Sure, here’s a rewritten version of the article with the specifics you asked for:
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You know, Resident Evil has always had us managing bullets and meds like it’s about to go out of style. But hey, what’s up with the melee stuff? Seriously, the knife’s like that last-minute panic move. Slash and pray, then back to the boomsticks. Even when they try something new, like in Resident Evil 4 Remake with all the flashy moves, it’s still playing second fiddle to guns. Why not switch it up in Resident Evil 9?
Picture this: melee that matters. Not like ditching guns completely—more like giving you new toys to play with, say, machetes or pipes you can scavenge. Different animations and uses, making each swing count. Imagine the depth it would bring! Uh, maybe it’s just me, but that’d spice things up, right?
Anyway, back to the knives. Right now, they’re just there for emergency reloads. Like, why not tie them to a stamina or momentum system? Hit that zombie with a heavy swing, stagger it, create some tactical dance instead of just shooting like crazy. Heck, maybe lighter swings work wonders on those creepy crawly swarms.
And let’s talk about risk and reward. Make these weapons wear down realistically, not crumbling like the RE4R knife, but gradually losing edge. Makes you think twice—save bullets or waste your blade? Heavy stuff should come with risks too, as slower swings might leave you open. Balance, right? Keeps you on your toes.
Oh, don’t forget about the baddies. Some could freak out if you get all melee on them; others might need a specific smack before gunfire. Give enemies a reason to fear getting too close, elevating melee to a strategic thing, not just a backup plan.
Other games prove melee mixes well with survival horror. Take The Last of Us—melee there changes everything. It doesn’t make you a superhero but lets you survive your way. Speed, durability, sharp vs. blunt—it all plays a part. Resident Evil 9 could learn from this, maybe use melee to explore too.
Like, remember in Revelations 2 when Moira swings a crowbar, both fighting and unlocking doors? Or Ethan’s stake weapon in Village? RE9 could go further, using things like axes or machetes to bust through, open paths, solve puzzles. Not just cool, but part of the story—desperation, improvisation, survival. That’s the heart of Resident Evil. Sometimes, it’s the little things that make it all feel so real.