America: The Godfather of Game Development
Chapter 302

All fear stems from insufficient firepower (3k)

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0kay----

Tony looked at the nightmare-inducing smile on the screen and nodded silently. "Now I understand why you acted that way."

Hawk sat to the side, casually scooping out ice cream from his bucket.

It's strange, even though I was still sitting in front of the TV, watching my cousin play reduced my fear by more than half.

With his cousin Tony, who was clearly bolder, joining them, the land clearing finally proceeded smoothly.

"Damn it, they were so scared they almost peed their pants, yet they still couldn't resist wanting to play. What kind of situation is this?"

Hawk pursed his lips helplessly, feeling as if he were committing some kind of self-torture.

Paying money to suffer? What kind of nonsense is this?

Oh, it seems there really is.

Extreme sports, you know.

"Hey? Where's Turning-Around Guy?"

Tony was directing Jill to continue investigating the mansion, but Hawk keenly noticed something unusual.

The Turning-Around Guy was just shot down by Barry (at least that's what the two brothers called him) is now nowhere to be found.

The two exchanged a glance, both seeing the shock in each other's eyes.

That guy was shot three times and Magnum still survived, and even managed to sneak away when they left?

"Gulp"

Hawk swallowed hard.

When he looked again at the cute little pistol in Jill's hand, any remaining sense of security he had felt vanished completely.

The usefulness of guns is, in fact, quite limited.

This thing is probably not meant to kill zombies; it's likely just for distraction.

Even if we could actually eliminate them, it would still waste a lot of bullets.

And these bullets are exactly what they lack most right now.

"Never mind, I'm telling you, the more afraid you are of this kind of game, the harder it gets."

Tony waved his hand, not caring about any of that.

Zombies? We'll fight zombies!

"If soldiers come, we'll block them; if water comes, we'll dam it. If we can't fight them, we can always run away."

Having said that, he didn't care whether Turning-Around Guy was lying in ambush behind the door, and decisively pushed the door open and went out.

Hawk breathed a sigh of relief when he Turning-Around Guy wasn't there.

Before he could even Panasonic, he saw his cousin Tony run straight toward Kenneth's body, displaying remarkable skill and daring.

Fortunately, it was just a false alarm. Only poor Kenneth and his half-head remained; the Turning-Around Guy obviously hadn't returned.

"Ha! I knew it, this thing can be looted."

Tony far outperformed Hawk, his eyes fixed solely on the desire for the collectibles.

[Kenneth's videotape]

[A video player is required to view the recorded content]

I don't know what use it is, but it's better to have it than not.

After all, it's a game, and both Tony and Hawk have an inexplicable compulsion to collect everything.

Tony, however, was particularly addicted to this.

He searched every nook and cranny, leaving no stone unturned, thoroughly scavenging everything he could find in the scene.

Herbs, magazines, ribbons—

Nothing could escape his grasp.

But it was at this moment that Tony suddenly realized something was wrong.

"Tsk----this Backpack ----isn't it a bit too small??"

His approach should be flawless; in fact, it could be described as a very sophisticated strategy.

Collect as many items as possible carefully to ensure you are fully prepared at any time.

But the game only gave him 8 slots, and in just the first short while, his bag was filled with all sorts of random things.

In particular, two green herbs take up two squares.

It's only thanks to the fact that magazines and ribbons can be stacked that his bag would be full by now.

This finite grid setup is truly infuriating.

The hoarding mouse loots a strong protest.

And then something even worse started to happen.

Their guess was correct.

Bullets were far too weak against these zombies.

On average, it takes five or six shots to take down each zombie, and you have to aim for the head if possible.

I was quite pleased with myself for finding two pistol magazines in a row.

Now it seems that this little bit of son's flint and steel isn't even worth a fart.

Especially sometimes, even after you've knocked a zombie down, it will twitch on the ground for a bit and then get back up as if nothing happened.

Tony was alright, at most he just felt a little tricky.

But for Hawk, this was like the sky falling down!

This won't do.

Without overwhelming firepower and ammunition coverage, without the ability to mow down enemies in a hail of bullets, how can you play?

Hawk initially thought this game was just a 3D Contra game with a zombie theme.

The only difference is that the enemy has changed from aliens to zombies.

What I'll definitely have to do is play the governor in Contra, carrying a heavy machine gun and mowing down the entire mansion.

But now, the zombie's terrifying capabilities have completely shattered his expectations of safety.

A strong sense of powerlessness and fear instantly overwhelmed his mind.

If we were to find a suitable word to describe this feeling, the most accurate description would be----

Fear of insufficient firepower!

If I had a rocket launcher with unlimited firepower----

Those zombies are nothing at all!

Raise the cannons and blast their mother!

But that's clearly not the case in Biohazard.

