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>silent hill gives you a shit ton of ammo
>resident evil gives you a shit ton of ammo
where did the whole "survival horror game resource management" thing come from?
>>
>>748940402
At least RE 1 had more of an "inventory management" thing going on
>>
>>748940402
from scared impressionable people not exploring everything + hazy recollection after
and game journos
>>
>>748940402
It was less about ammo scarcity and more that you had a limited numbers of inventory spaces to juggle all the keys you needed for puzzles and shit.
>>
>>748940402
Classic RE gameplay would have been terrible for actual scarce ammo. Restarting the entire game multiple times would likely be necessary. I think the strength of the first game was in its exploration and tension created by the unknown while you're doing it, not forcing the player to beat the entire thing knife only final destination
>>
>>748940402
>where did the whole "survival horror game resource management" thing come from?
Alone in the Dark
>>
>>748940402
Limited inventory for RE and running out of healing and ammo while exploring and not knowing what's coming up next
>>
>>748940402
The very act of planning builds tension
>play modded stalker
>know there will be many enemies
>pack hundreds of boolits nades and a shotgun for close encounters
>do a mission where on one level i expect to finish it but on another level I've already psychologically spooked myself into thinking theres gonna be danger everywhere
>>
>>748940402
Survival Horror in Mkami's own words (he invented the term) is where the feeling of being overwhelmed and underpowered is exaggerated, but you're still given the means to scrape through and win, as opposed to a pure horror game which is designed to make you feel constantly oppressed.

Over the years people have ascribed their own definitions to the term and they're usually wrong.
>>
>>748940402
It came from having limited inventory space and trying to be prepared. For example Signalis takes the example of those games specifically for it's inventory system... but it's abysmal fucking dogshit because they cludged that shit into a game not made for it.
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>>748940402
limited inventory + no means of respawning ammo or looting it from enemies + enemies are spongey to emphasize resource drain. it's more of an impression of scarcity derived from design than actual scarcity.
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>>748940402
From Resident Evil 1. The original release, not the director's cut. It had 6 item spaces as Chris and ammo felt pretty scarce. It's the only RE where I legitimately had to be very conservative with items. If there's truly enough ammo for every zombie, I didn't notice it. Resident Evil Outbreak was also extremely punishing on items but that's a different deal.
>>
>>748940402
because re 2 is casual mode
>>
>>748940402
because saves and ammo are limited so it is possible to suck and get in very bad situations.
>>
>>748940402
maybe play hard mode
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>>748940402
RE1 literally calls it survival horror. It's in the game zoomer.
>>
>>748940402
>Limited inventory space
>Needing the right weapon for the right situation
>Playing the game on easy or normal

Why not just put it on hard mode?
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>>748945256
RE2 didn't have difficulty settings when it came out.
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>It has fixed camera angles
So does Parasite Eve
>but the enemies wa-
They also do that in Parasite Eve
>>
>>748940402
When it's 1996 and you're learning tank controls inside a mansion full of zombies, and puzzles actually seem confusing or hard because the average game literacy is low, so it's not as easy to progress through locked doors, then by the time you're shooting zombies you miss half the time and end up wasting most of your ammo, and you run out of places where you can find any... that's why it was considered survival horror. These games actually felt kind of hard back in those days because we just weren't that good at games yet
>>
>>748940402
Inventory management
You had to experiment and discover things yourself and sometimes it cost you
Cowards who just jump scared and spam fire entire clips on one enemy
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for the average player who weren't used to the game it felt scarce enough to cause tension, it's not the same thing if you only play the games through youtube
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>>748940582
Might be this. It's when inferiors inherit something above them. In the 2010s, these developers were breaking down game mechanics in various genre revivals, and we all saw how that went.
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>>748940402
If you want actual resource management go play Dino Crisis.
>>
>>748940402
It’s just a feeling
Actually scrounging for every bit of ammo isn’t fun, for example I was playing some classic adventure game where there was a HARD limit on one ammo type and specific circumstances where you NEED to use it.

I made a mistake with my saves and accidentally continued on thinking I’d already finished a necessary puzzle using my ammo when actually I hadn’t, and by the very end of the game I was soft-locked because it turns out I’d used all my ammo for other combat puzzles and didn’t have the single arrow left for this last puzzle which I’d accidentally missed due to swapping saves incorrectly.
>>
>>748940402
Bad/casual players.

