Tag Archives: survival game

Late to the Party: Resident Evil 3

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With the remake of Resident Evil 2 coming up (the demo to which just came out as I’m typing this), I decided to go ahead and play through the 1999 PS1 game Resident Evil 3 for the first time. I’d grabbed it on a PlayStation Network sale for like a buck a while back and it was the last mainline Resident Evil game I hadn’t played.

We like to think of the older games in this series as more focused on survival horror because of their fixed camera angles and “tank” controls, as opposed to the dynamic cameras and completely action-focused gameplay of the more recent entries following Resident Evil 4. The truth is that trend started with the original 1998 version of RE2, and seems to have continued with RE3. I just don’t know if that was a wise decision with that old control scheme. Continue reading

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Bethesda, Games As A Service, Fallout 76, And The Console Survival Game Market

The idea of a Fallout-themed online survival game has a lot of market potential.

I have no idea if the rumors that developer Bethesda’s recently-announced Fallout 76 will indeed be an online survival game in the style of Rust or DayZ are true, but it would make a lot of sense for multiple reasons. If so, I also see it’s another sign the publisher Bethesda is inching more and more into games-as-a-service, which it has been doing much less than other big western game publishers. Continue reading

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Dragon Quest Builders Demo, Japanese RPGs, And Free-Form Gameplay

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I am one of those people who still hasn’t played Minecraft. When I realized Dragon Quest Builders was getting a demo for PS4 I saw this as a chance to see what one of these survival crafting games was all about. Plus this is supposed to be a somewhat unique take on the genre from a Japanese developer. Continue reading

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Why Some May Or May Not Find No Man’s Sky Repetitive

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When I did my post on Friday about No Man’s Sky and its faults, I forgot to cover one specific area that might be the most important reason why it might get repetitive for some people.

I didn’t actually read any of the reviews (I’d already pre-ordered the game a few days before the reviews were published) so I don’t know if any of them covered this. I’ve you’ve played the game you probably already know about its severe balance issues. If you haven’t, here’s something else to consider when deciding whether or not to jump in. Your experience in my opinion might depend heavily on how much time you plan to devote to exploration. Continue reading

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Late To The Party: Survival Games (The Long Dark)

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I’ve never played survival games before: the ones that sort of took over Steam Early Access and got popular with streamers like Rust, DayZ7 Days To DieArk: Survival Evolved, or The Forest. I’ve never even played Minecraft for any significant amount of time. Right before the recent Steam Summer sale ran out I saw The Long Dark for $7 and decided to give that a shot since it seems to be the most highly praised one.

After a few hours and a couple lengthy attempts to survive in its sandbox, what I see here is a pretty well-formulated simulation game, even if it isn’t entirely my kind of thing. Though I am now wondering if other survival games might have a flow that is more my kind of thing. Continue reading

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I Don’t Think We’ll Get Classic Survival Horror From Capcom Again

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With the 20th anniversary of Resident Evil coming up this year and Capcom partially celebrating it with the release of its remastered version of Resident Evil 0, it’s a natural time to start thinking about where the franchise that popularized horror in video games has gone and where it might go. The first episode of Resident Evil Revelations 2 was one of the things I snagged during the last winter Steam sale and I just finished it up. It’s almost what I’d like a modern RE game to be, but some of its decisions have me convinced today’s Capcom just can’t get away from modern blockbuster video game trends.

I actually don’t remember a whole lot about the first Revelations game which I played through within a rental of the 3DS version, other than the final boss being really tough. The one main sense I and seemingly most people get from both games is that they are mergers of the puzzle-and-exploration focus of the older RE games and the action focus of the newer entries. They’re sort of a bone Capcom is throwing at longtime fans, but in my opinion if Capcom is going to do that, why keep the influences from the newer games? Why not just go all the way and make Revelations a brand new RE in the older style? Continue reading

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Do RPG Weight Limits Need A New Approach?

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Fallout 4 and The Witcher 3 have made me realize that one problem I’ve never seen an open-world RPG solve is that of carry limits and encumbrance. I talked about it a little bit in 2012 but developers haven’t really done anything significant about it since then and I think the common game mechanic needs to be reexamined from multiple angles.

I understand why we have carry limits of course. It’s not about realism at all, but more like a rule of games because being able to carry and/or sell literally everything could break the difficulty. In many cases managing an inventory is supposed to be part of the challenge. My issue with the system though is that leaving it up to an arbitrary number above which the game restricts the player to walking speed seems like simple and haphazard design. This is especially true when the rest of a game like Fallout 4 or Witcher 3 is so complex. Other, technically smaller games actually tend to have a more measured and nuanced approach. Continue reading

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More Games Should Have Limited Inventory Systems

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Usually I’m in lock step with complaints about how retail games from disparate genres have become increasingly homogeneous these days, but the inventory screen is one thing I actually wish was another part of the generally-accepted concoction. It and the itemization of objects it brings gives players more to think about and makes a game’s world seem deeper. Continue reading

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