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The player is able to save the game indefinitely without the use of an item like in Resident Evil, though players must still first locate a Save Room to do so. Should players ultimately die, there's a chance they will instead be taken back to the moment before they entered the room they died in, but only if they have a resuscitation kit on hand, otherwise they will fall back to a previous savepoint instead. The way to note if she's bleeding is if there are small puddles of blood that form under her feet per footstep. There's also a strong chance for Regina to bleed after an attack, which will steadily decrease her health even further. As Regina withstands more damage, she will begin to limp and hold onto her stomach, slowing her movement. Health works similarly to Resident Evil, however there is no formal indication of Regina's health, and players can only note her stance to read her condition. Beyond mixing supplies together, there are also items that exist specifically to be mixed to increase an item's effectiveness. This typically revolves around mixing two small health packs to gain two medium ones for example, but it can also be used to enhance the strength of tranquilisers. Mixing is the act of combining multiple supply types to increase their effectiveness. Furthermore, they must first be unlocked with at least one item called a 'plug', otherwise it will be inaccessible. However unlike the item boxes in Resident Evil, the boxes are color-coded and items can only persist across multiple boxes of the same color. Besides Regina's inventory, there are a number of Emergency Boxes that include a significant amount of supplies for the player to collect, while also offering a place for the player to leave unwanted supplies. As such the player will always have space for any such necessary keys and the like, and inventory management is governed purely around the player's supplies. Regina can hold up to 10 consumable items such as healing supplies and ammunition, with a separate inventory menu for key items. However the files will not be archived in the player's inventory when read like in Resident Evil, and instead requires the player to manually jot down any notable passcodes or the like themselves. Players cannot aim up or down manually, however Regina will instead aim as such when the situation calls for it, such as aiming downward at a sleeping velociraptor.ĭino Crisis has the player coming across files and documents to help further the backstory or to possibly aid in solving one of the many puzzles throughout the game. Regina must also stay perched to the ground when firing, though she can at least move while readying her gun. Players can of course choose between walking or running, however unlike in Resident Evil Regina must first go through a slight build up before reaching her maximum speed. Like Resident Evil, Dino Crisis includes many jump-scare moments There are also poison darts that will outright kill a common dinosaur with a single shot, however they are extremely rare to obtain. This may make exploration more difficult, but in the mean time will help keep a dinosaur at bay.īecause of the scarcity of ammo and the aggressiveness of the dinosaurs, Dino Crisis also has available tranquiliser darts, that while it won't kill a dinosaur it will at least instantaneously put one to sleep for a varying amount of time. There are at least certain obstacles the player can use to help stop the advance of a dinosaur there are firstly a number of laser grids the player will eventually be able to turn on or off at will. If knocked over by a dinosaur, it is possible for Regina to drop her gun, forcing the player to recollect it for use. They can chase the player through multiple rooms should they opt to run away as well. The velociraptor dinosaurs the player will routinely encounter are much more durable than most enemies found in Resident Evil and can withstand more punishment. However combat is made to be significantly more difficult and promotes the idea of flight rather than fight even more so than Resident Evil. Gameplay Overview & Controls Laser grids can be used to keep attacking dinosaurs at bayĭino Crisis is designed around a style of gameplay reminiscent of the survival horror Resident Evil entries, with many similarities including tank controls, a scarcity of ammo, and fixed camera angles that perpetuate throughout. Developed and published by Capcom in 1999, the game was developed by the same team that developed Resident Evil, with Shinji Mikami acting as director.
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Dino Crisis is a survival horror game for the PC, Dreamcast and PlayStation.