Just a Typewriter? How Can You Say That?!

October 4th, 2008

With the recent announcement that Resident Evil 5 will no longer include the typewriter save points I was a little surprised to realize that I cared.  Seriously, it’s a save point.  What possible impact could that have on the game play?  I mean, it’s not like, I’ll miss… a typewriter, right?

I remember my first Resident Evil: RE3… poor Jill didn’t stand a chance against those evil zombies in her tube top and miniskirt and her only solace was that strange safe room where she could record her progress… seriously, it gave me, I mean her, a chance to catch her breath between wandering through the streets of Racoon City amidst the eerie moans of the undead looking for fire hoses and various handles.

So this brings the question, can something as simple as a goofy save point really make a big difference in game play?

A new system described by 1UP as “a combination of checkpoints and chapters” may set a completely different method of pacing the game. After seeing the contrast between RE3’s clunky survival horror and the action-packed 2-person shooter that was RE4, I imagine that a new style of pacing will add to the game-play keeping a steadier flow of action for RE5.

But… something about it doesn’t feel right.

When I first realized that you save your progress by typing what you’ve done and somehow that was supposed to give you a magical do-over, I thought it was pretty cheesy.  But as time went on it became one of those charming little things that made the game feel a little more personal and memorable.  Like many gamers, I dislike change and feel betrayed when something comforting that I expect is taken away. I still feel accomplished whenever Link holds up an item proudly and that satisfying sound echos the greatness of my deeds.  And no, I didn’t like the Final Fantasy movie because it lacked key elements like moogles and chocobos.

But those game series take place in beautiful fantasy worlds that with any luck will never change. Games like the RE series are meant to set themselves apart and disturb us—because on some small level you may find some if it plausible.  (I know I’ve given a zombie outbreak a lot of thought… and I’m not alone.  I have it on good authority that most cyHUD writers have a zombie survival plan.)  And as games get more realistic there is more and more of a demand to make the entire experience feel “real.”  Magic health packs and typewriters that give you a second chance become increasingly harder to swallow in games that are so realistic and immersive in other aspects.  These kinda of elements break the fantasy right away and can detract for the overall experience.

So while I struggle through any type of change kicking and screaming, I accept that there are good reasons for a series to grow up… and perhaps I can learn to grow up too… just don’t stop giving us awesome god modes with unlimited rocket launchers, otherwise I guess I’ll have to start smoking to calm the shakes.

-Jenni Chasteen

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2 Comments on Just a Typewriter? How Can You Say That?!

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  1. Naomi Holland Says:

    Fantastic article post. Great.

    [Reply]

  2. Hadley Specht Says:

    Thank you ever so for you blog.Really looking forward to read more. Awesome.

    [Reply]

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