SolidSnakex said:Dead Space is slow paced also, that didn't mean that they had to go the RE route with the controls. And that's really the biggest issue for RE5. DS is a slower paced action game like RE, but it still gives you controls where you never feel like your movement is restricted. Critics and gamers now have DS to look toward as an example that you can do a game in RE's style but with a new control scheme.
Dark FaZe said:Why continue to bring up outbreak? That clearly is nothing like the RE4/5 experience so the results aren't really comparable.
^ This looked more appealing than what we have currently. It looked far more intense. Larger groups of enemies, dodging mechanics, and A.I that wasn't completely inept while still remaining managable without being Left 4 Dead zombies that seek only to rush at you and swing swing swing. In the above footage there are still groups that are slower and throw projectiles but there a few that move straight at you. While dodging/shaking guys off of you your still given the option to make use of the shoot and melee tactic that has been present since RE4.
MarkMacD said:Again, I said pro -and- reader reviews, i.e. everyone.
Don't mistake it for people wanting one game to control like another, or people saying all games in a genre should control the same; people want their games to play the best way that fits that game. I haven't seen a single convincing argument yet why the RE series wouldn't be better off this way, and I'm betting most people will agree. (Trying to make it out like it would be somehow diluting RE's identity to adapt to a better control scheme, just because another game has also done it, doesn't count in my book as a convincing argment.)
Let's keep this civil and realistic. It's not going to ruin the game for most people. Most people who stick with it will adjust. But I'd also say most people will finish the game still wishing it had a control scheme where your aim was always in the center of the screen. (Shooting while moving I don't think the complaints will be quite as strong, but I bet that also changes for the next RE).
As for the rest of it, I'll just say this: People used to argue against the dual-stick setup for first person shooters. (Goldeneye controlled just fine! You get used to it! It's too complicated! etc.) People used to argue against Metal Gear using any other perspective (It wouldn't be Metal Gear anymore!) As RE4 itself proved, great series can adapt and evolve--and in fact need to--and still bring along that which made them great in the first place.
I don't think it's as simple as that. Reviewers had to have played popular FPS games at the time. It makes sense for them to compare to previous RE games in the review, but they actually really enjoyed the game despite having played games with supposedly "superior" controls.codecow said:The thing to remember is that most of the reviews were comparing RE4 to previous games in the series.
Compare the controls and camera in RE4 to RE as an example.
RE: Fixed camera angles, no chase camera. Shooting and aiming extremely difficult. Enemies can be around the next camera transition and there is no way for you to "look".
RE4: A chase camera!!!! Shooting and aiming in comparison is way easier. You can look where you want to look, although C-stick camera is as wobbly as the town drunk walking out of a bar at 2am.
So if you look at the advance made in the series from RE->RE4 it is a quantum leap of goodness in terms of an action interface.
Unfortunately if you compare it to any other shooter in my opinion the controls are not that great. They're more like a cross between a light gun game and a standard 3rd person shooter than a pure 3rd person shooter. In other words, they're for a shooting gallery of relatively static enemies.
Every level was crafted with as much love and care as the gameplay itself. RE4 didn't just give you arenas to kill people in, they gave levels with a cohesive design and a ton of variety. I love all of these games for what they are, but RE4 is something rarely seen.zoukka said:I don't care what it is, but RE4 whoops Dead Space's and Gears's ass so hard it's ridiculous. But that's what you get with ingenious game design.
Sectus said:In my opinion, I don't think it's due to one control scheme being directly superior, I think it has to do what people are used to and what they're comfortable with.
Oldschoolgamer said:The approach to combat hasn't changed at all, and you can still dodge the zombies/ganado/whatever the same way you could back on the PS1. So, when comparing combat situations...you can.
Look at the trailer again. The A.I. is the same shit it always was. Don't let the number of zombies on screen fool you.
