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File: 1768373094573.png (42 KB, 640x480)
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>the original Silent Hill and Resident Evil games are often cited as the genre-defining examples of what Survival Horror is
>look inside
>most of them showered you with stupid amounts of ammo
What did they mean by this.
>>
>>12813392
The game obfuscated all the numbers, enemies had random HP, and you had multiple "guts" thresholds, and damage to enemies was completely arbitrary. It's very easy to waste ammo and resources.
>>
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>>12813413
Now explain the other half a dozen games alluded to.
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>>12813392
what did you mean by making this retarded thread
>>
Well for starters, OP cheated to get those numbers.

Secondly thinking survival horror is defined by the amount of supplies is almost as stupid as thinking it's defined by difficulty.
Genre defining is about gameplay mechanics, in other words it's not about the amount of supplies but the fact that A) it's a limited ressource, unlike most other action games which offer unlimited amunition one way or another (for instance RE4 has enemies drop supplies and the less of a type of supply you have on your own the more likely they are to drop it), and the fact that you have to actively seek out said supplies with some of it behind hidden out of sight or in optional rooms

As for RE2, it was always a casual dumbed down version of RE1, and its main issue with ammunition is that unlike 1 or 3 which offer B plans to go past bosses if you don't have ammo, RE2 doesn't and the only solution to every single boss fight (and there are a lot of them) is to shoot at them. As a result the game is obligated to throw more ammo at the player.

As for Silent Hill, its entire shtick was always "let's do the contrary of Resident Evil in most departments" which means a focus on melee combat and tons of maneuveribility space in outdoor environments. However if you actually used the ammo you'd realize how quickly it runs out; but again that doesn't nullify how the player has to go out of his way to find most of that ammo.

tl;dr OP doesn't have the brains to realize that he shouldn't be saying "Did you know? Those games that helped create a genre aren't actually part of the genre!!" but what he actually means is "Good game BAD!"
>>
I think the first game that actually had the ammo rationing thing implement well was Dino Crisis. In that game, you only had a Pistol, a Shotgun and a Grenade Launcher. Your pistol won't be killing anything anytime soon (unless you trap dinos behind those laser grids), and you had to turn healing supplies into darts (sleeping, poison) to deal with dinos. You could absolutely blast them with the ammo the game gives you, but once you see rooms repopulate for the first time, you realize it was a very bad idea. At least when you put the dinos to sleep they stay on the ground for a good amount of time.
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>>12813392
The games/manuals told players they had to conserve their resources, and they believed it. You also could get into trouble early in RE1 if you took a poor route and/or didn't know where to find a lot of the semi-hidden ammo.
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>>12813452
>You also could get into trouble early in RE1 if you took a poor route and/or didn't know where to find a lot of the semi-hidden ammo.
This, it's easy to play them now when we all know which spots to search to find ammo that isn't explicitly visible on the screen, but playing those sorts of games for the first time you're going to be finding considerably less of it.
Shit, everyone still gets filtered by the Tyrant in Code Veronica because they run out of ammo or waste the BOW gas rounds before the second fight or leave them in the security box.
>>
>>12813452
Yeah, I remember playing RE1 and saving in a way where I had no ammo left and there were still dogs in that corridor where they break the windows. Had to restart.
>>
survival horror belongs to a category of finesse tactical gameplay that devs tend to never push very far, sort of thing where you can bruteforce through dilemmas like a wet paper bag. it almost always ends up being a short lived accent to standard action progression.
I find it's similar to playing most crpgs, for all that's said about roleplaying and building a character the game's resistance crumbles in the face of the most basic practicality lest average players get softlocked.
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>>12813392
>>the original Silent Hill and Resident Evil games are often cited as the genre-defining examples of what Survival Horror is
Yes
>>lo-
Don't care. They defined survival horror. End of story.
>>
>>12813392
Compare it to games outside of the genre
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>>12813432
That's called New Game + with the bullet adjust option turned on that multiplies your pickups by the number chosen
>>
>>12813450
I tried DC resident evil 1 arrange mode recently and it was pretty tight in ressource management,my box was almost completely empty at the end of the game
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>>12813392
>I played on easiest and I wasn't challenged!
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>>12813392
>most of them showered you with stupid amounts of ammo
And imagine how much people would have complained if they didn't do this. The genre would probably be dead at this point if they made these games appropriately difficult like they should be. In fact I think RE2's remake dose the best job of any RE I played so far at being a survival horror with proper resource management. Of course these classic survival horror games could have had proper difficulty modes but I think people would have then bitched that they didn't beat it properly and its unfair. So you can't win with them.
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>>12813392
>most of them showered you with stupid amounts of ammo
The first 2 Silent Hill games didn't. It might seem like there's a lot of ammo, but that's because you learned to git gud with beating regular enemies with a steel pipe instead of shooting them.
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>>12813635
>but that's because you learned to git gud with beating regular enemies with a steel pipe instead of shooting them.
>stand there
>hold R1
>tap X
truly outstanding skills required ahead,just like elden ring no cap no cap on God fr fr.
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>>12813392
Yeah but it doesnt seem like that on your first/second playthroughs typically. You aren't gonna know where most of the ammo is located, the best routes to travel, the most efficient way to take out enemies, etc. You'll also be less accustomed to the controls. Its just a matter of fact that getting better at the game is going to make the game easier, obviously.
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>>12813567
>That's called New Game + with the bullet adj-
https://youtu.be/EjL0arwrCso?t=107
>random spic BLIND first playthrough from 15 years ago, 342 bullets + 10 on the pistol itself
ACK!
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>>12813658
it did seem like that on my first playthrough when i realized how much ammo i had left after beating the game even tho i killed like 90% of the enemies.
>>
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>>12813392
Back in the day pic related served to expose who was a poser and who had actually played the RE games because the image on the left is an idealized version of the classics that only exists in your head or if your one and only playthrough was when you were 7.



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