The plot actually makes far less sense if you have played the previous games in the series (and, like me, not played any of the spinoffs). Why is Wesker not dead, why is Leon not reacting at all to Ada not being dead, and who the fuck is Krauser? If you’re coming in without prior knowledge you can assume these characters and their dynamics with Leon are well-established and not bafflingly out of place.

Coming straight from Resident Evil 2 had another problem: Run being on ⨉ and fire being on ◻ kept messing with my muscle memory and for a while when enemies were about to grab me my instinct reaction was to aim and slam the reload button, locking me in place while they were free to get me. Other than that the gameplay, while an obvious departure from the previous games, does, I think, have more commonality than is immediately obvious and that did not necessarily carry over to the general, still-ubiquitous third person action game formula that Resident Evil 4 established. There is still the tension of resource management and balancing supplies of ammunition and healing against current threats, picking off enemies with precise targetting and knife attacks and managing crowds with careful staggering and mêlée attacks, or just blowing crowds away with grenades and and shotgun blasts. It’s a more fluid and dynamic ebb and flow of tension, the game trying to keep you hungry but not starved with its random drops and dynamic difficulty, but trying to figure out how to handle the relentless pressure of hordes of ganados is not a completely alien calculus compared to trying to clear a hallway of zombies by baiting as many as possible close at once and them aiming up with a shotgun blast to try and decapitate as many as possible at once. And while the fixed camera is (mostly) gone the tight field of view still creates large blind spots that need to be accounted for and manage. It’s quite easy for enemies to sneak up on you if you’re not listening out for them. Keys no longer take up inventory space and don’t contribute to inventory management concerns, but keys and puzzles still play an important part in pacing and allowing movements of rest between big fights.

Even tonally the game isn’t as much as a departure as is often stated. As silly as Resident Evil 4 is the first game had mutant sharks, plenty of cheesy lines and a boulder to dodge right out of India Jones and the series had already been trending towards interminable conspiracy nonsense and too much character lore references. Early rereleases of Resident Evil 2 included teasers for Residents Evil 3, 0, and Code: Veronica and was already including intra-Umbrella espionage and double-crossings. Resident Evil 4 just has absolutely no grace about any of it.

Obviously it is still a very different game to its predecessors, but I think the ways in which it is inkeeping with them is what make it stand out from the action games that came in its wake and what makes it so enduring and the HD Project mod does an unbelievable job of giving a fresh lick of paint to the game while being true to the original game. The modders went so far as to track down the original sources of texture references in the game and take new photographs of them in order to recreate the original assets in a higher resolution. The bundled tweaks mod also fixes a lot of bugs and allows a few adjustments to me made for the game, including restoring the fixed camera perspective in the section of the game where Ashley is playable, something that was removed from every version after the original Japanese Gamecube release. It’s a cute little throwback but having just played Resident Evil 2 the controls here definitely don’t feel as good or work as well as the original games. I can see why they changed it in subsequent versions, but without the callback that section feels a bit more pointless.

The only other major tweak I applied was disabling quick time events purely to get past the Krauser cutscene knife fight, which is a pain in the ass and I re-enabled them afterwards. I do actually quite like the reactive QTEs that are used for dodges in boss fights in this game, it’s only the cutscene and button-mashing ones that I have a real problem with.




Shadow the Hedgehog (Reloaded) ★★☆☆☆

Poster.

This is the skeleton of a functioning Sonic the Hedgehog game under this that you can sometimes catch a fleeting glimpse of before the mess of bad decisions piled on top of it re-asserts itself.

The addition of weapons is not inherently a bad thing, I enjoy the Gamma stages in Sonic Adventure, and having auto-lockon guns to blast stuff with as you run through a level is fun, and the way the rage mode gives you infinite ammo that lets you keep firing as long as you can destroy enough to keep your meter filled can be a cute little balancing act sometimes.

The weapons that don’t lock on are borderline unusable, though. Aiming is difficult at the best of times with these controls and rockets seem to have a habit of going straight through enemies and hitting a wall behind them and mêlée weapons are not something that works in conjunction with contact damage and knockback on hit. There is a reason that Freedom Planet excised those things from the basic formula.

But those are petty and mostly avoidable problems compared to the mission system. The Reloaded mod tries to smooth out some of the tedium but it does not solve the fundamental problems with it.

The levels are largely designed like Sonic the Hedgehog levels (and are often pretty fun when played like ones) with a linear structure but with some branching paths and shortcuts, shortcuts that you absolutely cannot use if you are trying to do missions because you will skip over a bunch of the sixty fucking individual soldiers you need to kill in order to do the dark mission so you can explore more branches of the story than the neutral pathway.

Absolutely no consideration seems to have been made for the mission system and branching story structure. The chaos control power is entirely useless to you if you are doing any mission other than the neutral one as it will simply skip you past your objectives. You must disengage with much of the games mechanics and rewards systems in order to experience more than half of the game.

The branching story structure that this is in service of doesn’t seem to have any consideration put into it at all either. The same cutscene will often play at the end of a level regardless of which mission you did, the CIA mainframe will be hacked regardless of if you did that mission or not, the events of any previous level are never mentioned because they all just exist in complete isolation and make no reference to anything that came before. Every character will act surprised that you are not doing what they say at all times regardless of if you have spent the entire playthrough so far ignoring them.

