resident evil is a part of a surprisingly and increasingly marginal tradition of games that realize the intrinsic degeneracy of unlimited saves, especially quicksaves, or at least realize that saving is relevant to how one plays. thus, there are ink ribbons: a scarce resource one must expend to save their game. suddenly saving is an economic decision rather than a mindless amenity one is probably taking advantage of nigh-constantly, trivializing much of the game and removing any tension. now one is incentivized to go up to an hour or two without saving, meaning one is thinking a lot more about their actions -- and is a lot more stressed, perhaps even horrified, by potential failure.

infamously brutal in the first hour or so but unless one is filtered they quickly adapt. that brutality is, in no small part, because of how awkward and unintuitive the combat is. a part of that is the despised-by-many tank controls of course, but those are quick to learn even if there's some lingering unwieldiness that never goes away. elsewise, camera angels are often not in your favor, and even when they are it can be hard to tell if you're actually aiming at what you're trying to. combine that with scarce ammunition, healing items, and saving as aforementioned, and combat becomes both very deliberate and, when things go wrong, a desperate scramble to both avoid death and save resources, when you decide to engage in it at all. some of the threat is eventually undercut by the sheer abundance of ammunition and especially healing items later on, but it never fully goes away.

when you aren't killing dudes, you'll be exploring and navigating, and you'll be doing a lot of it. it is generally pretty difficult to make mere traversal all that interesting, but here it is pretty enjoyable. the looming threat of combat and therefore potentially death being around the corner is ever-present, and even absent any threat the world is very tightly designed. every room feels very distinct and identifiable -- to the point where, even though one is provided, you barely ever need to use your map. puzzles and similar challenges are interspersed, making it just complex enough that often enough you are not merely going from point A to point B but instead thinking a little more about what you're doing.

dialogue writing? voice acting? what do you mean? i have no idea what you are talking about.

Reviewed on Dec 15, 2023


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