Madflavor
Member
After reading the reactions to the demos from multiple threads, it's become pretty clear this was a mistake. Forget the whole thing about not being able to play a demo as long as you want. Sure that sucks, but there's another major problem here. Resident Evil games are not the type of games you rush through, on your first playthrough. You have to immerse yourself in the atmosphere, take in the visuals, feel the pacing, read the notes/journals, etc etc. You have to start building your ammo/health items from the beginning, getting to know the lay of the map, and decide when it's worth using up your resources to survive. This ain't the type of thing where you should drop the player in the middle of a section of the game, expect them to hit the ground running with a 60 minute timer, and think they're going to have an ideal experience. The kind of experience you're trying to aim for.
The biggest grip players have from what I've seen is the gunplay. Guns not feeling powerful, enemies having almost no reaction and feedback to your bullets (which actually isn't true, they do sometimes stagger), and also being bullet spongey. Now maybe these are legit problems that playing the game in full won't relieve. But shit, the timed demo situation couldn't have helped. Maybe to me, the gunplay would feel less substandard, if I started the game from the very beginning, felt weak as fuck, but over the course of the game and some upgrades, I would feel guns start to have more weight to them. But in the end, I feel like these demos didn't do much to draw in more people. If anything, it's caused some people to decide against a Day 1 purchase, whereas if they hadn't played the demo and bought it Day 1, their experience may have been more pleasant.
Or maybe I'm talking out my ass and ultimately these are just a few loud people who didn't like it.
The biggest grip players have from what I've seen is the gunplay. Guns not feeling powerful, enemies having almost no reaction and feedback to your bullets (which actually isn't true, they do sometimes stagger), and also being bullet spongey. Now maybe these are legit problems that playing the game in full won't relieve. But shit, the timed demo situation couldn't have helped. Maybe to me, the gunplay would feel less substandard, if I started the game from the very beginning, felt weak as fuck, but over the course of the game and some upgrades, I would feel guns start to have more weight to them. But in the end, I feel like these demos didn't do much to draw in more people. If anything, it's caused some people to decide against a Day 1 purchase, whereas if they hadn't played the demo and bought it Day 1, their experience may have been more pleasant.
Or maybe I'm talking out my ass and ultimately these are just a few loud people who didn't like it.
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