>>456175903>It's why the game has a parry button
a dodge button, that isn't even a reliable function, and requires plenty of training + some luck to be utilized. I've beaten the game dozens of times now, and I still cannot pull out dodges whenever I will.>and alot of enemies in most rooms.
Besides few specific key points, the enemy numbers seldom exceed those of 1 and 2's.
If anything, the higher enemy numbers make you not only rethink use of your supplies more carefully, and also encourages the use of explosive items and other traps.>>456176318>Go ahead and actually explain it then.
I already tried, but let's dive deeper.
The entire playable area of the classic RE games is a puzzle.
Think every room in classic RE-games as a custom board game.
Each section has its own "rules" and variable elements. These are things like the layout of the room, the camera-angles that allow you to see and interact with parts of it in a specific manner, and placement of the player, enemies and other objects.
These form a "puzzle". The key to "solving" the puzzle are the default rules of gameplay : the MC's capabilities and your arsenal.
The capabilities are simple to understand. It's how you control the character, how you CAN'T control the camera, and how your aiming is limited to 3 directions.
The inventory & arsenal deepen your move-set and bring in new set of rules and variables. Bullet hoses for example can attack enemies from distance, but only at straight line. Shotgun is a variation of bullet-spewing firearms, and adds in both spread element AND the powerful yet more dangerous 1-hit-KO head-shots. Grenade launchers add a set of rock-paper-scissors style ammo choices, that are also launched slightly differently ; depending on the game, some shots may arc down after few meters, while other spread out like a pack of small projectiles. Finally, there's the knife, that rookies simply avoid using.
These are the "Chess pieces" you need to play with on the "board".>TBC...