Capcom & Replayability

I’ve been on a big Capcom kick lately. From finally playing the Resident Evil 3 remake to falling back into the Monster Hunter grind to finishing Devil May Cry 5 just a few nights ago, it’s been a very Capcom filled couple of months. After finishing DMC 5, I was met with a familiar scene, a sort of Capcom special, a long list of costume unlocks, new difficulty modes, and perks for starting up another playthrough of the game. Replayability always comes to mind when I think of a Capcom game. They seem to specialize in shorter games that incentive players to play through them multiple times. This can be seen in all of their major series, but most interesting is how each one offers a different reason to replay a game. So here’s a breakdown of four of Capcom’s most well known series and what they offer for players who just want to keep on playing them.

Megaman / Megaman X

The Megaman series debuted on the NES and was one of Capcom’s first console games successes. This is due, in no small part, to the introduction of the level select screen. In the days of linear platformers like Super Mario Bros and Castlevania, being able to choose the order you completed levels in was a very innovative idea. It’s a small amount of freedom to the player, but it helped the series standout so much from other games on the system. Add to it the fact that defeating a boss grants you their weapon, which other bosses will be weak or resistant to, and you have a system that encourages experimentation from the player. You could go with the recommended order for the easiest time, or you could go your own way and see what you can discover.

When the SNES came out, Capcom reimagined the Megaman series as the Megaman X series. While the bones of the X series are the same skeleton of the classic series, the more serious tone of the game and some new additions breathed fresh air in the games’ lungs. The level select screen was back, but with the addition of armor parts, subtanks, and health upgrades (some of which you need the boss weapon from another level to grab) the player has more reason than ever to experiment with the order they complete levels. In the first X game, beating some bosses even create ripple effects on other levels, making them easier to traverse and beat.

Resident Evil

Capcom helped Sony introduce the original Playstation with a brand new IP: Resident Evil—a foundational game in the survival-horror genre. I’ve been a fan of the series ever since playing Resident Evil 4 a few years ago and that was my first real taste of Capcom’s recipe for replayability. After beating the main story, you will unlock Mercenaries mode, a more arcade-like horde shooter, and the Separate Ways campaign, a shorter play-through as Ada Wong who’s story parallels Leon’s throughout the game. Complete these unlocks characters for Mercenaries mode and outfits and weapons to be used in the main campaign like the suit of armor that makes Ashley invincible to enemies and the Chicago Typewriter, a tommy gun with infinite ammo.

But RE4 wasn’t where the series focus on replayability started, it’s just the first in the series I played. Additional customs and weapons to use during the main campaign have been offered in every game since the first installment, but the earlier games offered more than that to encourage players to play the games again. Both Resident Evil and Resident Evil 2 offered two different characters to play as, both with different attributes and scenarios that happen in the story. While the overall games’ structure and story remains the same, it’s a nice little incentive to do another playthrough since things won’t be exactly the same and can offer a different experience. 

Devil May Cry

The Devil May Cry series’ approach to replayability is a lot like Resident Evil’s, but instead of unlocking new costumes and weapons, you unlock higher difficulties to play the game on. This works well because the combat in the DMC games is very intricate, varied, and very open to expression. The player is rated at the end of each chapter based on how well they played, which encourages practitioning and replaying in itself, and players who push themselves to get better at the game will welcome the higher difficulties unlock to test their skill. Starting with DMC 3, Capcom created a difficulty mode named Heaven or Hell where Dante will die in a single hit, but so will every enemy. This is such an interesting take on difficulty because it’s such a high risk/high reward style of gameplay. Later games would introduce a variant on this mode called Hell or Hell for the truly masochistic players, where the player character dies in one hit, but enemies take normal damage. 

Monster Hunter

Lastly we come to the Monster Hunter series, which is probably my favorite series of Capcom’s. The Monster Hunter game shares some DNA with the Devil May Cry series in the sense that the combat is extremely deep and nuanced. On top of that, there are over a dozen weapons in Monster Hunter World and Generations Ultimate (the two newest games in the series and the ones I have the most experience with) and all of them play very differently. A player could spend countless hours learning the differences and intricacies of each weapon type. 

