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>OM BAH
>BAH BAH BAH
>>
this game is way too hard. your neighbors can just fucking die regardless of how efficient you are, and the password system is literally useless. It's so close to being a classic.
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>>12117240
It's WOO-HA, HA, HA
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>>12117240
How old are these characters supposed to be? Sometimes they look like kids and other times like young adults
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>>12117446
they're both teens around the same age, zeke is just a manlet. If you were a kid in the 90s you'd know the types, the radical dude and the sporty girl, they were in all the commercials
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>>12117491
Resident Evil 0 had this same exact pairing very early in development.
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I'd rather play Ghoul Patrol.
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>>12117518
No you wouldn't
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>>12117517
i'd cum on her
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>>12117240
zombies ate my neigbhors is like if they took a fake game from a 90s movie or tv show and made it into a real game. teenagers fighting b movie horror monsters with squirt guns in green lawn suburbia, it's just the perfect crystalization of generic videogame in a good way.
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>>12117275
just play it all the way through, it's clearly meant to be played this way -- password system is basically like hard mode. it's not so bad if you have items and weapons; the infamous worms for example can just be punched to death with the monster potion. and it's not hard to save almost all of the neighbors if you use your radar and don't get too close before you can snag them.
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>>12117275
>this game is way too hard
The game isn't hard, you just suck and use passwords like a bitch and then complain that you don't have enough resources.
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i never beat it without game genie.
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>>12117275
it has a very weird difficulty balance. like starting from level 1 you have a pretty good chance of making it to the end, more so than any other limited life/continue game where dozens of restarts are built in to the experience but it's so fucking long that getting unlucky with neighbor rng and having a gameover triggered is so brutal that you don't even want to restart the game.
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>>12118062
I miss toxic waste monsters. They used to be everywhere in horror. Now it's all soulless viruses/bacteria/fungus/whatever.
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>>12118062
Meh, I saw Dr. Brain once or whatever the fuck his name is and called it a day
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>>12118137
>I miss toxic waste monsters
It was anti-nuclear propaganda, anon...
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>>12117275
It's been a long time since I've played it but my understanding is that if you play it like a normal sane person then some people are impossible to save. However, if you know the exact route you should take then you can save all the neighbors 100% of the time, meaning that your comment of "neighbors can just fucking die regardless of how efficient you are" is wrong. I will agree that you need to be VERY efficient in order to save them all to the point that it requires you knowing where to go immediate after the level begins. This is the abnormal autistic way to play. At least it gives it replay value? Autistic replay value.
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so i've been playing through this recently and came upon a fascinating curio. on level 28, Mark of the Vampire, i happened to pause a few times in this area and by complete chance noticed that the eyes of these two gargoyles have different colors... depending on where you stand. every frame you move along the vertical axis, the eyes change between red, green, and blue, but the gargoyles never share the same color. the eyes only change when you move, so they would theoretically appear 'white' as the colors mix together, although in-game the effect is quite muddy.
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>>12118137
>>12118210
it was a reference to "the blob" from 1958 first and foremost. this is why they climb out of the meteorites. alternatively, "toxic waste" has been a theme in a variety of things too, not necessarily "anti nuclear propaganda". toxic waste is very real and very deadly. they're more cautionary tales, or whimsical "what if" stories not too different from spider-man, like the toxic avenger.
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the other interesting thing is that this only occurs along the vertical axes to either side of the gargoyles, but -not- along the horizontal axis between them. there, the eyes stay whatever color they were based on your initial position along the vertical axis.

i'm sure this is old hat to some of you smarties out there, but if so, can you shed any light on this? was it intentional, and if so, why the discrepancy between horizontal and vertical changes?
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>>12118298
sometimes tourists just turn into werewolves and theres nothing you can really do about it. i think the exception to this is knowing what levels those are, and keeping the maximum number of enemies spawned in so they cant transform and go above that number. and sometimes shit just spawns at their feet the moment you get a neighbor on screen.



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