https://www.youtube.com/watch?v=Savmy2M1EJshttps://www.youtube.com/watch?v=G7dKZTP2iy8https://www.youtube.com/watch?v=ymJb6iwxIfoYou can now manually aim in 2, 3, 4 and use first person. This is a wish come true for me for 20 years.
Just as the devs intended!
>>11354058>over the shoulder modegoyslop>first person modeehh i guessAt least you can look at certain areas from up close now.
>>11354070>At least you can look at certain areas from up close now.Do the character models have panties?
>>11354072James and Henry do, not sure about Heather.
Well maybe now at least people are finally going to realize that there really isn't that much difference between the gameplay of something like SH3 and Homecoming, it was just a matter of point of view.
>>11354058Extremely soulless. This also ruins any section of the games that have unique camera angles
>>11354140SH was always soulless without pre-rendered backgrounds
>>11354058God damn I love homogeny!
>>11354087sh3 doesn't have dodge rolling
>>11354268It has parrying like in my favorite soulsbornekirolikes
>>11354268No butSH1 has dodge hopping, strafe runningSH3 has blocking and combosSH4 has charged attacksetc etc I'm forgetting a lot
>>11354292>implying your run of the mill shfag actually engages with the combat system
>>11354292>SH1 has dodge hopping, strafe runningactual fun movement tech and not gay rollslop>SH3 has blocking and combosnobody blocks in sh3 because it's a clunky useless mechanic, its more effective to just strafe out of the way of enemy attacks>SH4 has charged attacksthe charge attacks in 4 suck because they give you i-frames and that shit doesn't belong in a horror gameif this was your attempt at defending homecoming you're doing a terrible job
>>11354697>>11354292SH2 actually introduced blocking first, but it's so unintuitive no one uses it.
Manual aiming and being able to see more forward is the main benefits. It's wild these work as well as they do. They look and play better than modern games. If SH1 gets a decompilation, we can do these kind of changes for that as well. >First personYou are more or less using iron sights for aiming making it very easy (perhaps too easy). You are invisible and your weapons are floating which is a little immersion breaking. >Third Person:Aiming is a bit wonky and you often miss because shots line up to the middle of the screen but there's no cursor. It takes some getting used to. I believe the mod is fully customizable so you can position the camera any way you wish.
Further mod wishlist:1. Separate hard and light melee attacks into two separate buttons. 2. Port over Extreme difficulty from SH3 - same formula and everything.
>>11354058mite b cool
>>11354147And other hilarious jokes REtards cry themselves to sleep at night.
>>11354292 >>11354708Wait, you could block in SH2/3? Maybe its because I never bothered to read the manual, but this is news to me. I just don't see the point in it because you can easily run past most enemies in SH2, and you get a bulletproof vest to reduce damage in SH3.
>>11354708How does this work exactly because on my recent playthrough this month I think I managed to guard once by accident at the start of the game and could never get it working again, does this have something to do with the pressure sensitive buttons?
>>11354070First person mode in any game that isn't pure FPS is goyslopThird person is better, and remember to kill yourself
>>11355039>>11355046It explains on the page: On begginer/easy, you can hold down "X" (or equivalent) to auto-block like a fighting game. However, on Normal-hard, it turns into something like a Parry from SFIII where you need to react after the enemy starts its attack. I have never once seen any kind of tutorial explaining the exact timing needed, which attacks can be parried, and which cannot. Realistically this means randomly parrying once a gameplay, not realizing what you did, or thinking it's random, and moving on. Sh2-3 have a lot of hidden and strange mechanics in there. On Hard mode for instance, your melee attacks will bounce off the wall in a manner similar to Demon's Souls or Dark Souls, thus you need to be more aware of the surroundings and choose your melee animation appropriately.
You know what else badly needs this? Metal Gear Solid 1 and 2. My god, playing on Extreme with that camera angle? Attrocious.
>>11354708>>11355039Nobody bothered to block because it was useless and you could just stunlock instead
>>11355142You see more with top-down camera
>>11355139>On Hard mode for instance, your melee attacks will bounce off the wall in a manner similar to Demon's Souls or Dark Souls, thus you need to be more aware of the surroundings and choose your melee animation appropriately.That actually sounds like a good and more noticeable addition compared to parrying.
>>11354697No amount of mental gymnastics will change the FACT that these things exist and that there is very little that Homecoming did in terms of moves that wasn't already there; and Silent Hill was ALWAYS about giving the player as many move options as possible compared to the competition (Resident Evil and its other clones) and with each sequel they kept adding a bit more. The real truth is that SH fans have the most blatant and serious case of "thing :| Japanese thing :O" and that is the only reason why games after 4 got an unfair treatment (which they all started to get before they were even released)
>>11355453They're pretentious faggots in general, jerking off over camera angles or shit like Mary's corpse Ito tweeted about and isn't actually in the game
>>11355468I'll never forgive them for ruining Christophe Gans, who went from a passionate kino film director, to a soulless studio yes-man with Beauty & The Beast. After Silent Hill he said making a movie for fans was a mistake and he should have listened to the studio who wanted loud jumpscares. Thanks to the reception of the SH fanbase. I don't think he's ever recovered.
