Assisted Living Godzilla
Prophet
- Joined
- Nov 23, 2017
- Messages
- 4,635
By RE2 they're throwing tons of ammo at you and the fucking thing has become an action game. I'd also say that resource and inventory management are far more interesting aspects of the game in RE4 than any other Resident Evil game. Beyond the first Resident Evil needing to really think about inventory management isn't much of a thing either, as later games have areas that are far more linear than the mansion.
Really? Even more so than 0? I disagree. A game that forces you to drop any items that you can't carry with you because there is no inventory box, and that you have to think ahead of time of the best places to drop them (and that's really after you realize you might have to go back for certain items you've dropped) is less interesting than the tetris mini-game inventory management from RE4? The same game where if you know what you're doing you can immediately sell the pistol to get the TMP because it's a better weapon if you're melee-ing enemies, and suplexing them? And this is not me even taking into account that one difficulty in REmake where items aren't shared between inventory boxes. TheHeroOfTime already covered RE3.
I don't remember the lack of the inventory box being a problem. For me being able to drop things wherever I wanted made things vastly simpler. Figuring out good places to drop off surplus inventory wasn't exactly hard to figure out in 0.
RE4 throws you a ton of ammo so you never really have to think about ammunition. I mean sure, you decide which weapons you want to use and upgrade, but they're all just as viable one way or another. I've gotten close to running out of ammo on RE4 on Professional like once throughout a playthrough, and even then I never worried about it because sure enough they'll throw more at me.
I didn't say I had to think about ammo like that in RE4. I think that might only become a problem if you've got too many guns and the game's adjusting difficulty thinks you're doing too well and stops giving you ammo for what you're using most.
You're right about the later games being more linear than RE1 so maximizing your pathing isn't as pertinent in the sequels, but it's still there regardless. You still think about which areas you revisit the most and kill the enemies in those areas. If you only visit a room once and there's a few/single enemy in there, you don't waste your ammo; just get your shit and get out.
It's not there enough to be a problem of any kind. Like I said before, I didn't think there was any tension in that in the original game, I sure as hell didn't think there was in later games.
RE3 is particularly weak about this, but makes up for it in different ways with Nemesis, and the gun powder. Are classic RE games particularly hard about this? No, but it's another layer of resource management that's completely absent from RE4.
Never played this one.
It'd probably be better to say that combat in general in RE4 is the source of tension, which is a combination of things like repositioning your character, not being able to move while you're aiming, and having to reload weapons in realtime. It's all stuff that works to allow enemies to advance on you while you're still, while making you think where to move to next. Although I think having to reload in realtime would be the biggest source of creating that tension, as it was never something I felt in previous RE games where I had the safety of the inventory screen to reloaded instantly. Removing the ability for the player to shoot a enemy, reloaded in a paused state, and come out of that state and shoot the enemy more goes a long way to making enemy encounters more tense. I never had problems with the tank controls beyond the first time I originally played Resident Evil. Outside of the first few moments I first played the first game running around zombies and other stuff wasn't something I'd really call tense or difficult.
Slightly change your first sentence you're basically describing the old RE games; you have to reposition your characters if you're shooting multiple enemies (in smaller areas than RE4), can't move while aiming/shooting, and you're limited on resources. Not to mention that boss fights are far more tense than RE4.
I never felt any tension in having to reload a weapon in RE4. The game has so many different ways to kill enemies, and the knife is really strong, that simply shooting most of them dead -- especially in the beginning -- is something I rarely do. Only exceptions are certain enemies like the chainsaw guys.
Yeah, you slightly change it and gone is the thing that can add tension to encounters. Having to reload in realtime means you're spending time in which enemies can advance and might hit you from afar. Being able to pull up a time freezing inventory screen that lets you reload their means that's a problem that isn't actually a problem. Before RE4 if an enemy is about to hit you and you didn't have ammo you could use the inventory screen to safety reload and either knock the enemy back so you can get away, or kill them. If you were fighting a boss you could use it to cut out animations and maximize the amount of time you have to shoot them without distance being closed.