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Shotgun 2 slots
Pistol 1 slot
Knife 1 slot
First AId 1 slot
Bullets 1 slot
Shotgun Shells 1 slot
Lockpick 1 slot
Key to this room 1 slot
Chem Fluid 1 slot just found it
PhsycoStims 1 slot Just found them
Thats 11 ..out of 12. And now I have to grab a chainsaw. not happening..
It's not "Bad design".
This is the truest callback to the original Resident Evil.
A very small inventory, forcing you to really focus on and decide on what you should carry with you.
What you should leave behind, pick up, not pick up.
This is an element just as crucial to the game's design as the atmosphere and sound. Being limited on what you can carry or pick upis part of the feeling of being overwhelmed or helpless.
It's perfect design.
And this is still more forgiving then the first RE... as you can upgrade your inventory three times in the game.
tell me what I should abandon and items I just picked up don't count.
What? This is hilarious. That isn’t poor design. On the contrary, it’s good gameplay design. You are given limited inventory space with options, and the CHOICE to choose what you want to do. This is proactive level design that both rewards and punishes players based on their decision making.
In the case of the garage fight with Jack, the game all but tells you directly that something is going to happen in the garage. You do not NEED the keys to finish that fight, but it certainly does make it go by faster. You don’t NEED the chainsaw to beat him in the dissection room either, but again, it does make things go by faster.
This is user input, with real gameplay choices. Thus, this is good design. Calling it otherwise is a disservice to the developers.
sir i'm going to ptu a stupid easy challenge for all you dimwitted dumbasses out there complaining about bag space ok?
if there are military trained personnal in here or current soldiers reading this PLz do this retarded gaming community a favor., wear the hat if it fits your head, plz film yourself carrying WITH the authorisation of your superior officers
1- shotgun,
2- 9mm handgun
3- combat knife
4- a m16 rifle
5- a flamethrower
AND
enough ammunition for around 3 clips of each weapons above
4 first aid packs 4 vhs tapes a box of lockpicks a biohasard containement box ..that should be it. when done try to run for around 2 hours like a beast and tell me if you wish to carry more
Again I ask what items should i not have been carrying around. And a couple of those items I had just picked up in that area.
And again, that's a choice that is up to the user. A game -- and this is any game, not just the survival horror genre -- is not always meant to hold your hand. In both of those situations, the game expressly details you that there is likely going to be some type of situation.
Do YOU the player feel like you need to have two dog heads and chem mats and everything else in your inventory while you walk into a situation that is screaming "BOSS FIGHT"? If not, walk back and storage things you don't need. The storage room is NEVER far from any of the boss fights in this game. It really comes down to you.
To be blunt, your issue is that you either didn't want to do it because you are lazy, or you are bad at reading atmosphere in the game.
I listed the items I had in my inventory ealier in this thread.
I've finished this game multiple times on PS4 (including Madhouse difficulty). Poor game design, definitely not... Perfect survival-horror game design... definitely 100%. This game is slighly more forgiving than the previous Resident Evil games so be happy.
If this is an issue for you then my god don't play Stalker games :D
Ok? what do you want me to tell you man, what you should have stashed? Ok, here we go:
What you ABSOLUTELY didn't need (assuming this is on normal or easy):
Knife - Storage it
Lock pick - Storage it
Key to dissection room - Storage it
Chemical Fluid - Storage it
Psycho Stim Pak - Storage it
The storage room is literally 1-2 minutes away, and when you get into the dissection room Jack makes it SUPER obvious you're going to have to fight him.