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I don't think Resident Evil needs to 'return to it's roots'

Teknoman

Member
I think they should let it rest. Leave it alone for a good long while and bring it back when they figure out how to make a excellent and relevant survival horror game.

I'd be fine with that if they experiment with new ips. I mean Resident Evil itself brought us Dino Crisis, Onimusha, and Devil May Cry.

I dont see why they couldnt make a new horror based IP to maybe rekindle some things to bring back around to RE.
 

Jawmuncher

Member
How does RE6 feel less like a game? It has one of the most complex TPS combat systems ever. What am I even reading?

EDIT: Only the movies have ever been about a zombie apocalypse. That makes the games more interesting to me in itself.



I thought scavenging in TLOU could be quite a drag. Funny enough, I thought health scarcity was handled better in RE6. The other elements like combat, enemies, etc., are also in RE6's favor (especially enemies, TLOU really blew it there), and while TLOU had better stealth, by the end I really wanted those encounters just to be over with. RE6 is pretty unique and has a lot of potential behind whatever flaws, so I don't know if TLOU would be a positive influence.

Yeah I have a feeling if anything they're going to just use TLOU more so for tone and atmosphere. Which would mean the current action could stay just fine.
 

Cubed

Member
I don't think it's possible to go back to scary, tight, dark places with helpless people, narratively.

All the main characters have fought and killed dozens (hundreds in some cases) of monstrosities. The characters don't convey fear, so why would the player?

So what's left? Put existing characters in situations where they're stripped of weapons? Too arbitrary, simple, and over-done. Or... start with all new characters that would show fear and hesitation fighting BOWs? That may work best, but still isn't ideal. Many, many hardcore RE fans love the main characters (look at all the shippers on RE forums) and wouldn't like a game featuring all new characters that have little or no ties to Leon, Chris, Jill, or Ada.

I don't think Capcom can win no matter what they do, narratively.

Then, there's the issue of gameplay. Finding a balance between action and stealth/survival is difficult as well.

RE use to be my favorite game series. Now I barely care about it. The sad part is, I don't know how to fix, and I don't blame Capcom. It's in an odd series to maintain.
 
If I added all of the time I spent with the original trilogy + Code Veronica and compared it to the time I spent with everything post RE4...well.
We're talking almost 2 hours Vs 150+ hours.

So yeah of course I'd be saying that RE doesn't need to return to its roots.
Classic RE is boring and frustrating to me. I like having ammo, I like being able to suplex zombies, I like not having to worry about ribbons or tiny inventory space.

All I ask of RE7 is a better campaign. RE6 nailed everything else. Just figure a way to work all that into something reasonably cohesive(don't skimp on the Mercenaries either!) and I would be set.
 

G-Fex

Member
to me RE4 just dragged on a lot, making for less replays for me. I think RE4 is boring now a days.

I love running through the mansion in 1 and remake. It's fun going from place to place solving puzzles and getting through the mansion/guard house and lab.

Though that's just me, I understand a lot of people prefer RE4 and then on.
 

klee123

Member
They need to get a better story writer like during RE 2 to 4 where they had Noboru Sugimura. They story was actually interesting and it really added a lot to the series where the focus was initially on just scares.

From 4 onwards, the series went on a downward spiral.
 

Not Spaceghost

Spaceghost
I agree, Resident Evil can maintain the action sense that RE4/5/6 introduced but what it needs to do is regain it's atmosphere.

The first half of RE revelations had a really awesome atmosphere. It was a mix of mystery, isolation and suspense. It has nothing to do with pre rendered back grounds or tank controls. It's all about the sensation that the game makes you feel.

I think it's fine if the games build up to an action pack sequence of events that eventually leads to a helicopter crashing and exploding and a huge giant boss fight, but the lead up has to make the action sequence feel like it's supposed to be there. The game has to make you feel like you have to be careful even during action sequences. Inventory management is crucial to this experience. You have to be able to open your inventory and say, "okay I think I have enough ammo and herbs for one big fuck up, otherwise I should be okay".

