شما اصلا خوندی چی برات نوشته بود نیما؟ یا شایدم متوجه نشدی چی نوشته چون پست قبلیتو انکار کردی و آخر سرم حرف خودتو زدی.
روزی که دیدم کلاغ پول و نارنجک Drop میکنه و لیون میتونه 50تا آیتم حمل کنه و از ارتفاع 40متری میپره پایین،فاتحه ی این سری رو که باهاش زندگی کرده بودم رو خوندم.
کدوم انکار؟! من سر حرفم هستم. 4 یکی از بهترین داستان ها را داشت. در رابطه با لئون بله یکی از مهم ترین شخصیت هاست. منتهی به قول سعید انجا که غرض اید هنر پوشیده شود. فقط تو این تاپیک که میبینم 5 با 4 مقایسه میشه
در ضمن داستان 5 همچنان همان طوری هست که توصیف کردم.
کل بحثو بخون بعد پست منو نقل قول کن
اخه من براش توضیح میدم میاد میگه نمیدونم لئون فلان و... لیست میگذارم و میگم به خاطر اهمیت شخصیت میاد میگه به خاطر قیافس ان دوستمون سعید مطلب میگذاره قبول نمیکنند
دیگه ترجیح میدم سر این مسئله بحث نکنم
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شینجی میکامی 7 بازیساز برتر تاریخ در سال 2010 از نگاه ign میشود. تو توضیحات نکته ای جالب داره
In 1996, Shinji Mikami scared the "you know what" out of gamers and re-introduced the world to the survival-horror sub-genre of action games first pioneered in Alone in the Dark with his zombilicious brainchild: Biohazard. The Doshisha University graduate was hired by Capcom in 1990. His work for the company started out rather tame: he was a planner for a quiz game and two Disney-licensed properties. In 1993, he became a game designer, working on the puzzle-oriented Goof Troop for the Super NES. Goof Troop was the end of Mikami's "lighter" period as Shinji-san decided that he was ready to work on something more mature. Drawing inspiration from the 1989 Famicom title Sweet Home (based on the movie of the same name), as well as legendary film director George Romero's
Dead films, Mikami's new project took shape, and in 1996, the first Resident Evil took the gaming world by storm.
After RE's triumph, Mikami was promoted to a producer and oversaw the development of the next two Resident Evil titles and directed the first title in the Dino Crisis line. Following the completion of DC, Capcom's Production Studio 4 was formed, with Mikami appointed as its general manager. During this time, he worked as the executive producer on various titles and acted as the producer on the Dreamcast's Resident Evil: Code Veronica.
A year after the release of Code: Veronica X on PlayStation 2, Mikami shifted his support to Nintendo with a string of different releases for GameCube -- Resident Evil 0, P.N. 03, and then what many consider Mikami's crowning achievement, Resident Evil 4.
RE4 completely reinvented the Resident Evil franchise with its new camera, gameplay mechanics, setting and storyline, and its critical and consumer reception combined for one of the most important videogames of the last generation.
After the success of RE4, Mikami left Studio 4 and went to Clover Studio with Capcom alumni Atsushi Inaba and Hideki Kamiya. Mikami supervised the development of God Hand before Capcom dissolved Clover in early 2007. Mikami joined Seeds Inc (now known as Platinum Games) along with several of the industry's heavy hitters, where he continues to make titles that are sure to change the face of gaming once more.
بازی ای که سری بازیهای RE رو از نو تعریف کرد و با دوربینی جدید , گیم پلی ای متمایز و داستان و محیط های متفاوت با نسخه های قبلی , هم از نظر تجاری و هم از نظر کیفی به موفقیت زیادی رسید و جزو بهترین بازیهای نسل قبل قرار گرفت.
رزیدنت اویل 4 نه فقط از بعد گیم پلی ، بلکه از لحاظ داستان و تم داستان سری را متحول کرد.