SuperBabyMethod
Member
Love RE0 and most definitely worthy of being considered a classic; art style, environments, and OST and better than the recent RE outputs today.
What tops this?
What tops this?
This, for the most part, is the long and short of why people treat the game harshly. I would happily recommend the game to anyone with the advice of "Use the main hall as a dumping ground, and leave the hookshot there". That's it. Yes, you still have to backtrack, but it's actually a testament to the design that despite all you've done up to that point it's only 6 rooms away if you left it in the main hall (+2 if you didn't) and it should only take you a few minutes to get from where you need it to where you left it. Compare that to RE1, and you can easily be that same number of rooms away from an item box should you need to get to one. All in all, this game probably fucks with you less than Code Veronica does, yet that game doesn't get half the flak that 0 does.The item management ruined it for me, honestly having to back track to where the game forced you to drop a particular item was a slog. I get the whole point is to manage it between both characters but the amount of items they gave you was ridiculous, would of benefited massively with an item box.
you know, back in 1996 that was the sort of shit that would sell the game. I hate that most people don't find that interesting because it's the #1 thing holding back game design from actually getting interesting again.The item management ruined it for me, honestly having to back track to where the game forced you to drop a particular item was a slog. I get the whole point is to manage it between both characters but the amount of items they gave you was ridiculous, would of benefited massively with an item box.
But it's a game, if the mechanic makes it a slog how is that progress? It really holds it back but that's my opinion. It's not like its pulling things 'out your arse' either, just an item box so you don't have all the essential items to progress the story laying all over the bloody map.you know, back in 1996 that was the sort of shit that would sell the game. I hate that most people don't find that interesting because it's the #1 thing holding back game design from actually getting interesting again.
For a moment there, during the 2000's, it felt like we were really gonna overcome the pulling the gun out of your ass trope, but somewhere along the way we got lost and never did.
Well, slog meaning slower paced? I don't think that's a problem, specially for a Survival Horror game. Those are detective games, it's all about the slow pace, thinking before acting, planning out your ventures into the monster infested zones.But it's a game, if the mechanic makes it a slog how is that progress? It really holds it back but that's my opinion. It's not like its pulling things 'out your arse' either, just an item box so you don't have all the essential items to progress the story laying all over the bloody map.
I meant it was a slog as in it wasn't fun, it made the game feel like a chore to play. I think there's a reason why literally every Resident Evil game has an item box, because without one it just doesn't work in terms of item management. Even with an item box you still have to think about how many herbs you take with you, how much ammo to allocate, what story progression items you should carry for the next section so it's not as if it makes it too easy, it's perfect for this type of game imo.Well, slog meaning slower paced? I don't think that's a problem, specially for a Survival Horror game. Those are detective games, it's all about the slow pace, thinking before acting, planning out your ventures into the monster infested zones.
I miss slower paced games, actually.
Other classic RE games were just like that with their item boxes. I mean, even Silent Hill was like that, and it had unlimited inventory space.Well, slog meaning slower paced? I don't think that's a problem, specially for a Survival Horror game. Those are detective games, it's all about the slow pace, thinking before acting, planning out your ventures into the monster infested zones.
I miss slower paced games, actually.
I think that previews thinking it was a change to make life easier was never the intention, from day one I always saw it as an additional challenge. It's not "Oh cool, you can drop items anywhere now", it's "Oh god, no more magic box, dropped items I need could be anywhere". REmake's unlockable mode where boxes aren't magic likely either influenced or was influenced by that. (I don't know if they were developed at the same time or if dropping items was planned back in the N64 prototype.)Other classic RE games were just like that with their item boxes. I mean, even Silent Hill was like that, and it had unlimited inventory space.
Zero’s item management is trash. It’s just anti-gameplay. They didn’t repeat it because they knew. They were just out of ideas for something “new”, and they came out with this system that on paper isn’t at all different from the unlimited item box, but in practice is worse. I remember all the previews being like “OMG they dropped the magic item boxes, this will change everything!!” Then the game came out and everyone had to admit having multiple rooms to drop stuff in only made things worse.
This is an excellent example of why dissing “gamey” features to go for more “realism” isn’t necessarily a good thing.
Me too man, me too. They also make for great speedruns, because there's so much room for optimisation.Well, slog meaning slower paced? I don't think that's a problem, specially for a Survival Horror game. Those are detective games, it's all about the slow pace, thinking before acting, planning out your ventures into the monster infested zones.
I miss slower paced games, actually.
Yes! And when will we FINALLY have a game where the character gets hungry, tired, thirsty, has visible injuries (that takes days/weeks to heal), gets depressed, anxious, has to poop and pee, has to shower (otherwise NPC’s will avoid them because they’re smelly and unkempt), moisturize their skin after showering (otherwise it’ll get dry and ugly and NPC’s will be less respectful, could miss out on quest lines), etc.you know, back in 1996 that was the sort of shit that would sell the game. I hate that most people don't find that interesting because it's the #1 thing holding back game design from actually getting interesting again.
For a moment there, during the 2000's, it felt like we were really gonna overcome the pulling the gun out of your ass trope, but somewhere along the way we got lost and never did.
Never go into Fallout New Vegas' nexus page, you might have a stroke.Yes! And when will we FINALLY have a game where the character gets hungry, tired, thirsty, has visible injuries (that takes days/weeks to heal), gets depressed, anxious, has to poop and pee, has to shower (otherwise NPC’s will avoid them because they’re smelly and unkempt), moisturize their skin after showering (otherwise it’ll get dry and ugly and NPC’s will be less respectful, could miss out on quest lines), etc.
Imagine being condescending while defending Resident Evil Zero’s absolutely dumb design decisions.Never go into Fallout New Vegas' nexus page, you might have a stroke.
dumb = I don't likeImagine being condescending while defending Resident Evil Zero’s absolutely dumb design decisions.
It absolutely was a dumb design decision. There’s a reason why it never came back. It’s a practically universal criticism hurled towards the game.dumb = I don't like
Imagine openly and proudly demonstrating everything wrong with human interactions nowadays.
yeah, there's definitely something to be said about demanding something from the players. it works for souls games because the combat is twitchy enough to satisfy the ADHD crowd. sadly the cerebral games went to the gutter...Me too man, me too. They also make for great speedruns, because there's so much room for optimisation.
Keep it up with the condescending attitude. It definitely reinforces to everyone that you’re very intelligent. It’s not your fault everyone else is just dumb and has ADHD! My king.yeah, there's definitely something to be said about demanding something from the players. it works for souls games because the combat is twitchy enough to satisfy the ADHD crowd. sadly the cerebral games went the gutter...
Why? You need to have a certain level of patience and intelligence to put up with it. If, during one of the forced segments where you have to control Billy or Rebecca, your inventory isn’t up-to-stuff: tough luck. Same with the times when the game requires you to use the hookshot. Should have anticipated these moments. /sI HATE the super limited inventory space so much
I already understood your point. What you don't like is either dumb, shit or bad. Whenever you have something more original to say, I'll address you. Until then, keep it in your pants...Keep it up with the condescending attitude. It definitely reinforces to everyone that you’re very intelligent. It’s not your fault everyone else is just dumb and has ADHD! My king.
Sadly it’s one that I doubt would ever get a remake he’ll even code Veronica keeps letting looked over and that one is a fan fave compared to this.
Gimme that remake