Zombies, guns, and badass protagonists define a lot of highlights in Capcom's Resident Evil. After all, it's Resident Evil that catapulted the survival-horror genre to its popularity. Moreover, it's also the same franchise that tried and tested mechanics that would eventually form the hallmark of its game series. As such, Resident Evil fans survived through puzzles, painstakingly-difficult bosses, and terrifying hordes of zombies across even main series titles.

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Likewise, fans of the series will likely have their most memorable times playing the survival-horror franchise. Moreover, it's thanks to Resident Evil's unique game mechanics that help set itself apart from its survival-horror peers. However, Resident Evil also has a fair share of mechanics that make the allure of some games a bit questionable for series regulars. Just which of these mechanics made Resident Evil such a stellar entry in the survival-horror genre - good or bad?

10 Great Mechanic: Limited Inventory

Despite fan contention, the franchise's limited inventory mechanic did define an appealing aspect of its survival horror theme. The efficiency of this design choice especially helped earlier titles evoke their signature dread. After all, managing an extremely limited item bag meant choosing weapons, ammo, and healing items carefully.

In games like Resident Evil 4, players can only place items within a certain item bag grid (a la Diablo). More recent titles try to spice this concept with the addition of item pouches and backpacks in hidden locations that adds inventory space. However, would players really risk wasting ammo on mobs of zombies to explore the game for extra bag space?

9 Bad Gameplay: Too Many Zombies

Hardcore fans of the series know Resident Evil can't possibly have "too many zombies." However, too many zombies may ruin immersion for a lot of players. For instance, Resident Evil 6 did attempt to balance survival and horror with scarce ammo and zombie waves. Unfortunately, this particular game may have gone overboard with zombies. As such, RE 6 felt more like a zombie shooter instead of a survival horror title.

What makes early Resident Evil titles work lies in how the game "scares" players whenever they go into new areas with limited ammo. In fact, chances are, they won't encounter many zombies. However, when they do, they need to conserve ammo properly. As such, earlier titles evoke that sense of dread properly with this careful scarcity-versus-zombies balance.

8 Great Mechanic: Typewriter, Ink Ribbons

Hardcore Resident Evil fans fondly remember the game's signature typewriter and ink ribbons. Most titles in the franchise use typewriters to indicate save points, adding greatly to the game's immersive factor. Moreover, earlier games included limited Ink Ribbons that players had to carry to save the game. This caveat meant players had to choose when they save and become more "responsible" with their health and resources - adding more pressure and "realism" to its survival horror theme.

Typewriters remain in most of the franchise's modern titles. However, Capcom removed Ink Ribbons in the majority of the other games due to difficulty and gameplay constraints. Other titles do have the Ink Ribbon option in higher difficulties.

7 Bad Gameplay: Co-Op

Interestingly, Resident Evil also made an attempt to incorporate cooperative elements in some of its titles. Some think this serves as a great way to spice up gameplay mechanics. For others, it's a great way to feel a sense of companionship with a person or AI. Other games heavily incorporate cooperative AI into its gameplay, like Resident Evil 5.

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Unfortunately, games like Operation Raccoon City just don't get to deliver the same "terror" when two teams of players are in a team deathmatch with zombies on the sidelines. Granted, Operation Raccoon City's overall cooperative elements have some high points... if it's not a Resident Evil title. Unfortunately, if its "great" cooperative mechanics don't work to scare players in a survival horror game, then it may not be the best gameplay element around.

6 Great Mechanic: Herbs

Herbs, alongside Typewriters, remain signature elements to the Resident Evil "aesthetic." Whereas other games had potions as healing items, Resident Evil games made use of Herbs in different colors to heal players. Moreover, a central mechanic in the game involves mixing Herbs to produce more potent healing items.

Interestingly, eagle-eyed players might also notice that Herbs help develop the game's lore, as in-game information does tease that the Herbs have an in-game origin. As such, the franchise's Herbs prove in-game items can have both relevances to the lore and the way players interact with the game.

5 Bad Gameplay: Bio-Organic Weapons

Others may argue that Bio-Organic Weapons (BOWs) remain a key element in defining any Resident Evil game. In fact, the presence of a BOW in a Resident Evil title adds a lot of tension to its core survival horror premise. After all, zombies can only be killed with limited bullets - what more if they have a big boss?

However, not a lot of BOWs made an impact on the games. In most modern titles, BOWs just serve as mini-bosses, and bosses players need to defeat to finish a level. However, in classic titles such as Resident Evil 3: Nemesis, there's always the threat of an undefeatable enemy. Moreover, in the case of Resident Evil 3, Nemesis can appear from out of nowhere! Hopefully, new titles get to generate the same foreboding presence Nemesis gave. If not, fans might think BOWs just serve as random bosses.

4 Great Mechanic: Puzzles

Puzzles remain yet another contested gameplay mechanic in Resident Evil games. For instance, the Spencer Mansion in RE 1 seems unrealistic with all the random pieces needed to open doors, doesn't it? It's a good thing Resident Evil isn't real!

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Kidding aside, puzzles serve as a great "nudge" for players to continue exploring the game's levels. After all, aside from the general objective of "investigate this" or "find a way out of this," players are left without instructions. Puzzles motivate players to explore the main game area, find better items and master the game's mechanics in a natural way.

3 Bad Gameplay:  Shifting Movement Mechanics

Everything counts in survival horror, including movement. In Resident Evil, the way characters move define exploration. As such, a lot of players argue that it's the movement that presents a huge part of the survival horror presentation in the game. For instance, both fixed angles in early titles and Resident Evil 4's "no-strafe-while-shooting" mechanic add a lot to the central tension and motivation to survive.

Unfortunately, too many changes in the movement do remove an integral part of any Resident Evil game's identity. Moreover, given how Resident Evil 8 will continue the new trend going into first-person gameplay means players can't rely on movement as a gameplay element that defines the series.

2 Great Mechanic: Door Mechanics

Transitions work as a great way to help audiences get a breather in between parts of a story. Whereas books have chapter breaks, Resident Evil has both cutscenes and door mechanics. In early Resident Evil titles, doors - as well as trapdoors and staircases - have animations. As such, they serve as "loading screens" into the next area. In addition, door mechanics serve as great transitions into new scenes. However, they also give players a split-second to prepare for an infested room.

However, where this mechanic shines is in Resident Evil 3. Given Nemesis and his constant presence (and stalking) in Raccoon City, there's no way to tell whether opening a door leads into an encounter with Nemesis. Moreover, aside from being great transitions, door mechanics in early games build tension efficiently.

1 Bad Gameplay: Quick-Time Events

When Resident Evil 4 first introduced Quick-Time Events (QTEs), players felt like they're fighting two enemies. Aside from the game's Ganado-type zombies, players might feel they're fighting against the game. After all, QTEs in cutscenes meant players need to always stay on top of their game lest Leon suddenly dies in a mission.

Unfortunately, this also meant players didn't have any breaks to appreciate the story to its fullest or even just take a break. Of all mechanics in modern Resident Evil titles, perhaps a majority of its players don't appreciate QTEs. Aside from breaking immersion with their bright button prompts, QTEs make Resident Evil feel more of an action series than a survival-horror franchise.

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