Imaginos
Full-time layabout
- Apr 7, 2018
- 638
Honestly, it's staggering how much I miss the obvious sometimes. I was doing my playthrough of Chris in RE: Remaster the other night and spent over an hour looking for the lighter, even though it's the default item for his character. Not only that, but it took me having to look online to realize this, even though it was staring me in the face the whole time. I think this might be firm evidence to show that I'm completely, hopelessly retarded.
It would've been helpful if the game made direct mention of the fact that Chris has a lighter, in the same way Barry gives Jill the lockpick. At least in the live action PS1 cinematics, you see Chris smoking a cigarette in his character introduction, which gives you a visual hint of his item. Of course, I only managed to remember this particular bit of info after the fact, because my brain just seems to never think of the necessary things when it needs to do.
That kind of awfulness aside, getting the infinite rocket launcher was way easier than I thought it was going to be, since you can really fly through this game once you know where everything is. I finished with an hour to spare, and I actually could've gotten my time down even lower if I ignored the magnum, and also went and killed the giant mutant plant straight away instead of going to the trouble of mixing the chemical pesticide, since it wasn't until I played as Chris where I realized you could just kill it with bullets.
Speaking of, I actually went ahead and decided to do my Chris playthrough on hard, but taking away 2 plots of space in your already very limited inventory just made it more tedious than anything else. At first I thought that was something exclusive to hard mode, but actually that's just how it is when playing as Chris no matter what, which is honestly kind of weird. Also, the fact that Chris has to rely on rare one time use keys to get through locked doors was additionally annoying. On hard, there's actually not enough keys available to unlock all the doors, which for me meant I had to forgo picking up the magnum. I also never managed to find the grenade launcher, and I'm not sure if that's due to Chris just never getting it, or because it was a result of playing hard. It had me worried for the final fight with the tyrant though, since the only two weapons I had at my disposal were the standard pistol and the assault shotgun. I could've used my infinite weapons, but then that would've made playing on hard pointless, so I instead chose not to. I also wasn't hurting for ammo, since I had gotten pretty good at dodging and weaving through enemies not directly in my path.
As it is, I was pretty surprised how quickly the tyrant went down with what I had. It only took about 20 shots with the pistol to beat him the first time you fight him, and only 10-16 shotgun rounds to get the rocket launcher to drop during the second. Kind of makes something as seemingly powerful as the magnum appear a lot less powerful now, beyond being able to kill bosses a teensy bit faster than you otherwise could.
All that aside, I was kind of disappointed with Chris' story. It just didn't seem nearly as well fleshed-out as Jill's was, and the difference between them in terms of gameplay and item placement was pretty minimal. That being said, I'm glad I could push past my depression to play this, and I hope RE: Zero turns out to have been worth the effort as well. Now if only I could do that for all the rest of the games in my backlog......blegh. Being depressed sucks, and also seems to be making me dumber by the day.
It would've been helpful if the game made direct mention of the fact that Chris has a lighter, in the same way Barry gives Jill the lockpick. At least in the live action PS1 cinematics, you see Chris smoking a cigarette in his character introduction, which gives you a visual hint of his item. Of course, I only managed to remember this particular bit of info after the fact, because my brain just seems to never think of the necessary things when it needs to do.
That kind of awfulness aside, getting the infinite rocket launcher was way easier than I thought it was going to be, since you can really fly through this game once you know where everything is. I finished with an hour to spare, and I actually could've gotten my time down even lower if I ignored the magnum, and also went and killed the giant mutant plant straight away instead of going to the trouble of mixing the chemical pesticide, since it wasn't until I played as Chris where I realized you could just kill it with bullets.
Speaking of, I actually went ahead and decided to do my Chris playthrough on hard, but taking away 2 plots of space in your already very limited inventory just made it more tedious than anything else. At first I thought that was something exclusive to hard mode, but actually that's just how it is when playing as Chris no matter what, which is honestly kind of weird. Also, the fact that Chris has to rely on rare one time use keys to get through locked doors was additionally annoying. On hard, there's actually not enough keys available to unlock all the doors, which for me meant I had to forgo picking up the magnum. I also never managed to find the grenade launcher, and I'm not sure if that's due to Chris just never getting it, or because it was a result of playing hard. It had me worried for the final fight with the tyrant though, since the only two weapons I had at my disposal were the standard pistol and the assault shotgun. I could've used my infinite weapons, but then that would've made playing on hard pointless, so I instead chose not to. I also wasn't hurting for ammo, since I had gotten pretty good at dodging and weaving through enemies not directly in my path.
As it is, I was pretty surprised how quickly the tyrant went down with what I had. It only took about 20 shots with the pistol to beat him the first time you fight him, and only 10-16 shotgun rounds to get the rocket launcher to drop during the second. Kind of makes something as seemingly powerful as the magnum appear a lot less powerful now, beyond being able to kill bosses a teensy bit faster than you otherwise could.
All that aside, I was kind of disappointed with Chris' story. It just didn't seem nearly as well fleshed-out as Jill's was, and the difference between them in terms of gameplay and item placement was pretty minimal. That being said, I'm glad I could push past my depression to play this, and I hope RE: Zero turns out to have been worth the effort as well. Now if only I could do that for all the rest of the games in my backlog......blegh. Being depressed sucks, and also seems to be making me dumber by the day.
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