Your Health Will Regenerate in Resident Evil 6

| 3 Jul 2012 16:21
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"Wait a moment, let me duck down and heal from this zombie bite."

Since Resident Evil 4, Capcom's landmark survival horror series has gradually become less, well, survival-horror-y. Co-op play in brightly lit desert environments in RE5 wasn't very scary. The upcoming Resident Evil 6 will add another standard action game trope to the franchise's growing library thereof: health that regenerates over time.

In all fairness, the series' trademark healing herbs aren't going away entirely. The player's health in RE6 will be divided into health blocks rather than one single gauge. Any damage that the player takes in the current box will gradually regenerate, but if one of the blocks is completely depleted, the player will need to use a healing herb to restore it.

Some will laud this change as a desperately needed modernization that the series has needed for some time, like the ability to shoot while moving. Still, it's hard to feel like these quality-of-life improvements to make the game more accessible are taking away from both the "survival" and "horror" parts of the experience.

If you can just duck behind a wall to heal from injuries, can monsters really be that scary? And if you don't need to make the choice to use a precious healing herb to make it through the next section, what are you surviving?

On the other hand, terrible fixed camera angles made the games scarier, too - and I don't think anyone wants to go back to those.

Source: Gameranx

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Wow, so misleading title since your health will not completely regenerate.

I mean really, was that necessary? Having a block of health heal is not the same as "regenerating health" as it is known.

If a small portion of health regenerating is full on "health regeneration" then every single max payne game is guilty of the same thing.

I gladly welcome this change.

Well, it could be worse. I'd much rather this system of health regeneration than "complete" health regeneration. Regardless, I'm still looking forward to the game. When I watched the trailer, the Leon sections of the game looked quite "intense", and it was good to see the return of the original, 'Resident Evil' zombies (at least, I'm fairly certain that they were the original zombies).

Also, is it just me or am I the only one that wouldn't despise a return to the fixed camera?

And so we go another step from survival horror to generic fps/tps with zombies.

XMark:
One thing I've wondered ever since Resident Evil 4 - are old survival horror games only scary because the controls and camera sucked? Does implementing current-generation control schemes immediately invalidate any kind of real horror from the experience?

I'm pretty sure the key to fright is a feeling of scarcity. If you have 3 bullets and 4 zombies your extremely rattled, and if you have nothing but a lantern that invites danger your constantly ready to piss your pants.

I will preface this by saying I didn't read all comments prior to mine so I might be repeating, sorry. But why does Resident Evil need changing? Can anyone answer that question? If I wanted to play a run and gun zombie game with co-op gameplay and no focus whatsoever on horror or survival, I'd just play Left 4 Dead, but I don't because that isn't the experience I want. What I do want to play is Resident Evil, the original formula that I loved as a kid and continue to love with all it's fixed camera angles, bullshit hit detection,frightening antagonists and hilariously bad dialog. I just spent about 150 not long ago buying most of the classic styled Resident Evil games of my youth because I didn't want to play the modern alternatives, that's money I'd have gladly given to Capcom for something even vaguely resembling Resident Evil 1-3, but no, guess that'll never happen.
Re-purposing a franchise to appeal to an audience other than the original fanbase is just wrong under all circumstances, just ask the Dead Space fans, those poor bastards...

Rant over.

I think this article is wrong. I saw a gameplay demo where the player HAD to heal as Chris, but had a regenerating bar which was esentially stamina for melee attacks. Throughout the video his health didn;t automatically heal. Can we get this revised?

John Funk:
On the other hand, terrible fixed camera angles made the games scarier, too - and I don't think anyone wants to go back to those.

Yo, right here. Give me terrible fixed camera angles over regenerating health any day.

As an alternative, I have to say what made Resident Evil 1 and 2 scarier was the scarcity of ammo. By the end of 3, 4 and 5 I had more ammo than I could carry conveniently.

Make it so that taking a shot is something to be debated again.

Health regenerates? That seems wrong, somehow. Less survival horror, and more shooter-y. We'll just have to wait and see what comes of it.

I'm sorry, but I would absolutely LOVE to play with horrible fixed cameras again. I still go back and play the first Dino Crisis every now and then.

Don Savik:
I like how people who only like the first 3 Resident Evil games are the "fans" of the series and not people like me, who like all the games and all the movies.

Funny.

This health thing doesn't bother me, I just want to know how good the actual story is and how much gameplay there is over spectacle. I don't care if its cheesy action zombie shlock because THAT'S WHAT ITS ALWAYS BEEN. If you don't believe me, watch this.

I'm supposed to believe that this was scary? Sigh.....the 90s man, what are you going to do?