When you categorize your weapons (Pistols for dogs/zombies, shotguns for hunters/groups, grenade launcher for bosses) the game is pretty ezpz.
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>>748948751
>when you manage your resources in the resource management game you win
woah
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>>748948730
a hard limit like that is almost always a bad idea, unless it's very well telegraphed to the player, SH and RE have melee weapons so you can never lock yourself entirely
>>
You don't use it though so you don't get into a situation you can't progress later.
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>>748940402
Remake 2 was my first 'serious' RE game (played 4, 5, 6, 7), and I finished my first playthrough with like 20 healing items, over 500 ammo, most of the grenades I found (only used them for that one boss near the end where it's a small circular arena)
>>
RE3 and SH3 are pretty fucking hard honestly. RE3's got ton of enemies, Nemesis and a surprisingly low amount of ammo, especially if you're caught with your pants down and can't haul Gunpowders you find around the city back to a chest, or especially if you decide to tackle Nemesis, meanwhile SH3's final boss is basically a resource check to ensure you've been saving up ammo and health throughout the game.
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>>748949307
The final boss is the one thing I fear of replaying SH3 on hard mode. I felt like I was very close to soft-locking myself when I did it on normal lol.
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>>748949307
>>748949827
it happened to me, I ran out of ammo and had to beat it to death, very stressful
>>
>>748940402
I just finished RE2 the other week. Leon A in 5 and a half hours. Should I do Clair A and the B sides?
>>
>>748940402
avoiding zombies with tank controls is annoying as fuck so I'm glad there's so much ammo
>>
I got soft locked in code veronica and had to restart the whole game because I didn't have any healing items for the Steve boss section.
>>
>>748950026
CV became a fucking nightmare once Chris became playable. They really should have the other character's items go in the item box when switching characters
>>
>>748940402
From playing it as a kid and running out of resources all the time
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>>748944996
> It had 6 item spaces as Chris and ammo felt pretty scarce.
This is also true in the Director's Cut though
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>>748940402
because once you waste all that ammo early game you're fucked for mid to late game
>>
>>748944397
The problem with SIGNALISED inventory was they capped ammo which made using weapons pointless since a single weapon could require multiple inventory slots for ammo.

It was proof that "limited ammo" actually ruins survival horror.
>>
>>748944996
RE Outbreak had no problem raping and gaping the player and it was based for it.
>play the zoo level in the 2nd game, character only has 4 item slots
>2 slots taken up by a healing item and a gun to deal with birds and plants
>game makes you run all around the level and collect 13 coins which each take a whole slot
Hope they remake this game and make it even harder
>>
>>748940402
>dumb kids playing it for the first time and while panicking constantly miss shots
Ammo and items are limited too
>>
>>748949827
>>748949881
Shit this happened to me too, I'm not sure if I just kept missing shots but I ended up having to beat it to death with the pipe
>>
>>748950489
I think the boss is just an insane damage sponge. It's been a while since I've played but I don't think it takes damage unless it's on its knees
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>>748950453
>classic RE
>missing shots
You've never played a game before 4.
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>>748940402
Resident Evil 1 inventory juggle.
>>
>>748951140
It's fine as Jill.
It's not fine as Chris.
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>>748950774
Been playing longer than you, fag
>>
>>748940402
>>resident evil gives you a shit ton of ammo
That's only RE 3, RE 1 gives you like 10 bullets for the whole game alongside corridors the size of a fucking pinhole to run past the zombies.
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>>748940402
You only have a shitton of ammo because you know how to play.
>>
>>748951409
i'm after having to get the serum for richard and i have like 119 handgun bullets with 4-5 a shot for each zombie.
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>>748940402
You're speaking from hindsight which is irrelevant when it comes to playing Resident Evil 2 for the first time but in the 90s.

Firstly, there is a lot of ammo, but it's not all front loaded to you at once. You don't start the game with all the ammo. If you go shooting every zombie you encounter from the beginning, you're going to be SOL very quickly. You didn't know what to expect or if you would have enough ammo, but if you had played RE1, you knew there was going to be some boss battles. You played more conservatively. That's what survival horror is. It's not "hey, I know the room upstairs has shotgun ammo, this game isn't scary."