I completely agree with that. While I enjoyed Dead Space, the combat and enemies were one of the weakest parts of the game. Enemy AI rarely became more interesting than "run straight at you" and combat rarely became more tactical or varied than "circlestrafe or walk backwards while shooting at the enemies' legs/arms".Oldschoolgamer said:I must be in the minority, because I don't think DS took any important steps in terms of controlling a character. In fact, I think subtracting the quick turnaround was a huge step down, especially since they liked to spawn stuff behind you. Granted, the vents were visible and it was clear as day where the monsters were coming from, it was a hassle to deal with stuff that crept up on you.
Sure...you could move and shoot. And? This didn't have F.E.A.R. or Crysis level AI, so it really didn't matter. You killed the monsters the same way you did back in RE: Directors Cut, and the fact that you had zero reason to be careful about your movements made it even easier. Not to mention the fact that you had stasis.
Dead Space's tension didn't come from the enemies (which is a shame really). It came from the environments you were in, and the different sounds and set pieces. It might have done some other things that people might call "evolving the genre" (which it didn't), but controls are nowhere on that list. Before I get called on it, I was playing the PC version with fucked up aim, before I used the fix to make it sexy. :/
Sure, take what I say out of context, that makes you look real intelligent.Flynn said:Lemme guess. You ride a recumbent bicycle.
You realize that RE5 is just a demo right? RE4 had different variations of enemies that progressively got better at closing in on you, as well as monsters that *were* fast. Plagas parasites (present in RE5, though seemingly at a point in the game where they're not fully developed) also provided 'zombies' and some specific enemies with a form of extended limb to attack you with, but already the flying enemies present in the shanty level already require a different approach than you would the zombies.The amount of enemies isn't anything to scoff at. Also that dodging mechanic is ACTUAL dodging rather than the bullshit strafing, diagonal movement, 180 turn and etc. Also the A.I IS doing different things there. Yes there still remain some of your slower opponents, but there a few enemies that actively sprint/grab from a range farther than what's been seen in RE5 thus far not to mention he doesn't slow down while in range.
KittenMaster said:You realize that RE5 is just a demo right? RE4 had different variations of enemies that progressively got better at closing in on you, as well as monsters that *were* fast. Plagas parasites (present in RE5, though seemingly at a point in the game where they're not fully developed) also provided 'zombies' and some specific enemies with a form of extended limb to attack you with, but already the flying enemies present in the shanty level already require a different approach than you would the zombies.
Now, I haven't played Dead Space (I want to, but I'm not made of money), but it's probably unfair to compare a short demo to a whole game's worth of enemies. We don't know what kind of enemy lineup RE5 will have yet.
Sectus said:Sure, take what I say out of context, that makes you look real intelligent.
Dark FaZe said:The amount of enemies isn't anything to scoff at. Also that dodging mechanic is ACTUAL dodging rather than the bullshit strafing, diagonal movement, 180 turn and etc. Also the A.I IS doing different things there. Yes there still remain some of your slower opponents, but there a few enemies that actively sprint/grab from a range farther than what's been seen in RE5 thus far not to mention he doesn't slow down while in range.
This is exactly how I feel as well. I feel like I just wanna break the ropes that suddenly appear around his legs when he starts to aim.ItsInMyVeins said:I just tried the demo out and my first feelings are that I can't stand the fact that you can't move while aiming. This wasn't an issue back with RE4, but now? I'm fine with not being able to run or walk fast, but you should at least be able to walk slowly.
Dark Octave said:This is exactly how I feel as well. I feel like I just wanna break the ropes that suddenly appear around his legs when he starts to aim.
I'll learn to live with it though if I have to.
But the situation isn't like that. It isn't a case of which control scheme is more comfortable, it's what works for the game. I'm not asking for other shooters to have RE4 controls, that would be stupid. But the controls have been designed around the gameplay, it's one of the reasons which makes the game so unique and fun.Flynn said:It's a joke, but you see what I'm getting at. There's a reason why people ride normal bicycles. Yeah, because that's the way all bicycles have been made forever. But also because recumbent bicycles, though technically more efficent -- are damn hard to maneuver.