I'm with you, I have played every game and enjoyed every game. We are the true fans of the series, not the people who break the games down and attack them for not being like the previous games.

That said, you can't look at the older games in a vacuum. You have to be looking at the games in the context that games tend to be played, especially RE games. They are essentially solitary games. The music, lighting, and the restricton of movement combined with the resilient enemies and scarce ammo are all effective ways to increase stress, which is a main component of fear.

Edit: Ugh, the FMV opening and closer were all completely awful. That shit has no place in games.

xptn40S:

Waaghpowa:

FantomOmega:
Example:
image

Your example is perfect and it baffles me that nobody uses it. Bunch of pricks.

I'm fairly certain that this kind of health-system was used in Mass Effect 3, though it had a regenerating shield/barrier on top of that as well, but still.

But on the topic itself: I'm guessing that this kind of system can work well in a survival-"horror" game, like if it only regenerates rather slowly as someone above me suggested.

I think this would be handled the best if they did a thing like in the Versus games. Instead of a series of bars, they should Make the tail of the bar a different color, and that represents how much health will regenerate over time. I don't know why, but if it's a series of bars it reminds me of Resistance: Fall of Man and Deus Ex: Human revolution.

I honestly don't understand why they would even change this. It's one of those small little micro-changes that doesn't really change anything. Changing for the sake of change. The system is almost identical. Will there still be three different herb types that when combined give you more overall health? It will be more quantifiable with this, if that is still indeed the case.

CardinalPiggles:
If you're still hoping they bring back the survival horror nature of the earlier titles in this series, then you're clearly being overly optimistic.

Enjoy it for what it is, or don't buy a Resident Evil game ever again, it's that simple.

Captcha: market forces - Indeed.

It's so tricky for companies to judge how to handle games in a series. If they don't change anything, critics and gamers alike attack it for doing what the last game did. If they change it too much, critics and gamers attack it for not carrying on the traditions of the previous games. I don't know about you, but if they keep the old traditions and make a new story and new locations, I don't personally see it as problematic. That said, I have mostly enjoyed every RE game to date, even if it wasn't for the same reasons as I enjoyed the previous games in the series.

Waaghpowa:

FantomOmega:
Example:
image

Your example is perfect and it baffles me that nobody uses it. Bunch of pricks.

I'm fairly certain that this kind of health-system was used in Mass Effect 3, though it had a regenerating shield/barrier on top of that as well, but still.

But on the topic itself: I'm guessing that this kind of system can work well in a survival-"horror" game, like if it only regenerates rather slowly as someone above me suggested.

If you're still hoping they bring back the survival horror nature of the earlier titles in this series, then you're clearly being overly optimistic.

Enjoy it for what it is, or don't buy a Resident Evil game ever again, it's that simple.

Captcha: market forces - Indeed.

Doesn't it kind of depend *how fast* it regenerates too? I mean, if it just zips back up, it might seem a bit odd, but if it takes you a couple of minutes to fully recharge your last block while undead horrors are bearing down on you...I'd say that would add to the tension, while still giving you that last fighting chance to regroup.

Mind you, I don't play a lot of survival horror, so my opinion is coming through a slightly different lens, I expect.

Sounds stupid. Can we turn it off?

-I'm not even a hardcore enthusiast or anything but rejenerating health in Resident Evil just sounds dirty and wrong. Not that it couldn't be in there at all, if we were playing as Wesker or some sort of B.O.W. I could see it happening. But just handing it out to everyone takes whatever weight it might have had out of the game.

So it sounds like a portion of the aspect of Far Cry 2s health system (forgive me if other games do it to, this was the most recent[10 minutes ago] I played that used it). That may be the best way to do regenerating health and Far Cry had a brutally realistic health system but I dunno if it suits a horror game. At least not the aspect they took. If you had to get to cover and pull a bullet out of your arm in a couple of seconds like in Far Cry 2 then that could get pretty scary I imagine.

But really I havn't cared about the Resident Evil series since number 4 or before that either, so my opinion doesn't really matter here. in fact, I don't really care if the game does turn into a full on shooter.

John Funk:
Some will laud this change as a desperately needed modernization that the series has needed for some time...

Actually the desperately needed modernization that this series needs would be improved writing. While it may not be up there with AAA shooters (nor is its playstle well suited for multiplayer) the gameplay in RE4 was a dramatic improvement over its predecessors and IMO that's enough. The story however is another matter as RE4 was just as pants-on-head retarded as every RE game that came before it and every one that's come out since. Seriously, the people who do the writing for this series suck at their jobs.

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