I wouldn't necessarily call that returning to its roots I'd say that's just giving the game a sense of direction. As much as I loved the gameplay or RE6, the actual campaigns felt so fucking convoluted and directionless. They were just a web of events through different colored corridors leading to a series of huge set pieces. It's a fantastic game bogged down by awful direction, that's why RE6 shines more in mercenaries than it does in its campaign, because in mercs you can actually play the game freely. Mean while there is always something in the campaign that prevents you from enjoying the game.

Leon's campaign is the most atmospheric but it's also the shittiest of the bunch because it's poorly paced and the game seems to feel like it's at constant odds with itself about what it wants to be. One moment it's pretending it wants to go full michael bay, the other moment it's saying "oh shit we're resident evil gotta slow the pace down a bit". It's a mess but there are fantastic ideas hidden in there.
 
I keep seeing "most complex tps mechanics" thrown around in here... Can some point me in the direction of said mechanics located in RE5/6?

RE is dead to me btw. Turned into self indulgence shitfest just like movies (movies being a helluva lot more entertaining, sadly). Dead Rising does the over the top zombie action better anyway.

Zombies with guns? /jumped the shark
 

RedSwirl

Junior Member
You know what I realized a while ago? Certain immersive sim RPGs basically contain all the mechanical elements that comprised old school Resident Evil games. System Shock, and Fallout 3 in particular. Probably STALKER too but I haven't played that game.

A few years back somebody started making a Resident Evil 2 total conversion of Fallout 3. Watching the videos of it I realized it's totally possible because Fallout 3 contains pretty much all the gameplay elements that were in RE2: shooting, inventory management, reading files, exploring closed environments, etc. The only exceptions are probably the puzzles and ink ribbons.

System Shock 2 could probably be called a Resident Evil RPG on a space ship. It's got horror themes, you fight mutants, you manage an inventory, you read files, you explore environments, etc. Just an observation when thinking about what made the old RE games what they were. Probably not surprising though considering RPGs and adventure games tend to have many elements that intersect.

It's also proof you don't have to have tank controls for this kind of game to be scary. Though I don't think Capcom would ever do a first person game (at least not well). Some people found the first two Dead Space games scary so maybe that's proof too. I think the first Dead Space could have been a good RE-style game if it wasn't so linear. I think a survival horror game can work with regular TPS controls depending on how the developer balances the availability of weapons, the inventory the player has to manage, and how powerful the enemies are.

Also, I'd like to say I think games like these become scarier when they aren't linear. When a horror game is linear it's like a horror house or something -- you just go through the scares once and you know there's a particular way you're supposed to do it. With open environments though, you know you have to take the initiative to go places. If a game has enemies that actually move around (like Nemesis) that's even scarier.

I keep seeing "most complex tps mechanics" thrown around in here... Can some point me in the direction of said mechanics located in RE5/6?

RE6 has great combat mechanics but the game never actually tells you about any of them.
 
TL;DR. I love Resident Evil, both old and new. I understand the complaints of RE6 but as of now I don't think that the RE series needs to devolve back to what it originally established in the first three titles. Instead, Capcom should take what they learned from Revelations and parts of RE6 and continue the next series with that template. Resident Evil should, and can exist, as a brilliant Survival Action title.

What do you think?

I agree with this. Continuing RE the way of 6 and Revelations wouldn't be a bad thing to me, as long as it can be quailty and have good replay value.
 

GamerJM

Banned
Personally I think 4/5 was good but I don't really care for what the original games offered, they're just not my cup of tea. So I'd prefer if it just didn't evolve in the way 6 did, but at the same time I sort of feel like RE just isn't the series for me.
 
My main problem with RE6 was its over-reliance on set-pieces, poor level design and excess of short cutscenes that interrupt the flow of the game, nothing to do with it becoming more action oriented. If a game had the combat system of RE6 with level design and pacing that better lent itself to that gameplay I would be all over it.