Now you could argue that harder difficulties would be a nice addition and I'd agree.
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>>748950301
With Signalis I personally felt the issue was that the puzzle gadgets and key items also took inventory space, so the game had tons of unnecessary backtracking purely for item management. The devs fixed that though when they added the revised setting to make those items not take inventory slots. The game flows pretty smoothly on that setting.
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>>748945330
Parasite eve was square's attempt to cash in on resident evil mania.
>>
>>748940402
For me, it was not knowing the exact location of every single hidden ammo box or that there was a control scheme with auto aim.
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>>748951939
>puzzle gadgets and key items also took inventory space
why was this not a problem in resident evil though?
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>>748952590
Signalis threw more stuff at the player to carry all at once, so at times the game felt more like a hallway looping simulator. Management is still required in RE, but it feels less tedious.
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>>748952590
Better map layouts and more thoughtful placement of safe rooms, resources, and key items.
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>>748940402
RE 1. The sequels are action shooter games and it gets worse with every new release. Fuck RE4 especially.
>>
retarded kids killing everything while missing a lot and running out of ammo
>b-b-but
don't care
>>
>>748952590
Majority of the time in RE a puzzle would only require you to hold a single item or at the least be able to combine two.

SIGNALIS would sometimes require you to need to have two or three puzzle items in your inventory at a time.
>>
>>748944120
This, at least for the first game. Even then you had a good deal of shit that you had to straight up avoid or use special means to take out. They threw that shit out the window by the 2nd game though where they gave you a fucking tommy gun less than 30 seconds into the game. and then in the third game you get a god damn gatling gun early on, and in the fourth game Carnby outright starts off with a ridiculous double barreled revolver and later on gets laser guns and shit
>>
>>748949881
>>748950489
I still haven't played SH3, but in SH1 and 2 the melee weapons are absolutely broken so having to use them isn't really that much of a drawback. It actually made it easier for me to conserve ammo for bosses, since you could kill almost anything with the fireaxe in 1 or the buster sword in 2.
>>
RE3 is the best game in terms of survival horror. The Hard mode is brutal. Nemesis really puts on the pressure. The easy mode shouldn't even be there, it was clearly tacked on. It gives you a machine gun, lots of ammo, and unlimited saves. Nemmy doesn't drop anything after killing him, though, which makes no sense as you're now better equipped to actually do so. I really don't understand why they didn't just make a normal difficulty closer to RE2. No unlimited saves or machine guns and shit, slightly more survivability, and slightly easier Nemmy. I never beat RE3 as a kid since it was too hard.
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>>748953869
Agreed.
But at least 2 had some very nice tunes: https://www.youtube.com/watch?v=qvj62CAbAMM&list=PLSb0uJguzQUrPu820r0ONnxXolf1bMbGR&index=3
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>>748944623
This. Also if you play these games blind, you have no idea what to expect, so even though you’re given more than enough resources, you never really know that until it’s over. Unless you use a guide of course, which I’m sure many complaining about these games do.
>>
>fail to grab Kendo's gun
>waste most of the free handgun ammo on the initial gauntlet to the RPD
>explore the east wing first
>it's crawling
>more herbs and ammunition wasted
>switch over to the west wing
>there's a licker
>it fucks me up
>limp into an infested hallway
>dispatch every zombie
>except the off-screen one that was guarding the safe room, who I wander straight into
>die
It's just that easy if you don't know what the fuck you're doing.
>>
>>748940402
>get like 70 magnum rounds total
you could basically kill every enemy you cant just juke with just the magnum and not worry about ammo ever
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>>748955662
God, I wish I could play these games for the first time again.
Please god, give me amnesia.
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>>748951939
That was the biggest problem with Cry of Fear by far, especially after you lost your bag and only had three fucking inventory slots for up to two quest items at a time. Awful fucking design
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>>748954504
That art style reminds me of the Double King animator

