>Hey lets add a inventory management system those are always fun!
>But wait, lets not allow the player to drop, move or exchange any of their items if they see a new item they need!
>Sounds great,lets also only allow the player to make inventory space in "safe houses" that are spaced just far enough that the player will be forced to make long trips if they find a item they need but don't have enough space!
>Sounds like fun to me!
Re4 did inventory management right.
this shit is just frustrating.
>But wait, lets not allow the player to drop, move or exchange any of their items if they see a new item they need!
RE0 did this. It somehow managed to be even more annoying than the traditional RE inventory.
It's not so bad. It's a survival horror, and that was the design that was chosen to manage your items. Obviously the style of managing your inventory is not for you, but you also have to remember that RE was never supposed to be an action game, and that there were consequences to your actions. If the game didn't make you feel insecure about your decisions, then it failed as a survival horror.
Because you're a person without a large backpack to be hauling around both automatic weapons and ancient artifacts. Also it's one house- you're telling me you have difficulty sorting stuff in one house? You're pathetic.
to make sure you can't carry too much and make the game too easy
because it's supposed to be hard
because it's supposed to be scary
>Main Hall, 2nd floor
>Furthest door on the left, ignore zombie
>Go down stairs, ignore zombies
>Main hall, 2nd floor
>Follow U-shaped hall, 2 zombies (kill the 1st)
>Furthest door on other end
>Go down stairs
>Go through door
You're a fucking casual, OP.
>You wouldn't even recognise good game design if it smashed your face in with a sledgehammer
Speaking of RE and game design, it's been 500hours and that hasn't dropped yet on Raid Mode 2.
explain how it is scary?
weapon ammo stacks so its not really a problem if i encounter a enemy, and its not that easy to die so you don't end up using too much herbs
its just the keys, lighters, and other shit that take up space
I do think RE4's inventory is better in the sense that puzzle items don't take up space, but on the other hand there are almost no puzzles and the inventory is so large that management is rarely an issue other than trying to cram a rocket launcher in there or something. You kinda get the opposite in old RE, where a key card takes up the same space as a rocket launcher.
There's definitely room for improvement in both styles.
OP getting destroyed in his own thread. He thought he was going to get people to agree with his neo gaming views. Haha fucking sad m8 real fuckin sad
>blah blah blah realistic
nigger its so you can't carry everything you want and have to make decisions. its a survival horror game. you have to make choices
>BUT I WANT TO CARRY EVERYTHING
And I want you to fuck
I like having designated "safe rooms" in video games. The best part of The Evil Within was the safe room because every time you visited it something was different. There was also that qt nurse.
Who the fuck said it was a perfect game besides you? Either you adapt to the classic resident evil gameplay or you move back to RE5 where chris holds your hand haha holy shit kid. Nobody cares if you don't like the game, neo gamer opinions are irrelevant in everything. You've been babied too much to matter.
>If you literally skipped/didn't kill ONE zombie, you're toppest of casuals.
That's literally how the game is meant to be played, nigger. This isn't a shooter. You're supposed to conserve ammo and avoid unnecessary contact with enemies whenever possible.
>he played it on easy/normal mode
It's funny because killing every single enemy is literally how a casual would play the game. Just fucking shoot at everything without any second thought, that's how casuals think.
I bet you play lethally in MGS games too, don't you?
>Some jap copies Alone in the Dark (why??)
>fags think shitty controls are scary
>let's re-release these "classics"
>Run around the hallways killing every zombie without headshots.
>Sit in the main entrance for an hour.
>The real game begins.
I speed run this game on hard with knife only and still manage to get rocket launcher and samurai edge.
Halo and Call of Duty has ruined an entire generation of gamers.
To be fair, survival horror drew its puzzle inventory and gating from adventure games that usually had a bottomless bag of the bullshit you found. In those games, the point was was just to use what you had to figure out how to get past something. There was no point in limiting what you could carry, because you'd have a dozen or more things that may or may not be useful at any time. That's not really the case in RE, where the puzzles are usually extremely straightforward (put crest in crest-shaped hole).
RE's gameplay instead revolves around resource management, so the game needs ways to drain players of them. One way is that you'll never know what items you need for a puzzle until you've encountered it on your first playthrough, meaning guaranteed backtracking. This gives the player the important option of either using bullets to ensure safe passage, or running past enemies and risk losing health and thus consumables.
I think there's room for improvement within the system, but I also think from a gameplay perspective it was more interesting than something like Silent Hill with an infinite inventory. At the very least, RE's system heavily rewards mastery making the difference between playing the game for the first time and playing it with knowledge staggeringly high. Most of Mikami's games are like that, actually.