The path where you only do hero missions is really emblematic of this. Black Doom will continue giving orders that he apparently expects Shadow to obey till the end, despite Shadow not having listened to him once. But Shadow himself is similarly ridiculous on this path, which contains the infamous line “This is like taking candy from a baby, which is fine by me!” On the path where you only do the good missions! This path also has you fight the Black Bull boss twice. Surely it should have been obvious that this would be a path that many if not most players would end up doing and that it shouldn’t have the same boss fight twice on it.

Another path that stood out to me is the neutral path, which alternates level themes between ancient ruins and overgrown jungle tech base which made it feel like you were going backwards repeatedly with Glyphic Canyon, Prison Island, Sky Troops and then Iron Jungle. It really gives the impression that levels were made and then just randomly distributed between the different story paths without any thought whatsoever.

And of course the structure of this requires you to replay the same levels over and over in order to explore branches that you haven’t done yet. The Reloaded mod at least allowed me to not have to play Westopolis ten times just to unlock Last Story but the five times I had to play it to be able to at least play every level once was still far too much.

And yet it’s still sometimes actually quite fun. It’s very frustrating to have this core game that is enjoyable but with a mountain of shit piled on top of it that consistently gets in the way of satisfaction.

Expert mode almost fixes these problems, simply offering the levels one after the other, mostly just letting you play them by getting to the end without having to worry about missions, but then throws in some blatantly unfair changes to some levels on top of removing continues entirely.

Overall I still somehow feel positively about this game but I am not going to go back to it any time soon.




Fuaimrian Sonic 1 PAL 50Hz do Sonic Origins

Cuireann an leasú seo an fuaimrian Sonic the Hedgehog PAL i Sonic Origins in ionad an fuaimrian NTSC bunaidh.

Rith an leagan PAL de Sonic the Hedgehog ar an Mega Drive níos moille ná an leagan NTSC agus bhí an fuaimrian níos moille freisin.

Má tá Hedge Mod Manager suiteáitle ar do ríomhaire, is féidir leat an leasú a suiteáil trí an nasc seo a cliceáil. Seachas sin is féidir leat é a íoslódáíl díreach.

Creidiúintí

  • Taifeadtaí le drsPascal as as Internet Archive.


Sonic 1 PAL 50Hz soundtrack for Sonic Origins

A mod for Sonic Origins to replace the soundtrack for Sonic the Hedgehog with the PAL version.

The PAL version of Sonic the Hedgehog for the Mega Drive ran slower than the NTSC version, resulting in a distinctive, more mellow soundtrack. This mod replaces the music for the Sonic the Hedgehog portion of Sonic Origins with music from the PAL version of the game.

If you have Hedge Mod Manager installed you can install the mod by clicking this link. Otherwise you can downloaded it directly.

Credits

  • Recordings by drsPascal from the Internet Archive.



Sonic Robo Chat 2

A mod for Sonic Robo Blast 2 for enabling Twitch chat interaction when paired with a Python client, allowing viewers to change the player character on the fly, spawn enemies and other objects to hurt or help the player, and more.

Credits





Snolf Robo Blast 2

A character mod for Sonic Robo Blast 2 that turns the platforming levels into a game of high-speed mini-golf. The player’s ability to run and jump is replaced with a control scheme more similar to golf games.

Snolf must be launched from a stationary position and won’t be able to move again till they come to a rest.

Credits


Cluiche Leantóra Undertale Díorthach

Buaigh an leasú seo comórtas chun leasú a rinneadh le na rialaithe is measa.

Chun on leasú a imirt, íoslódáil Create Your Frisk ar dtús agus asbhain an comhad ZIP. Ansin, íoslódáil an leasú anseo agus cóipeáil an comhadlann Oillipheist isteach an comhadlann Mods. Roghnaigh A Very Derivative Undertale Fan Game sa liosta leasuithe sa Create Your Frisk.


A Very Derivative Undertale Fan Game

This was the winning entry in a contest to create an Undertale fight with the worst possible control scheme.

It’s a battle using the Create Your Frisk engine. Use your mouse to control the position of the heart. Then control the velocity. Then the acceleration. Then the the jerk. Then the jounce. Yes, those are real terms.

To play first download Create Your Frisk and extract the ZIP file where ever you want. Then download the fight itself here and copy the A Very Derivative Undertale Fan Game directory into the Mods folder. Start Create Your Frisk and select A Very Derivative Undertale Fan Game from the mods list.


Oilliphéist

Troid amháin i stíl Undertale in aghaidh arracht miotaseolaíocht Ghaelach bunaíthe ar an sárchluiche Snake. Is é an chead rud a cláraigh mé i Lua.

Chun on leasú a imirt, íoslódáil Create Your Frisk ar dtús agus asbhain an comhad ZIP. Ansin, íoslódáil an leasú anseo agus cóipeáil an comhadlann Oillipheist isteach an comhadlann Mods. Roghnaigh Oillipheist sa liosta leasuithe sa Create Your Frisk.

Creidiúintí

  • Tá an ceol Battle 1 as an fuaimrian Soleil ar an Mega Drive le Motokazu Shinoda sa leasú.


Oilliphéist

A single Undertale-style against a monster from Irish mythology, inspired by the classic game Snake. This the first thing I coded in Lua.

To play first download Create Your Frisk and extract the ZIP file where ever you want. Then download the fight itself here and copy the Oillipheist directory into the Mods folder. Start Create Your Frisk and select Oillipheist from the mods list.

Credits

  • This mod uses the track Battle 1 from the soundtrack of Soleil for the Mega Drive, composed by Motokazu Shinoda.