There will always be a minority who will prefer this method and continue to argue that its superior. But they'll never win.
Sectus said:But the situation isn't like that. It isn't a case of which control scheme is more comfortable, it's what works for the game. I'm not asking for other shooters to have RE4 controls, that would be stupid. But the controls have been designed around the gameplay, it's one of the reasons which makes the game so unique and fun.
If you're unwilling to adapt to different gameplay and want another traditional shooter, RE5 isn't a game for you.
Flynn said:What's the defining trait of Resident Evil then?
Sectus said:But the situation isn't like that. It isn't a case of which control scheme is more comfortable, it's what works for the game. I'm not asking for other shooters to have RE4 controls, that would be stupid. But the controls have been designed around the gameplay, it's one of the reasons which makes the game so unique and fun.
If you're unwilling to adapt to different gameplay and want another traditional shooter, RE5 isn't a game for you.
zoukka said:Strongly scripted zombie horror.
And RE4 was a horror game even though you shot enormous amounts of stuff in it. I don't know anyone who hasn't shat their pants in one or more sections in that game. It's not Silent Hill but even a veteran like me felt tension almost constantly due to frequent new enemies and bosses.
http://i11.photobucket.com/albums/a168/kennedy014/re4verdugo1.jpg
It's in the fucking ceiling!
ItsInMyVeins said:Well, how come I'm so sure it'd work better if it'd let you at least walk while aiming? That doesn't really give you that much of an advantage while it's nowhere near as frustrating as the turn-run-turn-gun-method.
Dot50Cal said:The Majini AI is almost 100% the same as the Ganado AI in Resident Evil 4. They run up to you, stop when they are at about 3 yards away, and then slowly advance on you. If you were given the ability to walk and shoot, you could infinitely break the AI by backing up while shooting. I'm not even sure why you would want it, since the game is very easy already because of this.
Considering the whole point of the combat is to shoot them in a stun location, and then go do a contextual attack, its a huge mystery why you people keep calling for it. I don't know, maybe you are not good at playing video games or something. Personally, I, and many others, have no issues with the old style controls. Adding the strafe seemed like an unnecessary thing to me, since the enemies telegraph their move for such a long time that I could only imagine that there must be something wrong with the brains of those complaining about that too.
I'm all for adding the option to appease these mutants though. But since it would entirely break the game, it would have to be labeled appropriately. Perhaps slap and achievement on it so everyone knows they played through on that mode :lol
zoukka said:In Dead Space you were impervious to all enemies facing you if you just had ammo. Much thanks to the slow backwards walking while spamming deathbeam at Necromorph limbage.
Coverly said:If it breaks the game then they shouldn't attempted to put western type controls in the first place. It's not like this is a rush job, they've had time to adapt the AI and environments if they wanted to.
No, the defining trait of Resident Evil isn't shooting zombies. RE4 and RE5 doesn't even have zombies (and the other games in the series isn't relevant considering how different their gameplay is).Flynn said:What's the defining trait of Resident Evil then? Is it shooting zombies. If so the gameplay is flexible. See Left 4 Dead.
Is the defining trait, shooting zombies except you can't move when you're trying to shoot? If so, then yes, that particular part of gameplay is vital to RE.
But you gotta ask, "why?"
Sectus said:(no, shooting while running isn't all that realistic)
ItsInMyVeins said:Well, how is that really different from running a bit, turning around shooting, running a bit, turning around repeatedly, apart from being a much better control scheme?
This is stupid. What are ps1 movements doing in my next-gen game?
That's not a character, it's a car! It sure backs up like one.
Does that not look unnatural to you? Would stepping a bit to the left or the right a little too much to ask?
zoukka said:Well in RE4 you took some damage pretty often when running away in the last moments.
zoukka said:Do you guys want the next Mario to have a lock on system for enemies? It would be in fact more comfortable to just hold a button and push the stick upwards to close in on enemies? Yeah no.
