A new Resident Evil game is coming out and from what I've seen so far, I'm not digging it. So I want to list out some things here that I want to see in a future RE game and I would like input on it.
Just as a note, my Resident Evil experience is rather limited, I played most of RE1 remake and some RE4 on the Game Cube, and all of RE5 on the Xbox 360. Even though RE5 lacked any "fear" it was by far the most solid gameplay I have ever seen.
The list is mainly based on my experience from RE5 ( i.e. ammo was way to abundant) and this list will be my views on what could be improved for the future RE game.
Let the list of Doom begin (Bring on the wall):
- Make ammo scarce again. If you have played any Resident Evil game you will be familiar with the limited ammo that you can hold and find. In Resident Evil 5 the issue of lacking ammo was non-existent. This in turn made the game a little too easy.
- Focus on melee. Resident Evil 5 brought in a great system that was suppose to help players save ammo and also build strong cooperation between the players. Unfortunately since ammo was so abundant not many players actually use the melee combat. Currently
in RE5 in order to do a melee attack you must either shoot the enemy in a specific spot, deal enough damage to a boss, or help your teammate out of a bind. After the first melee attack there is a chance of starting a chain melee combination with your partner
depending on the situation. The current maximum melee chain is three hits (excluding slapping Wesker multiple times) You can also melee with your rather useless knife. Another very nice this about using melee attacks was that it made your character temporarily
invulnerable to enemy attacks which made up for the slower movement of the player.
- Melee Initiate. Let the knife button (upon tapping) be a weaker melee attack to initiate a melee chain. Of course let this initiate deal a small amount of damage and your partner (who must follow up for the chain) perform an attack to allow you, the initiator, to close the chain with a final attack. This melee chain is three hits. This melee attack can only affect one enemy. Also let enemies interrupt this action if possible; this will also mean that the player is vulnerable to damage.
- Make the Stun Baton more useful. The Stun Baton is pretty much a novelty weapon that puts the user in great danger as there is no dodging. The range is also shorter than that of the knife's which makes it even more dangerous to use. It's basically a more powerful knife that lacks range. Let the Stun Baton upon being put into the player's inventory replace the knife and also make the Melee Initiate affect more enemies in front the player. Oh yeah, also make its range slightly longer than the knife's.
- More melee attacks. Placement of shots on enemies determined which melee attack your character would use. Position should also matter in determining which melee attack will be used. Also have running starts influence melee attacks.
- Make heals more scarce. In RE5 it was rather easy finding heals. These need to be a little bit more scarce.
- Machine Guns need to be a bit more useful. I'm not sure how good machine guns were in other Resident Evil games, but I will say that they're not so great in Resident Evil 5. They're weak, use of a lot of ammo, have high recoil, and are incredibly inferior to the shotgun. It's also more difficult to even attempt a melee attack when using a machine gun. As of now, there's little reason to use the machine gun over the shotgun. Of course you can have both at the same time, but what's the point of that? These guns need reduced recoil and a slightly higher damage output.
- Change weapons and upgrades. In my view of RE5 there are four main tiers of weaponry:
- Lesser damage, high ammo count, often has critical hit chance (instantly blowing up enemy heads).
- Medium damage, fairly high ammo count, often has penetrating power (being able to have one bullet hit multiple enemies).
- High damage, lesser ammo count, no unique stat just raw power.
- Highest damage, ammo count varies (some have infinite), depending on the gun it has some very unique effects. Overall ridiculously overpowered weaponry.
- There are some odd ones out there such as the shotgun spread upgrade and I believe on the PC version there's a scope upgrade for the PSG-1.
I think that there should be more unique attributes and a different upgrade system. Also get rid of that fourth tier of overpowered weaponry, make guns more equal and allow for some customization of the weapons. What I'm thinking is that each tier of weapons should have some major attribute it make it more distinct than other weapons and then have an attachment for change the playstyle a little bit more.
- Weapon attributes. Each attribute can be upgrade some number of times; each level upgraded is indicated by a star.
- Critical %. Increased chance of instant kill upon headshot.
- Piercing. Allows one bullet to hit multiple targets.
- Shotgun range/spread. Increased shotgun range or spread.
- Maiming. Increased chance of staggering an enemy for a melee attack.
- High Powered. Increase base damage by some percentage.
- Tactical. Allows extras attachment.
- Bayonet. Increased melee damage.
- Force. Shots knock back enemies.
- Focus. Increased accuracy and decreased recoil.
- Extended Magazine. Increased number of bullets in one magazine.
- Grip/Stock. Focus attribute with 1 star.
- Hollow Point Bullets. Maiming attribute with 1 star.
- Full Metal Jacket. Piercing attribute with 1 star.
- High Caliber Bullets. Slight increase in damage.
- Flashlight. Chance to aggravate enemies (to attack you) and slight chance to blind them.
- Silencer. Reduce noise of weapon.
- Upgrading. The game developers would have to have to decide how to balance the base stats with their unique attributes.
- Have only one type of weapon equipped. Make it where only one partner can have a sniper/shotgun/machine gun at a time. In RE5 if both players had shotguns it was easy as pie. Also allow these players to trade weapons just like you would in single player. Of course both players would have pistols.
- Get rid of Magnums. Magnums in RE5 are ridiculously powerful. Remove this line of weaponry and just have a revolver or two in the pistol category.
