>have to decide between saving now or marching on into the unknown >feel real fear of dying in-game
sounds like it fits perfectly, but it doesn't matter nowadays since it's basically phased out
I am a boomer and tbh senpai I don't like limited saves. I don't want to be majorly punished for fricking up.
Ot fits well in RE games because fo teh survival horror and in easier difficulties everything is in abundance and the diifficulties are there to learn and prepare for harder difficulty. Still I think limited saves are a by gone mechanic that should either die or stay within certain genres, like classic survival horror RE.
Now no safe zones in a survival horror even while saving like alien isolation is something i can appreciate.
if you dont want to be punished then dont frick up. >but the game doesnt respecterino my heckin time!
youre playing a video game homosexual. YOU dont respect your time.
>first playthrough >know absolutely nothing about Resident Evil except common knowledge stuff like tank controls and limited inventory >finish the game with a dozen ink ribbons left
What's the point of limited saves if they are spread out so generously?
The RE games actually get easier as they go on. The only hard part is when you're starting out with only a handgun. Once you get your shotgun/grenade launcher/etc the game's challenge plummets.
You literally get like 20 saves and can beat this game in around 2-5 hours. If that's not enough for you, then you're obviously shit at vidya, and should stick to watching people play them on YouTube.
Its a tremendous casual filter. If you are so shit at the fricking game that even 30 limited saves for a 4 hour game isn't enough for you then please quit video games and never come back.
I always hate when zoomers bait with these threads. You can use as many saves as you want first run to get a feel for the layout, but you shouldn't need more than two any subsequent time, unless you want to practice the harder gimmick modes in REmake.
the zoomers happen to be right in regards to the ink ribbon system, perhaps for the wrong reason. It amounts to a couple mandatory bits of tedium every time you have an inkling to save and then startup the save on the next playthrough. Every RE game gives you so many ribbons that you'd need to be pointlessly saving without progress for it to become a limited mechanic. Either commit to the stakes of limited saves or don't bother.
The only time this is relevant is RE Zero, god damn that game is stupid. Who playtested and thought "yep, tossing everything you find on the ground in a few rooms is way better than having an item box!"
Same morons that will defend fixed camera angles and tank controls. Why they didn't remake RE1 in RE4's style to bring it up to par with the rest of the series is beyond me. RE only got good when 4 released.
this, it's just a way to prevent methodically clearing out zombies without a respawn system. if you play the game normally, saving only after completed sections, it's not going to be relevant to you at all. There's an ink ribbon save for every single item puzzle in the game.
my issue with it is the same as any save system where gameplay stakes run up against the practical matter of turning the game off for irl. if you're going to do that allow for some sort of temp save that gets deleted if you die.
>Do a no save hard mode speedrun. >Those two zombies in the first lab hallway don't get decapitated when I upward shotgun blast them. >"Eh, I'll be through here before they turn. It's fine." >Come back while heading for the helipad. >They have in fact turned already. >Get gangbanged and stunlocked to death.
That was a fun run.
Anyone who actually believes the idea that limited saves makes its scarier because you might have to redo sections is an idiot who doesn't understand games are supposed to be immersive. Any "tension" from the "fear"of losing progress is ripping you right out of the experience to remind you that you are playing a game.
Ideally a game should strive to minimize when its reminding you its a game. A game over screen once you've died is far shorter than the constant reminder that the tension of loss of progress that limited saves supposedly provide.
The issue I have with this is that the only remotely viable solution from an immersion perspective is constant autosaves a la Souls games. What you're saying is as much an issue with any form or need of manual saving as it is with limited saves, and autosaves aren't good for every kind of game. They certainly wouldn't be good for classic survival horror, it's way too easy to lock the player into regrettable choices.
I understand what limited saves is supposed to do, but I don't think they work, at least not for me. If you're not great at a game and you have no idea how long or how hard it's going to be, the natural response is to try to conserve them early on and build up a buffer, in case things get impossibly tough further down the line. So what happens is you just replay and replay sections of the game until you're confident you've done a good enough run to warrant using up a save, which takes all the immersion and horror out of it.
