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That's my point. I enjoyed it a lot when it was about surviving. But Standard mode (with unlimited saves) takes that away and turns it into a shooter.
The only thing I would probably write off as a negative regarding the limited save system here is that hardcore is way too lenient with ribbons. I would be okay with 20, plenty of save opportunities to punish players for messing up but still keeping it in the possible to complete range.
The real actual high difficulty lies in the S+ rank attempts and weekly challenges anyway.
I did play on hardcore, and am planning another run on hardcore. But limited saves should be the default on normal mode. I'm saying Capcom made a mistake.
If my first play had been on Standard, I would have refunded the game. Because I played hardcore, I really got into it. I think Capcom's decision to make it this way is robbing other new players of a good experience, and making it something only nostalgic veterans can enjoy.
That's true for some types of game. But in what way can a horror game actually threaten you as a player to increase the tension? The threat of losing a lot of progress (or not having enough ammo/health and needing to go way back) is actually scary; it provides actual tension and difficulty. The same thing is true in Dark Souls/Bloodborne -- you don't get to restart right at teh beginning of a boss; you're punished for losing the boss battle by needing to spend several minutes running to the boss. Rougelites are a whole genre about punishing death by forcing players to replay content.
It's not "no real reason". Without the fear of losing progress, there's no tension.
RE2 is a tense game even with unlimited saves, the fact that you have to reach a save point is tense enough for many people.
For the rest, they have the S+ limited save requirement to replace the high tension that comes from progress loss.
However, in 2019, mandatory progress loss with a save system that does not have properly designed checkpoints is something reserved for indie titles with artificially bloated difficulty or games that really want to kill themselves as players will just abandon it if they get bored by replaying the same sections repeatedly. Not every game has the Dark Souls player demographic. (Not to mention that as popular as that series is, in reality, abysmally few of its buyers ever finished any of them.)
Streamers ham it up for viewers. People want to watch them be scared. That's not a very good argument at all. Also, jump scares can startle anybody, but I wouldn't pay for a series of jump scares.
Would the original Resident Evil games be popular if they were as easy as this game is on standard? Would people have fond memories if they could beat them in 5 hours? Because it's 2019 do we have to throw away what was great from the past?
The save system was a good thing, and a big part of the game design.
Source on that?
As I said, if I started on Standard difficulty, I straight up would have refunded this game. Because if you look at it objectively...
* The combat is slow and repetitive.
* There is very little variety in weapons and enemies.
* There is 6-8 hours of content. Except it's actually more like 2 hours of content that you backtrack through. And they're charging $60 for it.
* Nearly the entire game consists of fetch quests.
If you take off your nostalgia glasses for a second, what part of this game is good and worth $60? The visuals, atmosphere, and story are all pretty great, but that alone doesn't make a game. The thing that makes it fun is the tension, and there's no tension when you can save scum and resources are plentiful.
Taking away limited saves takes away the "survival" aspect entirely, and arguably also takes away the "horror" aspect, because what's there to be scared of?
Have you tried playing them on an emulator? I like the setting/look of these games but don't have a 3DS
Your suggestion is moot (borderline pointless) and your critique is mere preference. If you're going to boil the game down to such basics (hurr-durr, just back-tracking and item-gathering), then we can equally say 99% of shooters just involve hovering a mouse over a target and pressing LMB until you win - we both know that is not all that is to it.
Really? Sorry, but this thread (or at least the way you are trying to put your point across) is beyond ridiculous.
^Exactly.
Much like how it was in the original(s). You know, emphasis on avoidance rather than ActionManLeon of RE4 kicking heads off Ganados like they're made of paper, except it is modernized - some would even say far better. This was never going to be an action-game if it was any way faithful, outside of the final act (much like all of them, due to the philosophy of the designers of all past RE's).
Aside from the cut Spiders/Crows/Moths, pretty much identical. Zombies of various types, Lickers, Dogs, G-Adults and G-Spawn, Plant-Zombs, Mr.X (two form), Birkin (five form), not including GS-Content with regen/poison/armour zombies, or the one-shot-croc (and anything else I may have missed).
Do keep in mind the game is a remake of an older one and has the vast majority of that bestiary intact, similarly for weapons.
I wager it takes 6-12+ hours for a person to complete an A campaign for the first time - likely much more, especially those lapping up the atmosphere and taking their time. This does not include shuffled re-run B scenario or the differences in story, re-runs for achievements/timed unlocks (which a lot of people have done), or the difficulty said people play at. I seem to recall my first A scenario being 11hrs of slow-paced and cautious enjoyment, followed by an equally long B-Run. Does not include 4th Survivor, Tofu and the four mini-games via Ghost Survivors, even if some people might only enjoy completing them a single time (as opposed to efficiency/speed-runners looking for the shortest no-damage runs possible).
Again, anything can be boiled down to under-exaggerated numbers if you're purposely going to squash it into a shape that fits your argument. See above point about 'this game is just a 2hr fetch quest' is akin to calling a shooter '5minutes of hovering a mouse over a target and pressing LMB to win, stretched over X hours'.
Your argument also goes in the face of the original which, you know, can be completed in no time by anyone who knows what they're doing. What's the world record at now, 1hr? Better blame them for stretching 1hr across the countless tens/hundreds of hours people have spent enjoying normally, right?
Incorrect term used in other genres. Yes, you go around trying to efficiently plot how to go about rotating needed items and making progress using them. Let's not pretend like this wasn't what the originals were all about.
Robbing people of an experience... When it is entirely their own choice... Right. I know FAR more people who went from Standard to Hardcore (as most people would do) than I do Hardcore to Standard, and very few of them complained. Some even felt intimidated and wanted to build themselves up to it. As such, I would argue that some might regard going from Hardcore to Standard is just robbing yourself, not the other way around - but to me it's still a debate of preference rather than substance, thus no point.
I view this whole thing as paintbrushing a view over others as if one train of thought applies to everyone. Irony is I have almost 70hrs put into RE2-R and I haven't even played Hardcore as I am not interested in achievements, unlockables etc, but I could easily dive right in and enjoy some Hardcore RE if I wanted another go and with absolutely no love-lost for doing it in that order.
So, to echo what I said before, this idea (to me) is moot/pointless and the criticisms are almost entirely relative to each individual.
Beat the game many times on standard, and transitioned over to hardcore. It was a big difference in enemy damage and HP, and i dont think i wouldve been able to complete it comfortably without the infinite knife. I agree the limited inventory does add a new element to it. I still aim to collect everything, and speedrunning doesnt appeal to me, personally. Mr. X’s fast walk speed was also a surprise. Im about to beat it in about 3.5 hours (just have to do G4 fight) with 6 saves, with getting everything.
I cant say that limited inventory and ink ribbons should be necessary to the average player. Especially to new players who dont know when to save. Probably be more frustrating to have to re-play the last, God knows how much... But, to someone whos played this game a few times, i think it adds a great element of worrying and strategizing.