https://youtu.be/w_MSFkZHNi4
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>>748951939
>>748956326
RE4 solved this issue 21 years ago
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>>748956592
I know, but not everyone got the memo
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>>748956592
The briefcase is actually harder than it looks. Especially if you look at the fuckass souless implementations of it in the recent RE games.
Even RE4 remake fucked it up.
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>>748940402
Am in code veronica first playthrough and have plenty of ammo but 0 healing and an orange caution status
>>
on harder difficulties is when the ammo starts to feel tight
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>>748940402
Its baffling to me just how low IQ and clueless about game design (and being able to parse it) this underage dogshit board is, considering that I scrolled through the entire thread quickly and didn't see a single person say the actual answer, as in how classic survival horror has truly finite and fixed item placements that it expects you to ration for yourself, rather than the modern faggot oriented design that enforces seemingly artificially low caps and scarcity, but keeps babying the player by a system that calculates what you need and when, dropping more resources from pinata enemies and content randomized lootcrates. If you shoot your bullets into a wall or refuse to find them in classic RE, you are just fucking raped and the game won't take pity on you by making some zombie drop a red glowing object with 25 handgun bullets in it
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>>748956592
Limited space and limited gear would imprive gameplay. No true survival horror, yet. Pinata in Spain 4 is anything but survival horror.
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>>748957763
I agree. Playing Doom for the first time made me realise it was a survival horror game.
>>
Dino Crisis is the only mainstream survival horror game where you can't kill everything
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>>748945330
PE was an ARPG that had horror elements
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>>748957763
i agree, playing minecraft for the first time made me realise it was a survival horror game
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>>748957763
Most of modern /v/ are third worlders and normalfag zoomers that started posting after 2016.
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>>748940402
>Anon pretending he found RE2 easy when he used save states at every turn.
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>>748957763
But that's only partially relevant. Doom also has fixed drops, but you wouldn't call it a survival FPS. If the player requires 1000 bullets to kill all enemies in the game, but the game has 2000 bullets available in total, then it doesn't really matter if they're statically placed or dynamically dropped. What makes resource management a factor is if the player feels limited in such a way that it guides how they play. If you feel like you can't just blast every enemy, but would rather avoid those you can, then that's closer to the core of the genre than exactly how ammo is replenished
>>
>>748943926
>Restarting the entire game multiple times would likely be necessary.
*Code Veronica intensifies*
>>
>>748958489
Voth Jill is so good. I do not care for slav jill
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>>748940402
None of classic survival horror games were designed for good players or even just players that were thoroughly searching every room. The devs weren't expecting you to find everything, hit every shot and save ammo by grouping up enemies and blasting them all with one shotgun shell. And the average first time player today still doesn't.
>>
>I am an underage faggot that doesn't belong here and did not experience the 90's so I have no frame of reference for how people used to play and experience games organically and was desensitized and acclimated to video game concepts and novelty through watching shrieking faggots play them on YouTube
>>
>>748958495
>But that's only partially relevant. Doom also has fixed drops, but you wouldn't call it a survival FPS
the original doom is an action horror game, with a heavy bent towards action. survival horror as a subgenre comes from factors like escape room style level design that forces you to constantly balance between fight or flight mode in encounters, which is reinforced by uncertain decisionmaking born from not knowing how much total resources you will have and what the objective even necessarily is. Doom could be turned into a survival horror game if someone wanted to, but mechanically its too light and lacks so many core facets of the subgenre, even though avoiding enemies in doom and just beelining the objectives to complete levels fast is also a valid and even optimal strategy. I wouldnt say doom really expects you to consider "fight or flight" as much as it wants map and progression knowledge, considering that pistol starts are an intended thing on a design level, the levels themselves can be incredibly short, and its not even that stingy with resources most of the time
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>>748951212
Chris is meant to be the game's hard mode, that's why he has six inventory slots, no lock pick and no grenade launcher. On top of that you have a to save a little girl every now and then while Jill is saved by Barry. It is so obvious that play Chris is the tryhard mode in RE1.
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>>748958704
>comes from factors like escape room style level design
