BeatTheGG
The true last hope.
Now that would be interesting.Imagine if you will (for those that have played P.T.) entering the first door, gun holstered, creeping around the place in a cautious and alert shuffle. Only taking out your weapon when you need it more of a toggle like the first resident evils had. Adding more melee elements and having the ability to use more of your local surroundings to aid you (cracking vases on zombie heads, throwing chairs, lifting up tables to add space between you and your enemy, really making the game about survival not putting ammo caches and enemies dropping bullets randomly. I think a game like that would be what the resident evil series needs. At that point they really wouldn't need abstract over the top enemies to face....the straight horror of zombies and zombie dogs alone would become a fight for life. You could create a much more immersive story that way also I believe.
I've always thought about how RE would implement the environment for survival purposes. The game I've sort of created in my head has this idea of running out of bullets and having to resort to picking up something like, an old stereo or television set for a quick make or break scenario. It's something that can't be inventoried and will break once used. You have the option of waiting for the zombie to close in so you have a sure fire way of cracking it over its head, yet you run the risk of it biting you first -which is a high possibility since it would probably have a delayed response from the sheer weight- and you missing that opportunity forever because once it falls, it brakes. Or you could wait until it's within throwing range and chuck that sucker at em. This would have an even bigger delay since it takes a lot of energy to chuck something that heavy.