Resident Evil Revelations StreetPass Details

Valwin

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Nintendo has revealed the StreetPass functionality included in Capcom’s forthcoming Resident Evil: Revelations for Nintendo 3DS. In the single player mode, called Campaign mode, different items will be available to collect by passing other Nintendo 3DS owners; in the co-op mode, called RAID mode, players will receive new enemies and missions via StreetPass. When a new item becomes available, players will receive a parachute icon and after clicking on this the new item can be collected.​

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Gahars

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I was under the impression that this game was supposed to be a return to form (of sorts) by focusing more on the horror and tension; this seems like it would only undermine that goal.
 

CrimzonEyed

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I was under the impression that this game was supposed to be a return to form (of sorts) by focusing more on the horror and tension; this seems like it would only undermine that goal.
It's true they said to focus on the horror and tension. But such a small thing as streetpass will probably not change it. StreetPass is after all a very trivial function. It's not like:
"YEEAAA we are going to have StreetPass, 300+ extra hours of coding and and let's just leave the rest as it is" :P
No but srrly, StreetPass is probably a very minor thing to add, It don't add that much to the game and probably, and will probably not change anything either.
And they probably add it because they just want us to walk even more lol xD
 

Gahars

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I was under the impression that this game was supposed to be a return to form (of sorts) by focusing more on the horror and tension; this seems like it would only undermine that goal.
It's true they said to focus on the horror and tension. But such a small thing as streetpass will probably not change it. StreetPass is after all a very trivial function. It's not like:
"YEEAAA we are going to have StreetPass, 300+ extra hours of coding and and let's just leave the rest as it is" :P
No but srrly, StreetPass is probably a very minor thing to add, It don't add that much to the game and probably, and will probably not change anything either.
And they probably add it because they just want us to walk even more lol xD

How about a quick scenario? Let's say your friend passes by you as you're frantically trying to escape from some enemies with only a sliver of health left, and all of a sudden a healing item pops out of the blue and into your inventory. Bam, the tension of the scene is completely shattered.

It's a minor thing, sure, but that's all that is required to break the immersion; considering the fact that horror is built upon that immersion,

This is just a needless feature being shoehorned into a game where it really doesn't belong.
 

CrimzonEyed

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I was under the impression that this game was supposed to be a return to form (of sorts) by focusing more on the horror and tension; this seems like it would only undermine that goal.
It's true they said to focus on the horror and tension. But such a small thing as streetpass will probably not change it. StreetPass is after all a very trivial function. It's not like:
"YEEAAA we are going to have StreetPass, 300+ extra hours of coding and and let's just leave the rest as it is" :P
No but srrly, StreetPass is probably a very minor thing to add, It don't add that much to the game and probably, and will probably not change anything either.
And they probably add it because they just want us to walk even more lol xD

How about a quick scenario? Let's say your friend passes by you as you're frantically trying to escape from some enemies with only a sliver of health left, and all of a sudden a healing item pops out of the blue and into your inventory. Bam, the tension of the scene is completely shattered.

It's a minor thing, sure, but that's all that is required to break the immersion; considering the fact that horror is built upon that immersion,

This is just a needless feature being shoehorned into a game where it really doesn't belong.

I don't think you just get the item right away. You probably have to access some menu like the one shown above. And what's the chance you get a health potion from a friend and just that moment? XD
If you look on the image above it looks like you have to pause the game, enter some menu and then check something to see the item/s you have got.

And if your quick scenario actually would happend, you would feel lucky as hell. Because what's the chance a pal walk by with his 3DS and you get a health potion?

And the finally, you can just turn off StreetPass for Resident evil in the system settings.
Case solved, people that want it get it and people that don't want it can turn it off. Simple. Clean. and maybe 1Mib of extra data to make everyone happy
 

Gahars

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Even if you don't get it right away, the notification alone is enough to rip you out of the atmosphere that the game is creating.

As for the scenario, that would be fine for an action game. For horror, though, it cheapens the scares if a health potion just materializes out of thin air. I mean, imagine a scene of your character desperately trying to escape the clutches of these horrifying monstrosities. There's a door over there, and if I can just- Oh, never mind, I had a health potion in my back pocket this whole time. For a second there, I thought that could be tense and engaging!

Lastly, the whole "It can be turned off so it doesn't matter," argument kind of bugs me. That's nice, sure, but the fact that Capcom decided to include it all indicates that either a) They don't know what kind of game they're making, or b) They've misrepresented the game they're making.
 

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