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Hearing this makes me want to play the game even more.
You are supposed to memorize the map, where enemies are, clear out important routes that you frequently go through and not waste ammo on other enemies. It also brings more tension in case you bring items and not healing stuff or weapons.
The game already is fantastic with the survival horror aspect in terms of enemies, ambiance and visuals. The limited inventory, if overdone, can detract from that experience because the player is stuck constantly dealing with a full inventory. It's a not occurence made by carelessness most of the time; it just happens all the time, even when i take only the bare minimum.
Problem is there is quite a large variety of different items (such as healing items, there is four different ones) along with various ammo types, so it become nothing more than an hassle when it's time to collect because i'm just constantly tracking back instead of focusing on the puzzles and clues.
There is a fine balance to be made for inventory size. Too much and yeah, it remove a lot of the challenge since you can just bring about a little of everything. But too little, and it's simply a annoyance that doesn't contribute positively to the game.
Best way to do it: make it player choice. Easy difficulty will have plenty of inventory space (9-10). Normal will impose a few restrictions (7-8) and hard will make it challenging (6).
Nah I get what they're saying. The thing about classic survival horror inventory management maximizing efficiency and having as few trips to the box as possible. If you're playing this game well, and stay stocked on resources you take a pretty ridiculous amount of trips to the box to drop off excess ammo and healing, because the game artificially restricts how much you can carry of each item (the amount per stack isn't the issue, the issue is only being able to carry a single stack of any ammo type at time. it just punishes players for playing well and being efficient/resourceful). Plus the additional modules take up spaces, which never feels strategic when the flashlight at multiple points throughout the game is mandatory. There is strict inventory management which can be incredible, and then there is arbitrarily throttling the player through artificial restrictions. I love strenuous inventory management, and this game is wonderful, but there are some objective issues here for sure. Few to speak of, but it doesn't take long to notice them. Making the flashlight and camera passive tools and allowing players to carry as many stacks of each item type as they wanted would've been all they needed to do. As it stands now, that camera is useless if you have a pen and paper or a cell phone, and the flashlight being mandatory for several sections offers no strategy or meaningful choice.
I assume it should be similar here, though I don't actually have the game myself yet.
The backtracking doesn't work the same way in Signalis. MANY resource pickups are in optional rooms that are off of the main hub areas. The levels aren't labyrinthine like Spencer Mansion or RPD, so when you go into a room and don't have enough space for all the items in there, due to the enormous amount of puzzle items, weapons, and strict stack sizes, it is just not realistic that you will "come by them" again. Especially considering how many points of no return this game has with a couple of those having almost no warning for the player. A more grid based level design coupled with a strong focus on linear narrative that undercuts the levels themselves just doesn't encourage the same kind of backtracking as many other classic survival horror titles. It won't be a significant issue for everyone, it really wasn't for me, but I noticed it and I can definitely see it rubbing people the wrong way. It's important that we remain critical of things like this so that developers can make the best games they possibly can. If we just say "great game, 10/10" then no one can learn anything.
Hoping to get it myself some time next month