▲ 0 r/Robin

Bruce is historically the sidekick of Dick here is the prove i know it will be hard for people to accept it or is shocking but it's literally facts👇 without Dick, Bruce will be cancelled since 1939

If we look at Pre-Crisis it reveals a narrative structure vastly different from modern familial modern interpretations. Far from fitting into a traditional father-son dynamic, the first forty years of Batman and Robin publications depict a relationship of brothers-in-arms, equal partners, and close collaborators. The chronological, legal, and financial facts of this period demonstrate that the role of Robin was constructed as a pillar of independence, to the point of shaping the evolution of Batman himself. The mathematical reality of the Golden Age immediately exposes the limitations of the parental model. Upon Robin's introduction in 1940, the official timeline established Bruce Wayne’s age at 21 and Dick Grayson’s at 12. This nine-year age gap reflects the difference between an older and younger brother a model of chosen brotherhood that creators Bill Finger and Jerry Robinson explicitly modeled after the duo of Sherlock Holmes and Doctor Watson. In the original scripts, the nature of their bond was strictly legal: Bruce Wayne did not adopt the child; he was constitutionally his legal guardian, and Dick Grayson was his ward. This textual distinction persisted for over sixty years, as official adoption was not integrated into the canon until 2001. Similarly, seminal storylines from the late 1970s, such as the Strange Apparitions arc, explicitly refer to the two heroes as "best friends," sealing a complicity between peers. Regarding the development of the Gotham mythos, the lore built itself around both characters simultaneously. Major figures in Batman's rogue's gallery, such as the Joker, Catwoman, Penguin, or Two-Face, all made their first appearances after the Dynamic Duo was already formed. Bruce Wayne did not build his gallery of supervillains in isolation before taking in a partner; both heroes discovered and confronted these threats together on the field. More strikingly, Dick Grayson achieved narrative and financial autonomy far superior to Bruce Wayne’s early on. From 1940 to 1969, Bruce Wayne was structurally dependent on the duo format, almost never appearing without Robin in Batman and Detective Comics. Conversely, Dick Grayson accumulated more solo adventures than Bruce himself prior to 1969. From 1947 to 1952, alongside the main titles, Robin became the solo headliner of the anthology series Star Spangled Comics. For 65 issues, he solved his own investigations as a detective and developed his own rogue's gallery including villains like The Clock or The Needle ect without any intervention from Batman. Economically, Dick’s solo adventures sold massively, making him the publisher's primary financial engine for the youth market, while Bruce enjoyed no solo exposure at the time. This capacity to carry solo narratives highlights an editorial paradox that contradicts the misconception of a subordinate sidekick. It was precisely to break this thirty-year dependency and establish a more solitary tone for Batman that writer Denny O'Neil chose to send Dick Grayson to college in December 1969 (Batman #217). This separation marked the beginning of a transition where Bruce Wayne had to learn to operate alone and his own capable hero, while Dick Grayson was already managing his own career as the leader of the Titans on an international and cosmic scale but also his own adventures solo. While Dick Grayson was commanding a team of metahumans as early as the 1960s, Bruce Wayne did not gain the luxury of leading a dedicated team until 1983 with the late creation of the Outsiders. This sovereignty was equally reflected outside of Gotham, notably within the iconic title World's Finest. Throughout the Pre-Crisis era, this publication did not focus on an exclusive duo between Batman and Superman, but rather revolved around a historic trio of equals Bruce, Dick, Kal-El/Clark. Dick Grayson was the central anchor of this dynamic. Far from being treated as the mere child of the group, he was regarded by Clark Kent as a true equal and a full brother-in-arms. Superman granted him direct mutual trust and respect, entirely independent of Bruce Wayne's authority. It was at the peak of this editorial independence, in the early 1980s, that Dick Grayson chose to step away from his own Robin identity to become Nightwing. In doing so, he did not seek a bitter rebellion against his past, but chose a name as a direct tribute to a Kryptonian legend passed down to him by Superman, reason is because he thought that Robin represented the whole dynamic duo and that since he is no longuer alongside Bruce to fight than there is no reason to continue to be Robin in the longuer term so not because he felt he was in the shadows or that Robin was a sidekick mantle and after he also showed frustrations that Jason picked his Robin identity without consent and after Jason death he wore his own Robin suit in the mirror saying the world need a Robin so part of him want to be Robin too and also he said that the Robin suit is in his style unlike the Nightwing suit. This period also coincided with the massive commercial triumph of The New Teen Titans, led by Dick, which outsold Batman’s solo titles up to four to one and single-handedly kept the publisher afloat during a major industry crisis. The study of Pre-Crisis texts thus proves that Robin's evolution into Nightwing was not the byproduct of a teenage rebellion against parental authority, but the logical culmination of a journey defined by autonomy from day one since 1940. The introduction of Jason Todd at the very end of this era marked by an immediate legal adoption and writing explicitly centered on fatherhood proves by contrast that DC Comics had to create an entirely new character to explore the concept of paternity and sidekick dynamics. So again post Zero Hour decided to change everything by rewriting history and making Dick into a sidekick and a child to Bruce rewriting real dynamics and history, also in Golden-Silver Age Dick had also a authority and trained Bruce when he had a amnesia and losed his skills and forced him to continue as Batman after the Robin Dies at Dawn events where Bruce didn't felt well and had thoughts to quit and move away from his Batman identity but Dick said no and said Gotham need you and that you have to continue so again Dick is and was never a sidekick but Bruce is historically the sidekick of Dick and was always alongside Dick until 1969 where he gained his first independence and his own proper rogues gallery like Man Bat, Ra's Al Ghul, ect