It's not even a big deal. I don't care for Capcom speed run and optimization autism but if you like these games or even go to play an older one chances are you already know what it's about through osmosis. Limited saves creates tension and encourages you to learn routes. Even though I don't like it in RE I play save less runs of oninusha warlords on PS2 annually
me
us
These guys.
I
these are all me btw
same
you
>another filtered zoomer who can't handle not having autosaves and checkpoints every 25 seconds
lamo
it'd be sad if it wasn't so funny
RE is completely different game than God of War or Far Cry 3.
Limited saves does fit with survival horror.
>have to decide between saving now or marching on into the unknown
>feel real fear of dying in-game
sounds like it fits perfectly, but it doesn't matter nowadays since it's basically phased out
>survival
I am a boomer and tbh senpai I don't like limited saves. I don't want to be majorly punished for fricking up.
Ot fits well in RE games because fo teh survival horror and in easier difficulties everything is in abundance and the diifficulties are there to learn and prepare for harder difficulty. Still I think limited saves are a by gone mechanic that should either die or stay within certain genres, like classic survival horror RE.
Now no safe zones in a survival horror even while saving like alien isolation is something i can appreciate.
if you dont want to be punished then dont frick up.
>but the game doesnt respecterino my heckin time!
youre playing a video game homosexual. YOU dont respect your time.
filtered
It's a mechanic from 1996 dude, and remake itself is 20 years old. How old are you?
You can beat it without saving
>first playthrough
>know absolutely nothing about Resident Evil except common knowledge stuff like tank controls and limited inventory
>finish the game with a dozen ink ribbons left
What's the point of limited saves if they are spread out so generously?
because as you have yourself seen, only homosexuals like op complain about them
re1 isn't a difficult game to begin with, original or remake
The RE games actually get easier as they go on. The only hard part is when you're starting out with only a handgun. Once you get your shotgun/grenade launcher/etc the game's challenge plummets.
Bruh there's like 30+ ribbons and it's a 5h game...
The whole game can be beaten in under 3 hours. Keep practice.
You literally get like 20 saves and can beat this game in around 2-5 hours. If that's not enough for you, then you're obviously shit at vidya, and should stick to watching people play them on YouTube.
So whats the point of limited saves?
Its a tremendous casual filter. If you are so shit at the fricking game that even 30 limited saves for a 4 hour game isn't enough for you then please quit video games and never come back.
So you are saying the developers and the producers created a filtering system specifically for 4 year olds and vegetables.
Considering OP made this thread then yes the filter filtered him.
Good bait OP, this one always riles up the 30+ year old virgins.
>I'm a homosexual shitter
>lol what a shitter
>haha got you riled up, I win!
Every time
caught another
>merely pretending
Yes, and you fell for it.
epic
I always hate when zoomers bait with these threads. You can use as many saves as you want first run to get a feel for the layout, but you shouldn't need more than two any subsequent time, unless you want to practice the harder gimmick modes in REmake.
Someone post the image with the israeliteel, arrow, ink ribbons and knife all in one moron's inventory
Get fricking filtered
it was me actually. mikami called me up and said how do we filter the unborn morons that will one day will shit up Ganker
Nosotros, fuiste filtrado
Memory cards manufacturers and Big Memory.
>filtered by a piss easy 2 hour game even while have infinite access to all the games info on the internet
zoomers really are something else
This but the limited saves taking up already limited space, frick whoever thought chris should have less inventory slots.
>You have to carry around the ink ribbons 24/7 because... YOU JUST HAVE TO ALRIGHT?!
That's why you store the ribbons in the box until you're ready to save. Talk about making a mountain out of a molehill.
Chris was always hard mode and Jill easy mode that never changed
OP is right, the ink ribbons were a moronic mechanic and it's a good thing they're gone.
>the ink ribbons were a moronic mechanic
why?