ItsInMyVeins said:Yeah, but that's because it's such a bother to turn around and run away that you'd rather try and stay put and hope to finish the enemies off before they reached you![]()
It's like I'd say that you wouldn't want Mario to be able to jump in the next game.
zoukka said:Bingo. Now that you have "got" RE4, you can truly enjoy it for what it is good sir![]()
zoukka said:Wuut?
Just look at the .gif Dot50Cal posted, you can avoid almost all attacks by just walking around. If you could do that while shooting, that would kinda make things insanely easy.ItsInMyVeins said:Well, how come I'm so sure it'd work better if it'd let you at least walk while aiming? That doesn't really give you that much of an advantage while it's nowhere near as frustrating as the turn-run-turn-gun-method.
ItsInMyVeins said:If the player would rather get hit than use the tactics intended I don't know if it's really that good game design. It's just bothersome and annoying. It works as long as there aren't many enemies on screen, though.
That's my reaction to your comparison with auto aim in Mario too. It's not the same thing, to put it simply.
Sectus said:Just look at the .gif Dot50Cal posted, you can avoid almost all attacks by just walking around. If you could do that while shooting, that would kinda make things insanely easy.
ItsInMyVeins said:If the player would rather get hit than use the tactics intended I don't know if it's really that good game design. It's just bothersome and annoying. It works as long as there aren't many enemies on screen, though.
Then add health to the enemies, add more of them, whatever. Having to move around like that instead of just walking (which would make you move slower, increasing the chance of you being hit by thrown objects) is just clumsy.
zoukka said:No of course you run when you KNOW you'll get hit. RE4 was fine tuned so you can pretty much survive any situation however grim. That's the beauty of it.
zoukka said:No I still think my analogy was pretty nice. You still would have to time your jumps and assess the weak points of your enemies. It would just be easier. Just like moving and shooting.
Relaxed Muscle said:You know you can run forward, it's more, enemies attack pattern favors that evasion move rather that turning back and running (because there's a possibility that you back is filled with enemies too).
And the game rewards good aiming, it's not only kill your enemies before they reach you, it's slow them down before they reach you so you can gain some yards.
Relaxed Muscle said:More health would only make the game more annoying, to add straffing and shooting, they should had to make new enemies, animations and entirely different A.I. And they didn't so sticking with RE4 controls it's a goood choice...
ItsInMyVeins said:So how would making the player able to walk slowly disrupt all that? I mean, if it's too easy you can just increase the difficulty.
I mean, obviously your aim would be worse if you move, so there'd be a downside to it.
zoukka said:It still wouldn't be the fucking same. Didn't I just give several examples from Dead Space. I played it at the hardest difficulty possible and the walking was clearly broken. I mean not everyone wants their games challenging but I do. It really is pointless to argue this when the balance was perfect in RE4 and will be close/better in RE5. You talk like implementing "walk" only requires enemies to gain more health/numbers to balance everything out? Really think it's that simple?
Maybe the game would be more enjoyable to some people, but like this thread shows, there's the other half too. RE4's strongest aspect is the fact that everything is strickly guided and restricted by talented people. Loosen those restrictions and you lose something that made RE4 the classic it still is.
zoukka said:And the Mario analogy didn't hit it seems. I used lock on as an example of a thing that isn't necessary but would make the game easier and more "relaxed". Like my sister who has trouble hitting enemies in SMG all the time if they appear diagonally to Mario. Lock on would help her, but she wouldn't be playing the same game anymore.
This is a very tricky thing to explain, but I sure hope you give the game a chance
zoukka said:Randomness is unacceptable to these kind of games. It really is.
MarkMacD said:Again, I said pro -and- reader reviews, i.e. everyone.
Don't mistake it for people wanting one game to control like another, or people saying all games in a genre should control the same; people want their games to play the best way that fits that game. I haven't seen a single convincing argument yet why the RE series wouldn't be better off this way, and I'm betting most people will agree. (Trying to make it out like it would be somehow diluting RE's identity to adapt to a better control scheme, just because another game has also done it, doesn't count in my book as a convincing argment.)