But by far the biggest reason a Monster Hunter game is such a replayable one is because the core gameplay loop is such an iterative one. Any game in the series is about getting a little better after each and every hunt. The core loop is simple: fight giant dragons and dinosaurs to get item drops to make into better gear and weapons so you can fight even bigger monsters. Since there is no leveling system in the game, acquiring new gear is the only way to increase your attack and defense stats. But the only true way to get better at a game in the series, however, is to just learn it. Things like the correct items to bring on a hunt, a monster’s attack patterns, what needs to be broken to get certain item drops, all need to be learned by the player and this is the real reason why the series is so replayable. It rewards the player based on how much they themselves put into it.

These are just the Capcom series I’m familiar with too. I hear they have some fun incentives to replay games in the Onimusha series, but I haven’t completed any of those, and they also make the Street Fighter series which, similar to Monster Hunter, has many characters and extremely deep combat that takes forever to learn and master. Capcom’s focus on shorter, but more replayable titles seems to be a core focus of the company and it’s one I respect and appreciate highly. As I grow older, my time becomes more and more limited, so the longer a game is, the less eager I am to replay it—even games like Breath of the Wild and Persona 5, which I absolutely love, paralyze me when I think of replaying them. But a short campaign like the Resident Evil 2 remake or a game broken in bite size chunks like Monster Hunter are much easier to run through again. There’s a strength in offering a shorter, more concise experience and earning the closure of finishing a game quickly over an arduous journey spanning dozens to hundreds of hours sometimes.

Resident Evil 4 & 3rd Person Controls

The first Resident Evil game I ever played was Resident Evil 4. I first played it to completion little over two years ago and I fell instantly in love with it. The gameplay was intense and powerful, the story was campy and dumb in the best way, and even the briefcase menu screen made inventory management fun. I knew the game’s place in history and how it changed up the formula from previous Resident Evil games at the time, but it wasn’t until I played those earlier games that I understood how different, but oddly similar, the fourth game in the series was to its kin. And all it took was a simple change in the camera.

Resident Evil 4 was the first mainline game in the series to abandon the fixed camera angles in favor of an over-the-shoulder 3rd person camera. And, while every game in the series previous was a mix of action and horror, Resident Evil 4 focused much more on the action side of the gameplay, being mainly a 3rd person shooter and leaving much of the survival horror aspects of the series behind. There are still effective moments of horror in the game like the Regenerator enemies the sewer section with the invisible bug creatures, but the game focuses much more on action and tension created by the relentlessness of the enemies. I think the shift in the camera is the culprit for this gameplay and tonal shift. 

In the early Resident Evil games, each room, hallway, and staircase had a fixed camera, or multiple, to show the area. They could not be moved in any way and were mostly implemented due to hardware limitations. But the designers discovered an interesting side effect from the restrictive camera system: claustrophobia. With the limited view and narrow level design, the early games instill a sense of tightness in the player, a sense of being trapped and not knowing what to expect in upcoming areas. The camera in Resident Evil 4 is used to create a similar feeling, but by different means.

The camera in Resident Evil 4 hangs just behind Leon’s shoulder, following behind him as he explores the decrepit Spanish village. Even though the camera can be moved around, its movement is smartly locked in a certain degree of movement where Leon is facing. This still limits the view on the player, especially with Leon’s model taking up quite a bit of the screen. With this restriction, the game still has a sense of tightness and claustrophobia to it, even with its much more open level design. You never know when a village is shuffling up behind you or even just outside your peripheral vision. Many modern 3rd person shooters like Control offer a free camera, able to look any direction regardless of where the character is facing, but this just wouldn’t have worked for Resident Evil 4

At its core, Resident Evil 4 is still a horror game, even though it focuses more on action. Without the dank, cramped environments of the previous games to provide scares, Resident Evil 4 uses complete relentlessness. When in combat, there are many enemies coming from all sides. The limited camera makes it impossible to keep track of all enemies at once and this allows them to sneak up out of view and grab Leon unexpectedly. The developers know this too and use it to apply stress to the player, having enemies come at you from all angles. Often you will be backing away from an approaching village right into the hands of another. Every combat encounter turns into a balance act of killing the enemies in front of you while also keeping mental tallies on any you know who are coming near and keep your distance from them all. 