Survival horror is not in any way like an escape room, as should be evident from escape rooms being named for an entirely separate genre of video game (escape the room)
>>
>>748954370
>RE3 is the best game in terms of survival horror
RE3 technically isn't survival horror. It's in the realm of terror because you're being constantly chased. Nemesis being a field boss pushed that game into its own sub genre.
>>
>>748958754
You being retarded doesnt mean that the same concept isnt being applied in survival horror, something like the RPD or the spencer mansion is literally a massive escape room, and the "puzzle" is to solve the progression in that giant escape room. If you didnt have insectoid level IQ, youd realize that the individual "puzzles" in RE are pathetic busywork about plugging the red thing into the red socket somewhere, and the actual puzzle is the intertwined network of progression and where everything belongs while managing the enemy infested roadblocks that you have to solve in fitting ways
>>
>>748958705
But Chris has 50% more health, gets more shotgun, magnum and pistol ammo and does way more damage with all weapons.
>>
>>748958823
>Played RE2remake
>Liked what they did with Mr. X
>RE3 remake announced
>Nemesis is one of my favorite RE villains
>Can't wait to see what they do with him
>Fixed encounters
>NASCAR dog mode boss fights
>repeated again with the 2nd to last fight
>Wallboss third fight with iframe spam
pissed me off so much I didn't bother with RE4 remake and I'll never be convinced to try it.
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>>748957763
I swear this is the only sensible post ITT, people come here just to argue and practice flexing disingenuous rhetoric. Around the time video essays became popular the entire way people on /v/ speak changed and now everyone treats it like some gay debate club where the only goal is to "win", not to actually discuss or converse about anything. Hell look at the obnoxious reply to it being pedantic and trying to go HURR DURR WELL THEN ANYTHING WITH LIMITS IS SURVIVAL HORROR, goddamn fuck this worthless zoomer infested shithole.
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>>748959003
Insignificant compared to Jill's boons.
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>>748957763
The easiest, most efficient way to beat SH1's final boss is to empty all of your ammo before the boss.
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>>748959014
Yeah, it appears RE3R didn't capture the essence of the original.
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>>748959104
>everyone treats it like some gay debate club where the only goal is to "win"
The entire website has been that way for a long time. Zoomers are not the cause, they are simply a continuation.
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>>748958704
I disagree. Survival horror is just action adventure but with horror themes. Take Ocarina of Time, give the sword durability and add horror elements to the world and story, and you have a survival horror game. After all, you'll still be exploring, finding key items, solving puzzles, and carefully fighting enemies so as to not deplete your resources - all the things you do in Resident Evil and Silent Hill. And as such, the exploration and puzzle solving are just as important to the genre as resource management is, which is why I said it's only partially relevant. Still, you will eventually kill the horror if you give the player too many resources, since it will remove the tension that comes from having to be careful and make every decision count. But you can achieve that even with dynamic drops, since it's not actually about the total amount of resources, but about putting the player in the right headspace. Escape-the-room games are a separate thing entirely
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>>748959196
Silent Hill strays further from survival horror and is a more casual franchise than RE mechanically, because the games are longer than any classic RE game so I dont blame them for implementing some safeguards to make sure that you arent hardlocked 30 seconds from the end credits. In general SH is very different from RE because it gives you actual, usable, infinite melee weapons from the get go that are actually useful at taking down enemies even without exploits (like the inventory knife trick in RE) or delegated to just whacking downed enemies, like again, the knife in RE without exploits
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>>748959138
That you can skip the vjolt and get the shotgun a little earlier? And that you don't have to run to the save room if yawn poisons you? Jills 2 inventory slots only save you some backtracking, a lot if you suck, but Chris saves you a lot of ammo regardless. Less so in the OG but especially in the DC and the remake with pistol crits.
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>>748959320
All the boons that Jill has are far superior to the boons Chris has, with eight inventory slots being a biggest as it allows you to carry more weapons and ammo at any given time. You cannot win this argument because most people will agree that Jill is the most popular pick because of it.
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>>748959502
Also the lockpick to access doors and areas earlier
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>>748959313
Final boss in SH just dies instantly if you run out of ammo and wait like a minute lmao
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>>748940402
No idea. One you realize you can just run past the braindead (literally in REs case) enemies, you'll end up running around with 200+ bullets and 50 healing items. I felt like I had to survive more in Townfall than I did in OG Silent Hill and RE

