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ITT: Things casuals hate
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You are currently reading a thread in /v/ - Video Games

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ITT: Things casuals hate
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>>339422424
Too much text
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>>339422424
They give you way too many of those.
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>>339422892
You might think you get too many, but casuals think they don't get enough
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>>339422424
>yfw a casual doesnt even try to beat an old RE because ink ribbons and "fucked up" camera.
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>>339422424
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>Press E to pick up

I fucking hate walk-by pickups. At least let me interact with something in your shit games
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>>339422424
What was there to like about this other than challenge for the sake of it?

The idea in and of itself is nice, but it just seems like bad design in practice. So you can only save a limited number of times, if you aren't going in with a guide or prior knowledge, how do you know if you made enough progress to justify using one? What happens if something comes up and you have to turn the console off, do you waste a ribbon? If you run out of ribbons early, what stops you from restarting the game and bulldozing everything to that point? Half the scares lose their thrill once you've seen them a few times.
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>>339423445

You clearly never played an RE game before.
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>>339423445
Most people aren't this autistic
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>>339423445

How do you play video games? Do you take a paper notepad and write down each and every single thing you do? You sound live a qucksave spammer.
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>>339423445
It's almost like the game wants you to strategize your item usage or something.
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>>339422424
>calls out people for being casual
>picked up the Handgun
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>>339423642
I played the PC port. If you think PC ports are bad today, this came out before the age of DirectX. If you didn't have a support vidya card, you selected one you think came close and hoped the game worked.

>>339423707
>>339423957
The game handed out ribbons like candy, but I just wanted to point out the issue from a design standpoint.
>>339423972
Item management is fine, but this limitation impedes your ability to actually play it.
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>>339423972

Clearly collects and saves all items in case he'll need them later
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>>339424320

The design pupose of limited saves, ammo and items was on purpose to increase the tension of the game.
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>Play an RE game for the first time
>Huh, I have limited saves
>I'll just scout around the area carelessly and figure out where items and puzzles are
>Die because I didn't care
>Now I know and can play efficiently

It ain't too daunting when you realize how you can use it.
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>>339423418
Walk-by pickups?
>>339423445
>What was there to like about this other than challenge for the sake of it
>challenge
That's like saying "why have tough bosses in Devil May Cry games? All it does is force players to play it over and over again, or redo the level and grind some more. Half the combat loses it's appeal when you do it a few times."
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>>339424761
People played horror games like they have 1 life to live

But maybe that's just how good classic survival horror games were
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>>339424320
The same goes for every other aspect of the game, dingus. Resident Evil teaches very early on how you have to manage everything or else you're not going to get through the game. Like in Resident Evil 2, there were areas you absolutely could not get into without using Shotgun ammo, but until you got into the Basement/Sewer, you rarely got any. The early games taught item management in the first few moments through the use of Handgun Ammo and Zombies. Because of their durability, you'd usually waste half of every pile you'd find on only one zombie, so you were taught to gauge each situation in order to understand whether you needed to buckle down and use an item or to run past at possible harm to try to conserve what you need in order to get through. It's not just Ink Ribbons, it's every single consumable item you can use in the game.

To single it down to Ink Ribbons is idiotic. The severe limitations were a major mechanic of the game and were all equally impeding unless you adapted to survive the mansion, which is why Resident Evil made for some damn good survival horror.
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I actually didn't play classic RE until like 2008 because of the ink ribbons. I watched my dad play it back in the late 90's and that was fun but I was always a saveaholic and that turned me off. When I finally got around to playing one, turns out it wasn't even that bad. Kinda kick myself over it from time to time, but at least I wasn't so casual as to be offput about the tank controls and camera. That shit takes like 5 minutes tops to acclimate to.
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>>339425390
>why have tough bosses in Devil May Cry games?
This is not even close. Bosses in DMC demand that you master existing play systems and become proficient in their usage. The save limitation in RE just forces players to play in longer sessions or throw time away replaying covered ground.
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>>339424761

I hate losing progress too much to take this approach.
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>>339422424
Awful interface design? I hate that too.
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>>339425763
>or throw time away replaying covered ground.

Just like when you die at a boss and have to watch his cutscenes

Do you complain when an NES game sends you back to the start of a level if you lose all your lives at a boss?
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>>339425763
The first game only takes like 10 hours to complete. You're seriously trying to say that it's too much to play a video game for an hour session and only use about a fourth of the ink ribbons in the game? Most of the time you don't even have to carry the damn thing around because of item boxes. How casual can you be?
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>>339423021
>mfw a dumb nostalgiafag thinks a mediocre game with shitty inventory, camera, and saving systems is worth playing in 2016 when the only reason anyone liked it back then was because there was nothing better
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>>339426291

Actually, all of the classic RE systems add up to something greater than the whole. In the case of RE1/REmake, it legitimately is one of the best survival horror games on a mechanical and balance level.
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>>339425763
Or to play far more carefully and weigh the choice of every save and ammo/health reserves ie it becomes a fucking challenge?
And again, your original post is 100% why they did that: to build tension, to make every choice matter - obviously you can save/load scum all you want, but then as you say, that becomes so boring that you're left with growing a pair and trying to make it as best you can.
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>>339423445
They were great because they added tension.
You had to carefully consider every move you made because of the saving system.

Plus, it doesn't matter if you lose a ton of progress since RE1 and 2 are short games.
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