Resident Evil 9 should double on an underutilized weapon type

The Resident evil Games have long been defined by their weapons, article management and careful resource balance. One tool that has remained stubbornly underdeveloped over most items is Melee weapons. The knife, for example, is usually available as a defensive alternative, and a desperate swipe for a player to free himself from danger before returning to firearms. Also games like Resident Evil 4 remakethat added sustainability and parrying mechanics, still treats melee as secondary.

IN Resident Evil 9Capcom has an opportunity to completely change that dynamic, not by replacing weapons, but by making melee an equally considered and versatile part of the survival tool kit. Therefore, build a more dynamic melee system can add depth to exploration, strategy and combat flow. For starters, even something as little as cleansing for different melee weapons as machines and pipes, each with distinct animations, situational uses and injury profiles, adds so much structure to the game.

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Predict a resident evil 9 reveal windows

Resident Evil 9 is still difficult to capture, but by looking at Capcom's previous designs it may be possible to limit a revealing window.

Melee -Weapons must have a purpose in Resident Evil

Right now, knives in Resident evil Available mainly to delay an inevitable transhipment, and there is no clear purpose for them. They are just panic buttons, but Resident Evil 9 Can revolutionize this by introducing endurance or momentum system bound to melee use. Perhaps something there to beat an enemy with a well -timed heavy swing can distort them and open up tactical benefits without burning through Ammo. Similarly, easy, fast strikes may be useful against swarms of smaller enemies.

A meaningful risk balance is necessary in Resident Evil

The idea is to get melee weapons impaired realistic when used to stagna enemies and certainly not snap directly as Re4r Knife – The weapons should instead gradually lose efficiency unless they are maintained or replaced. In this way, players would have to weigh the advantage of saving ammunition versus the cost of wearing a critical tool. Similarly, heavy weapons can be slower and leave players exposed, and lightweight tools should preferably be made to have range or power constraints. No single melee weapon should be a catch response, and it should ideally be balanced to maintain balance with each.

Resident evilEnemy design would also need to develop together with this system. Some enemies could react aggressively to melee and force players to mix tactics. Others can only be vulnerable to specific melee conditions; For example, armor enemies may require blunt power before the shot becomes effective. To get the enemies to respect the Melee battle as they react to bullet weapons would complete the mechanical loop and raise melee from a single urgent reflection to a deliberate, skillful option for players.

Lessons Resident Evil 9 should take from other horror games

Games like The last of us Have proven that Melee can supplement the scare of survival without undermining it, and the industry has seen first that well -designed melee is not about overpowering the player but rather giving them more options to survive creatively. IN TlouFor example, resourceful use of melee weapons (considering sustainability, animation rate and whether it is a leaf or blunt weapon) completely changes a struggle without reducing the tension. In addition, another under -utilization under -utilized Resident Evil 9 The Court Purse is to integrate Smart Melee use into environmental exploration more often.

The franchise has sometimes flirted with environmental tools before. Such as moira in Revelations 2 uses a crowbar for both battle and unlocks certain doors, and Ethan's roda weapons in Resident evil Village Provides a melee fallback with real weight. Re9 Can take this further while using under -utilized melee weapons such as fire axes or machines to tear doors, open block roads and solve environmental spa while you go the extra mile. This would bind Resident evil Melee weapons in DNA for progression, objects and roadmen and even puzzle solution. Not only would it develop the game like Katana in Revelations 2 or Joe's Gauntlets in Re7The end of Zoe DLC did, but it would also strengthen themes for desperation, improvisation and survival, the elements that define the best items in the series.

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