I also think a lot of people hate the direction RE4 took because it didn't simply change the way Resident Evil played, but every other survival horror game of that type disappeared along with it. You can't play games like that anymore, and a lot of people did still enjoy that style, self included. It would be nice if there was a way for the two types of games to coexist.
 

Aostia

El Capitan Todd
Me too I don't think that RE should entirely go back to its roots.
I think that, apart the production value of some segments, RE Revelations and the RE5 Mansion DLC were the right balance between new camera/angle/shooting and old atmosphere/esploration/feeling.
 

Nemmy

Member
That game kinda appeared already and it's called Zombi U :p

I know, it's near the top of my wanted list for when I finally buy a WiiU :p Everything I heard about it so far sounds cool.

hahaha did you even read any files from the first RE game?

They were always called BOWs. That's the whole point.

They weren't all entirely unknown things that are mysterious.

There's a big slide you find in the lab you can watch. Every monster was planned by Umbrella, Cerberus, Hunter, Neptune and Tyrant T-002.

The only ones that weren't planned were Plant 42 and Yawn. And of course the Zombies which were a bad reaction they didn't know would happen.

The T-Virus was never some sort of chemical weapon, it was just used to create the B.O.W.s Umbrella planned out.

I read all the files I found in every RE game, though it was admittedly some years ago :p

Sure, the B.O.W.s were planned and named by Umbrella, but you didn't play as an Umbrella researcher, but an outsider who did not previously know that such things existed - who was discovering where the hell they came from as the game progressed, and so was the player. Richard didn't tell Jill he was attacked by a B.O.W., did he? Similarly, the police officers in RE2 who nicknamed an unknown monster "the Licker" didn't know anything about it, other than that it's a freaky thing that murders people, they didn't write down "a new kind of B.O.W. attacked us today". Unless my memory is murkier than I expected ;)

The thing I have a problem with is how the RE protagonists became experts on the matter I guess.
 

TokiDoki

Member
I don't think it should be either , I just hope it could be actually creepy and atmospheric again . If only Capcom can recreate the Police Station atmosphere in RE2/RE3 , or the tomb area in Remake. Or take some cue from REC 1&2 (movie) and let us felt that zombies are actually scary again .

Not some Michael bay shit or COD-like warzone in Chris RE6 playthru , srsly ?
 
If you were to offer a third person view, filled with puzzles, horror and the rest of it, I'm more than willing to sign up.

I much prefer the old style of resident evil, but I can stomach that.

If we're going to get another shootey bang wallop like 5 and 6, I think I will pass.
 
I can't really comment on Amnesia as I havent played it.

I would disagree about Zombi U because Demons Souls/Dark Souls uses a similar concept and I completed Zombi U and didn't find it scary tbh.

I believe that a big issue with horror is that people become desensitised to the content. I mean, I grew up on Resident Evil, Silent Hill and other similar games. I was 7 when I played Resident Evil for the first time and the game thats come closest to being what I would deem a good modern horror is Dead Space. The first game was really enjoyable, the second game dragged on a bit at times and DS3 I dont really need to go into.

I believe things like Oculus and Project Morpheus are key to horror as a genre seen as big third party publishers have written it off as a niche genre.

I was going to mention Dark Souls, but I didn't want to derail this into a discussion of whether or not it's a horror game. But let's look at ZombiU, since you played it. You didn't find it scary, but would you have preferred it if it controlled like this? Bad controls should not be held up as something that improves horror games.

Off-topic, but I really don't understand how old RE fans can not enjoy ZombiU. It's more like Resident Evil than Resident Evil is.



You know what I realized a while ago? Certain immersive sim RPGs basically contain all the mechanical elements that comprised old school Resident Evil games. System Shock, and Fallout 3 in particular. Probably STALKER too but I haven't played that game.

A few years back somebody started making a Resident Evil 2 total conversion of Fallout 3. Watching the videos of it I realized it's totally possible because Fallout 3 contains pretty much all the gameplay elements that were in RE2: shooting, inventory management, reading files, exploring closed environments, etc. The only exceptions are probably the puzzles and ink ribbons.

