Resident Evil 2 (PS1, 1998) WIP
Graphics-8 Sound-8 Control-6 Challenge-6 Story-6
Level Design-6.5 Frustration-8 Fun-7 Originality-6
Overall Score-7
+
Two different paths through the game (Leon or Claire) - what either one does affects the other character's game
Simultaneous events carrying the story along (guy in prison being attacked by the virus, zombies entering the windows about halfway through)
Some decent puzzles
Player character turns their head towards points of interest and enemies as you move past them
Decent animation, Good art direction
Good sound design (locate enemies by listening for them)
Difficulty options (easy, normal)
Ranking system (based on time taken, bullets fired etc.)
Fairly tense atmosphere with some good scares (starts you off right in the middle of a crowd of zombies, the train scene, etc.)
Pretty good variation
Very good cutscenes
Some fun weapons (magnum, flamethrower, grenade launcher)
Solid map system (doesn't show where the photo processing room or where storage boxes are)
+/-
Resource management focused (limited ammo and healing items on normal mode) - RE1, Alone in the Dark?
Save points (clunky system involving ink ribbons and type writers)
Accessing your inventory pauses the game (can be exploited for reloading your weapon during combat)
Cheesy and over the top voice acting
Loading times with a small cinematic at every door/staircase (adds tension but gets tedious when backtracking)
-
Severely limited inventory (leads to plenty of backtracking for items in thinly spread out storage boxes, every item takes the same amount of room) - only somewhat remedied by a sidepack about 40 minutes into the game
Clunky item use system (usually not context sensitive)
Clunky combat controls (slow targeting, no crosshair, strange invincibility time for many enemies, very slow turning movement)
Lots of trial & error (knowing where to use what item to avoid backtracking, zombie attack when opening a certain door, obscuring and disorienting camera angles, ambush attacks (dogs, lickers) etc.)
Being hurt slows you down considerably (incredibly tedious in combination with the limited inventory and number of storage boxes)
Some very obvious scares (autopsy room)
"no need to use this" - red herbs need to be mixed with green herbs
Some tedious puzzles (box pushing with Ada, library shelves - just look at the picture next to them)
Easy to miss some items (crucial ones have a shine to them though)
Unskippable dialogue scenes
Level Design-6.5 Frustration-8 Fun-7 Originality-6
Overall Score-7
+
Two different paths through the game (Leon or Claire) - what either one does affects the other character's game
Simultaneous events carrying the story along (guy in prison being attacked by the virus, zombies entering the windows about halfway through)
Some decent puzzles
Player character turns their head towards points of interest and enemies as you move past them
Decent animation, Good art direction
Good sound design (locate enemies by listening for them)
Difficulty options (easy, normal)
Ranking system (based on time taken, bullets fired etc.)
Fairly tense atmosphere with some good scares (starts you off right in the middle of a crowd of zombies, the train scene, etc.)
Pretty good variation
Very good cutscenes
Some fun weapons (magnum, flamethrower, grenade launcher)
Solid map system (doesn't show where the photo processing room or where storage boxes are)
+/-
Resource management focused (limited ammo and healing items on normal mode) - RE1, Alone in the Dark?
Save points (clunky system involving ink ribbons and type writers)
Accessing your inventory pauses the game (can be exploited for reloading your weapon during combat)
Cheesy and over the top voice acting
Loading times with a small cinematic at every door/staircase (adds tension but gets tedious when backtracking)
-
Severely limited inventory (leads to plenty of backtracking for items in thinly spread out storage boxes, every item takes the same amount of room) - only somewhat remedied by a sidepack about 40 minutes into the game
Clunky item use system (usually not context sensitive)
Clunky combat controls (slow targeting, no crosshair, strange invincibility time for many enemies, very slow turning movement)
Lots of trial & error (knowing where to use what item to avoid backtracking, zombie attack when opening a certain door, obscuring and disorienting camera angles, ambush attacks (dogs, lickers) etc.)
Being hurt slows you down considerably (incredibly tedious in combination with the limited inventory and number of storage boxes)
Some very obvious scares (autopsy room)
"no need to use this" - red herbs need to be mixed with green herbs
Some tedious puzzles (box pushing with Ada, library shelves - just look at the picture next to them)
Easy to miss some items (crucial ones have a shine to them though)
Unskippable dialogue scenes