>>11354058I think this would have been a neat secret mode you get for beating the game on hard.
>>11354721>You are more or less using iron sights for aiming making it very easy (perhaps too easy).Easier? “Aiming” in Silent Hill locked onto the enemy, so if anything aren’t these mods making things harder?I’m otherwise fine with these. SH1 had a “self view” mode you could unlock and I wouldn’t mind a run through 2 and 3 for some 1st person screens.
>>11355604Lock ons are completely mindless and imprecise, which is why I really dislike them as I always saw them as a cheap solution due to limitations rather than the ideal solution. I want to see what I'm aiming at at all times, and to be the one making the choice, rather than hitting lock-on button and firing wildly at something off screen and hoping for the best. That's why I always wanted something like this even back on the PS2 days. First person is literally point and shoot, with the default "aiming" animation already putting the gun dead center in the screen. VR would be pretty wild too. Aiming is only hard in the over the shoulder mode because there's a hidden reticle in the center of the screen, and it's a bit awkward to setup. There's a level editor for SH2, so I'd love to see some remixed levels to make a new experience. >>11355340Some of these should just be part of the main game, but they seem to have been afraid of scaring off players. Meanwhile Dark Souls made these default from the get-go.
>>11355308>You see more with top-down cameraOh god no. In MG1-2, you saw the entire top down room. In MGS, you are seeing a zoomed in camera that is at most 1/4 of the entire room so you have to either memorize guard patterns or stop every few seconds and look around.
>>11355889>I want to see what I'm aiming at at all times, and to be the one making the choice, rather than hitting lock-on button and firing wildly at something off screen and hoping for the best.This almost comes off as lock-on aiming being detrimental, like it can "miss", or that you can't hold L2/Search View to face the direction you want. It's cool that you can finally immersive yourself into SH2 and 3 and control it like you've always wanted but don't get too excited that you say weird shit.A level editor is also cool. I'd personally want more "gameplay mods" first. Something that actually encourages and rewards more precise aiming so there's a bigger difference between shooting an enemy in the face compared to the foot.
>>11355945For aiming and viewpoint, I like intuitive systems where I can see everything and I make all the choices rather than short cuts. Auto-aim is functional, but it feels like I'm letting the game play itself a bit.It's like MGS3: Subsistance totally changed it. MGS1-2 have top down cameras that are a paint, and truth be told the SH1-3 cameras are nowhere near as obnoxious as they often just default to behind you anyways. You sometimes have to press "look" in SH2 to reset the camera behind you sometimes. New camera allows me to assess the situation and immediately respond, while not changing any of the core gameplay functions. Auto-aiming is functional, but I dislike blind firing at an enemy off screen, versus seeing them and knowing what I'm aiming at.
>>11355945Correction, it has a map editor, not a full level editor. Sh2 has a lot of reverse engineering going on, and SH3 is the same engine so they can also make changes there. So porting the Sh3 enemies into 2 or vice versa may be possible. A "remix" or "Second Quest" kind of layout might be interesting to shake things up - same game but remixed dungeons. Sh2 is a bit lacking in enemy variety. new viewpoint also helps with use of the shotty and I can see how it operates now: it has crazy kickback and insane and unrealistic spread and thus I can utilize it better. I still can't find a use for the rifle, as James operates it like a geriatric. The idea is probably bosses, but most Sh2 bosses are in small rooms so with the rifle you just trade damage. I'm pretty sure it's a hold-over from 1, since 3 more or less agrees with my assessment and replaces it with the SMG as the final weapon.
>>11356125according to IFDB, both RE4 and Sh2 have the same Remington 870, just the Silent Hill variety has a short barrel versus long barrel. I think the SH scale is off since it just looks tiny in James and Heather's arms. https://www.imfdb.org/wiki/Silent_Hill_2#Remington_870
>>11355453>No amount of mental gymnastics will change the FACT that these things exist and that there is very little that Homecoming did in terms of moves that wasn't already there;what exactly are "these things"? the only og silent hill game that had any i-frame faggotry was 4 which made the game worse as a result.>and Silent Hill was ALWAYS about giving the player as many move options as possible compared to the competition (Resident Evil and its other clones) and with each sequel they kept adding a bit more.well shit if silent hill always had more stuff than resident evil and more stuff is always better, why don't they just add fucking super moves and air juggles to silent hill? would that be an improvement to you as well?>The real truth is that SH fans have the most blatant and serious case of "thing :| Japanese thing :O" and that is the only reason why games after 4 got an unfair treatmentwarranted ciriticism isn't unfair treatment you fanboy faggot. just because a game has the silent hill moniker doesn't mean it's immune to criticism.