System Shock 2 could probably be called a Resident Evil RPG on a space ship. It's got horror themes, you fight mutants, you manage an inventory, you read files, you explore environments, etc. Just an observation when thinking about what made the old RE games what they were. Probably not surprising though considering RPGs and adventure games tend to have many elements that intersect.

Incidentally, the first survival horror game was a straight-up RPG.
 

Silky

Banned
I don't think it should be either , I just hope it could be actually creepy and atmospheric again . If only Capcom can recreate the Police Station atmosphere in RE2/RE3 , or the tomb area in Remake. Or take some cue from REC 1&2 (movie) and let us felt that zombies are actually scary again .

Not some Michael bay shit or COD-like warzone in Chris RE6 playthru , srsly ?

Once again Leon's campaign is the best campaign in RE6. I'm going through Chris's campaign and FUCK it's a drag.
 

Riposte

Member
Once again Leon's campaign is the best campaign in RE6. I'm going through Chris's campaign and FUCK it's a drag.

Disagree completely. Chris is the best and I would rank Leon below Jake.

Anyway, I think the campaigns should be played all at once using a specific order for chapters.
 

G-Fex

Member
I know, it's near the top of my wanted list for when I finally buy a WiiU :p Everything I heard about it so far sounds cool.



I read all the files I found in every RE game, though it was admittedly some years ago :p

Sure, the B.O.W.s were planned and named by Umbrella, but you didn't play as an Umbrella researcher, but an outsider who did not previously know that such things existed - who was discovering where the hell they came from as the game progressed, and so was the player. Richard didn't tell Jill he was attacked by a B.O.W., did he? Similarly, the police officers in RE2 who nicknamed an unknown monster "the Licker" didn't know anything about it, other than that it's a freaky thing that murders people, they didn't write down "a new kind of B.O.W. attacked us today". Unless my memory is murkier than I expected ;)

The thing I have a problem with is how the RE protagonists became experts on the matter I guess.

They have to eventually become experts on the matter, even if they act stupid later around zombies. Even in Aliens they didn't call them monsters but xenomorphs and tried to prepare for a encounter but that went bad.

I'm aware of what you mean, I didn't know anything about Umbrella til I got to the basement labs of the mansion grounds. Kinda took me by surprise that they weren't supernatural inspired.
 
Disagree completely. Chris is the best and I would rank Leon below Jake.

I agree with this. I enjoyed Leon's first three chapters, but the final two were absolutely awful, culminating in one of the most tedious and annoying final bosses I have ever played. Even the awful Senator Armstrong fight in Metal Gear Rising doesn't compare to the Simmons fight.
 
I agree with this. I enjoyed Leon's first three chapters, but the final two were absolutely awful, culminating in one of the most tedious and annoying final bosses I have ever played. Even the awful Senator Armstrong fight in Metal Gear Rising doesn't compare to the Simmons fight.

Wow, Simmons is comparable to Armstrong? Now I really have to play RE6.
 
Those tank controls made the game scary. Having to escape an on rushing infected dog or zombie freaked me out with that shitty slow controls.
I am constantly amazed at how much people complain about tank controls: they honestly aren't that hard to get used to. If you have a run button, use it all the time. Hug the walls. Spam the action button when next to every door. If you miss a door just do a roundabout while hugging the wall. You literally can't blame the controls after a while if you do that sort of stuff.

You're also right that they help make the games scarier. I'm talking about RE clones as well.
 

G-Fex

Member
I am constantly amazed at how much people complain about tank controls: they honestly aren't that hard to get used to. If you have a run button, use it all the time. Hug the walls. Spam the action button when next to every door. If you miss a door just do a roundabout while hugging the wall. You literally can't blame the controls after a while if you do that sort of stuff.

You're also right that they help make the games scarier. I'm talking about RE clones as well.

I don't understand the tank control complaint either.

It's' not some sort of ridiculous control scheme, it works fine.
 

Loakum

Banned
I would love for a new Resident Evil game to be made like Gamecube's Resident Evil Remake. That game is amazing!
 