RE was a fairly shit game, the best part of it was a bug on PC, whereby there was no way to quit the game (nor minimise it, or anything else). I always wondered if it was some intentional meta-horror
Myths about the game
>"forefather of survival horror"
>"you will scramble to find ammunition and herbs to survive"
>"a maze-like immense mansion with tons of puzzles that will keep you thinking!"
>"manage your inventory balancing your arsenal with utility items for survival!
>"Cinematic cameras will offer dynamic backdrops that will keep you on your toes!"
Facts about the game
>LoL we stole Alone In The Dark's concept but here's some dumb bee movie-tier voice acting maybe they'll like it ironically XDDD Jill Sandwich LOL!
>ammo lying in impossible places just because, oh look there's a boss in the next room, have some ammo! wouldn't want to run out would you? not like you can avoid 99% of the enemies of the game XD
>2 corridors that lead to the same places, 90% of the mansion is closed and all of it because EPIC PADDING OF KEY HUNTING LOL, you need a key to get this key that will give you a small key that gives you a fake key that you must use as replacement for the real key that it imitates in a trap that gives you the key! FUN!
>what's that you are a trained STARS member with several pockets and pouches for ammo? who gives a shit LOL! have only a few slots and tons of key items to progress through the game! Need to go back and forth between item boxes lmao! Not like the game is already padded as fuck to begin with! If you are a Veteran you won't even notice, but who cares, the new players will just be called casuals instead of critical thinkers! tell them to GIT GUD, LOL!
>Cameras are mostly crap, used to simply create a sense of artificial difficulty to hide the enemies, except you can hear them from a mile a way and your character has an in-buit aimbot to fuck their shit up, so much for HORROR, nevermind survival, top KEK!
Kamiya was a fucking god send to this series, the only good "old" game is RE2
>Romero makes a map for the first time in 20 years.
>Still better than modern FPS level designers.
>You're supposed to conserve ammo and avoid unnecessary contact with enemies whenever possible
Yeah in corridors where only person can fit and there's a zombie in front of you, sure.
>Halo and Call of Duty has ruined an entire generation of gamers.
>I speed run this game
>watch me speed run this game
>watch somebody on the internet play a video game
No, people like you ruined it Anon.
>the player will be forced to make long trips if they find a item they need but don't have enough space!
You're kidding right? Long trips? I just played this game for the first time since it came out on Gamecube and it's even smaller than I remember. REmake is honestly a 9/10 game. Holds up really well. People forget that the limited inventory and tank controls add to the game. There's no fear when you can move around perfectly and can carry everything on you at once.
Stop being a massive idiot.
The inventory system is limited on that game as it is linked to a good many puzzles primarily but also as it means you can't just become a tank and horde ammo - you need to rationalise having a balance of save ink, healing spray, ammo and key items and know when to juggle which and when to have them in storage.
Resident Evil 4s management was a joke which allowed you to too easily abuse becoming an ammo hoarding rambo
I love this game but the inventory system is a piece of archaic host steaming pile of fucking shit and most of the game industry knows it, calling everyone a casual idiot for pointing out something most of the planet agrees on is just dumb, it's not the items taking space in the inventory, it's the fact that they clog it super fast even if all you are carrying is a weapon without spare ammo, you can get it bloated in no time of items that you don't need in that very moment, and some are placed in stupid as fuck places just to pad a game that is already short as fuck, the bullshit padding really ruins this game, resident evil 5' DLC of the mansion is 20 times more fun than this and you know it.
Then you could just create supply caches wherever you wanted. Unless you mean swapping inventory items with items on the ground, which is OK but people would still complain about it.
No because a drop function would remove the entire point of the storage...
The idea is the game wants you to juggle management and go back through corridors to storage for two reasons:
1) to fully explore the mansion and trigger the shit that happens when you go down corridors multiple times (crimson heads, zombies breaking walls and windows, dogs flying in, etc)
and 2) to force you to get past more zombies which otherwise with a drop feature or larger inventory you would be able to bypass completely - by making you have more scenarios whereby you must either kill or evade a zombie thus gives you more opportunities to think about whether you value expending ammo you may need in the future or to expend some herbs on healing.
The fact that you're comparing the first game to the fourth game like it's the first time you played RE1 makes me think you're 6. And spoiler not every enemy walks slow. And last, play on hard mode.
>playing a game in hard mode the first time you play it
That is just fucking retarded.
I always play on normal on my first playtrough, I wanna enjoy the game, enjoy the story, have fun without being stressed out all the time because I have no idea how the game is and what ammo I should save for "x" boss and works better where.
And then on my 2nd one I go to hard mode or whatever and try and get diffferent endings and all the secret shit.
