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Hated having to use a herb back in the day because i carried a key item i didn't need, just to pick up another key item i actually needed.
Also, Hookshot is important through the game, and you will have to backtrack for it several times. This is the only item you need, and the only bad game design choice they have made.
I honestly find that to be less much less an obtrusive gameplay mechanic than the system seen in this game, realism aside. No complaints about the highly improbably enemies, the ability to carry a rocket launcher in one's pocket and all the other enormously unlikely features of the series, so I don't see why storage boxes were singled out as being completely out of place, and they were singled out by many contemporary reviews of some of the older games in the series.
You make a very good point, of course. I also realize the zaniness of items scaling/sizes.
There could have been a best of both worlds option; but the game is old and they were trying something new I think, for its time. You have an extra partnet, so maybe they figured he/she can carry most stuff, and have you do some item management to make things more tense, since it's a survivial horror game.
Though at the end of the day, I am 33 years old now, and played this game when i was a teenager. I knew all about it before slapping down the money to play. If some people are put off my some of the rather old-er mechanics; then they should have read the hundreds of reviews thsis game has had for years.
Surprises me a little, to be honest.
Don't get me wrong, I don't dislike the mechanic, and from what I can tell and from what I remember, it was a direct response to a common complaint about the series at the time, but I just find it to be a little unwieldy and haphazard compared to the unrealistic but convenient storage chests.
It's been many, many years since I last played the game (I'm waiting on my PC Origins Collection DVD arriving tomorrow), but I don't recall it being an issue enough to drastically diminish my enjoyment of the game; I do, however, recall it being an issue, just not one I foresee causing any major headaches for me now, but I can totally understand why some people might take major issue with the system.
However your entire ROOM is a item box by doing so with limited amount of items per room and no teleportation.
This for me gives added stratergy and realisim into a game do wish i could hold more items but hey whats a challenge
The point is, though, that there is no added layer of strategy, especially for first-time players. There's no way of knowing what item will be required to complete a puzzle or what weapon would be best suited to dealing with an upcoming boss, and as such, it leaves the player in a position where even more unnecessary backtracking is required, itself an issue with item boxes, but one which was somewhat alleviated by often allowing forward progress through the use of the shared storage boxes, which were, by and large, well placed. Here, forward progress is absolutely prohibited. It doesn't add anything to the challenge, it merely serves to add frustration. Again, I'll concede that it's a response to a common criticism of the series at the time, I just don't find it a particularly elegant one.
At the end of the day, it is what it is, and I don't want to fault the developers for trying something different with the gameplay mechanics, and it's by no means an absolutely terrible design choice - it does make for more careful consideration in inventory management - it's just that the implementation might have been slightly better, and it is, for me, just not as intuitive a system as the one that existed already.
On my first blind run that I completed yesterday, what I found most annoying was having to spread out all my weapons+ammo+Health+Key items across several rooms because the game didn't like me making the main hall of the mansion my hoarding storeroom.
Also having to backtrack and spend several trips back and forth and back and forth and back and forth and back and forth moving said supplies to each new area (Lab/Factory/End plant thingy etc.) wasn't exactly great game design either I have to comment on.
Thank god for the door skip mod that atleast cuts away alot of the monotonous downtime while doing this.
I wonder if it's possible to remove the room limit for items via a mod at the very least..
Biggest problem I have with this game. It's more realistic then the itembox, and it can be really convenient, but it just causes too much backtracking in the long run. You could drop items in Outbreak too, but they handled it better there imo. and Yoko was a little lifesaver too