As far as the writing goes, do you consider the writing in the current games to really be so much better than they were in the old games? If anything they were better back then because there wasn't so much insane shit going on in it.
I think the overarching story in RE is entertaining at least. Even when the series goes back to a more grounded approach (a la Revelations) the story still intrigues me more than the old games ever did. I praise the early games as providing a very good foundation for the rest of the series but that's about it.
TEW really doesn't sound anything like SH. There have already been action sequences described that are nothing like you'd see in SH games. And even if that were what it'd be come, i'd say that's a far better option than what it has become, which is nothing more than an action game in a horror skin.
I meant setting/story wise, TEW is more Silent Hill than RE. RE has some of Shinji Mikami's most tame designs imo.
 

chemicals

Member
RE is dead to me btw. Turned into self indulgence shitfest just like movies (movies being a helluva lot more entertaining, sadly). Dead Rising does the over the top zombie action better anyway.

And Dead Island does over the top zombie action better than Resident Evil and Dead Rising combined.
 

Fantasmo

Member
Disagree completely. Chris is the best and I would rank Leon below Jake.

Anyway, I think the campaigns should be played all at once using a specific order for chapters.

Totally agree.

The levelheadedness in this thread is baffling me considering how much hate it always gets on this forum. It is nice to see it however. I feel like I'm in an alternate universe o_O

Since I'm seeing some very sane unobsessive critiques on RE6, I'll give my own gripes.
I actually like the setpieces, but for me it had too many BAD setpieces.

Like:

-Wtf is up with the lamer version of RE4's minecart with Leon and Helena.
-Why does that campaign have "journey to the center of the earth". I liked the water part and that boss, but the underground zombie skeleton and underground floating cliff platforms was way beyond weird and dumb. It made no sense whatsoever and felt completely out of place, as if from a different game, where even the writers and director were like "uh what should we put here?".
-Why couldn't Leon's mission have more of the Raccoon City-like town? GOD that was so underutilized! And why was the church so underutilized? That was a great buildup from the graveyard and it only lasted 20 minutes inside until you got to the generic underground.
-Is it that hard to throw some claustrophobic sections into each campaign? I actually really liked most of the large scale battles, but would it hurt to make some small ones with something like Lickers or Regenerators or Salazar's right hand or RE4's hanging fat boss inside a steel machine?
-Would it have hurt them to ramp up the action more slowly in Jake's campaign? They had 4 campaigns. They could have made at least one of them play more deliberately by slowing down the pace and giving you better weapons a little later.
-They all have ridiculous stuff but the T-Rex is right up there with boulder punching.

I feel like if they stayed the course with Leon, kept it RE2/4 style but with 6 gameplay until the end, and slowed Jake's campaign down a bit, it would've been received much better.

You can't beat 40 hours worth of campaigns and 100 hours of Mercenaries for $20 however. It was a total steal value-wise, assuming you waited until it was patched up.
 
I haven't played RE6 yet outside of the demo which I didn't really care for, tbh. I've heard the more recent patches have made the game much better, so I'll play it soon. I'm currently playing through RE: Revelations which is pretty good so far (about 2.5-3 hours in). I really love the atmosphere of the cruise ship. I think the series should go back to these more confined areas that are all interconnected and have some actual exploration. I wish the game was just the Jill stuff though because the Chris and Parker sections are back to the more recent RE shenanigans where it's action action action.
 
I am constantly amazed at how much people complain about tank controls: they honestly aren't that hard to get used to. If you have a run button, use it all the time. Hug the walls. Spam the action button when next to every door. If you miss a door just do a roundabout while hugging the wall. You literally can't blame the controls after a while if you do that sort of stuff.

You're also right that they help make the games scarier. I'm talking about RE clones as well.

I really don't understand the complaints about pre-mouselook controls. Clearly, this means that they're the superior control scheme for 3D games.
 
Just got a crazy idea recently, what if Resident Evil 7 is a open world horror game?

