Wishlist for a future Resident Evil game

This was a thread from a few months ago and I decided to resurrect it with some edits and additions/subtractions to it.

The list is mainly based on my experience from RE5 on the Xbox 360 ( 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 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.
    • Limit the number of melee attacks performed in some duration. Currently the melee system makes your character invulnerable. Aside from the melee initiate (which I suggested not to invoke invulnerability) it's easy to stay alive and clear mass amounts of enemies. Make it so that you can perform like 2-3 melee attacks and then wait to recharge (fatigue). Just have a meter or some stars to show how many melee attacks are left and then have it recharge over time.
  • Make heals more scarce. In RE5 it was rather easy finding the not-so-hidden heals or you could just buy the dang things. These need to be a little bit more scarce and randomized.
  • 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:
    1. Lesser damage, high ammo count, often has critical hit chance (instantly blowing up enemy heads).
    2. Medium damage, fairly high ammo count, often has penetrating power (being able to have one bullet hit multiple enemies).
    3. High damage, lesser ammo count, no unique stat just raw power.
    4. Highest damage, ammo count varies (some have infinite), depending on the gun it has some very unique effects. Overall ridiculously overpowered weaponry. 
    5. 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.
        1. Critical %. Increased chance of instant kill upon headshot.
        2. Piercing. Allows one bullet to hit multiple targets.
        3. Shotgun range/spread. Increased shotgun range or spread.
        4. Maiming. Increased chance of staggering an enemy for a melee attack.
        5. High Powered. Increase base damage by some percentage.
        6. Tactical. Allows extras attachment.
        7. Bayonet. Increased melee damage.
        8. Force. Shots knock back enemies.
        9. Focus. Increased accuracy and decreased recoil.
      • Attachments.
        1. Extended Magazine. Increased number of bullets in one magazine.
        2. Grip/Stock. Focus attribute with 1 star.
        3. Hollow Point Bullets. Maiming attribute with 1 star.
        4. Full Metal Jacket. Piercing attribute with 1 star.
        5. High Caliber Bullets. Slight increase in damage.
        6. Flashlight. Chance to aggravate enemies (to attack you) and slight chance to blind them.
        7. 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.
  • Customized Pistols. We all love having our own things. Sure there's the saying, "This is my (blank), there are many like it, but this one's mine!" But that turns lackluster after a while. Being able to customize your own pistol with its own design and stats would be very nice. Of course players can choose from the default line of pistols if those suit them better.
  • There can be a leveling system to customizing your pistol which will cost money. Allot the stat points into things like: Power, Ammo, Critical %, etc. to make the pistol fit your play style. Want power? Invest all points into power but you'll have to cope with low ammunition. Want a really good chance for Maiming WITH higher ammunition? Invest some points into both.
  • Being able to actually build our own pistol (looks) would provide better intimacy with the game. Now I ain't looking towards "love" but players will definitely be more invested into the game if they have something unique. Stats are too easy to replicate but visual design should be more unique.
  • 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.
  • Also make the weapon selection limited to the host's inventory that way there will be no super powered player ruining your game or a player lacking weaponry to cripple you.
  • The players though can use their custom pistol if they so please.
  • 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 [that deal high damage].
  • 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.
  • No more treasures. This ain't Tomb Raider.
  • 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 happens to be more physically 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.
  • Possible open world adventure. This is an interesting idea. Of course it's already being done by other games but I think it'll be fun in Resident Evil.
  • More puzzles please. Everybody likes puzzles. I'm not asking for anything complicated but puzzles geared towards cooperative play would be preferred.
  • 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 attacks 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. Perhaps having the light blind enemies in dark areas may this a useful tool.
  • 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.
  • 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!
  • The Customized Pistols would fit under this category
  • 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.
  • "Hit him!" After starting a melee chain, press "B" for your character to order or alert the partner to melee. This can be helpful for solving the dumb bot partner issue as it currently would rather shoot the enemy and stop the melee chain.
  • 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 for this game but we can try.
  • Place strategic objects . Give players the ability to move certain objects to ideal places to obstruct or kill enemies that are not just barrels of curiously explosive barrels.
  • 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 is promoted 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; also the NPC has to fight, no dumb bots please.
  • 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.
  • Improve bot partner AI. Yeah, the bot partner in RE5 was rather lame. It only became useful if you gave it a magnum with infinite ammo. But improvements to this would be already expected if this feature is being kept.
  • Improve split screen co-op process. Setting up the game in RE5 for splitscreen is annoying. The first player has to start the game, wait for the auto-save, and then the second player can join. C'mon, this can be done better.
  • Improve transfer of items. You can currently give your partner ammunition, grenades, eggs, etc. But you can't specify the amount. How irritating. I want to give one grenade, not five.

Yep, that's all folks!

 

Discussion Info


Last updated July 4, 2018 Views 0 Applies to:

* Please try a lower page number.

* Please enter only numbers.

* Please try a lower page number.

* Please enter only numbers.

damn thats one big wall of text Oo

A big YES to:

  1. More open-world
  2. Moving while aiming
  3. Less ammo
  4. Less powerful magnums
  5. Improved menu, always a hassle to combine herbs etc. during combat
  6. No infinite rocket-launcher
  7. More treasure!
  8. Emphazise on guns, not melee
  9. Longer campaign, being able to complete the game in less than 4 hours is just emberrassing
  10. More puzzles
  11. Bring back Zombies!
  12. More night-time missions

Wow, great write-up, OP!

 

Moving while aiming would be a huge plus; it worked very well in Dead Space.  This mechanic would also allow for the player to deal with larger, horde-style onslaughts.  Zombies are the scariest when in large groups!

 

I'd also like to see more variation with enemies.  Perhaps a virus-strain may start out simply waking the dead - your typical, slow, brain-crazed, foot-shuffler zombies.  As the virus progresses, it makes them far more aggresive.  Rage-like symptoms (a la 28 Days Later) could appear in corpses after a certain incubation period.  Faster, stronger, more aggresive, more deadly - these zombies require serious firepower and careful strategy.

 

The African setting for RE5 was a cool departure, but it didn't have quite the scary atmosphere as Raccoon City or any of the locations in RE4.  I'd like to see a more sinister, isolated locale.

 

Co-op in RE5 was so much fun!  I hope Capcom continues to improve this dynamic.

Oh yeah, found an article recently about the lack of survival horror in the series:

www.1up.com/.../people-really-sick-resident-evil-didnt-branch-out

Get rid of Magnums? Are you new to Resident Evil? The game was too easy? Play on professional. Problem solved.

Professional is easy. The only difficult part is with Jill. One mess up it's unrecoverable death.

[quote user="gameshoes3003"]

Professional is easy. The only difficult part is with Jill. One mess up it's unrecoverable death.

[/quote]Is that so? I still have the game. Let's boot it up so you can show me how easy the game is. I'm online now. I'll wait for your invite.

Don't have my own Xbox  here (I posted a super cool thread about this) and I don't feel like going to the public game room.

Also I don't have a save file so I can't start Professional games.

.

Love to play and finally get an S for errrr... 5-3 and not die 15 times to Jill. But that ain't possible given my conditions.

[quote user="gameshoes3003"]

Don't have my own Xbox  here (I posted a super cool thread about this) and I don't feel like going to the public game room.

Also I don't have a save file so I can't start Professional games.

.

Love to play and finally get an S for errrr... 5-3 and not die 15 times to Jill. But that ain't possible given my conditions.

[/quote]Naturally

Well, I don't give a damn.

* Please try a lower page number.

* Please enter only numbers.

* Please try a lower page number.

* Please enter only numbers.