Resident Evil & The Horror of Saving as a Limited Resource

in #gaming5 years ago

I recently started playing the Resident Evil games, starting with the HD Remake of the first installment in the series. The game is often discussed as a great example of survival horror, and most of its qualities have been thoroughly discussed. That's why I want to take the approach I did for my Mario Odyssey article and focus on something specific I thought was interesting about the game: The fact that there is a cost to saving, that keeping your progress is a finite resource.

Running out of Ink

Resident Evil is possibly the biggest horror franchise in all of videogames. The first game didn't just define what the rest of the franchise would look like, but had an effect on the genre as a whole. One of the cornerstones of this survival horror classic is limited resources. There are only a finite amount of healing items and bullets, and only a few spots of inventory space to keep them in. I was aware of that, but I wasn't aware of one other resource the game limited.

In their journey to escape the zombie-infested mansion, Jill or Chris - depending on who you picked to play as - need to use typewriters to save their progress. But it's not as simple as approaching a typewriter and hitting the button; you actually need to use an Ink Ribbon to use the typewriter. And Ink Ribbons are a resource you need to find, put in your inventory and take with you just like bullets and healing items. And once you've used them, they're gone.

This idea really caught me off guard. I've seen games that reduce your ranking if you save, or games that have a super hard mode with finite save points like LISA: The Painful, but never a game that requires you to use a specific finite item for each time you save.

Inky Black Horror

Limited resources have a way of building the tension. You don't want to waste all your bullets, but being too stingy will just get you injured or slow you down a lot. It's the same for healing items, and in this case, for the Ink Ribbons as well. Waste too many Ink Ribbons and you'll have to go long periods of time without saving until you find more... but if you're too stingy and wait a long time before you save, you'll lose significant progress if you run into trouble and die. I both loved and hated this idea.

People with a passion for videogames often declare that the best games communicate their atmosphere or aesthetic with their mechanics, not just their presentation. To clarify, for example, a horror game shouldn't just be scary because it looks and sounds frightening - playing it should be a frightening experience in and of itself due to how the game actually works. The limited Ink Ribbons definitely made playing the game a lot scarier because every enemy was now a huge threat to my progress. In one of my streams of the game I ended up stuck for a few hours and wasted too many Ink Ribbons on small bits of progress - I ended up having to cross two new areas filled with new enemies before I could finally save, and that hour of excitement was one of the scariest experiences I've ever had with a videogame. Because your progress hangs in the balance, you need to be twice as careful about your other resources and be intimately familiar with the layout of each area - and even that won't protect you entirely, because some rooms in the mansion change over time.

Good ideas and effective scares, however, can eventually turn into mere frustrations when you're exposed to them too often. We saw a bit of this in Silence of the Sleep, where a certain frightening monster appeared so often and reset your progress so often that it lost its impact and turned into an annoyance. The situation with the Ink Ribbons eventually became similar, though not quite as bad. You see, the fear that comes from limited Ink Ribbons is at its strongest when you haven't lost your progress yet. The true brilliance of the idea shines in those moments of tension where you decide to bite off just a bit more and see if it pays off, or when you're desperately going from room to room with zombies on your case. But once you've actually died and lost your progress, the tension is released and replaced with frustration and disappointment. Now you have to retrace your steps, and though you're more efficient about it, it gets old fast if it happens multiple times.

The Ink Ribbons really are a double edged sword in this regard. Ideally you'd have a situation with the same tension, but not the resulting frustration, but there's no way to change the Ink Ribbons that would make that a reality. The fear of losing your progress and the frustration of losing your progress are two sides of the same coin. If you died and you didn't lose your progress, then the tension wouldn't be there, but the fact that you do lose your progress inevitably leads to frustration and repetition. As a designer, a possible middle ground I could suggest is that the Ink Ribbons are required to save major story progress, but minor things like killing zombies and gaining resources are preserved. Of course, this could easily be exploited and break the game, so I understand why they didn't go for that.

All in all, Ink Ribbons really increase the tension and really put the survival AND horror in "survival horror." But having something as necessary and usually taken for granted as saving depend on a finite resource could be very frustrating for some people. The threat of losing progress is great for horror, but actually losing your progress can lead to repetition. I think how you feel about Ink Ribbons will ultimately come down to preference, but while it's a love-hate relationship for me, I love it more than I hate it because of the exciting experience it gave me. I'm excited to experience the rest of the Resident Evil franchise and see if the way resources are handled changes much throughout.
_

October's over, but I couldn't resist writing another article about a spooky game! Since I'm planning to do the whole franchise, you can probably expect more Resident Evil articles in the next few months. I hope you'll stick with me as I experience another series I missed out on. I want to thank the people on Steem again for all their support; you've made writing a lot more fun for me.

What do you think? Is it fair to have a function like saving your game depend on a finite in-game resource? Is that brilliant horror design or irritating artificial difficulty? Would love to hear your thoughts.

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Never played any Resident Evil games, but the save concept is interesting. I'd kinda support it since I don't like easy saves as I feel like being able to save quite often takes away a lot of the challenge of a game. I can see how it would get really frustrating to die when you'd just decided to wait to save the game though. Adding random elements so the same things don't repeat every time you reload the save would definitely help it feel less repetitive.

To people who save every single time they are in danger I can only quote the words of a wise man:

You cheated not only the game, but yourself.
You didn't grow.
You didn't improve.
You took a shortcut and gained nothing.
You experienced a hollow victory.
Nothing was risked and nothing was gained.
It's sad that you don't know the difference.

(love that quote, just had to throw it in there)

Thank you for your comment!

Yeah, it is a very cool idea! It was definitely hard for me to get used to, as a person with a habit of saving every five seconds just in case something happens. ;) And it would definitely be interesting to see how adding some random elements would change this concept. On the one hand, it removes the repetition and you could get lucky; on the other hand, you can't rely on your memory as much and you could get unlucky.

Love that quote~

I've actually never played Resident Evil. I've seen reviews by Angry Video Game Nerd lol Saving as a finite resource, oh man. I save continually, all the time. In Dragon Age, I'm always pausing, before a dragon fight, before a cutscene, after a cutscene. In swtor, it saves automatically, but you can still die and you have to start certain things over, but it saves progress. I am an obsessive saver, I suppose lol

Thank you for your comment!

If you're into survival, it might be worth trying out one of the Resident Evil games!
And yeah, I'm the same way - have to save constantly. Every time anything could possibly happen, I make a new save. That's why this game was so hard to get used to, especially near the start.

I noticed the thrill and horror of the limited saving of Resident Evil when we (Me, Brother and my Cousins) played Resident Evil 2 on PS1. We read on a guide that if you beat both scenarios with "S" ranking (or whatever the best rank was,) we'll unlock something.

That required playing the game without too few saves and every fight became more frightening in the runs we played trying to get that rank.

Good times~

Games should use limited saves more.

Hey, thanks for your comment!

I still need to try Resident Evil 2, but hearing how exciting it was, I'm looking forward to trying it! I can't say for sure if I'll try to go for an S rank, though. Just playing it on hard with the limited Ink Ribbons will be plenty scary for me. ;)

Yeah, they didn't have realistic graphics but horror PS1 games are shure scary (though I think RE1 is scarier than RE2.)


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Hi arjendesign,

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Hello Hello!

I can say that the movies are great, to my liking obviously but the game is better, not only for the quality but for how entertaining and exciting it is.

Greetings from Venezuela

Although I have never played Resident Evil I liked your passion to present this video game. Congratulations on the Curie vote and C-quared.
I also have to say that I loved @carn's comment. Kind regards @arjendesign

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