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RolStoppable said:

Yeah, I was playing on Pro, because there is no reason to play on normal again. My opinion is that you put the true strength of games to the test on the highest available difficulty setting, so to really see how much survival horror is to be found in any Resident Evil game, you compare them across their hardest mode.

But back to the statement that started this. You said that RE4 doesn't throw ammo and healing items at the player and that is still wrong. The farther you get into the game the more stocked will your inventory be, to the point that you have to sell ammo and healing items, because otherwise you wouldn't be able to pick up anything else anymore. The reasons for this to happen may include the player playing well and upgrading his weapons (so he needs less ammo), but that's something a good game designer would factor in. You don't expect the player to say on his own that he isn't going to upgrade his weapons over the course of the game.

The fact remains that the game adapts to the player's skill within certain boundaries. If you are out of healing items, you can be sure to see an enemy drop one pretty soon. If you have half a dozen with you, you won't get any drops. Same for ammo, if you don't have much with you, enemies start to drop more (obviously doesn't work for the more powerful weapons like the magnum).

In a game like the Resident Evil remake it was very much possible to run completely out of ammo and/or healing items and as a result to have a dead save file (as in it couldn't be completed anymore). That's impossible to happen in Resident Evil 4.

I've never noticed the game adding drops according to your inventory, of all things.

There are still a few fights where a mmo can feel tight - like the fight against "IT". But of course thhat's really only true if you don't like reloading your Magnum or have hang-ups about using your ludicrously powerful bolt-action rifle.