Much has been made about the fixed camera angles, and pre-rendered backgrounds, and yes these things do make the game seem dated, associated with a fixed time and place in the history of gaming. But ... and equally, these stylistic choices contribute to a cinematic flare within the game. I'm not sure I've ever seen a game use cinematography to such a degree and it contributes immensely to the atmosphere. Several of the camera angles employed in various areas are positively twisted and unsettling. When taking this into consideration this actually does lend the game a timeless sort of quality.
I also love that this is a game with stakes. The ability to save is doled out stingily on an infrequent basis. Ammo management is always an issue. And the game is brutal. I don't mean that it's brutally difficult, mind but rather brutal in the sense that it tells the player in no uncertain terms, "I could care less whether you live or die. Deal with it" Especially early on, I could see situations occurring in which it was impossible to continue on due to lack of proper resources. And when you do die, there's no "do you wish to continue from your last save" or anything like that. No it kicks you out to the title screen. "Fuck you. Get out of my house" And I really dig that. Somehow it contributes to a feeling that you are just a minor pawn swept up in events that are beyond your control, and the best possible outcome is to simply make it out alive. Survival horror indeed. It's like the gameplay equivalent of listening to a Cryptopsy album. With the lights off. In a fetid mouldering dungeon.
I'm less in love with the endless loading screens and somewhat bizarre inventory management systems, but I do understand the choices (I think). The loading screens do actually help ratchet up the tension a bit via stretching out that, "OMG what's behind this door" moment, and in this capacity it was actually a very clever concession to the technology limitations of the time. Hey, pre-rendered backgrounds are going to take a while to load. I get it. But after a while ... it's just more and more waiting to actually play the game. Hrmph. The inventory management ... well I feel like it could have been handled better, but it is survival horror (and one of the progenitors no less) and I understand that you're supposed to feel a bit lost and always short on supplies.
I'll probably sum up my thoughts a bit better when I finish it, but I (think) I'm most of the way through Jill's journey, and haven't started the Chis segment yet, so I still have a while to go.
Also ... Barry sounds like they phoned up Adam West and just had him read lines with no context or direction whatsoever. That's not necessarily a dig.
