Because if I didn't then you could fill your inventory whilst holding something, and then when you go to put that away you can't, forcing the player to do inventory management, something most games want to avoid.
It's quality of life.
If you stop carrying everything you can with you and start worrying about inventory management you won't need to backtrack so much.Then you have to explain to me the fun of back tracking to item boxes to pick up a key that you dump 20mins ago because there's no way of knowing what items you might need to progress next.
Horror games purposely want you to make decisions of what to take with you to make you uncomfortable with your limited space, it's all about making the situation more stressful.
I'm glad that the games tell you when a "key item" no longer has a purpose at least.
I don't understand why the weapon I currently hold is taking up space in my backpack or whatever holds things.
Well the difference between a weapon and a key item is that you can still deal with a situation without it.
If you didn't bring the shotgun you're not completely screwed out of progression- there are other ways you can deal with a problem. But if you didn't bring that crank, you have no choice but to go back and get that crank.
Not necessarily, depending on how the game handles equipable items, item stacking, item size etc.
You forget Resident Evil's have moments where a weapon opens a door.
Not necessarily, depending on how the game handles equipable items, item stacking, item size etc.
A lot of thought goes into (some) inventory systems.
You'll have to remind me which part because I don't remember ^^;
When it makes sense? Absolutely.
It makes sense in Resident Evil, so yeah.
It's a SURVIVAL horror, OP. Not a JRPG.
Both RE7 and now RE2 remake brought back this design and I'm sitting here wondering who the hell actually likes this?
Who actually likes running back and forth from item boxes to fetch a cog or a crank because there's no way of knowing what you need to progress next?
I think this post sums up how I feel about it.In a genre all about adding anxiety, tension and disempowering the player it works.
It doesn't seem like it is, based on this response, you also mentioned Fatal Frame earlier. I think it works in the RE titles that use it and it doesn't feel overused at all.I mean, Silent Hill is a survival horror too... Just saying, doesn't have to be a genre standard.
It adds challenge and atmosphere, forcing you to think about "Maybe I shouldn't be carrying the shotgun with me because I'm going to be going through this area" or "Maybe I don't need 3 sets of merged medical herbs on me at all times"Then you have to explain to me the fun of back tracking to item boxes to pick up a key that you dump 20mins ago because there's no way of knowing what items you might need to progress next.
With a lot of the items you have already crossed some locked door with an indication of the key look that is needed or some other puzzle type, so it's not always impossible to know what items to bring next. So mostly it goes "missing item needed" -> "missing item found", but of course not always in this order.Then you have to explain to me the fun of back tracking to item boxes to pick up a key that you dump 20mins ago because there's no way of knowing what items you might need to progress next.