https://files.catbox.moe/vgqcdg.webm
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>>748940402
We played it as kids and were bad at resource management
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>>748959779
It was rated 15 though
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>>748959298
>since it's not actually about the total amount of resources, but about putting the player in the right headspace.
but you arent in the same headspace at all in that instance, when I play a game with RNG loot even if I have ""low"" resources, I know its fake and that ultimately im not responsible, the game will keep dripfeeding more and ill always manage if I play even remotely correctly. In classic survival horror game design, the threat is much stronger than the reality, by implying that the amount can truly run out so you have to consider every single bullet spent even if you constantly actually go net positive, because as long as there are unknown information factors about whats coming up/ going to happen, you dont feel easy spending something truly limited

You are downplaying the design importance of the "dungeons" in resident evil, but somehow still made the parallel to zelda which also has separate dungeons that you enter and need to solve. The "escape room" game design in RE is about solving the way to proceed out of the dungeon, and the reason its specifically "survival horror" is because of what elements are accentuated and intentionally called attention to by the design
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>>748959879
That gun always made me laugh
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>>748940402
RE1, try playing the original RE1 and killing every zombie. See how long your ammo will last
>>748944120
Alone in the Dark monsters are more like puzzles and not straight combat encounters, and even when they are just combat, you can just punch and kick them. Resource management isn't really a big deal
>>
>>748959502
You are just rephrasing what i said. That Jills 2 slots are a bigger advantage if you suck. If you need more than 1 gun and maybe some ammo, maybe a heal then you simply suck. Maybe because you are new or maybe because you are just bad. But if you know your way around the mansion and you have been clearing out enemies where you need to then you don't even need a weapon at all for long stretches of the game and you especially don't need more than 15 pistol rounds or 6(7) shells from one save room to the next.
>>
are the Condemned and Obscure games good? Looking for some other reccs for spooky szn. I've already played through most of the RE, SH, Evil Withins, Alien Isolation and recent popular indies.
>>
>>748958556
Celtic/germanic and Slavic are both beautiful
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>>748958254
DOOM enemies drop ammo
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>>748960051
You are trying to make out that Chris is easier than Jill. This is bullshit, and you would be laughed at by everyone for suggesting it.
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>>748959942
What gun is it
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>>748960372
I'm not, i'm saying they are different for different players but neither is easier. If you're good then Chris makes you better, if you are bad Jill helps you.
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>>748960395
its a frankengun
part M-16
part mossberg shotgun
part something...in the middle
>>
>>748959247
Not re3r
>>748959014
Fool re4r >>re3r
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>>748940402
I got soft locked in Code Veronica once because of respawning enemies in certain choke points areas, but then I learned how ridiculously overpowered the knife is in that game, and ended up with a Rambo arsenal by the time I got to the Antarctic base.
>>
>>748960462
You are arguing semantics based on repeat character playthroughs. No, Jill is outright the easy mode while Chris is the hard mode on first play.
>>
>>748960581
I don't care Capcom did a bad job on 2R and 3R not wasting more money
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>>748940402
>survival horror game is bad if you get ammo to fight monsters
>survival horror game is also bad if you have incredibly limited resources and must hide to avoid monsters

what do you fags want
>>
>>748949147
SH went the opposite way where once i got that hammer i stopped using guns at all on anything that wasn't a boss and became Harry Masonius, God of melee
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>>748959903
There's always going to be bad games. Even if you had pre-placed resources, you could still find yourself almost drowning in ammo as a result of there simply being too much of it. Again, you can absolutely run dry in Doom, but the average player still isn't going to line up every single shot the way they'd do in a survival-horror game. Abundance is the real problem; not the delivery method. Dynamic drops can be carefully tuned to still provide the same tension, as long as they do allow a careless player to run out. But then, Dead Space was overly generous with its drops, and still worked as survival horror because it got a lot of other things right

I'm not saying RE or LoZ don't have elements of escape room, but that the genres aren't as closely related as you make it sound
>>
If you shoot everything in Silent Hill, you definitely have to ration. The problem is that the melee weapons are so insane. It's hard to feel scared in SH2 when you can bash everything's head in with a pipe. The knife sucks in most RE games.
>>
>>748953897
The PC version of sh2 with the quick weapon swap button made James into an anime protagonist since you could just run to position and then hit them with your delete button
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>>748960841
A game good for streaming so I can watch while playing my gacha.
>>
>>748960298
Condemned 1 is really good, can't comment on 2 though, never played it
>>
>>748950026
>>748950101
>>748956998
>>748958497
>>748960586
CV haters are all filtered retards, what a shock.
>>
>>748961782
Maybe actually read my post, dipshit. I never said I didn’t like the game.
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>>748960339
So? What is the difference between picking it up off the floor or from the corpse of an enemy? It is a finite resource is both cases.
>>
I was playing re2 for the first time the other day and I genuinely didnt have enough ammo to kill all the zombies. Shit was scarce I tell ya
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>>748963521
if you foolishly wasted ammo in the first part on the way to the RPD or tried to take down the right corridor you were screwed
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>>748963589
Yeah pretty much. I ended up having to run past a lot of zombies. Guess I just missed a lot of ammo boxes hidden away
>>
RE1 might've coined the term survival horror but it wasn't perfected until Amnesia.
>>
I’m finally able to play horror games without them spiking my adrenaline. Silent hill 2 the only one worth playing?
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>>748940402
Scorn got shat on by the usual normalfag reviewers who eat capcum slop up because it dared to evolve into an actually tight designed survival horror halfway in. Ammunition and health were extremely sparse and one wrongly time used of the one time use refill station, which did not even have full inventory, could potentially break your save if you are as bad at videogames as jim tranny sterling and all the other shallow snoygger cockcobblers pretending to review videogames.
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>>748940402
re2 was directed by kamiya, it has more ammo because he likes action, you used a poor example of resident evil
>>
Not being able to go at my own pace ruffles my jimmies. Gonna have to mod Mr x out of resident evil 2
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>>748965541
and what excuse do you have for re3? or is re og the only true RE game, please say so
>>
>>748966845
re og is the only true RE, re3 wasn't even meant to be re3 until the very end of development, it was a spin off title that got "called" re3

