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You are being ridiculous, "Oh i miss a shot i have to reload my save coz i screwed one FU|CKING BULLET!!!!" How do you live real life?
I just gotta say if you (everyone who applies) dont like the game mechanics, then dont play this game, this ideology that has spread in the last years to make every game as appealing as possible to everyone only hurts the industry, even more when its dumbing down something.
Here are some people complaining about a trait about the genre, then there are other complaining coz its not over the shoulder, or there are no checkpoints, the enemies dont drop ammo, there is no health regeneration, they cant fu|cking think in 3D so the "tank" controller is confusing, they cant aim with the mouse, AND a lot of this crap.
This ideology thats been on pc since forever, until mutliplatform games?
I can also explain very precisely why tank controls were implemented in classic RE's so you can know why it is an outdated scheme.
Well, i was always a perfecionist when it comes to games, funninly enough not as much in real life.
I tried to make perfect runs on Duke3d, Doom, LBA and many other games.
Also, it seems you missed one of the posts i made on the second page, the save game mechanic is annoying, but far be it that such as small thing refrain me from playing a RE game.
As i said, to me discussing the save game system is nitpicky, but we are on a discussion forum, so...
Also, what "ideology" your talking about, save anywhere at any time was the default to PC Gaming since more than 10 years before Resident Evil 1 came out.
Commodores used it, Macintosh Games did it, games from the early 90's did it.
You know what caused the advent of checkpoint based save games? Console's incapability of high speed saving (and storage capacity in the early consoles) and lazy programming (which is a byproduct of videogames becoming popular).
Say as much as you want, but GTA4, for example, would have a "save anywhere, any time" system, but loading times would be extremely high on a Xbox360/PS3 (if it didint hanged up the entire system, that is).
PCs, on the other hand, never had that limitation.
A lot of reasons actually, one of the most important, at the time they couldnt make it so with the change of camera angle the character movement didnt break, like in onimusha 3 happens, you go up a vertical hallway, the camera change to horizontal, the characters turns to their left/right and go up. Also they were still trying to figure how to control on 3D, the 3D was still a new thing. Also the fact that by the time of RE there werent analog gamepads, only DPAD, that limited the movement to 8 hard directions, since they were already taking inspiration in alone in the dark, they also used the same movement.
And as a matter of fact with fixed cameras and camera-relative movement, the control, even thought it has improved, it still breaks if you change a little bit the direction of the analog in a lot of games. It isnt as easy to implement as tank controls. Also, am I the only one that has ever end up runnin in one direction while helding the analog in the opposit one in some game with fixed cameras? This is why i prefer tank controls for fixed cameras
You seem to have all of it right. But they ain't called tank controls for no reason. While this doesn't apply to existing RE games, since there are analog controls and free camera movement nowadays no game should resort to this control scheme.
Its as annoying as the pawns in chess moving only one space in one direction, my pawns i want them to be on steroids, on the plague and after drinking 8 double espressos running all over the board. Its part of the game design, I could understand the annoyance if one version of the game has the option while the other not, like in tomb raider 3, on pc you can save as many times as you like while on console you need blue crystals.
The save everywere option really can break the experience of any game, Silent hill 2 and 3 on PC have the option to save at anymoment, and make the safe point useless, also take away the tension of trying to find a safe point. Good game designing takes every aspect of the game, hardware characteristics and limitations, even save system, its important part of the design of the experience.
Thats the biggest crap i've read today!!!! do you even know how the save system works? Almost no game its open continuous world, and even if it were, a lot of games, even in the PSX era were technically capable of save anywhere, not a quick save, but save anywhere, a lot of games had limits of what were capable of saving, due to memory limita, like save anywhere as long as not enemies around. But GTA4 on PS3 and 360 its perfectly capable of save anywhere, it doesnt because GAME DESIGN, but what you guys want its a save state function.
It may come as a surprise, but the logic behind this doesn't necessarily imply that the result of those limitations would turn out to be something bad. Yes, there were limitations, but this doesn't exclusively translate the result of overcoming such limitations into bad game mechanic or poor design choice. At contrary, "thanks" to those limitations, many games and not only RE, turned out to be the great games that they are. You might know that quite a decent amount of "good stuff" (to be generic) "came to life" from accidents and/or limitations.
So, overcoming some limitations, doesn't really need to translate in a bad result.