There's no S-round or M-round enhancement; all you have are a mere 30 bullets and a small, broken gun.

Perhaps there will be opportunities to obtain different weapons later, such as Barry's Magnum, or even a rocket launcher.

But what can you do about it?

As long as ammunition is limited, one can never be truly safe.

Damn it!

The survival pressure brought about by this scarcity of resources was more irritating to him than the simple act of suddenly turning his head to Turning-Around Guy.

He had a gun, but couldn't use it; even if he did, it wouldn't be of much use.

Under such circumstances, the gun not only failed to reassure him, but instead became another source of anxiety.

Damn it, it would have been better not to give them weapons at all.

At least without weapons, the combat pressure shouldn't be that great in a certain sense.

Fortunately, the puzzle itself is not complicated.

After the two gradually got used to the pace of Biohazard, Hawk actually felt that he might have fallen in love with it.

After Tony finally arrived at the safe house, the two of them let out a long sigh as the background music suddenly became more soothing.

The instant release after high pressure was absolutely exhilarating.

Let's do a quick inventory check.

After tinkering for almost an hour, I never imagined I'd ended up with a shotgun.

Although bullets are also scarce, we try to avoid using them whenever possible.

Having a heavy weapon in hand still offers some consolation, though it's not the only comfort.

Every now and then, you can actually kill a few zombies with firepower, which is incredibly satisfying.

only----

For some reason, the zombie corpses don't respawn quickly after being destroyed, unlike in other games.

Instead, one just stayed there, unchanged no matter how many times I passed by.

But it's already in such a terrible state, bleeding profusely, you can't expect it to come back to life, can you?

The two could only regard it as a special design used to enhance the atmosphere.

"Call----"

Although Hawk was only in the spectator section, he still had his heart pounding quite a bit along the way.

Whenever she encountered zombies chasing Jill with their hands raised, even if she was used to it, she couldn't help but feel a little nervous.

"I must say, this transition animation was absolutely brilliant."

With a file size of over 100 MB, GAMENOVA was able to cram a large number of clips into the disc, in addition to the core game content.

And all of these films are big-budget Hollywood productions.

Although it's a bit of a shame that Mr. Schwarzenegger disappeared after entering the room, the performances of the other characters were equally brilliant.

Especially the part where they went to get the shotgun.

Jill was almost squeezed into Jill sandwich by the mansion's mechanisms.

Over the course of that hour, the two felt as if they had watched a spectacular, top-tier Hollywood horror film.

Whether it's the costumes, props, set design, plot, sound effects, or cinematography, it's all undoubtedly top-notch.

What's most outrageous is that their current progress is probably only just beginning.

Tony could sense that this game was very particular about its narrative.

It is very restrained, without overwhelming players with a grand and complex worldview all at once.

But despite his restraint, the numerous details on the map told him that something was amiss.

This is a completely fragmented narrative, much like what Gamenova did in the Castlevania series in the past.

Break down a complete, grand narrative into individual fragments and integrate them into the scene.

It might be a note, a photograph, or even a cassette tape.

There isn't even any information; it's conveyed solely through the furnishings of the environment.

The designers have also laid a lot of foreshadowing in the cutscenes and the characters' lines.

"Speaking of which, what Barry just said sounded a bit off."

Hawk recalled Barry's stammering words when he rescued Jill, clearly indicating that he had something to hide.

"Could it be related to Wesker?"

"I don't understand, you'll find out as you play."

The mansion was so large that it was quite overwhelming to walk around in it.

If the two hadn't taken turns remembering the way, they'd probably still be lost inside the mansion.

"And this mansion, designed by the famous architect Trevor, commissioned by the Umbrella Corporation? What kind of decent person would put so many crooked and twisted corridors in their house?!"

Thinking about this, Hawk couldn't help but mutter a complaint.

It seems that the scene mentioned earlier that this mansion was designed by a very talented architect.

Damn it, if this level of skill can be called a master, then I must be some kind of architectural master myself!

It's a maze of twists and turns, and entering the mansion feels like stumbling into some kind of fourth-dimensional ditch.

Without a map, we'll never get out of here in this lifetime.

Not to mention the malicious traps and puzzles everywhere.

What's going on here? Can't we just fight zombies in peace?

I really hope that GAMENOVA can develop a spin-off of Biohazard in the future, expanding the scope to the entire Raccoon City, so that the protagonist has enough bullets to have a good time.

Although it doesn't have the same intense sense of horror as a locked room environment, it should be fun in a different way.

Hawk suddenly paused, glancing at the game box still sitting next to the television.

As if suddenly remembering something, he quickly reached inside and took out the leather ID.

Spencer Mansion - Address: Denver, Colorado, Street No. ----

"The builder— Umbrella Corporation?? The designer— George Trevor??"

Clam?

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