An interesting thought crossed my mind while playing Devil May Cry today.
Is it possible that BH4 retail included the idea of having enemies drop "money" because the game designers always felt the natural progression of the series was to have this feature? In Devil May Cry, enemies defeated drop blood, which is the equivalent to the "money" system of games. This is what allows you buy upgrades to your weapons, items to be used and other support items. Since the gameplay of Devil May Cry wasn't that significantly changed (apart from the beat 'em up design) from BIO4 DMC to retail, perhaps this feature was always intended to be in the conception of BH4, and would subsequently be included in BIO4 Fog/Castle and Hookman vers.?
Another thing I noticed, a little bit off the main discussion, is that the biggest trace of the BIO4 Devil May Cry in the retail product is the Blade enemy. It's not only the design (which strongly resemblances that of Hunters); it's the fast-moving action around it, and the safe approach to defeat this enemy (evading and shooting back while maintaining your distance) which give the vibe of what the BioHazard series was intended to evolve in a new console generation. Or at least, Kamiya's vision of it.
Is it possible that BH4 retail included the idea of having enemies drop "money" because the game designers always felt the natural progression of the series was to have this feature? In Devil May Cry, enemies defeated drop blood, which is the equivalent to the "money" system of games. This is what allows you buy upgrades to your weapons, items to be used and other support items. Since the gameplay of Devil May Cry wasn't that significantly changed (apart from the beat 'em up design) from BIO4 DMC to retail, perhaps this feature was always intended to be in the conception of BH4, and would subsequently be included in BIO4 Fog/Castle and Hookman vers.?
Another thing I noticed, a little bit off the main discussion, is that the biggest trace of the BIO4 Devil May Cry in the retail product is the Blade enemy. It's not only the design (which strongly resemblances that of Hunters); it's the fast-moving action around it, and the safe approach to defeat this enemy (evading and shooting back while maintaining your distance) which give the vibe of what the BioHazard series was intended to evolve in a new console generation. Or at least, Kamiya's vision of it.
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