1. Slow moving zombies. Yes, they'd be brutally easy to kill with the behind the shoulder POV, but you can remedy that by making vast, endless hoards of them. Computer technology in this day and age will be able to handle this. Force the player to evade and survive rather than shoot and collect. If they spend too long in one area load up some more zombies to chase them around.
2. Keep the Duo cooperative dynamic. Its more fun with a friend.
3. Puzzles - i am not sure i am a fan of the old style puzzles personally, but creating realistic situations that require practical problem solving would be cool in my book. (ex: need to find c4 to blow up a door, need to rescue scientist to gain access to lab, etc). Stay away from the goofy Myst-like puzzles in the original games.
4. More environmental hazards. Have the lights go out while your in the middle of a zombie hoard, or the room floods and you have to escape underwater. Anything that will spice up the formula.
5. The 'No Fail' approach to gaming. This is a general trend in gaming, but dying rarely has a consequence any more. You die and you reload from the same spot and try again. The traditional RE games added stress because you didn't feel safe until you found that saferoom-save spot. I don't know how you incorporate this into today's generation of games, but there needs to be a consequence to dying. Difficultly adds stress which amplifies the game's overall atmosphere.
2. Keep the Duo cooperative dynamic. Its more fun with a friend.
3. Puzzles - i am not sure i am a fan of the old style puzzles personally, but creating realistic situations that require practical problem solving would be cool in my book. (ex: need to find c4 to blow up a door, need to rescue scientist to gain access to lab, etc). Stay away from the goofy Myst-like puzzles in the original games.
4. More environmental hazards. Have the lights go out while your in the middle of a zombie hoard, or the room floods and you have to escape underwater. Anything that will spice up the formula.
5. The 'No Fail' approach to gaming. This is a general trend in gaming, but dying rarely has a consequence any more. You die and you reload from the same spot and try again. The traditional RE games added stress because you didn't feel safe until you found that saferoom-save spot. I don't know how you incorporate this into today's generation of games, but there needs to be a consequence to dying. Difficultly adds stress which amplifies the game's overall atmosphere.
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