>>11356194>>11355453The western games suffer from being derivative, lacking polish, and lacking creativity. They have a formula and they hammer it into the ground. The SH games were dynamic and at the time a breath of fresh air when everyone was making 2D/3D Resident Evil clones into the early 00's. You can argue maaaaaaybe the western games get a bit too much flack, but they do have this "been there, done that" feeling with inferior design, enemies, settings, and stories. Monster design is especially horrific in Home coming and downpour. That being said, Sh3 is the peak for combat, enemy design, exploration. It is just so damn slick. Lacking exploration and it's hella lame to revisit South Vale again, when it has nothing to do with Heather. Brookhaven and the prisoner enemies keep alluding to madness, which is what James is suffering from, so it fits thematically.
>>11356216And speaking of: I want more. A decomp of Sh1 would give it stable 60fps without bugs, and allow for multiple aiming and viewing systems. SH1 overall is the best complete SH experience, since it takes you to so many locations, with so many varied enemy types, and puzzles. It lacks some of the polish of 2-3, and the graphical effects, but it's still the best package.
>>11355604>“Aiming” in Silent Hill locked onto the enemy, so if anything aren’t these mods making things harder?And yeah that's whats happening here, but even with the floating gun it's kind of a fun way to play.Here's what I don't like:>2D controls will be forced when the mod is enabled!3D controls would be better here. Hopefully this gets addressed in an update.>>11356119>>Auto-aim is functional, but it feels like I'm letting the game play itself a bit.>>Auto-aiming is functional, but I dislike blind firing at an enemy off screen, versus seeing them and knowing what I'm aiming at.Those two seem to conflict fwiw
>>11356295>>11356291In a lot of situations, you can hear and know an enemy is nearby but the camera is pointed away from where James is looking at (namely a few tight corridors and small rooms). it's functional and you can indeed play like this without being hit, but it feels like a cop-out for game design. It's a lot more satisfying to see the enemy in front of you and to unload on them because I know what I'm doing and have chosen which specific enemy to engage with and with what. ie opening one of the Brookhaven small rooms to see two nurses in close proximity and then unload with the shotgun. and omg I love the shotgun, it's the be-all and end-all of problem solvers in 2. >floating gunThey default make the character invisible, likely for simplicity's sake, and because it was never intended as a first person game. this may be addressed later on, or it may be too much work to fix.
>>11356316>In a lot of situations, you can hear and know an enemy is nearby but the camera is pointed away from where James is looking at (namely a few tight corridors and small rooms). it's functional and you can indeed play like this without being hit, but it feels like a cop-out for game design.I'd be right with you if there wasn't a "lock onto enemy" or "view" button.>It's a lot more satisfying to see the enemy in front of you and to unload on them because I know what I'm doing and have chosen which specific enemy to engage with and with what.Eh, personal preference, combat feels the same for me. I think everything would """feel more immersive""" with the 3D control scheme though.
>>11356363I mean it's all functional, but I want to have no guesswork and want to be fully in control of the situation. there's a spot in the labrynth where you get off a ladder, and there's clearly an enemy just off screen. Do you fire now? You could move forward to change the camera angle, but that will put you smack dab in the face of the enemy and take damage. You don't know that on your first play through. Or you could lock on, and blast away.It's technically functional, but seeing what's ahead of you removes these kind of situations. there's often 1-2 seconds of figuring out where the enemies and assessing the sitaution are in the original camera system whereas you can react instantly now. I would like something where you can switch between first person and third person on the fly.
I love SH2 and it's one of my favorites, but oh by man I know why it turned off most games on release. It's one of those games that takes a few hours to get good. This is the standard early-game for most people:>watch some cutscene of James in a bathroom and he reads some letter>meet some cryptic crazy lady>run through empty streets>first enemy encounter>then run around the streets with no clue what to doThis is where many people give up, declaring the game one of the worst ever. I'm not joking, this happened to me in high school.>if they continue they get to the aparments which take forever>most of the hallways and apartments look the same>several scenes are interesting but the apartments are blandIt literally doesn't get good until Brookhaven, which might be 3-4 hours into your playthrough and roughly the half-way mark. Brookhaven has the first proper otherworld section, which Sh2 is mostly lacking.Wanna know why? Budget and being rushed. You have to retexture a whole area like it's new. It's why so many areas are copy-pasted and why there's only 4 enemy types.Sh1 has a great intro that's legendary and hooks you in. Sh3 tries to recreate that, and over-reacts to Sh2's poor sales by rushing you right into the action without rhyme or reason.
>>11354058Looks nice for 3 but doesn't help the goofy James animations for 2. I can see why they remade it.
>>11356987>apartmentsIt was a bold choice to make the first location in the game the worst one.
>>11356987if you aren't getting into invested in the atmosphere after going through the lakeside walk with the eerie soundscape then meeting Angela in the graveyard, water we even doin here