Imagine being in a city, overrun with zombies and all sorts of infected stuff, and you're given a simple goal but you have figure out the best way to traverse the environment. Better yet, in the outskirts of the city is a huge forest, a big mansion, and some sort of hidden research facility. Solving puzzles in a open world environment could be awesome too, tons of tools to complete the puzzle, but you gotta figure out how to use those tools correctly.

Shit, a character switching mechanic ala GTAV would be fantastic as well. Different movesets, strengths, weaknesses. You switch to one character and find out they used most of the ammo and items in the inventory, making the player search for more supplies.

So Dead Island x Dead Rising but with a darker atmosphere?

I dunno, I can imagine it being a lot like Operation Raccoon City, but open world.
Good god that game was awful.
 

Silky

Banned
don't derail the thread discussing the impact TEW might have, it's pointless and that conversation can be brought in a different discussion pls
 
I care more about the survival aspect of Resident Evil than "horror." It's hard to relive those "I think there are monsters living under my bed" days when you get older and the series shouldn't care that much about that outside of the atmosphere. I just want there to be less powerful weapons to use and less ammo so I'm forced to play smart.

It's hard to feel threatened by enemies when you're walking around with submachine guns, sniper rifles, and RPGs.
 
Personally, I felt they should have just made a whole new series starting with Resident Evil 4.

The game changed genres so it warrant a different series.

Like how they did with the ORIGINAL resident evil 3. Resident evil 3's original gameplay was too different from the first two resident evils and they made it into another game, which is what we now call, DEVIL MAY CRY. A game that created a whole new genre.

So now they got one francise with two different play styles and they don't know which way to take the series. Should have split it off and have each cater to the crowd that likes it. They made one game, resident evil 6, that tried to cater to each crowd and we see it still got poor reviews.

I remember hearing it didn't do so well on sales either. Not sure as I have no proof to back that up.
 

RedSwirl

Junior Member
I am constantly amazed at how much people complain about tank controls: they honestly aren't that hard to get used to. If you have a run button, use it all the time. Hug the walls. Spam the action button when next to every door. If you miss a door just do a roundabout while hugging the wall. You literally can't blame the controls after a while if you do that sort of stuff.

You're also right that they help make the games scarier. I'm talking about RE clones as well.

Because a game shouldn't have to have shitty controls to be scary. Other games have proven that. What makes situations like dealing with dogs scary is the player's maneuverability in relation to the maneuverability of enemies. A survival horror game with non-tank controls can be scary, but it would have to have different level design and the enemies would have to behave differently. Just some suggestions: make the zombies faster, give players less ammo/supplies, put them in dark areas or tight corners, etc.

The original reason we got tank controls is because people hadn't figured out how to make proper third person action games back then. We got fixed camera angles because most Japanese developers hadn't figured out 3D camera control yet. Pretty much every third person shooter of the PS1/N64 era had shit controls by today's standards. Some may have had good level design crafted around those controls. I'll agree RE4 should always control exactly the way it does because of how tightly crafted the enemies and levels are around those controls, but that's just for THAT game. I'd never want any of the older RE games remade with new controls either, but those are all games of their time. RE4 helped write the blueprint on how to make good third person action games (along with Gears).

If games like RE2 and RE4 were made today, I'd expect them to have modern fucking controls, and good levels and enemies designed around modern controls. I'm not saying every game needs to control like Gears, but there are certain conveniences people expect these days.

And really, there's no realistic chance of Capcom or any other reasonably-sized game developer ever bringing back tank controls. The public and the industry in general have condemned them for all time.

Just got a crazy idea recently, what if Resident Evil 7 is a open world horror game?

Imagine being in a city, overrun with zombies and all sorts of infected stuff, and you're given a simple goal but you have figure out the best way to traverse the environment. Better yet, in the outskirts of the city is a huge forest, a big mansion, and some sort of hidden research facility. Solving puzzles in a open world environment could be awesome too, tons of tools to complete the puzzle, but you gotta figure out how to use those tools correctly.

