The Resident Evil games, man, they’ve always been about guns, stash boxes, and keeping your inventory from going full Tetris. But, like, what’s the deal with melee weapons? I mean, take the knife. It’s always the last resort, right? Just a quick stab while you pray and scramble back to your boomstick. Even the fancy pants Resident Evil 4 Remake, with its weapon endurance and parry stuff, only gives melee a side-eye.
Now, hang on a sec. Imagine Resident Evil 9 totally flipping the script on this. Not to ditch guns, no, guns are cool. But, picture melee being just as crafty and crucial, a total partner in the survival dance. Think scavenging for stuff like machetes or old pipes, each doing its own thing with a swing and a thud. It’d mix up strategies and make every corner of the game feel like a new puzzle.
But wait — where was I? Oh, right. Knives. Right now, they’re more like “oh crap” buttons. Just there to give you a breather before ammo refill. Resident Evil 9 could break that mold with, say, a stamina or momentum thing. Heavy swings could knock foes off balance, maybe, creating all sorts of sneaky tactics without turning your bullets into gold dust. Quick jabs might fend off the tiny terrors swarming.
Okay, but hear me out on this — the whole risk-reward seesaw needs to feel real. Instead of shattering like a candy cane, weapons should wear down gradually. Makes you think twice, like, “Do I save my bullets, or do I risk my trusty bat taking a few cracks too many?” Heavy hitters might be slow, leaving you wide open, while quick weapons could lack the punch. Nothing should be the ultimate answer, if you ask me.
Also, can we get enemies that don’t just see melee and laugh? Maybe some enemies go full berserk when you get up close, making you rethink your tactics. Others could have a weak spot only a crowbar could crack — forcing the old brain box to think, “How do I take this guy down?” Melding enemy reactions seamlessly with melee would turn it from a last-ditch effort into a legit, cunning option.
Oh, and look at games like The Last of Us. They nailed it — melee isn’t about making a tank out of your character. It’s about giving them more creative ways to scrape by. In TLOU, for instance, melee means thinking about weapon durability, swing speed, and whether it’s got a blade or a blunt end. Keeps the adrenaline pumping. Picture Resident Evil 9 taking notes and making melee part of exploring haunted houses more often.
Honestly, the series has danced around this idea — Moira had a crowbar in Revelations 2 and used it to open paths. And yeah, Ethan’s stake in RE Village was a handy tool. So why not go for gold? Imagine axes or machetes prying open doors or creating new routes, maybe even solving puzzles. It’d weave melee into exploration and survival, just adding to the wild ride we love.
Alright, I went off a bit. But, you know, adding these quirks could make the next Resident Evil game stay with us even longer. Bring on the chaos, Capcom!