One gets the impression that the Resident Evil has radically changed the formula once every decade. After the horror units with a fixed camera, the era of action of a third person started, and then the franchise partially returned to the origin, but already with a first person. The series is constantly developing and it cannot be excluded that the next evolution round is not far away. This material will be discussed what Capcom mechanics and ideas can implement to future Resident Evil to renew the gameplay. Many of these elements in some form can be found in projects from other studios.
Attention: The author’s opinion may not coincide with the opinion of the Vgtimes.
Full -ded
Of course there is a kind of almost battle in almost all resident evil. In principle, however, is an auxiliary system and not a complete way to eliminate opponents. A knife is a finishing tool that is used when the zombie is already on the ground and gets a buckshot in the chest.
In addition, in certain games of the series, for example in The first part is a remake of a knife or a stun gun – a kind of disposable insurance. If the hero grabs the new life dead man, you can publish in close combat weapons to break out of unfriendly hugs before the zombie has time to bite.
Yes, cold weapons are already of value to Resident Evil, but its transformation into an effective alternative to the firearm is one of the ideas with which Capcom should thoroughly experimentally experiment.

Here, as an example, you can set The Callisto protocol. On the contrary, not the game itself, but a thought that is inherent in it. Designer Glen Schofield sincerely believes that the focus on close fighting is needed for horror, so that every confrontation with monsters evokes a real panic in Gamer. It is one thing to shoot a terrible creature at a safe distance, and a completely different – to combat a nightmare face to face. There is logic in this. It is only a shame that specifically leaves the implementation to be desired in the case of the Callisto protocol.
But both parts of the last of us and especially the recent Remake Silent Hill 2 is freely woven in a good gameplay struggle. In the same SH2, a rusty pipe is such an important weapon as a gun or hunting gun. At the same time, she is surprisingly fun to swing because the process requires the maximum involvement of the player. It is not necessary to push the impact button thoughtlessly, but to wait at the moment to attack the intervals between enemy combo. And of course don’t forget to deviate a monster in time.
Such a combat system would fit into the “monastery of evil”. In general, if you think about it, the series has already started to move in this direction to a certain extent: in the new The remake of Resident Evil 4 has the possibility to parry the attacks of enemies with a knife. Who knows, Capcom can develop these mechanics in the next game.
What kind of close -up format would you like to see in Resident Evil?
More freedom
The Resident Evil has to spend a lot of time looking for keys from closed rooms to continue or find valuable resources. The process is in fact extremely exciting because of the confusing design levels: you never know exactly where the developers have hidden the next key.
Nevertheless, the gameplay can be considerably improved if the player gets different alternative options to penetrate the same room. To better explain what is meant, it is worth remembering it innovative Amnesia: The Bunker.
The latter at the moment is memory loss for a moment to survive and compelling Sim. These genres are harmoniously combined, so it is a bit surprising that almost nobody combines them. In compelling Sim, the most important freedom of the player is. Such projects encourage creative thinking, in the hope that the gamer will look for non -standard solutions to problems.

So, in Amnesia: The Bunker, you can come to almost every room with different methods. The search for keys or password for the castle is just one of the options, and not a condition. For example, a wooden door can be blown up with a grenade or powdered tank, if you do not want to spend a valuable scale. The door can also be switched off by a gun shot or something heavily thrown into it, such as a brick. Moreover, it is sometimes better to just look for an alternative input – for example through ventilation.
After memory loss: the bunker seem like traditional horrors in their stiffness. I would like to believe that the authors of the Resident Evil succeeded in evaluating the masterpiece of friction games and took into account the strengths of the project.
Non -Linear structure
Even before the release Resident Evil Village fans discussed the game card divided into different areas with interest. Some gamers had an incorrect impression that Capcom tries to realize a small open world with a non -linear structure. Dorp even follows a clear plot progression that cannot be broken. First the player passes the Dimitrencu castle, then the Benevento Mansion, then the Moro reservoir and at the end the Heisenberg -Fabriek.
If rumors that in Resident Evil 9 will be a real open world, where an approach to structure will have to be changed. It is better to concentrate The Legend of Zelda: Breath of the Wild of Elden Ring. In these games, Gamer is free to pass on key zones in each order, and regardless of the choice, the plot is moving forward. This approach could not only reveal the potential of the open world, but would also strengthen the Reigree, which is so famous for the Resident Evil franchise.
In conclusion, it is important to notice: this material does not claim that the games of the Resident Evil series are inferior to competitors. On the contrary, many developers could learn from the Capcom to create excellent horror -horror, which are sold by multimillion dollar circulations. Even with an almost impeccable gaming formula, you should not consider what has been achieved – it is better to keep improving it and to borrow successfully successful ideas from others.
What do you think? What ideas would you like to see in the future Resident Evil? Tell us in the comments.
Is Capcom worth making the Resident Evil Games less linear?
Source: VG Times

Christina Moncayo is a contributing writer for “Social Bites”. Her focus is on the gaming industry and she provides in-depth coverage of the latest news and trends in the world of gaming.