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Too weak.
Tbh, I agree with that last sentence. The concept was better in the old games, imo.
In the original game he was more limited and only shows up at certain scripted events(which the remake does better by making him follow you.) You can run away BUT if you shoot him enough, he'll go down(but not die) and drop ammo or items each time so there is an incentive to take him out each time. In the original re3 this concept is taken further and the Nemesis enemy there follows you(but is still scripted) and can be KO'd similarly each time you encounter him and will drop ammo, unique weapons and healing items.
I wish they would've done the same thing in the RE2/3 remakes and have you be able to KO Mr X/Nemesis temporarily with precious ammo in exchange for rare items or rare weapons.
Just because you don't like it doesn't make it "poor design." This is widely considered one of the best horror games ever made. Worst-case scenario you fail to understand this and die once, load your save and adapt. It wouldn't be much of a horror experience if you could just run and gun and kill everything in sight.
In fact, I can name exactly one game in over 35 years where a game came out and told me before the fight that I was too weak to beat such an such an enemy (which you have to fight and lose anyway).
Is it your contention that every game that hasn't been explicit that an enemy can't be beaten is poor design? Surely you can't be saying that every game lacking such a notifier is poorly designed..?
EDIT, I mean, the shrugs off a helicopter and rips through brick walls with his fists. How much a notice do you need that you need to understand you were expected to run away? lol I mean, even you stumbled into that insight, even without exposition.
First of all, I've been though Isolation several times. At what point does it say that the alien is unbeatable? This is exactly why your position is nonsense. You've overthrown your own point. Tyrant X is precisely like the alien from Isolation. You are expected to avoid him. If you have to fight, you can, but you better make it count, and your ability to resist won't last forever.
Why did you come on here to ask, after savaging the internet to figure out how to beat X, just to ask if you were expected to run away?
I've never played Alien Isolation, but even I know that this is the whole concept of the game. To avoid the indestructible alien. Nobody - NOBODY - who plays Alien Isolation tries to kill the alien. It's a hide and seek-game, not a shooter. RE2 IS a shooter, but all of a sudden, ONE enemy is impervious to bullets. It's impossible to glean that.
Yes, I searched on the internet on how to kill him, but I was curious if this discussion board had any other tips for me. Some enemies need to be taken out by knocking them into fire or electricity or whatnot. Or trapping him, or incapacitate him in some cage. Anything. But no, I have to run around like a tit.
Survival horror has always been this way, though 4 deviated quite a bit and leaned heavily into action. Isolation also is survival horror. You can fight the alien off with fire, a few times, but it won't last forever. X is also tracking you by sound. If you choose to mow down everything in your path with your gun, guess what? Just like in Isolation, the enemy will hear and come to investigate. Its up to you to find alternative routes, dodge, or fight your way through. The choice is yours, and the fact that the game gives you this choice is called good game design.
The aliens aren't impervious to bullets. Not even small arms, as Vasquez's legs will attest. The game does tell you, the same way the first goomba taught Mario in Super Mario Bros.
The point of invincible enemies is to put us into HORROR, where Jason Voorhees couldn't be killed, where Michael Myers couldn't be held down, where the zombies would always come back.