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6/19/2025, 4:09:13 PM
>>11809310
>>11810723
Also, AITD 2 had a much, much heavier emphasis on action. The game literally starts out with Carnby blowing up the gate to a big spooky mansion with a bomb hidden in his briefcase and then you’re immediately thrust into a fist fight with the gate guard who you kick, punch and headbutt to death albeit very awkwardly. He then drops a Tommy Gun for you to mow down all the other zombie gangsters/pirates in a hedge maze and you HAVE to kill them, not only because they’re carrying health items and ammo and key items, but also because you can get stunlocked to death incredibly easily in this game and they will not stop chasing you once they see you. I think the fact that you can get a Tommy Gun/Chicago Typewriter and a gangster outfit as unlockables in RE4 along with it being much more action heavy than previous titles just like AITD2 is not a coincidence on Mikami’s part.
AITD3 is a bit more of a middle ground compared to 2 but they didn’t remove the ability for some enemies to drop resources and key items. However, it should definitely be noted that, at least when I played through them, the spawn rates for health and ammo seem to be fixed and there’s not enough ammo for every enemy. You therefore have to use melee weapons and attacks to conserve ammo just like in RE4.
Didn't mean to spoiler the image.
>>11810723
Also, AITD 2 had a much, much heavier emphasis on action. The game literally starts out with Carnby blowing up the gate to a big spooky mansion with a bomb hidden in his briefcase and then you’re immediately thrust into a fist fight with the gate guard who you kick, punch and headbutt to death albeit very awkwardly. He then drops a Tommy Gun for you to mow down all the other zombie gangsters/pirates in a hedge maze and you HAVE to kill them, not only because they’re carrying health items and ammo and key items, but also because you can get stunlocked to death incredibly easily in this game and they will not stop chasing you once they see you. I think the fact that you can get a Tommy Gun/Chicago Typewriter and a gangster outfit as unlockables in RE4 along with it being much more action heavy than previous titles just like AITD2 is not a coincidence on Mikami’s part.
AITD3 is a bit more of a middle ground compared to 2 but they didn’t remove the ability for some enemies to drop resources and key items. However, it should definitely be noted that, at least when I played through them, the spawn rates for health and ammo seem to be fixed and there’s not enough ammo for every enemy. You therefore have to use melee weapons and attacks to conserve ammo just like in RE4.
Didn't mean to spoiler the image.
6/19/2025, 4:06:12 PM
>>11809310
>>11810723
Also, AITD 2 had a much, much heavier emphasis on action. The game literally starts out with Carnby blowing up the gate to a big spooky mansion with a bomb hidden in his briefcase and then you’re immediately thrust into a fist fight with the gate guard who you kick, punch and headbutt to death albeit very awkwardly. He then drops a Tommy Gun for you to mow down all the other zombie gangsters/pirates in a hedge maze and you HAVE to kill them, not only because they’re carrying health items and ammo and key items, but also because you can get stunlocked to death incredibly easily in this game and they will not stop chasing you once they see you. I think the fact that you can get a Tommy Gun/Chicago Typewriter and a gangster outfit as unlockables in RE4 along with it being much more action heavy than previous titles just like AITD2 is not a coincidence on Mikami’s part.
AITD3 is a bit more of a middle ground compared to 2 but they didn’t remove the ability for some enemies to drop resources and key items. However, it should definitely be noted that, at least when I played through them, the spawn rates for health and ammo seem to be fixed and there’s not enough ammo for every enemy. You therefore have to use melee weapons and attacks to conserve ammo just like in RE4.
>>11810723
Also, AITD 2 had a much, much heavier emphasis on action. The game literally starts out with Carnby blowing up the gate to a big spooky mansion with a bomb hidden in his briefcase and then you’re immediately thrust into a fist fight with the gate guard who you kick, punch and headbutt to death albeit very awkwardly. He then drops a Tommy Gun for you to mow down all the other zombie gangsters/pirates in a hedge maze and you HAVE to kill them, not only because they’re carrying health items and ammo and key items, but also because you can get stunlocked to death incredibly easily in this game and they will not stop chasing you once they see you. I think the fact that you can get a Tommy Gun/Chicago Typewriter and a gangster outfit as unlockables in RE4 along with it being much more action heavy than previous titles just like AITD2 is not a coincidence on Mikami’s part.
AITD3 is a bit more of a middle ground compared to 2 but they didn’t remove the ability for some enemies to drop resources and key items. However, it should definitely be noted that, at least when I played through them, the spawn rates for health and ammo seem to be fixed and there’s not enough ammo for every enemy. You therefore have to use melee weapons and attacks to conserve ammo just like in RE4.
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