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Why RE Village is so hated? Has the same gameplay loop than RE4 and follow RE4 structure too while having good atmosphere and creative ennemies and monsters with good villains

I kinda get that it suffer alot in term of narrative choices but i think it's less worse than Requiem atleast it's creative enough to pardon it in a way i don't understand the hate cause it's well polished of a game i can't understand why 5, even 6 and Requiem Leon sections get so much glaze when they have alot of flaws

I also think that Village does better in term of following the RE4 formula too compared to alot of action games post RE4

And i don't understand how people complain that Village is so linear when RE4 is linear too and it make sense since Village follow RE4 + alot of action games are linear since their gameplay loop and structure is made for linear structure cause they are arcade action shooter games in structure so why Village get hate for this?

Nothing make sense why Village get hate

And most of complains like Village being so fantastical so not RE but somehow RE5 being millitaristic is RE? Nothing make sense full of hypocrisy

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So Pre Crisis Batman is born in a high working class familly rather than a huge royal rich familly with a historical isolated manor

Also he grew up in a apartment in Gotham City and Wayne manor didn't exist,

Bruce became rich when he studied finance ect and he created Wayne manor when he discovored a abandonned huge isolated old house so he reconstructed it and named it Wayne manor

Crazy how Miller changed Batman in a insane level tbh

I won't lie the more i discover Pre Crisis Batman the more i'm less fan of Miller reinvention and Post Crisis Batman in general

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u/PrestigiousSlide6875 — 3 days ago
▲ 3 r/REogm4ke+3 crossposts

A lot of action fans say that RE was always an action-thriller, third-person dynamic tactical shooter franchise with terrorism themes in a techno-thriller genre, and that it was never a survival horror, gothic horror franchise that's a Silent Hill thing. Why personally I think it's incorrect:

So the reason why it's incorrect is due to the fact that if you look into the actual development history of Resident Evil 4, it becomes clear that the original vision was meant to be a direct continuation of the basis of RE style/structure seen in RE1, RE2, RE3, Code Veronica, and Zero. In the early prototypes, specifically the Castle and the Hookman builds from 2002 and 2003, the game retained a focus on gothic horror, slow-paced combat, and a genuine sense of vulnerability. Leon wasn’t a dynamic action super spy millitaristic hero and his behavior and the gameplay loop felt very much like an extension of his role in RE2. The entire plot revolved around Leon exploring a mysterious isolated castle while being infected by a very strange virus, which was represented by a mysterious black fog that caused terrifying projection of visions and where the arm of Leon is infected/mutated which weakened him and allowed him to shoot/defend himself with just one arm. This shows that the initial plan for RE4 was firmly rooted in traditional RE structure, rather than the fast-paced tactical shooter arcade mechanics and techno-thriller genre with terrorism and geopolitics themes with super action heroes that we eventually got in the final 2005 release. However, after the Resident Evil 1 (2002) which was a Nintendo exclusive, didn't meet Capcom's sales expectations in the GameCube a niche console system, Shinji Mikami and producer Hiroyuki Kobayashi decided to entirely change direction. They consciously pushed for a major genre shift with the final version of RE4, aiming to create a mainstream entertainment game with mass appeal focused this time on the action arcade genre and fun rather than a traditional RE experience which is survival horror in genre. This commercial and shifting genre pivot completely replaced the slow-paced, atmospheric, survival horror RE basis level design and atmosphere with a dynamic tactical combat shooting system and arcade-inspired mechanics. Here is the Shinji Mikami and Hiroyuki Kobayashi citations to prove my points: « With Resident Evil 4, I intended to make more of an action game – 5 and 6 were outside of my responsibility, of course… With Resident Evil 1, 2, 3, and all the rest of the series before Resident Evil 4, I was always saying to the staff, ‘Scaring the player is the number one thing.’ But for the first time, in Resident Evil 4, I told the team that fun gameplay is the most important thing. That’s what I said. And then the [next most important] thing is to be scary. » « "Because of the reaction to the Resident Evil remake, I decided to work more action into Resident Evil 4. Resident Evil 4 would have been a more scary, horror-focused game if the remake had sold well." » « However, our biggest goal with RE4 was ensuring that it was a fun game. Not a "fun Resident Evil game", but a fun game more generally… a top-class, mainstream entertainment experience. » so Hiroyuki Kobayashi even admitted that the final version of the 4th entry was made to be a general mainstream game to appeal large public not really strictly RE, the game being RE was a secondary thought that why the final version of RE4 is a shifting genre and not really a continuation to the RE structure/gameplay loop and atmosphere!

