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Resident evil 2 ink ribbons
Resident evil 2 ink ribbons













resident evil 2 ink ribbons

They were slow-paced games where the player had to actually think about every decision that they made. Unlike “ Resident Evil 4” (2005) and many of the games that followed it, the classic “Resident Evil” games were NOT mindless action games. It was one of the many ways that the classic games in this series used strict limitations to create a suspenseful atmosphere. Because saves were limited, there was a real tension between safely saving your progress ( and using up an ink ribbon) or taking the risk of pressing on a bit further in order to keep more ink ribbons available for later. If you run out of ink ribbons, you cannot save your game until you find more of them.Īs evil as this may sound, it was one of the essential parts of what made the classic “Resident Evil” games such brilliant horror games. Every time you save your game, it uses up one ink ribbon. The first two are fairly self-explanatory but, if you haven’t played any of these games before, I should probably explain what ink ribbons do. In a classic “Resident Evil” game, there are three main types of resources that the player can find: Healing items, ammunition and ink ribbons. Although it’s still my least-favourite game in the series, it has started to grow on me a little – and I realised that one of the reasons for this is that it still keeps this essential element of the classic “Resident Evil” games. I ended up thinking about this topic whilst playing a bit more of “Resident Evil Zero” (2002) as a stop-gap whilst waiting for another early-mid 2000s horror game to arrive in the post. Well, for this article in my series about horror videogames, I thought that I’d talk about resource balancing in the classic “Resident Evil” games from between 1996-2004.















Resident evil 2 ink ribbons