![]() Hook Man was generally immune to gunfire, though this immunity could be turned off by environmental conditions. As its attacks were physical in nature, the player was also able to use the game's Struggle mechanic to avoid injury. Firstly, it was capable of limited teleportation as a means of catching up with the player and throwing off their aim. The Hook Man demonstrated several mechanics during combat. ![]() The start of the corridor hides a secret checkpoint positioned against painting of a fisherman carrying a hook when Leon goes past this painting, the player triggers a hallucination, and the Hook Man climbs out of the painting. During the demo, Leon would enter a dining room and attempt to go down an adjacent corridor. Like the living dolls, it was designed to better demonstrate the hallucination mechanic and the game's new approach to enemy design. The Hook Man enemy was created as part of the E3 2003 demo. The "Hallucination" build was built up on the previous version, and was to focus on hallucinatory enemies more akin to the Silent Hill franchise in this build a real and un-real version of each room was to load simultaneously, with the player crossing hidden checkpoints to transition between worlds and having a blue filter indicate the transition. ![]() Following the TGS 2002 showing of Resident Evil 4's "Castle" build, co-writer Yasuhisa Kawamura petitioned for a re-working of the game to replace the broken Black Fog enemy while maintaining the game's ambitious nature. ![]()
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