Also the gameplay loop of Resident Evil 4 completely abandoned the core mechanics of the survival horror genre to adopt a pure action-adventure structure with heavy RPG and arcade elements. In the previous entries, killing a monster was a net loss of resources because enemies dropped nothing. RE4 completely flips this philosophy by encouraging the player to kill absolutely everything in tight, designed arena fights. Enemies now drop glowing money, ammunition, and items upon death, meaning combat is always profitable. This loop is further driven by a deep treasure hunt system where you explore areas specifically to collect gems and spinels to sell them. This leads into a quasi-RPG progression model centered around the Merchant, an entirely new shifting genre gamepley system concept. Instead of just finding weapons on the ground, you collect cash to buy an extensive arsenal and upgrade their power, firing speed, and reload time. The tension of RE puzzle items and inventory restrictions disappears. There are no more item boxes or stressful backtracking across interconnected maps just to store a key item. Instead, you carry an massive briefcase that can be expanded, transforming inventory management into a simple organization mini-game rather than a survival horror vulnerability limitation. Furthermore, the game is linear in structure. Unlike the pure RE experience of the previous games where the level design was completely interconnected, RE4 moves forward in a straight line through sequential chapters. Exploration no longer serves the purpose of finding essential progression items like specialized keys or hidden tools to open new paths. Progression is straightforward, and the files or notes you find are no longer mechanical tools designed to help you solve riddles or figure out how to advance or the situation that you are in. Instead they are just narrative flavor text. The combat itself functions as a dynamic crowd control shooter rather than a fight for survival. Heavily inspired by early tactical third-person games like WinBack and Kill Switch, RE4 introduces a precise red laser sight for surgical aiming. The gameplay relies on stunning enemies by shooting their heads or knees, then rushing in to perform highly choreographed melee attacks like suplexes or roundhouse kicks. When you remove the puzzles solving as a core part, remove complex backtracking, remove non-linear progression, remove non-tactical slow paced combat and resource scarcity/item box + resource/inventory management + exploration for finding weapons and resources like ammo, health items, ect and replace them with linear arena combat, reward systems, and weapon upgrades, linear progression structure, tactical dynamic combat system, ilimited inventory, and where you can buy every resources and weapons at your merchant partner. You are no longer playing a survival horror escape game, but you are playing a tactical action shooter.

