The Timer is a gameplay mechanic in Resident Evil: Resistance. The timer is a crucial mechanic which will dictate which side will win.
Gameplay
The timer is shown at the top of the screen at all times for both Survivors and the Mastermind.
Survivors must manage their time remaining in order to win the game while the Mastermind has to push the timer down to Overtime. Survivors can increase the time by performing certain actions or killing creatures and/or destroying traps. The Mastermind cannot increase the timer, all of the Mastermind's actions will decrease the timer.
Overtime
Overtime is triggered when no time is left, this will be shown to players where the word "OVERTIME" will be displayed on screen and the timer will turn into a red color.
When Overtime is triggered, Survivors can still keep playing and even remove the Overtime phase by gaining more time than the number shown at the top of the screen provided they do it before the timer gauge ends. For example, if Overtime is triggered and -5 shows on the timer, the Survivors can still kill a creature such as a Licker (which will give +15), this will make the Overtime go from -5 to 10, and then when it's over the time will go back to normal, though Survivors will have only a few seconds to make a play.
Overtime can be triggered an infinite number of times so long as the Survivors are able to "catch up" to the negative number shown at the top of the screen. If the timer gauge ends while the number is negative, the match will be over and the Mastermind will win.
Time Earned or Lost Per Action
Survivors
Target | Time earned or lost by it |
Infection | -5 per cough |
Defeated | -15 for getting downed, -30 for dying, +15 for getting revived |
Camera controlled by the Mastermind or an auto turret | +15 per camera destroyed |
Turning in Area 1 Puzzle Pieces | +20 per puzzle piece |
Deactivating Area 2 Security Devices | +30 per device |
Area 1 and Area 2 completion | +60 by default and +15 per Survivor at the exit |
Opening the Supply Zombie's backpack | +30 |
Destroying a Bio Core in Area 3 | +30 |
Interacting with the exit door at Area 3 | +60 |
All zombie-type enemies | +10 per kill |
All trap types | +10 per trap destroyed or Martin disarm, if the blast hits a Survivor once destroyed, -5 per Survivor |
Zombie Dog | +5 per kill |
Licker | +15 per kill |
Ivy | +? per kill |
Security Guard Zombie | +70 per kill |
Mastermind
Target | Time earned or lost by it |
G-Birkin | -30 per death caused by Overkill, does not take away time with any other move |
Tyrant | -30 per death caused by Pulverize, does not take away time with any other move |
Yateveo | -30 per death caused by Devour, does not take away time with any other move |
D. Field | Does not take away time with any hit |
Nemesis | Does not take away time with any move |
All zombie-type enemies | -1 per hand swing attack hit, -15 per grab bite |
Zombie Dog | -10 per grab bite |
Licker | -1 per swipe, -15 per grab hit |
Detonator | -1 per swipe, -5 per explosion hit |
Ivy | ? |
Dealer | -5 per hit with Claw Slash |
All trap types | -5 per Survivor hit |
All Rifle types | -3 per Survivor hit (per bullet) |
Machine Gun | -1 per Survivor hit (per bullet) |
Immobilizing Rounds and Air Cannon | -5 per Survivor hit |
Further notes
- In the Project Resistance closed beta build of the game, the timer had a slight different look.
- As of the 1.04 update, Rifle shots were changed from -5 per hit to -3.
- Originally, the game was not going to have a time limit at all.[1]
References
- ↑ Al Yang on Twitter: "Thanks to everyone who tuned in to watch the Playstation DNA stream last night! Mostly we played Resistance with beginner level streamers to showcase the game to new players but also talked a bit about dev. Did you know that we used to have no time limit and a limited death rule?" / Twitter
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