kamiya was making the original re3 but then sony announced the ps2 so capcom cancelled, they diverted the project to re4 but it ended up becoming devil may cry instead because kamiya was gonna kamiya
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>>748964847
Play alien isolation.
>>
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Having played every Resident Evil when they came out since the very first game I honestly never heard shit about "scarce ammo" until after Resident Evil 4 came out, which is why I'm of the opinion people basically just retroactively decided this was a fundamental mechanic to be contrarian against RE4.

The first time I was ever that worried about ammo in an RE game was RE2 remake.
>>
>>748969748
>The first time I was ever that worried about ammo in an RE game was RE2 remake.
That is because capcom artificially scales enemy health relative to the amount fo ammo you are carrying to ensure you bleed bullets if you actually engage with enemies. It is shit tier design to punish players who actually play the game rather than just speedrun it.
>>
>>748940402
The first one where a.) "Survival horror" was a tagline and b.) it actually is resource scarce on a blind playthrough, when you don't know that you're supposed to be autistically ramming into all environmental features and smashing the search button.
>>
>>748947793
damn
remake completely misses this shit
I do like the remake because of the fog and graphics but fixed camera angles make silent hill
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>>748969748
Kind of a similar experience, but I feel like that's a common trend with RE games, most of them start you with scarce ammo so you have to be very mindful of how to use them.

I finished Village a few days ago, I played it on Hardcore for my first playthrough and it was the right choice, even after leaving the castle with a handgun, a shotgun, a rifle and pipe bombs, I still had to be very mindful of how I used my ammo and I had to make sure I landed most of my headshots because it was very easy to run out of bullets and I had to consider carefully what kind of ammo to craft. Lycans in general were very annoying enemies to fight against, they were very agile, very aggressive and even at close range they loved to keep dodging my shots.
>>
>>748947793
Just started playing resident evil games. I can’t imagine watching a tutorial unless I really have to and I get stuck. The game’s exploration is the main reason I’m playing it. The atmosphere is great
>>
>>748940528
I like RE1 most of the original trilogy because it went hardest on actual resource scarcity and less on putting a fuck tonne of zombies in a hall so you can stand there and hit the shoot button ten or twenty times. Wow, really compelling gameplay Kamiya, good job
>>
>>748947793
>it's not the same thing if you only play the games through youtube
Fuck you and your elitism.
>>
>>748940402
The harder difficulty
>>
>>748940402
>Muh ammo
So you're ignoring the scarcity of healing items and SAVE ITEMS? Also, clearly someone has not played any of these games 100% blind, even on the first time.
>>
>>748960395
Looks like an awful BAR
>>
How does original silent hill 2 hold up? Does it have the aids tank controls? Best way to play emulation?
>>
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>>748960395
It's Bill Sienkiewicz he just draws weirdass guns
>>
>>748972980
>tank control
>aids
begone tourist and never return
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>>748973083
Like it's a miracle the guns in his John Wick art are at least vaguely recognizable as to what they're supposed to be.
>>
>>748964847
>Silent hill 2 the only one worth playing?
Fuck no. It's overrated as fuck, and not scary at all.

Start with SH1, the OG, and play it multiple times.
Then do 2-4 in release order. Here's the SH PC Guide + Pastebin link :
https://pastebin.com/uf5XhyXz

Ditto with OG Resident Evil 1-4 and then the REmake 1, followed closely by Fatal Frame.

For a change of pace, try Afraid Of Monsters: Director's Cut, Cry Of Fear, Penumbra ep1-2, Underhell chapter 1, and Condmended: Criminal Origins.

Honorable mention: STALKER SoC and FEAR 1.
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>>748973623
This guide really needs to be updated considering that SH4 has been available in GOG for a while. Also, yesterday I watched Bawkbasoup playing a modded version of SH1 with lots of in-game options, so now I wonder if that one also got a recompilation.
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>>748973912
> I watched Bawkbasoup
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>>748973912
https://www.youtube.com/watch?v=AQdlA8tF2CQ
it was most likely this one
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>>748973970
What about it? I already played the game.
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>>748973623
Already beat shadow of Chernobyl and currently playing fear.
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>>748973912
Yes, SH1 already got multiple recomps, but the proper de-compilation is not out yet.
The emulation is still arguably the "better" option as of now.