Not only that but the narrative and thematic shift in Resident Evil 4 represents a complete departure from the storytelling style of the earlier games. The first entries RE1, RE2, RE3, Code Veronica, and Zero were grounded in a specific blend of gothic horror and macabre science-fiction, much like the classic Frankenstein tale. They functioned as dark, localized investigations where characters started in complete ignorance, slowly uncovering corporate corruption, human trafficking, and horrific biological experiments hidden beneath gothic mansions, old training facilities, or a museum-turned-police-station ect. In contrast, RE4 instantly liquidates the overarching corporate conspiracy in a thirty-second opening monologue explaining that Umbrella simply went bankrupt. The plot immediately transitions into a global espionage techno-thriller. Leon is no longer a vulnerable survivor uncovering a macabre biological secret like what the intial RE4 version was supposed to be; instead he is a highly trained government agent on a linear military rescue mission to save the U.S President's daughter. The antagonists are no longer mad scientists or organisation conducting rogue experiments in laboratories, facilities, ect but instead a medieval religious cult utilizing ancient parasites excavated from a mine. With this change, the horror itself is no longer taken seriously, and the protagonist shows absolutely no vulnerability in the face of danger. Instead, the narrative embraces bombastic, campy action tropes, such as Leon performing dramatic backflips to dodge lasers or running away from a giant mechanical statue that chases him through a castle.The final third of the game completely sheds any lingering horror atmosphere to become a military action-thriller heavily reminiscent of franchises like Metal Gear Solid. The stakes shift toward bombastic geopolitics, where the main villain openly states his goal is to infect and control the United States government. The primary antagonist of this section, Jack Krauser, is quite literally a Metal Gear villain. He is a rogue former brother-in-arms obsessed with military power, and his combat style relies on highly choreographed knife fights that mimic CQC, complete with philosophical battlefield dialogue. Leon even communicates via a radio device that functions exactly like a Codec screen, where villains regularly hack the frequency to mock him. By replacing the localized macabre science-fiction and gothic mystery with global espionage, action-movie set pieces, and tactical military tropes with geopolitics themes, the narrative framework of RE4 completely aligns with the techno-thriller genre rather than survival horror.

And the final and most glaring double standard among some action fans being mostly 4 fans is how they blame Resident Evil 5 and Resident Evil 6 for ruining the franchise by turning it into a bombastic action fest, while refusing to admit that both games are the direct, logical continuation of what RE4 established. Capcom didn't randomly change directions after 2005; they simply doubled down on the tactical action foundation. The producers themselves openly confirmed this trajectory. For Resident Evil 5, producer Jun Takeuchi stated that they naturally looked at RE4 as their starting point to refine the core gameplay mechanics and make the tactical action elements even better. Later, during the development of Resident Evil 6, executive producer Hiroyuki Kobayashi explained that because the action-focused direction of RE4 and 5 resonated with a massive global audience, their goal with RE6 was to push those dramatic action dynamics to their absolute limit to create the ultimate entertainment experience. Once a franchise introduces a combat economy, upgradeable weapons, and agile melee moves, the slow-paced horror naturally fades to make room for escalation. You cannot praise RE4 for inventing this specific action framework and then act surprised when the subsequent titles followed that exact trajectory. Here is the Jun Takeuchi and Hiroyuki Kobayashi citations to prove it: « "For Resident Evil 5, we naturally looked at Resident Evil 4 as our starting point. We wanted to take the core gameplay mechanics that worked so well in RE4 and refine them, making the tactical action elements even better and adapting them for a broader experience." » « "We saw that the action-focused direction of Resident Evil 4 and 5 resonated with a massive global audience. With Resident Evil 6, our goal was to create the ultimate theatrical action entertainment on a massive scale. The game was designed to push those dramatic action dynamics to their absolute limit." »

This brings us to Capcom’s ultimate historical acknowledgment. By 2017, the developers themselves realized that the action path started by Resident Evil 4 had led the franchise entirely too far away from its identity. This is why Capcom had to issue a massive creative course correction with Resident Evil 7: Biohazard. For the release of RE7, the production team explicitly used the term "return to roots" during their marketing campaigns. They intentionally stripped away the bombastic military scale, the weapon merchants, and the dynamic action heroes to bring back isolated locations, first-person vulnerability (fun fact RE1 (1996) was supposed to have a first person camera system) and severe resource management. The very existence of RE7 as an apology tour proves that Capcom recognized the 2005-2012 era as a massive departure from traditional survival horror. Defending the idea that Resident Evil was always an action techno-thriller isn't an opinion; it's a denial of the franchise's mechanical history, its narrative themes, and the explicit statements of its own creators. Here is the Jun Takeuchi and Shinji Mikami citations to prove it: « After our sixth Resident Evil, we got a lot of feedback from fans. I think a lot of [people] loved the game. Of course at the same time, we know there’s feedback that people thought we’re going too far down the road of action horror rather than survival horror.

