Re: Resident Evil 7 (No Spoilers for Now)
Posted: 2017-01-31 02:37pm
I don't get the "no inventory" or really "I liked the inventory mechanic of RE1" insanity. Look, I lurk some of the seedier gaming sites for info because, as I've said before elsewhere: angry people with no lives just trolling the Internet for new things to hate tend to find info faster than anyone else. And that's primarily where I found this: to acitony, things to action-moviey, NO INVENTORY! kind of "wtf is this guy talking about" idea that's surrounded the RE series for years.
But who the fuck would WANT inventory as a mechanic, at least in this case? Especially in a game like Resident Evil. You only save in one room and this magic box kept all the stuff you couldn't carry and teleported it to new rooms and those save rooms were fairly convenient, especially before a boss fight. So, your grenade launcher for the plant boss was one death and reload away.
For just an example: Star Control 2 had "inventory" as a mechanic. You built your ship for different missions. Sometimes you had to drop weapon or energy pods for more crew or fuel. But, for the most part: inventory just needs to not be "awful" like it was in Mass Effect 1. You could carry anything, but it was soooo shittly implemented in that game.
I really can't see how "they changed the inventory" was not only important, but how it even changed the game. Being stuck out in the wilds of the galaxy with your precursor ship setup wrong: sure. You're talking about a long trek back to base with the possibility of losing a LOT of time and progress if you reload a point you could fix it. You had to plan ahead and bring other escort ships that might be better able to protect you. But in RE? More an annoyance than anything and certainly not something (IMO) that should make it "WORST GAME EVER!"
But who the fuck would WANT inventory as a mechanic, at least in this case? Especially in a game like Resident Evil. You only save in one room and this magic box kept all the stuff you couldn't carry and teleported it to new rooms and those save rooms were fairly convenient, especially before a boss fight. So, your grenade launcher for the plant boss was one death and reload away.
For just an example: Star Control 2 had "inventory" as a mechanic. You built your ship for different missions. Sometimes you had to drop weapon or energy pods for more crew or fuel. But, for the most part: inventory just needs to not be "awful" like it was in Mass Effect 1. You could carry anything, but it was soooo shittly implemented in that game.
I really can't see how "they changed the inventory" was not only important, but how it even changed the game. Being stuck out in the wilds of the galaxy with your precursor ship setup wrong: sure. You're talking about a long trek back to base with the possibility of losing a LOT of time and progress if you reload a point you could fix it. You had to plan ahead and bring other escort ships that might be better able to protect you. But in RE? More an annoyance than anything and certainly not something (IMO) that should make it "WORST GAME EVER!"