Tank controls, pre rendered BG's, hence even an entire genre/s as side-scrollers or platformers are the incidental result of early hardware limitations... That doesn't automatically turn them into design flaws or bad concepts. It's just that you need to apply them correctly in an "matching/compatible environment"
That said, Typwriters / Ink Ribbons are compatible with RE Game style while Chechpoints / OmniSave are compatible with CoD / GTA game styles, etc...
Tank controlls aren't a bad design, Static BG's aren't a bad design, etc... those aren't "broken" or "nags" it just what fits perfectly with a certain game design.
Yet other great examples of extreme limitations turned into a more than decent compromise between amount of assets used and game runtime length... backtracking and hard punishment holding your progression back, not to mention puzzles... it it weren't for those limitations, those were great things that we might've missed, Yes, those cheesy puzzles and stuff... those made the game for what it is.
It might be an easy walk in the park for you, but, the first time I've finished RE1 it didn't took me less than 11~12 hours to finish... Now, I can safely assume that it might take me around 6~7 hours to finish it. It's not just the fact that I'm a terrible player, but also I like to "take my time" and explore/enjoy a game, not rushing it in any way. Yes, I'd probably be up to make a speed run in about ~4hrs runtime, but that's just not fun enough...
I never implied RE it's a hardcore hard game to beat, but you can't tell me that more saves
doesn't make the game easier and less saves makes it harder overall... Saves might be irrelevant to you or just a "nag" but for many players, the Save System plays a huge part in the difficulty department (me included) I get it, you just want to "get over with it already..." just like I've previously mentioned... you don't want to be held back...
Exactly my poit... you don't want to be held back for your mistakes... I don't understand how can I be more clear about this...
"(because i hate wasting resources)" Well. that over there it's just you trying to dismiss part of game's mechanics... it's called "inventory management" (another great addition/part to/of the gameplay) and you should make use of it, obey it... if you don't, well, the game punished you... it's the way it meant to be played, it's just the way how Shinji Mikami imagined this game should be played... It's entirely your own personal problem if you don't like how the game plays... You can't exclude parts of game's core just because it doesn't suit your needs. The game it's a whole and it's a dang fine whole as it is. If you don't like it, than that's another animal altogether. By any means it's not the game's fault you fail to enjoy all of it's pieces...
And that's exactly the same thing as above ^ ^ You, trying to dismiss parts of game's core mechanics... The Save Management... (all the fuss around Typewriters and Ink Ribbons... you got it! it's related to that, who would've thought about it... ) Yes, that one too, it's deliberate. It wasn't a mistake or a design flaw. It was there to punish you or to reward you for a good manage of your Save Slots. You know, if you manage to save at the right time, you actually feel like you have achieved something... Think of it more like nowadays "Achievements" from most modern games.
That's indeed a good and legit point. Totally agreed on this one.
Indeed. I, for one did played RE1 back in '97 or so, just when it was first released and I was young of age. Man did that game scared the s**t out of me back then... Resident Evil Fan ever since... RE2/RE3/RECV followed and dang what fine game those were too...
I can't stress enough how lucky I was to have the opportunity to play those game in those circumstances... I really feel sorry for whoever missed that. You never really know what you lose if you don't have something to lose to begin with... And that's the part that you will call "nostalgia" Mind me to recall that that's not the only logic behind this. While it's true that those games aren't really "what most make them seem to be" you're judging it from a modern game/gamer's perspective and there's where you make the mistake.
I will one more time, highlight the fact that this is an OLD Game, a "Classic" and it should be treated, reference it as such.
You do realize that even for an experienced hardcore player, 4~5 hours to completion means a rushed 1st time playthrough... and that's just not fun enough... that's just like swimming like a goose through water (I don't know how to translate this expression... )
It's a correct statement that the Save System becomes mostly irrelevant after a few playthroughs, point at which you already know every enemy position, every weakness they have and so on and so forth... But this was not conceived as a MultiPlayer redundant hardcore action experience with much replayability in mind. This was mostly thought as a first time playthrough unique single player experience when you don't know what to expect for the next screen or area and you don't have an overall comprehension of how and/or where/when it should be best to use a Save Slot. That's all the "fun" behind this kind of Save System. It's all up to you to decide or best guess when to take the risk to use a Save Slot... or not. Not knowing what to expect... Sure, after you've beaten the game for so many times that it's overkill and not even once you took your time to explore and enjoy the game the Save System becomes merely just a "nag"
That's one of the biggest shortcomings that all (most) single player game experience suffers from, replayability... So, if don't take your time and enjoy the living f**king s**t out of the 1st time playthrough with a Single Player Game, then, you might rest assured that you've pretty much ruined all what that game experience ever wanted/had to offer... It was there, you just didn't wanted to take it for the first time... Never ever, the second, third and so forth playthroughs will give you the same thrills as the first time in a Single Player Game... You might know that quite well from different real life experiences that only feel great for the first time. Not so much for the 2nd, 3rd, and following occurrences... Everything at some point becomes second nature, not to mention that you will desensitize on anything that repeats itself.
