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here’s a finite supply of ammo and health packs. Higher-level enemies also have this permanence
once they’re killed, they don’t respawn in that area. Every higher-tier enemy feels more like a puzzle piece rather than just a big mob you dump more bullets into, because you can’t simply run around them.

The point is that everything feels like part of the world. It feels immersive, unlike other games where you just respawn with more bullets. You need to learn your environment and use it to your advantage, going back and forth the way you would in a more realistic situation.

You’re living the sequence instead of just playing through curated action scenes.
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"Immersive Sim"
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>>731025306
BG3 also has something kinda similar
but dishonored turns the time back and it feels more like a stealth game rather than the feeling of "living" in the environment
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>>731024997
Yes. It's called "good", as in "good design". Hope this helps.
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>>731025438
try Prey (2017) if you haven't played it.
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>>731024997
ultimaunderworldvania
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>>731024997
>here’s a finite supply of ammo and health packs. Higher-level enemies also have this permanence
>once they’re killed, they don’t respawn in that area
Isnt that how every FPS worked all the way from Doom to HL2? Ironically your picrel is the rare exception since it did have respawning enemies and allowed the player to respawn for no cost. Good game though.
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>>731026104
No because you are talking about action FPS where everything is placed there for you, you go through levels, you don't live in that level
you don't see a big guy and run back to the locker to pick some grenades and health pouches



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