GOG is cool and all, but seriously - don't give Jewnami any money. It's also not made clear yet whether or not the GOG version restores all missing content or not, like the fan-fixes do.
>>
I played one hour of SH4 and I'm already done with it, it actually feels like a modern SH but it was made in 2004
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>>748976672
SH4 is a weird one. The twist that makes it so compelling kicks in the moment the game itself starts going to shit.
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>>748976672
>He bought
There's multiple people in every SH thread saying how SH4 is dogshit to play and to watch it on Youtube and for once they aren't lying, should've listened to them.
>>
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>>748940402
The NES was current gen tech 10 years before, people were generally worse/inexperienced at video games on top of usually being actual children.
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>>748977251
I honestly can't imagine playing this past the subway section. Dogshit first person apartment section with horrible movement combat and really ugly menu. How was this made after SH3
>>748977394
I pirated it
>>
you survive from the horrors within the game
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>>748977707
Because SH2 was the last time Konami treated the series with genuine respect. SH3 was a miracle it turned out the way it did. SH4 had even less of a fair shot, and then Team Silent got disbanded.
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>>748977764
I survived the horrors of your mom's pussy
my final escape...
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>>748940402
I ran out of ammo on the final boss SH1 hard
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>>748950774
Resident Evil 1 and 2 in the west didn't have autoaim by default, you fucking newfag. Missing shots was pretty easy in awkward camera angles and wasting an additional handgun round against a dropped zombie when a small horde was closing on you was standard for anyone playing these games at the time. You clearly didn't play them at release as a kid or teenager.
>>
>>748951409
Resident Evil 3 only gives you so much ammo (through gunpowders) because you need to tackle Nemesis the first time you attempt it. There's no way you're ever going to defeat it unless you use and abuse all the ammo available to you unless you're a faggot who runs to youtube to hold your hand.

If you really want to play Resident Evil 3 properly, just ditch the gunpowders. You'll lose the ability to use flame/acid/freeze rounds but you'll learn the Minethrower which is exceptionally good if you know what do with it. You can even defeat Nemesis in every encounter without the gunpowders but it's hard as fuck and you really need to be extremely conservative where you decide to use a round.
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>>748954370
>game where you can dodge every attack
>hard
RE3 is fun but it's not survival horror. It's action horror.
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>>748978913
>Where you CAN
That's the key word right there, you weren't dodging jack shit during your first playthrough outside of happy accidents.
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>>748978913
you havent played re3 ever
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>>748979038
You have no downside to trying to dodge and the game is easy even if you don't dodge a thing.
>>748979069
You are a faggot that plays games on easy mode.
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>>748979185
>You have no downside to trying to dodge
Are you fucking retarded? You have to dodge zombies when they're practically breathing down your neck, and Nemesis dodging requires you to not corner yourself AND dodge early enough not to be in range of the hitbox of his attacks since it doesn't have immunity. You're a retarded fucking tourist.
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>>748979368
Not even going to bother explaining how to play to a shitter. You're just wrong.
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>>748979618
THIS NIGGA REALLY ASKED GOOGLE AI, GOT AN ANSWER FOR RE3 REMAKE AND TRIED TO PASS IT OFF AS STREET CRED FOR KNOWING RE3 MECHANICS BWAHAHAHAHAHAHAH TOURIST TOURIST TOURIIIIIIIIIIIIIIST!!!!!!!!!!!!
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>>748979820
It's really pathetic as fuck, clearly he never attempted a dodge close to a wall against Nemesis, it really sucks when you dodge that running superman punch, only for the animation to lock you on the wall and, because Nemesis recovery time is faster than Jill's, you get grabbed before you can try and trigger another dodge. Also, this faggot seems to think dodging is just pressing a button, completely forgetting that frames to dodge depend entirely on weapon and position, try and dodge a zombie with a handgun, that always get a good laugh when a newfag tries to pull that shit off and gets cornered by 3 zombies.
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>>748980394
My favorite is Jill buffering aim and getting bit right after pushing a zombie because you dare to keep the aim button pressed for 0.1 microseconds longer than necessary, gawddamn.
>>
>>748979618
bruh moment



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