When gameplay and narrative get along.
::The below was written by GregaMan for the Capcom Unity blog::
Hey guys: remember Resident Evil on the original PlayStation? Let’s talk about it.
In its time, Resident Evil was considered groundbreaking for placing both player and character in a highly restrictive scenario with very true-to-life rules and consequences. Characters—and players—were required to keep track of and maintain supply of their ammunition, healing items, and more as though they were real-life commodities. It may be hard now in this age of narrative-driven, realistic games to fathom that that was ever a remarkable thing, but remember that RE came at the tail end of an age where virtually all video games were action platformers instilled with zany dream-world logic, where items were intangible icons obtained by running full-speed at them and bullets were giant yellow balls that spewed endlessly from your guns with perfect, unwavering trajectory and impossibly fast firing rates.