REmake 2 gives you character capacity upgrades, which is a good compromise in theory. But they give them to you too early imo. Like most current day AAA games, they pussied out on scarcity.
To me, RE 7 feels like an amateurish attempt to create something similar to RE 1 or 2.Time to shoot another sacred cow - this was okay, but I didn't really like it that much. The inventory restrictions are ridiculous; I was constantly having to backtrack to item boxes to store things or get a lighter and fuel to burn some bodies and then having to backtrack again to put them back. And this was with Jill who has two more slots than Chris, who I'm sure is even more aggravating to play.
The puzzles were fun to solve, though I ended up being too observant to get the Jill sandwich cutscene so I had to look it up later. Combat was dull and only a challenge because of the awkward controls and camera angles. I vastly preferred the previous REs I've played to this (4, Revelations 1 and 2, 7). 7 was certainly a far more palatable execution of what this was going for. I'm giving the 2 Remake a chance, but only because they've updated the gameplay. I wouldn't bother with another item management sim.
It also removed item boxes, so it's hard to say if adding that ability would improve the classic formula; I just dropped items in one or a few spots per area in a way the sort of emulated item boxes.Resident Evil Zero did the drop items anywhere thing; don't recall whether it improved puzzles and tension or not.
REmake 2 gives you character capacity upgrades, which is a good compromise in theory. But they give them to you too early imo. Like most current day AAA games, they pussied out on scarcity.
That's in normal mode. In hardcore mode the upgrades are more separated from each other: One is in a strong box on the police station, the other in the sewers in a room you access through an elevator. At the point you have both upgrades you also have to deal with the improved weapons and the railgun (taking two slots in the inventory each), and also in the sewers you recollect a lot of items that fill your inventory very quickly (key items like the chess pieces). Even with the upgraded inventory you have to go back to the storage boxes quite often in this difficulty.
This thing is worse designed in both REmake 3 and Village. In Village is a tragedy that key items are not stored in the normal inventory, but in a different infinite tab for these core items, RE4 style.
Dont think it did. But such a thing is convenient when you have inventory limitations. Still, it's uncommon in Japanese games, for some reason.Resident Evil Zero did the drop items anywhere thing; don't recall whether it improved puzzles and tension or not.
Dont think it did. But such a thing is convenient when you have inventory limitations. Still, it's uncommon in Japanese games, for some reason.Resident Evil Zero did the drop items anywhere thing; don't recall whether it improved puzzles and tension or not.
Them and Us also allows you to pick between fixed camera angles or behind the back TP. So now that argument doesn't have to occur anymore .
I'm all for mixed approaches for this style of game. I used the example of immersive sims, but they usually have larger inventories and lack of item puzzles, and you are quite fine not stashing at all. To me it's just a fun little detail.Zero inventory management was awful because inventory space was limited and so many items were used in multiple puzzles. So if you dropped items in inconvenient places you had to do a lot of backtracking to retrieve them.
It actually ended up being far less convenient than just using the interconnected itembox in save rooms in previous games. It's a shame they didn't implement both in Zero.
Like the original Alone in the Dark (1992).Resident Evil Zero did the drop items anywhere thing; don't recall whether it improved puzzles and tension or not.
No you can't. That's the opposite of environmental engagement bro, because now you no longer have an incentive to think at all. You just see "Oh a lock, I'll spam my key inventory and see if one works."You can still have the aha moment if keys don't take up inventory space
That doesn't follow. Keys in these kinds of games are distinctly marked, there would be no need to spam them to see if one works. And your scenario has nothing to do with that or incentivizing thinking, it's recognition. You come across the thing that the hula key opens, then later find the hula key, which gives you the 'aha, I saw something to do with a hula before.' There is nothing to figure out or consider there, and inventory space is not a part of that stimulus.No you can't. That's the opposite of environmental engagement bro, because now you no longer have an incentive to think at all. You just see "Oh a lock, I'll spam my key inventory and see if one works."
There is a game called Them and Us, a big time RE1 clone. It starts you out with only TWO inventory slots. But soon after you get a backpack that gives you I think four more. But also you can drop items anywhere and they will stay there, like in an immersive sim: you can make little stash areas kind of like SS2. Of course this tells you this game was not made in Japan, who have not yet embraced this idea
Nope. You don't get it. Having the memory and foresight to bring the right key to the right door, and choosing what to leave behind and which keys to take on a run and which to save for later, all take actual thought and engagement. In other words, gameplay. Managing inventory space is absolutely, 100% part of that stimulus. Pushing the 'unlock door because I probably have the key' button is not gameplay. It's OK if you think they are equal, but if you do, you are stupid and wrong.That doesn't follow. Keys in these kinds of games are distinctly marked, there would be no need to spam them to see if one works. And your scenario has nothing to do with that or incentivizing thinking, it's recognition. You come across the thing that the hula key opens, then later find the hula key, which gives you the 'aha, I saw something to do with a hula before.' There is nothing to figure out or consider there, and inventory space is not a part of that stimulus.No you can't. That's the opposite of environmental engagement bro, because now you no longer have an incentive to think at all. You just see "Oh a lock, I'll spam my key inventory and see if one works."