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Nao
07-10-09, 08:56
One thing I was troubled by in RE1 (PSX) was the way the surroundings were displayed.

They were pre-rendered in a warm way, with many colors and rounded objects. I guess that it was the way surroundings could be pre-rendered back in the old days. But i thought it was perfect for an ambiant game.

Surroundings aka the Spencer Mansion were warm, with many colors and rounded.

But that's not the only thing that hit me. It was also the fact that we had to solve puzzles with objects, save ammunitions and cure with plants. So the different objects took a great place in the player's interest.

Those two combined made me to consider with an increasing interest the lower of the objects present in the game: they were beautifull, and potentially saving. I don't know you, but that was how I considered the RE1 universe.

There were also a touch of aesthetism, easily understandable in a mansion. This aesthetism was magnified by some sequence like the piano puzzle, where a character plays some piano. It was simply beautifull.

Yes, that's it, objects in RE1 (PSX) were nice, interesting, beautifull.

More, there was the investigation part. In a investigation, the lower of the details is important. But the investigation in RE1 (PSX) was not boring, because the different elements were magnified, interesting, aesthetic.

I hope you get what i'm trying to describe here.

OK now.

That's why during the game, I wish I interacted with every visible object.

The lower ornament I wanted to be able to interact with.

That's where the idea hits. What if in one Resident Evil game, providing it happens in a warm place like a mansion, we could interact with all the visible objects, and with all kind of hidden object also? (like in drawers) That would be simply fantastic. We could take any object, and analyse it in the option screen in 3D, just like it was possible in RE1 (PSX).

And that would serve the gameplay. Indeed, among this masse of object, which one is truly interesting? Instead of each collected object to have its use, the player should think about which one to use, and not only when and where.

Plus, all those objects being interactive, it would reinforce greatly the ambiance.

Plus, the combinations between different objects would be a lot more rewardable, and allow a lot more possibilities.

Of course, if all objects are interactive, it may appear combinations to be impossible to guess. That's where the different notes by various characters hits. It would not be rare to find a note on a combination of objects that would help. Those notes would be more of less hidden.

But I think that this kind of gameplay/aesthetism would be so perfect in this game that it was the initial intention of the programmers. We had in RE1 (PSX) different objects, different objects to combine, and also notes by various characters, wether they were not aimed at object combinations for the most of them. Except for the laboratory/potions part.

So I think that my idea is not particularly well founded, but is a logical thought after playing to RE.

I wish the developpers to use this idea in RE6, as it would magnify the RE series as it was expected, and renew it as wanted. Maybe the developpers "forgot" about their initial intention, or maybe the developpers just changed, so I am here to remind them or aware them on that subject.

Hope it pleases to you.