That was great timing because, internally, we also felt this is the time for us to just take a step back and re-evaluate what survival horror and Resident Evil means to us. » « "I was leaning forward to see how the creators who received the baton from me would try to recreate the experience of the first game, which was about returning to the series' roots." » so again after all those facts and evidences how you guys can deny and say RE was always a tactical bombastic action franchise?

u/PrestigiousSlide6875 — 8 days ago

My tier list after i completed all the games

I repeat again i'm not calling the action millitaristic games bad they are good to great games what i'm saying is that i think that they are bad RE games for multiple reasons like being different in genre, action arcadey shooter system instead of slow paced combat system, lack of tensions ect with a focus on fun action stories with geopolitics and metal gear/doom vibes (doom vibes for the hero who beat the crap out of everything without some vulnerability)

Also Grace sections in Requiem are peak RE experiences too, reason why i put Requiem in C is due to Leon sections with the overhall story feeling too much like a action thriller movie instead of a gothic thriller horror story and vibes

u/PrestigiousSlide6875 — 8 days ago
▲ 0 r/Robin

Nightwing is mid and doesn't not fit Dick's natural character and Wolfman rewrited Dick's character and removed his Robin identity and name (again, i have a point, and you can like wolfman titans, i'm gen z who grew with this statu quo, i simply grow up out of it, i have no nostalgia btw)

Robin was never a sidekick title but a independent title all his college era he grow up and didn't have a identity crisis and loved being Robin it is his identity, he had multiple solo adventures stories as a adult Robin and Bill Finger created him to be a partner and equal to Batman its a friendship/team-up relationship not a mentor/student/sidekick relationship and created him to be inspired from Robin Hood ect it his own identity and he had multiple solo stories and selled more than Batman in solo and saved Batman he was never in the shadow of Batman, he was always a icon and without him Batman will be cancelled or forgetten

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Wolfman ignored this, rewrited history, and removed his identity and lore and link to bat-lore and his relationship to babs, instead he rewrited it and made a retcon that Robin is a title of sidekick/linked to Batman and that Batman is a toxic figure and that his inspiration is Superman and picked a Superman's Kandor identity a.k.a Nightwing? This is bs

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Kingdom Come is peak for understeding this

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And that doesn't mean that no other Robin should exist

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But Dick need to be Robin it his natural identity, Super Robin, Red Robin, Night Robin, Scarlet Robin, Flame Robin, i just want him to have the Robin name

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Dickbin is my all time fav and i want him back fr

u/PrestigiousSlide6875 — 2 months ago

Replaying OG RE2 as i played it firstly around may 2026 and crazy how the writing, content, atmosphere, plot, scenarios, zapping system are far better than the remake

Fixed camera make the game even more cinematic! And the direction artistic > realistic graphics

Prefer also the OG graphics too there is alot of charm to it

I played the remake before the OG and i'm shocked how they butchered the writing and plot, remake one is nonsensical and inconsistant due to how they fucked A B scenarios and zapping + the character writing

Also i was so suprised how there is alot of new scenes and the way the scenario play out if you choose A for Claire or for Leon and if you choose for either Leon or Claire and same with Mr. X making presence only in B scenario

Also OG is more survival horror too i felt more dread and slow paced combat than the remake, the remake felt so much fast paced too and alot of things were cut too

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u/PrestigiousSlide6875 — 3 months ago

People blaming Morrison for Talia is weird

The Al Ghuls are already orientalist at their core and O'Neil did write a story where Batman got forced to marry Talia and Talia did not have a problem with it he even got drugged

Morrison just follow what O'Neil did

And Talia literrally blowed up Nightwing's city before Morrison came

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u/PrestigiousSlide6875 — 3 months ago

I hope next RE mainline games/new entries will be mysterious before the lunch

My main problem is how Village and Requiem revealed all the story and characters and their motives before the lunch, there is no suprises

I love how 1, 7, 0, 2, even 4 were mysterious before their lunch, they didn't reveal the lore and plot of the game and what is going on same with the villains

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u/PrestigiousSlide6875 — 3 months ago

Man Chris look chopped when they decided to give him a buzz cut lmao

He look like some call of duty dude

RE7 Chris atleast looks more Chris like in pre RE5 design

Did not like what 5 did

Made him a doom guy-like character with big arms to the point where he became a meme

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u/PrestigiousSlide6875 — 3 months ago

I hope Aquaman/Adam Waterman will get some DC Finests such an interesting character

He is different from Arthur btw they just share the blonde hair trait but they are completely different in term of origins, name, and lore and personality

Even abilities

Adam is also 100% human and his abilities are due to the experimants done by his father and his strength and combat skills are all due to hard training

He is also a rival of Batman too

Has his own base in the seas and he is quite a brilliant dude

u/PrestigiousSlide6875 — 3 months ago

Man... i love RE7, peak atmosphere, soundtrack, story, villains, content, concepts, survival horror

