[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.8202990 [View]
File: 712 KB, 512x534, eddy-c.gif [View same] [iqdb] [saucenao] [google]
8202990

>>8202745
It's peculiar given the carbon-copy engine basics of AitD and RE, but they've got quite different overall design approaches going, so it's fine to favor one over the other based on your preferences without having that much of a strict overlap to really make an objective comparison.

I think the main problem of AitD -in terms of finding a wider audience at the time or retaining lasting appeal- was the point-and-click adventure sensibilities of the puzzle design. It all can get very specific and vignette-ish: "escape the room" stuff (like distracting the zombies with the cooking pot or using the jar of water to put off the cursed ashtray or whatever) represent the game at its least interesting in my opinion, while more grounded things like moving furniture to prevent monsters getting into the room are the most compelling -- though the deeper you get into the game the less frequent that sort of thing is and most of the scenarios boil down to finding the correct item to use to overcome a particular situation. The last part of the game is honestly the most misguided, basically becoming an Indiana Jones-esque action gauntlet down in the caves (it even gets its own subset of actions/controls iirc) though the core engine and gameplay as implemented are just not optimized for that.

Resident Evil presents a more homogeneous basic experience: monster killing framed by going around carrying out simple tasks -with the occasional riddle- based on a more restrained set of factors and mechanics (i.e. locked doors mostly). But the key difference is the survival presented as a sustained, overarching concern: resource management plays a more pressing role, and players need to evaluate whether to register a checkpoint (which are ALSO a limited resource) or not, based on how much has been invested to make progress. Conversely, AitD is more of a network of standalone situations to be survived "individually", with the ammo and lamp oil rationing being a minor extra concern.

>> No.3490652 [View]
File: 712 KB, 512x534, carnbyd.gif [View same] [iqdb] [saucenao] [google]
3490652

Alone in the Dark
Edward motherfucking Carnby

He punches zombies, fights pirates and doesn't afraid of anything

>> No.3154002 [View]
File: 712 KB, 512x534, uwotm8.gif [View same] [iqdb] [saucenao] [google]
3154002

>>3153982
Yup, and then they discarded the original's approach and cool Lovecraftian setting and just made a RE clone instead for the reboot.

The light-as-weapon mechanics were neat though

>> No.3089115 [View]
File: 712 KB, 512x534, uwotm8.gif [View same] [iqdb] [saucenao] [google]
3089115

>>3088985
I wouldn't say the first Alone in the Dark is survival horror either, really. The focus is in the puzzles, and the enemies basically count as puzzles as well, since there's only a handful in the entire game (plus, you can save anywhere you want). Resident Evil made resource management as important as puzzle solving, probably more.

Since it's mostly about swordfights and special moves, Ronin Blade doesn't have much resource management either, but the action focus is there (can't really see the likeness with Onimusha though, except for the setting; the gameplay, pacing and general concept are completely different)

>> No.3086986 [View]
File: 712 KB, 512x534, uwotm8.gif [View same] [iqdb] [saucenao] [google]
3086986

>>3086976
To be fair, the MC are pretty creepy themselves

>> No.3080993 [View]
File: 712 KB, 512x534, gunna-get-carnby-d.gif [View same] [iqdb] [saucenao] [google]
3080993

>>3080898
U Wot M8

Navigation
View posts[+24][+48][+96]