- Emphasize hand grenades. The lack of grenade usage probably happened to the abundance of ammo. In RE5 grenades are actually incredibly powerful tools but are somewhat lackluster due to their rarity in comparison to gun ammo.
- Nerf the grenade launcher. Anybody who religiously uses the grenade launcher in RE5 do so with good reason. It's incredibly good. Decrease maximum number of rounds it can carry from 12 to 6 and make grenade launcher rounds more expensive at the shop.
- Nerf the sniper rifle. In RE5 the sniper rifle is pretty much the gamer idealized weapon. High damage weapon with high potential for one shot kills with deadly accuracy. I really think the sniper rifle was too powerful. While it should be powerful, only the range advantage it has should be the main draw to use one not the damage output.
- Keep shopping in between parts. Some people liked having that one mysterious guy sell them weapon in RE4. Some liked the shop in RE5 as it was more convenient. I am one of those players for the RE5 shopping system. Players should make decisions at the start of their session and then see what consequences they will face because of those decisions.
- Change the cast and story. I'm not too sure, but I think that the main story pretty much ends in RE5. The main bad guys are dead, and theoretically the production of parasites and BOWs should cease. All I really want is for the game to head back to the streets again. No isolated areas in some 3rd world location. I want fighting on urbanized streets. Also I want less prepared characters to play as like your average Joe who is physically more fit so that he's not so average; not fully suited battle machines. But I ain't no story writer so I'm not going to touch this.
- More puzzles please. Everybody likes puzzles. I'm not asking for anything complicated but puzzles geared towards cooperative play would be preferred.
- More action cut scenes please. Yes these are rather silly, but they keep the player somewhat more engaged than just having them watch. In RE5 there were many cut scenes that could have used these but didn't.
- Allow movement while aiming. Many people were discouraged to play RE5 just because of the inability to move while aiming. It wasn't exactly a bad thing to leave that out; there were melee attack and the enemies were in general slower than other zombie games. But bringing this ability to Resident Evil wouldn't be a bad thing. Just make the movement while aiming slow.
- Flashlights. Darker themes generally make it easier for the addition of spookier things. But the player has to be able to see, right? By having limited vision hopefully some suspense will be had.
- Keep infinite ammo option. While I don't like using infinite ammo, some other players do. Many gamers find it difficult to use melee attacks so infinite ammo helps these struggling players. But please do not bring back the infinite rocket launcher.
- Get rid of the PDA map. In RE5 you had a very handy map that showed the location of your partner and the current area. I think this feature made RE5 even easier than it already was. This may get some players lost but I think it'll be for the better.
- More events that split players or render the ability of one to fight as much. RE5 has a couple moments where players split and also there's one moment where one player has to hold a flashlight for the other player to get through a dark mine. I personally liked these moments. Have some split paths where both players can see each other and also have moments where one player has to hold a critical object or something similar while the other player is the primary fighter.
- No car chases. I'm sorry, but I really thought that the car chase in RE5 was lame.
- Give more ways to customize characters. We all like dressing up our characters. Give us more options!
- Give "Sorry" and "No" shouts. In RE5 there's not way to say "Sorry" if you messed up or "No" to that annoying player constantly calling you.
- No more unrecoverable one hit kills. Those who have played on Professional the whole way through would understand. Jill would instantly kill you if you mess up and it's impossible to resuscitate to stay alive. No more of these please, I already think the instant dying state is enough.
- Get rid of the melee vest. I hate seeing players use these. They're worthless. Please don't allow players to make the mistake of using one by removing this item.
- Add different enemies depending on difficulty. All increasing the difficult does is increase the health and power of current enemies. When the difficulty is increased more enemies should be mixed into the current enemies.
- More "safe" rooms. There should be more rooms where you can barricade yourself in temporarily. RE5 only had this in the first part.
- Bring lesser bosses from earlier levels into later levels. The only example of this being done is the Chainsaw Majini from the end of chapter 2 in chapter 3. The weird black slimy thing doesn't count since the later one has orbs that appear when on fire. This should be done more often, I'd like to see an Executioner more often.
- Slightly randomized spawns. RE5 sort of had this with the Reapers (giant cockroach things) in chapter 6 where there were eggs the things would randomly spawn out of. There should be like at least three variations on how the enemies come in for larger or important battles.
- Perhaps allow more than two players to play the game. I'm not too sure if the phrase "more the merrier" would apply here.
- Place strategic objects . Give players the ability to move certain objects to ideal places to obstruct or kill enemies. Propane tanks are generally the go-to item in zombie situations but other items wouldn't hurt.
- More enemies where two players make it much easier. RE5 had an enemy in its first DLC Lost in Nightmares where on the back of the enemy there was a weak spot to shoot making the fight much easier. I really think having such enemies is much more interesting than just being able to easily kill enemies with direct frontal damage. Having some more enemies where the direct cooperation of two players would be nice.
- Escort/rescue NPCs. C'mon, your character can't be only live one in the apocalypse. Having an escort mission would spice things up.
- Better on-screen prompting. Sometimes in RE5 the game gives you a chance to press a button to dodge an attack. Sometimes the prompt comes up right when you pull the trigger (that counts as a button press) and you suffer from that untimely mistake.
- Versus. Yeah, just make sure there's one. I haven't played versus much in RE5 so I won't comment.
- Proper death count. In RE5 after one section it'll show your score. The deaths part was kind of iffy. If your partner died it would also say that you died. Fix this for the next game please.
This is all I can really think of. Please leave your input and thanks for reading!