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7/22/2025, 12:31:33 AM
>>11885792
If the gameplay loop is designed around resource management and it's an action/adventure game in a horror setting then that makes it a survival horror. It doesn't matter if the resource management is easier than some other titles in the genre, the melee system is there for the same reason it's there in Silent Hill or Alone in the Dark. If you exclude RE4 you may as well exclude something like SH1, SH2 and most of the Fatal Frame games which are also fundamentally action games.
>dynamic difficulty will not let you run out of ammo anyway.
Dynamic difficulty prioritizes certain types of ammo before others. It's like in Fatal Frame 2 onwards where you have an infinite amount of your weakest camera film, but the stronger the type of film, the rarer it is to come across so you conserve and use the weakest film whenever you can against a single of the weaker enemy types, preferably not in a group of 2 or more.
>The hardest part of RE4 is to find space in my inv for all the ammo I get.
That's the thing: by excluding RE4 it makes no sense not to include RE6 as a survival horror according to this logic because it limits the amount of ammo you can get by a lot more even with its drop rates. The only resource management centric mechanic in RE6 though is not being able to infinitely stack ammo just like all the other games but you will never be able to find more weapons than you can carry with you in any of the campaigns unlike RE4 or RE5.
But curiously the ammo scarcity in RE6 is never acknowledged by the same people who claim RE4 is action horror just for not being too difficult with its resource management aspect.
If the gameplay loop is designed around resource management and it's an action/adventure game in a horror setting then that makes it a survival horror. It doesn't matter if the resource management is easier than some other titles in the genre, the melee system is there for the same reason it's there in Silent Hill or Alone in the Dark. If you exclude RE4 you may as well exclude something like SH1, SH2 and most of the Fatal Frame games which are also fundamentally action games.
>dynamic difficulty will not let you run out of ammo anyway.
Dynamic difficulty prioritizes certain types of ammo before others. It's like in Fatal Frame 2 onwards where you have an infinite amount of your weakest camera film, but the stronger the type of film, the rarer it is to come across so you conserve and use the weakest film whenever you can against a single of the weaker enemy types, preferably not in a group of 2 or more.
>The hardest part of RE4 is to find space in my inv for all the ammo I get.
That's the thing: by excluding RE4 it makes no sense not to include RE6 as a survival horror according to this logic because it limits the amount of ammo you can get by a lot more even with its drop rates. The only resource management centric mechanic in RE6 though is not being able to infinitely stack ammo just like all the other games but you will never be able to find more weapons than you can carry with you in any of the campaigns unlike RE4 or RE5.
But curiously the ammo scarcity in RE6 is never acknowledged by the same people who claim RE4 is action horror just for not being too difficult with its resource management aspect.
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