>speedrunners mad because e-celebs make all the money
>record yourself playing a modern game FAST, the playthrough is still the length of an epic film
>expect anybody to watch that
>e-celebs realize stupid kids are watching the show to be entertained
>can't make a living just by being gud at gamez
>thinks anyone that speeds runs a game does it for money and not because it's fun
>e-celeb blah blah making a living blah blah blah recording stupid kids blah blah blah
>more incoherent rambling in a sad desperate attempt to shitpost
>getting this destroyed
>no brakes on this train faggot gets blown the fuck out
>all those retards defending this
And you people are surprised who killed complex game design.
Its because retarded nostalgia fags wo think shit design aimed to artificially lengthen the game=good design, and casuals see this, and are smart enough to realize how full of shit people are.
So every new generation we get more and more streamlined games as devs remove everything in a panic to please the market.
Fucking people say all this dev cock sucking and hugboxing is a new thing, it was always here, always slowly ruining games with bad input and lack of criticism.
>not liking RE0
you must be very popular on this sub
Eh, that's a fair comment - I think they kept that in just because it was in the first game and because of the spooky moment that happens early on.
I quite like the tension of the door opening, but it does get a bit tiresome
You do know you can skip that
And that they dont play when
the doors are broken
Nigga you've been blown the fuck out already
It's not there to artificially lengthen the game, its there so you can't be a complete rambo and to make particular puzzles and scenarios function. It's there so you actually have to think about what you *need* to carry at that moment and what you find useful to have on you but might not necessarily *need* - for example the shotgun is extremely useful, but do you need to carry it with you loyal handgun if you are carrying pieces related to a puzzle? Do you also need herbs in case something jumps out?
It provides a multiple layered scenario which you need to preplan ahead rather than just having an infinite inventory you can just mindlessly plow through everything with
>It's there so you actually have to think about what you *need* to carry
Stop talking out of your ass you lying twat.
You almost never have an indication what piece of puzzle or what key you will need unless you go and check and then come back or unless you played the before.
I recently replayed the RE remaster and it was enough time for me to forget most of it. And i wont i even say how much time i spend running from one safe house to another watching those fucking crappy door animations. I dropped the game till i discovered the loading screen skip mod. Not to mention that running back and forth will rise the chance of crimsons spawning and running past few corridors more than once will spawn more zombies much earlier.
It literally punishes you for something it forces you to do. The game design decision contradict them self at each step.
And i fucking love how doors on map dont mark where what key you need, another genius decision.
On that note, good lock playing Chris on your first time.
And no, im not op.
Obviously you wouldn't wanna permanently discard weapons or keys, so that pretty much leaves health items and ammo, which you can easily get rid of anyway.
>Not to mention that running back and forth will rise the chance of crimsons spawning and running past few corridors more than once will spawn more zombies much earlier.
THAT'S THE ENTIRE POINT
TO PUT YOU ON EDGE
YOU FUCKING CASUAL
oh man whats with stupid cunts and this game. if its too hard then stop. its a game from 2003? so you know its going to be harder than the average shit you play. twat
That game is meant to be against hence the term survival horror
>THAT'S THE ENTIRE POINT
>TO PUT YOU ON EDGE
Put you on edge?
Kid, you wont know about this unless you read up the wiki, its a mechanism that punishes first timers to the series or this game in particular and rewards people who know about it. All it will do is build up frustration as players who who play with no walkthrough for first time run back and forth trying to figure shit out wondering why the fuck more zombies keep spawning while they run low on ammo, eventually blocking their progression altogether if they play on anything other than easy.
Instead of making it easier for new players, it makes it easier for veterans who want a bigger challenge, this makes no fucking sense.
How the fuck is it to make a post that makes sense? As much as making a game that dosnt suck dick i guess, lel.
Since running the backgrounds through a Photoshop filter will cost them 1k$ and they can release the game again for teh same price as when teh game first came out and get some free cash. People are so retarded they will buy it again.
Those fucking hd ports are the most lazy thing ever.
What was wrong with RE0's inventory system?
I only played it a little and barely remember it, but so many times in the other games I wish I could just drop or discard shit on the fly.
Boxes were superior because your stuff was accessible from any of them. 0's system of just dropping stuff on the ground was convenient in the moment, but resulted in massive amounts of additional backtracking to go find the thing you dropped 3 hours ago and suddenly need in order to progress.
Because there were no item boxes, long guns and key items would take up two spaces, and they would make you re-use items you hadn't used in five hours so there'd be massive amounts of backtracking
most people drop the hookshot as soon as you get off the train only for you to need it again when you're in the laboratory so you have to go ALLLLL the way back to the train crash