Shit, a character switching mechanic ala GTAV would be fantastic as well. Different movesets, strengths, weaknesses. You switch to one character and find out they used most of the ammo and items in the inventory, making the player search for more supplies.

I don't know about that, but I kind of have imagined an RE game being sort of like STALKER -- a game where you have to manage inventory/resources in desolate industrial ruins overrun with zombies and mutants.

At the very least it'd be cool to investigate environments like in the older games, but have those environments be slightly larger.
 
Because a game shouldn't have to have shitty controls to be scary.
But if they want to for purposes of the game design. I mean, you yourself back this up in a way w/ the following...

The original reason we got tank controls is because people hadn't figured out how to make proper third person action games back then.

Which may be true, but that doesn't necessarily make it a negative. Besides, who gets to define what's "proper" here? Let's continue...

Some may have had good level design crafted around those controls. I'll agree RE4 should always control exactly the way it does because of how tightly crafted the enemies and levels are around those controls, but that's just for THAT game.

So in a roundabout way, you're saying tank controls CAN work, it just depends on if the game is designed around them? Then this wouldn't mean tank controls as a concept is outdated, just that it may not suit a game's design philosophy. You can't take GOW controls and shoehorn them into RE1 and expect it to play the same; all the meticulous balance and planning would go to shit.

If games like RE2 and RE4 were made today, I'd expect them to have modern fucking controls, and good levels and enemies designed around modern controls. I'm not saying every game needs to control like Gears, but there are certain conveniences people expect these days.
Now we're in slippery slope territory. Again what is "modern" ? By your own words if a fantastic survival-horror game came out today, but had tank controls, would that now not make it "modern"? Would it be antiquated?

Just like you can have a fighter like Smash Bros and a fighter like Street Fighter co-exist, I don't see why other genres -- sur-hor in this case -- can't have divergent control schemes that can coexist together in the market and where one is not inherently looked at as "inferior" or antiquated, but merely a design choice with systems built around those controls.

And I wonder if that has more to do w/ the fact sur-hor games are more described by their atmosphere, than their actual controls. If that's the case, and you want to be scared (obviously), a good game w/ tank controls should not automatically be discarded. Stop thinking about what mechanics can be had to empower you as the player, and think more about the presence of controls and mechanics in the game to lend an atmosphere to scare you, the player, and the less empowered you are, the better.
 
Just like you can have a fighter like Smash Bros and a fighter like Street Fighter co-exist, I don't see why other genres -- sur-hor in this case -- can't have divergent control schemes that can coexist together in the market and where one is not inherently looked at as "inferior" or antiquated, but merely a design choice with systems built around those controls.

And I wonder if that has more to do w/ the fact sur-hor games are more described by their atmosphere, than their actual controls. If that's the case, and you want to be scared (obviously), a good game w/ tank controls should not automatically be discarded. Stop thinking about what mechanics can be had to empower you as the player, and think more about the presence of controls and mechanics in the game to lend an atmosphere to scare you, the player, and the less empowered you are, the better.

There is no reason to use tank controls in a modern game, just like there is no reason to use pre-mouselook controls in a modern game. All they would do is further isolate the horror genre by giving it clunky gameplay that nobody outside of hardcore nostalgics want to deal with. Attempting to equate control schemes with entire sub-genres doesn't even make sense.
 

KORNdoggy

Member
The way i see it, i loved RE1/2/3/zero/remake and still do today, and felt like RE4 was the downfall of the series. So i naturally want more of what i originally loved. I don't know if that would sell well, or be critically well received, and i don't much care. I just want my survival horror to have some actual survival horror embedded deep within it. Not just as a light dusting on an otherwise mediocre third person shooter. (Predominantly referencing RE5 and 6)

I don't think there is a "right" direction for this series to go anymore though. Capcom know the RE6 approach was shit, but then they're probably not brave enough to return to the original or REmake formula either. So i think they'll try something different again. They're aware of the last of us' critical and commercial success, so maybe that will heavily influence they're next RE. something not quite "adventure game" and not quite "action shooter" either. Something more stealth focused? I don't know tbh. Right now i'd be happy for them to go back to their original concept for RE4. It looked to be a good balance between old and new without losing any of the horror elements (if anything it built upon them) but i doubt they'll go back there either. Maybe they should give it a rest for a good few years? Maybe just burying it is the best thing for resident evil now?
 

