- The game forgoes the majority of Resident Evil's resource management. There's no limited inventory, you can save as much as you want (in save rooms anyway) and health and ammo are handed out like candy.
- Amazingly, the above doesn't do anything to kill the tension. Silent Hill isn't afraid to pack a hallway full of enemies, all of which can kill you very quickly if your finger isn't mashing the inventory button. You wouldn't think Silent Hill would be more of an action game, but there you go!
- The jammed doors are still annoying, but it's nice that they serve the function of being rooms you can enter in the dark world to give the two versions of the dungeons some degrees of separation. It makes their inclusion in later Silent Hill games seem unnecessary.
Tuesday, October 25, 2011
Going into Town
Wednesday, October 19, 2011
On Zombies, Demons and Stupid Deaths
Day 2
Mansion revisited
So I didn't quite make it to my goal. In my defense, that's because I'm a lot worse at this game than I remember. Thankfully not as bad as I probably should be having not played it in the last 5 years at least, but that's mostly a testament to how much time I wasted playing the thing when I first owned it.
One significant difference between now and then however is that I don't get the urge to snap the controller in two every time I die. Instead, I collect my thoughts, figure out how best to avoid dieing when I try again, and reload my save despite losing a good fifteen to half hour of progress. Maybe that's a sign that I'm more mature now... or that I've been playing a lot of Demon's Souls lately.
If that last comment seems in jest, it isn't (okay, maybe a little). In fact, I'd say that the reason some people reject Demon's Souls without getting more than an hour into the game is the same reason that many have dismissed the older style of Resident Evil gameplay; both of them utilize risk and reward as the core game mechanic.
Everything from managing your resources, the enemy AI, even the controls like I mentioned in Resident Evil's case center around the same principals; they require meticulous planning, careful execution, and the penalties for missteps range from severe at best, dire at worst. Yet the payout for successful play is balanced out; in Demon's Souls it means faster leveling, in Resident Evil it means more resources for the harder challenges ahead. Despite being two very different games, the only real way they differ is how they handle failure; in Demon's Souls you are warped back to the hub and simply lose any experience you've earned up to that point, and even then you're given the chance to recover it with interest. Resident Evil simply places you back at wherever you happened to save last, regardless of if it was 5 minutes ago, or 2 hours.
Forget the 32-bit era's graphical fidelity and tank controls, if there's one thing that's damned old school Resident Evil to the realm of the obsolete, it's the saving the game. I don't even mean the illusion of limited saving, but lack of places to save. Much of the significant time I spent playing was retracing progress through safe rooms to grab important items and resources, just to be killed before the next save room and sent back and forced to repeat the tedious parts until I did the action segments right. Either the game needs to rethink it's punishment for failure in such a way that doesn't kill the tension, or maybe include a safe room or two more in the mansion.
Regardless, I'm glad that I can still have fun with this style of gameplay, dated though it may be. It might not be what sells millions of copies anymore, but there's always room for niche titles like Demon's Souls (and it's younger brother Dark Souls) and indie darlings like Spelunky to fill those gaps. Okay, off to polish the game off so I can move on to the next horror title.
