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/vr/ - Retro Games

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>> No.9488639 [View]
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9488639

>>9488619
>>9488636
The entire rest of the game is designed around this philosophy by forcing you to actually keep making guesses/ more or less educated decisions about how to scrape your little butter over the entire bread of the game. The "encounter" design isnt about individual combat encounters but more like an interwoven rubiks cube of level design that forces you to constantly consider/ reconsider which elements to take out from the chessboard with your limited ability to damage and take damage yourself

RE4 has literally *zero* elements of actual survival horror except maybe having a slightly low-ish ammo count for a game that is entirely about nothing else than going from one doom monster closet to the next to kill everything that moves, but like I said thats there to trick/ incentivize the player into actually using the combat mechanics and engaging with what makes the encounter design of the game work rather than just standing with a shotgun and splatting everything that approaches for 25 seconds in a row

and now I expect another trembling autistic reply about how all of this objective analysis is obviously "made up" or something because youre too legitimately retarded to even grasp and think about what youre playing and why it plays the way it does

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