Limited saves is moronic
>muh immersion
shut the frick up
>Limited saves is moronic
why? this is ofcourse ignoring that you will never use every ribbon in a playthrough unless you go out of your way to save
the zoomers happen to be right in regards to the ink ribbon system, perhaps for the wrong reason. It amounts to a couple mandatory bits of tedium every time you have an inkling to save and then startup the save on the next playthrough. Every RE game gives you so many ribbons that you'd need to be pointlessly saving without progress for it to become a limited mechanic. Either commit to the stakes of limited saves or don't bother.
The only time this is relevant is RE Zero, god damn that game is stupid. Who playtested and thought "yep, tossing everything you find on the ground in a few rooms is way better than having an item box!"
eh, the only time this ever comes up is when you need the hookshot later in the game and you fricking dumped that b***h next to the crashed train
At least you can fap like a beast while playing the game
My homie
Same morons that will defend fixed camera angles and tank controls. Why they didn't remake RE1 in RE4's style to bring it up to par with the rest of the series is beyond me. RE only got good when 4 released.
Gatekept.
Built in anti-cheese mechanic, not that save state gays would respect it anyways.
this, it's just a way to prevent methodically clearing out zombies without a respawn system. if you play the game normally, saving only after completed sections, it's not going to be relevant to you at all. There's an ink ribbon save for every single item puzzle in the game.
my issue with it is the same as any save system where gameplay stakes run up against the practical matter of turning the game off for irl. if you're going to do that allow for some sort of temp save that gets deleted if you die.
just have a nice day pleb
Me and everyone else.
>Ink ribbons
fine way to make the game more tense
>Ink ribbons + Crimson Heads
Objectively poor design that only sweaty tryhard homosexuals defend
I don't think Crimson Heads are terribly well explained but they're fine as a mechanical wrinkle once you get how they work.
there's literally only two forced crimson head encounters, and one of them is a boss
>Do a no save hard mode speedrun.
>Those two zombies in the first lab hallway don't get decapitated when I upward shotgun blast them.
>"Eh, I'll be through here before they turn. It's fine."
>Come back while heading for the helipad.
>They have in fact turned already.
>Get gangbanged and stunlocked to death.
That was a fun run.
>RE2 hard mode no saves run
>play stupid and get bodied by G4 Birkin
i know this feel
Devs expect you to not be a fricking idiot.
Literal children beat this game in both 1996 and 2002
filtered
Anyone who actually believes the idea that limited saves makes its scarier because you might have to redo sections is an idiot who doesn't understand games are supposed to be immersive. Any "tension" from the "fear"of losing progress is ripping you right out of the experience to remind you that you are playing a game.
By that logic there should never be a fail state in any video game because restarting reminds you that you're playing a game.
the fail state should be the player dying irl
Now that's hardcore vidya.
Ideally a game should strive to minimize when its reminding you its a game. A game over screen once you've died is far shorter than the constant reminder that the tension of loss of progress that limited saves supposedly provide.
The issue I have with this is that the only remotely viable solution from an immersion perspective is constant autosaves a la Souls games. What you're saying is as much an issue with any form or need of manual saving as it is with limited saves, and autosaves aren't good for every kind of game. They certainly wouldn't be good for classic survival horror, it's way too easy to lock the player into regrettable choices.
frick off zoom zoom
I understand what limited saves is supposed to do, but I don't think they work, at least not for me. If you're not great at a game and you have no idea how long or how hard it's going to be, the natural response is to try to conserve them early on and build up a buffer, in case things get impossibly tough further down the line. So what happens is you just replay and replay sections of the game until you're confident you've done a good enough run to warrant using up a save, which takes all the immersion and horror out of it.
It's not even a big deal. I don't care for Capcom speed run and optimization autism but if you like these games or even go to play an older one chances are you already know what it's about through osmosis. Limited saves creates tension and encourages you to learn routes. Even though I don't like it in RE I play save less runs of oninusha warlords on PS2 annually
I feel like I'm cheating in games with quick save even though technically I'm not since the developers built it in for me to use it.