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Same with RE1 and RE3 to a lesser degree. On top of that, Crimson Heads force you to think about which zombies you want to kill. This comes out in the alternate cutscenes and event chains involving the deuteragonist character (Barry/Rebecca) as well as specific enemies following you through rooms. If you understand what happens when you do Thing A and Thing B, Thing C will happen at Place D. The scenario design of REmake allows for a lot of replayability to find new things, and things change a lot between two playthroughs if you visit certain rooms in different orders. REmake > Outbreak > RE3 = RE1 > RE2 > CVX > Others
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It's sad, when "level design" comes to mean paying more attention to the way a room looks than the things that matter. It's deceptively clever, really, and it's a shame we don't have level design like this in current gen games. The way the levels were designed in older RE games (Especially REmake) you can see that the games don't have an issue with "backtracking" either, even though you return to the same room maybe 9-10 times throughout a speedrun. It was all awkwardly-placed enough to make it seem "scarce". You'd be surprised how many rooms in the RE1 mansion you didn't actually have to visit, but had enough ammo throughout all the rooms to take out every enemy in the game 1:1 as long as it was applied properly. So, how do you make it more scarce? You put it in areas that are not critical to progressing with the game and hide it. Like in RE1 and RE3.įun fact: the ammo wasn't scarce because it was "scarce". Alternate chains of events, different outcomes based on said events, and better level design philosophy. The "less action more horror and scarce ammo" philosophy really doesn't address the fact that the games still follow the design philosophies of the last 5-7 years.
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