RedSwirl

Junior Member
But if they want to for purposes of the game design. I mean, you yourself back this up in a way w/ the following...

Which may be true, but that doesn't necessarily make it a negative. Besides, who gets to define what's "proper" here? Let's continue...

So in a roundabout way, you're saying tank controls CAN work, it just depends on if the game is designed around them? Then this wouldn't mean tank controls as a concept is outdated, just that it may not suit a game's design philosophy. You can't take GOW controls and shoehorn them into RE1 and expect it to play the same; all the meticulous balance and planning would go to shit.

Now we're in slippery slope territory. Again what is "modern" ? By your own words if a fantastic survival-horror game came out today, but had tank controls, would that now not make it "modern"? Would it be antiquated?

Just like you can have a fighter like Smash Bros and a fighter like Street Fighter co-exist, I don't see why other genres -- sur-hor in this case -- can't have divergent control schemes that can coexist together in the market and where one is not inherently looked at as "inferior" or antiquated, but merely a design choice with systems built around those controls.

And I wonder if that has more to do w/ the fact sur-hor games are more described by their atmosphere, than their actual controls. If that's the case, and you want to be scared (obviously), a good game w/ tank controls should not automatically be discarded. Stop thinking about what mechanics can be had to empower you as the player, and think more about the presence of controls and mechanics in the game to lend an atmosphere to scare you, the player, and the less empowered you are, the better.

You missed part of my point. I said the older RE games, including RE4, had the controls they did because of the time in which they were designed. They may still be fun games today for fans, but I also said in my above post if those games were designed in 2014 that they shouldn't have tank controls. If somebody made a game like RE today with tank controls, it absolutely would feel antiquated. Like TheRedSnifit said, it would be like making a 3D PC game today without mouselook.

And by "proper" I mean any controls that don't feel clunky. The differences between Smash Bros. and Street Fighter don't apply here because both of those games have smooth controls.

Finally, and most importantly, clunky controls are not a necessity to make the player feel vulnerable and weak. Plenty of games have proved that. Go play System Shock 2 if you have the chance, or thief, or a realistic tactical shooter, or Siren Blood Curse. A more recent example might be Demon's Souls. Those are all games that don't make the player feel empowered at all, but vulnerable, or at least on the same playing field as enemies, despite having fluid controls. Some do it by making enemies at least as powerful as the player. Others do it by giving players low health or a low amount of resources. Some might do it through pure atmosphere. But making controls intentionally awkward will just make the game frustrating for most people.
 
Gimme a true to original RE7:

A location such as Mansion/police station, or maybe a city

Slow pace with puzzles to solve, smatterings of action but not an action game. If I want to play an action game I can play the latest ND game etc

An atmospheric soundtrack with melodies that will stay with me for years

Not much ammo, if I solve a difficult puzzle and get a weapon/ammo as reward it should feel like I've gained something precious

No save anywhere. Typewriters and ribbons are fine

No auto health regen. If I'm injured I don't want to hide behind cover and miraculously heal. Give me the herbs or health packs to find

Stick with one character, if multiple characters then have multiple starts but no switching mid game

Bring back challenges, complete only using x number of saves, or in x time or only using a certain amount of healing items. Make the rewards proper old school cheats like infinite ammo or something, maybe like the unlocks in goldeneye

Forget any tacked on dlc at all. Sell me the whole game day one that's it.

Don't want much do I?

If they could do all of the above then take my money!!
 

Jawmuncher

Member
I don't even see how true return to horror will even be viable for Capcom when it comes to RE. It's not like the series is hurting in sales and is on it's last leg. Yeah it had a hiccup with RE6 in most eyes. But by comparison AC3 was in the same boat with negative reviews and the masses didn't really care since they picked up AC4 just as quick.
 
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