Besides hounding Leon from all directions, the enemies have been designed around the new camera in other ways. The villagers are typically slow moving to accommodate the narrow camera and stiff tank controls, but they can jog in quick bursts to gain distance on Leon. They can close distance surprisingly fast if not tended to, but the game gives the player ways to deal with that. Enemies become stunned when they take enough damage, stopping to clutch their legs or head or wherever they’ve been shot. Shoot them in the legs enough and they become staggered, allowing Leon to roundhouse kick them. This is an important technique to learn because it not only does damage and can hit multiple enemies, but it gives you invincibility frames and sends the enemies flying back. An up close blast from a shotgun also knocks enemies a good distance, granting you a little bit of breathing room and precious seconds to assess the situation and make a plan.

The majority of enemies are melee, with a few having ranged weaponry or tossing their axes or sickles at you from afar. You would think that in a 3rd person shooter, most enemies would also be armed with guns. This is indeed the case for most games in the genre, but those types of enemies would not have worked in Resident Evil 4. While the combat can be hectic, with snap decisions needed in the heat of a fight, the camera and controls give the shooting a more slow-paced and methodical feel. With the enemies being slow and having to reach Leon first to damage him, the player has plenty of time to focus the camera where it needs to be, to run to spot where they are safe enough to stop and shoot, to even dash past enemies if they are overwhelmed, low on ammo, or just don’t to waste the bullets to fight.

Resident Evil 4’s combat is some of the best out there, especially for an over-the shoulder camera system. It not only shaped action games at the time, but its influence can still be felt today. Take the 2018 God of War. The camera is as close to Kratos in that game as it is to Leon in Resident Evil 4, but the latter is a methodical shooter while God of War is a fast paced hack and slash. The camera’s closeness to Kratos never felt like it worked as well as it should. The game constantly had to have immersion-breaking indicators and arrows pointing to enemies off screen or throwing range attacks. The game mitigates this a bit by limiting the enemies to face in individual encounters compared to other games in the series, but it doesn’t handle the shift in the camera perspective as well as Resident Evil 4 had over a decade earlier.

It must be frightening to design a new game in a series so radically different than its predecessors. It has to retain what fans loved about the earlier games and the new stuff has to be as good enough for players to enjoy immediately. This must be why Miyamoto spent the few months of Super Mario 64’s development perfecting Mario’s controls. Likewise, I think the Resident Evil 4 developers knew how important the new over-the-shoulder camera was to the game. They clearly designed everything around it and made sure everything worked well within the new camera system. 

It honestly blows my mind when people say they can’t play the game due to the camera or controls. Sure, the controls and camera can feel weird when you first start, but the game is so expertly crafted around them that you quickly get used to them. From the camera subtly creating a tight feeling to how the enemies are designed, the game perfectly utilizes the 3rd person perspective to heighten every minute of Resident Evil 4’s gameplay.

The other major complaint against the game: Ashley—that’s a whole other post there. Stay tuned.

Resident Evil (Remake) – Critical Miss #5

The Resident Evil remake for the Gamecube is an interesting case in video games. It’s one of the few game remakes that is widely considered to be just as good, if not better, than the original. The original game came out for the Playstation in 1996 and was a landmark title for the survival horror genre. The remake came out in 2002 and fined tuned the original game to near perfection while adding minor difference to surprise players of the original title. 