RE7 is self contain and grounded, the story, themes, even the lore is quite disturbing and dark

Its so special, i wish that a future RE game will be like that, self contain, experimantal, peak survival horror, peak atmosphere and scare

And unique story

Since RE2R alot of new entries are safe kinda

Village tried to continue what RE4 did, with action and familiar locations style that are in RE4 the only fresh and unique section of Village is the house with the giant baby, and a story that connect to all RE lore with Spencer, and Requiem even if i love the story and character work its just not fresh, so classic, like Village, familliar locations, Care Center is great don't give me wrong but its just so classic not fresh like wow this is so new!, same with the lore

I hope that the new games this time try to be new and fresh, experimantal like 7 with a pure focus on slow paced survival horror and self contain stories

Imagine RE game with a escape game structure for exemple with a stalker/chaser following you and you have to escape with complex puzzles and complex level design to the point you can get lost

I want the franchise to take some risks like 7

7 is so peak like replaying it its just so fresh after playing RE2R, Village, 4, 4R, Code Veronica, Requiem

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u/PrestigiousSlide6875 — 3 months ago
▲ 41 r/RealHorrorExperience+1 crossposts

I encountered a humanoid old lady

This happened in early 2023, as a 15 years old teen, now i'm 18 years old, i live in France, in a little province

This event is so uncanny to this day i'm disturbed with confusions, i was gonna to go to school i was walking for picking the bus, when i walked to the direction where the bus is, i feeled a presence behind me and i heared footsteps i was confused and got freaked out cause the footsteps sounded weird like if the thing behind me tried to immate the way humans walk, i turned to the direction where the sound is, i was disturbed to spot a uncanny old lady with a pale with some grayish tones skins with a a monotonous walk her look was simple with white hair and with cloth that doesn't fit the colors doesn't fit anything about her wearing, with a cutter in her hands chasing me but in a monotonous way like if she can't walk physically, trying to immate the way humans walk or run, she was slow yet energitic, determined, with a wide frozen smile and frozen expressions like if she struggle to immate human emotions or interactions, she kept chasing me, i runed with all my force to the area where the bus come, a bus spot, i turned to the direction where this weird humanoid listen i swear for the love of god this thing didn't feel human, when i turned to the direction where she was, she vanished i was fucking shocked i didn't understand she vanished like if she dispawned like to this day i'm so disturbed, so confused, i even have some ptsd, i never told to anyone even my mother

I hope she this thing, never appear again to haunt pr try to hurt people...

This is my experience, my horrible encounter, a disturbing one, a uncanny weird event...

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u/Dont_lookbehind — 3 months ago

(Hot take) AC original is the only great game

Its the only actual Assassins game compared to others feeling more like an adventure narrative game with a hero while in AC original its was nuanced

AC original is so peak before this game i played all others games but when i first played it recently i was amazed at how this game is so great compared to others in term of storytelling, characters, ect but also gameplay being more interesting and technical

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u/PrestigiousSlide6875 — 3 months ago

Hope that in Code Veronica remake it will be a follow up to 2R's gameplay and they will improve upon it

Hope there will be some interesting backtracking and they expand on zones like the Ashfords castle and the prizon zone ect

Hope they will make the Tyrant a stalker ennemy instead of a boring boss since a long time that we did not get a proper stalker less scripted creepy ennemy and hope they will make Chris sections more ambitious and interesting and hope Wesker and H.C.F will play a more important role

Hope no open zone and less scripted sections and i hope they will expand on the lore and the story

Hope they will improve Steve's character and hope the horror will be high compared to the OG hope no cut content hope they will remix but no cut content

Hope they add new ennemies and zones hope the puzzles will be improved and hope the soundtrack will be good/great hope there will be rain cause i love rain

Also... they need to improve Claire's design cause the RE2 (2019) design is kinda boring and basic and hope they will improve the hair/hair cut

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u/PrestigiousSlide6875 — 3 months ago
▲ 7 r/arkham

Idk why but Asylum's gameplay feel more engaging like it make you feel that you control Batman and you should not mess this up its more slow but in a good way like you are still vulnerable and you can't do alot of stuff in a easy way

Its more grounded and that why i think Asylum's gameplay is the best imo i prefer when i'm engaged and focused on games i feel less with others Arkham Games due to the fact that Batman's gameplay is so powered which make it easy and chill

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u/PrestigiousSlide6875 — 3 months ago