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But to do this stuff well requires a loving designer's hand to individually sculpt each route and hurdle, each milestone and shortcut. Alongside this is inventory management: taking only what you need, and leaving enough space for anything you might pick up along the way.īoth Resi 4 and Resi 2 remake automated some of this tension, to an extent, with adaptive difficulty systems. So it becomes about planning routes feeling out the Mansion for the most optimal throughways, clearing them of threats, and having exit strategies in mind.

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Limited ammunition is one thing, but the actual trick is that there aren't enough bullets in the Spencer Mansion to kill everything in the game. The design structure of Resi 1 and its fantastic remake mean that success is based on how well you plan for the future. "If one more person asks 'What's the weather like up there?' I stg." Well, bear with me here, but I believe survival horror games are not a type of action, adventure or puzzle game as much as they are a type of strategy game. There are zombies, and sometimes the zombies ambush you. So why is, say, Back 4 Blood not survival horror? You can run dry of ammo and medkits. But if I were to pry a single golden kernel from survival horror’s buttery genre cob, and hold it up as an emblem - an ur-nel, if you will - it would be player vulnerability. The short answer is: Resident Evil 1, and games like it. I’d like to explore why I reckon there’s less big budget survival horror around than I would like, but I’d better bolster this claim upfront by clarifying what I personally feel typifies the genre. “Does that mean neigh you won’t or neigh you will?”īut their prancing pink paterfamilias was already gone, braying something under his breath about vampire boobs. “You won’t forget us?” asked the baby horrorcorns. With Resi 8, the unicorn grandaddy turned his sparkly back on his progeny and pranced off to graze on a dewy meadow of FPS mechanics, unlimited inventory space, and (cleverly disguised) linear exploration.















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