The Spencer mansion in which the majority of the game takes place is a giant puzzle box you solve from the inside out. The main gameplay loop of Resident Evil is exploring the mansion to find items or keys that open up new areas to explore. With this design, the mansion slowly blooms open. The game is very good at indirectly leading the player by limiting where they can go. In the opening, you only have a few rooms to explore before you find the sword key and then you have another limited amount of rooms to search until you find the next key or item for a puzzle that’ll unlock new areas. This heightens the sense that you are investigating the mansion and uncovering its terrible secrets as you play.

While some rooms in the mansion tend to blur together, like the multiple bathrooms or balconies, most are very distinct with different designs or set pieces. This is a smart way for the game to help the player remember where they might need to go in the late game when the entire mansion is open and sprawling. Another thing that helps lead the players in the late game is the map itself which always shows what rooms that all the items have been found in. If a room on the map is green, everything has been found. However, if a room is red that means something is still to be found and it’s worth a second look. This leads the player while backtracking throughout the game, which is something you’ll do a lot.

Two complaints I hear about the Resident Evil remake, after they made the original’s tank controls optional, are backtracking and the inventory management. With inventory management, I understand the complaints. Each character has limited item slots, six for Chris and eight for Jill, and that is the max number of items you can carry at a time. So If you find a room with an important item you need to progress but your inventory is full, you need to go back to a safe room with an item box to drop some stuff off before returning to the room to collect the item you need. While this can be very annoying, I personally liked the limited inventory. I’ve always had a soft spot for inventory management mechanics in game and I starting seeing it in Resident Evil as a puzzle in itself.

The backtracking never really bothered me either. The game is designed around by having the mansion interconnected with paths opening up that make traversing it rather easy. The games leaves it up to the player to learn these paths, which can be frustrating in the early game when the mansion isn’t completely etched into the player’s mind, but after a while they will be as familiar with the Spencer mansion as they are with their own home. The backtracking will ensure of this.

There are other areas of the game to explore besides the Spencer mansion. Throughout the game you will search through the courtyard and a guest house on the grounds, run through an aqueduct system with sharks and abandoned mines where the terrifying and tragic Lisa Trevor lives, and discover a secret Umbrella lab deep below the mansion. While none of these areas are bad, they never reach the heights of the mansion. They are much more linear in design and some, like the forested area or mines, tend to feel samey since they lack interesting set piece in rooms. 

Exploring and solving puzzles would be enough for other games, but Resident Evil is a survival horror game, which means there has to be something that threatens the player and forces them to be on edge throughout the game. Resident Evil does this by having the mansion and its surrounding areas be infested by zombies. The zombies themselves are not too scary, but it’s the mechanics around them that keep them threatening. 

There is limited ammo, healing items, and ink ribbons used for saving the game in Resident Evil. This leads to an internal struggle within the player every time they encounter a zombie: is it better to try and run past them, risking losing some health or leaving them in the same spot to have to be dealt with again, or is it better to use some ammo and kill them? There is never a right answer to this question.  Zombies that are killed will come back later in the game as more powerful Crimson Heads if their bodies are not burned, which is another thing to consider since the kerosene used to burn the bodies is limited. This keeps every encounter with an enemy interesting and tensions are kept high by introducing stronger enemies throughout the game, first with the Crimson Heads and then with the lizard-like Hunters.

But while each encounter with a zombie is interesting and it is consisting stressful to go up against a Hunter in the late game, that’s not the same as the game being scary. Tension was high in the early game when I tried to kill every zombie I came across, but after a while I learned to get around them by baiting their lunge animations. I killed any zombies in areas I knew I would be travelling through a lot, burning their bodies immediately after. By the end of the game, I had a surplus of ammo and heals so I started shooting everything I came across in the end game. 

I tend to see games in terms of mechanics which leads to horror games falling short for me. I often start to see games as their moving, mechanical parts instead of their wholes so the feeling of fear doesn’t stick with me that long. Resident Evil suffered from this. I wasn’t looking at it as a spooky survival horror game after a while but as a series of combat, inventory, and puzzle mechanics. But honestly, I loved my time with the game. The mechanics sewn into Resident Evil and the truly excellent level design still makes it a must play to this day.