I must have played the old RE so many times as a child and as an adult. I still enjoyed each time just as much as the first time. That's why they don't need to change the save system or anything gameplay related. When my gamecube broke, I played Zero and Rebirth on Dolphin and I never had to use quicksave or quickload even knowing I had that luxury, I didn't need it and considered it cheating. (Although I always think of an emulators savestate as cheating).
And that's what I'm talking about... after playing the game more than one or a couple of times, it becomes easier to beat the game and you end up with "extra stuff" in your Inventory. Wish it were some kind of trade off for that alone, comes to mind right now... Earning something for every spare asset that you didn't used throughout the game... hmm...
Don't mistake the "first time experience" for the "fun factor" Yes, it is there for you more than for others... It's just the gameplay fits your bill better than for others... whatever floats your boat.
I could say the same thing myself, and not limiting to only this game. I do enjoy RE/PE2/DC1/WO3 and other games to the same amount as first time, no matter how many times I play them or when. It's just that experience of the first playthrough that changes my perspective on the game itself that won't ever be there any more. The fun factor, indeed, can remain almost the same and that is related on how that game plays for you. I ALWAYS give my first time playthrough on any game all my attention and I play it on Normal Difficulty level given the option (Hard being "Normal" difficulty in most RE Games) I don't want to spoil that only time than you can get what the game has to offer. It'll just not be there for the second time...
Yes, savestates in Emulators IS Cheating. I hate Cheating in general and I have my painfull reasons for that...
I can't believe some people are actually asking to completely remove Ink Ribbons and typewritters from this game? Even on RE4UHD they didn't implemented an F5 save system (thankfully) so i still have fainth that Capcom still knows what they're doing here.
For me it very much depends on the game you're playing. Some 70+ hours long games for PS1 and PS2 that i've already played...makes absolutely no difference.
But for a classic Resident Evil game? Definetely cheap imo. Never used it. Same goes for beat them ups and games that you have to restart the whole level after dying (Devil may Cry for example). It's the challenge of the game, don't screw it. Specially for the people who are playing it for the first time.
Let them taste the original experience, liking it or not.
For a game that takes 2 hours to complete if you know what you're doing, and even less than that if you're speedrunnig though it 5 hours is ample time to experience everyting the game has to offer, unless, of course you want to stop and admire every single pixel of the backgrounds, which could possibly extend the playtime many times over what I've written. Of course dying and retrying will add some extra minutes or hours, but at the end of the day the in-game clock will tell you the truth- it's not that long of a game. Additionaly wanting to explore absolutely anything while playing for the first time diminishes the value of subsequent playthroughs and what follows the entire game, so there's a counterargument for you.
As for the ribbons, I know they won't go away from this game and really don't care wether they do or not, but we're here to discuss the concept so I offer my point of view. And to back my opinion up I'll use my very first and up until now only playthough of Code Veronica, which I did about 6 or 7 years ago. Prior to that I had very little knowledge about the game other than some monsters that would appear, characters and gameplay(which was nothing new to a RE player). And while it did took me quite a while to finish it (but then again it is an admitedly longer game and more criptic to boot), I saved 16 times (which again is close to amout of ink ribbons available in RE1) before the end credits started rolling. A big surpise, however, awaited me when I loaded that save and found out that I have 33 ribbons in reserve (and don't know how many more I've run past). So if a newcomer to the game used only a third of available saving resources why have them there in the first place? Judging by the amount they're clearly not there to make the game more challenging. It does not amount to anything to this game and by analogy the previous ones too.
And now for a fun fact. Code Veronica actually has checkpoints(or retries as they're called) so someone at Capcom did find the save-die-return to menu-reload process anoying.