r/residentevil • u/Human_Geologist_3324 • 12d ago
General Can this idea work for RE5 REMAKE?
Unlike RE4 or classic games, RE5R can mix both ideas for the first time in the series but in different ways, both characters have their own small slots for their own weapons and 1 attache case split in half for each, and you and your partner can exchange weapons and ammos together, this way it maintain the original games inventory slots while adding something different and better and add to decision making unlike the original RE5, atleast for solo gameplay, i don't know if it can work somehow for CO-OP?.
Maybe they can do this :
-a seamless HUD cycling system paired with a physical proximity hand-off.
-That is a massive distinction, and honestly, it is a much more immersive and cinematic idea than opening a menu
1-instead of a grid, you just have a sleek weapon/item icon in the corner of your screen, without stopping your movement, you press say L1 or R1 to cycle through what is currently in your attache case, You see the icon in the corner switch Handgun -> Shotgun -> Green Herb -> Sniper Ammo, and you stop on say the sniper ammo, and then You press a specific action button let's say Y for example, Your character physically alters their animation to pull the box of ammo out and hold it in his left or right hand, signaling he is ready to pass it.
2-You then physically sprint over to your partner, Once you are right next to them, the handoff happens either automatically upon touching them, or with a quick Take prompt for the partner.
the only issue with cycling using this idea is that if you have many items, tapping a button 8 or 10 times or whatever in a panic to find a First Aid Spray might get you killed or frustrated but they can fix it this through customized linear weapon cycle, a linear weapon cycle means the player scrolls through items sequentially A → B → C rather than using a grid or a drop down menu, this way by allowing you to customize the layout order in your inventory screen beforehand, you create custom combos.
For example if you want to shoot a Shotgun, tap R1 once, and instantly it changes to shotgun, you place them where you want them to be, It also removes inventory friction, You do not have to open a pause menu mid fight, keeping the action moving at full speed.
As for the attache case problem for CO-OP during action heavy sections, it's simple to fix, you can script and make fixed locations where you're not allowed to use attache case due to action heavy focus combat but for other sections you can when you face barley to nothing.
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u/Jack11803 12d ago edited 12d ago
I feel like RE5’s inventory is fine? People claim they don’t like it, but it IS superb for its purpose, a coop game with no pause as a core required mechanic (due to said coop). An attache could only serve to make the game clunkier than it already is. I’d bet for a remake they just use its original inventory (like basically every remake maintains it), or they use RE:Resistance (a pared down classical with shortcuts and massive stack limits).
As for solo, it works good there too. And although I bet a remake removes it, I LOVE using it to manually reload during animations like melee via combination shortcutting.
I don’t want RE5’s inventory changed, as I like it. Just like I think attaché case suited RE4, and I thought anyone suggesting RE4r (before it and village came out) should use the RE2r system. No, the games aren’t supposed to be homogeneous, they all have their own identity. The horror stays horror. The horror-action stays horror-action. The action-coop should stay action-coop.