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Resident Evil HD remaster and the new control scheme

Some people simply have difficulty discerning reverse left and right, particularly in a heated moment, of which RE has many. It doesn't make them any lesser for it. And there are those who simply won't see the appeal in controlling a less mobile character, even for the challenge, because it just won't make sense to them. And that's their privilege. You're only elitist if you attempt to enforce ideals on others who don't care for them, or look down on them for their opinions. It really is a good thing that more people will get to enjoy this great game, even if it's not in the way it's designed.

I don't look down on anyone who chooses to play this way, I'm more so looking down on the decision to include this control scheme at all. Someone who chooses that control scheme isn't worse than me, they're just a person playing the game.

I'm gonna go ahead and say that having difficulty with movement in the heat of the moment is, like, 60% of RE tho. It's a bad decision to even give the option and I'm and worried it'll make it a worse game because of it, for all the new people experiencing it. It's an incredible game, tank controls and all. I'll be one of those people. I've never played the remake.
 
Gross.

Part of the experience of Resident Evil as a series is that you can't switch from sprinting in one direction to sprinting in the opposite direction at the drop of a hat. Turning a corner and finding yourself face to face with a zombie (or worse, a Hunter), is supposed to have you backing up and raising your weapon, because you can't just juke around the enemy with ease.

The entire game was designed around the tank controls. While it's interesting they're including free movement, it's going to utterly destroy the tension of the game. Anyone playing the game that way is going to complain about how easy and boring it is.

This is the equivalent of adding DMC4 controls to Onimusha. Yes, it's an interesting option, but it destroys the entire balance of the game.
 
With the new controls scheme, every time you enter a new "screen", the controls "change". The "tank" controls are there to help maintain consistency so when you do enter a new screen, up isn't suddenly down.

3D controls only really work in a 3D environment... and Resident Evil is basically a 2D game with invisible walls everywhere.

I honestly hope some of you guys never design a videogame ever. Tank controls are there for a REASON and it has nothing to do with creating tension... that's just a side benefit that happens to suit the genre.
 
With the new controls scheme, every time you enter a new "screen", the controls "change". The "tank" controls are there to help maintain consistency so when you do enter a new screen, up isn't suddenly down.

3D controls only really work in a 3D environment... and Resident Evil is basically a 2D game with invisible walls everywhere.

I honestly hope some of you guys never design a videogame ever. Tank controls are there for a REASON and it has nothing to do with creating tension... that's just a side benefit that happens to suit the genre.

It is partially for tension, hence why Shinji Mikami kept them for RE4. The original Devil May Cry had controls relative to the screen despite having fixed camera angles.

Trying to say you know better about game design than Shinji Mikami and Hideki Kamiya? I think there's a few people on these boards who'd argue with you on that one.
 
The "tank" controls are there to help maintain consistency so when you do enter a new screen, up isn't suddenly down.
I think it's more the case that it just fits the style of the game. Devil May Cry, for example, handled changing scenes just fine, so tank controls are not necessary for fixed camera angles in 3D games. I mean, most 3D games do not have tank controls. I'd be surprised if the Resident Evil team balanced the game around a certain control scheme because they couldn't figure out how to maintain control consistency between scenes.

I hope they continue to work on the new control scheme. There's nothing wrong with changing the inputs, the problem is that it trivializes the game in its current state. They could add animations and change timing to more closely match the tank-style controls-- for example, making the character actually turn instead of instantly snapping to the direction of the analog stick.
 
I think people tend to confuse 'bad controls' with 'learning curve.'

Tank controls are an excellent control system, the modern gamer just refuses to adapt and learn the system.
 
Tank controls or BUST. Reminds me of the people who say the controls on the original Tomb Raider games suck when infact, if mastered, you could do wonders as long as you have the patience to do so. You give in abit but they give back so much more. Tank controls FTW!
 
Oh man, I can't stand classic RE fans and their logic that "the terrible controls add to the experience". No, for you they do because that's how you remember playing the game. It's nostalgia 101.

The controls were not terrible then, and are not terrible now. It has nothing to do with nostalgia, it is the way the games were designed.
 
I've never had any issues with tank controls for any game, ever. I've had issues with free control vs. still camera angles. It's very jarring and I often end up running back and forth between two zones, because I dont have enough to to react to the control changes.
 
Oh man, I can't stand classic RE fans and their logic that "the terrible controls add to the experience". No, for you they do because that's how you remember playing the game. It's nostalgia 101.

I played 6 > 4 > 1, and I prefer neither. Normal controls would ruin RE4, tank controls would ruin (inb4 lol Resi 6 is already ruined!!!) 6. It's design.

Edit: That looks so disjointed because I was originally going to say I prefer tank controls, but what I meant was I prefer Resi 4 so I adapted it. Eh.
 
My friend just can't do the tank controls. His brain simply can't handle 3rd person camera / 1st person control simultaneously. So he'll finally get to play this. Options are good. It's a win for everyone!

It do feel bad for people with his affliction, though. At least he doesn't use non-inverted FPS controls. :)
 
Options are good. It's a win for everyone!

No, actually bad options are bad. This isn't like a volume slider or something, this is something that actually heavily impacts the game in a negative way. All because most people can't spend like 15 minutes to adjust to these (really simple) controls. Everyone loses.

Edit: It is even worse when these bad options (including the 16x9 pan and scan mode) are probably going to be default.
 
No, actually bad options are bad. This isn't like a volume slider or something, this is something that actually heavily impacts the game in a negative way. All because most people can't spend like 15 minutes to adjust to these (really simple) controls. Everyone loses.

Edit: It is even worse when these bad options (including the 16x9 pan and scan mode) are probably going to be default.

Wut m8? I've beat 3 of 6 of these games, and have Adjusted to these tank controls as you say... that so does not fucking mean I have to like them lol
 
Yeah, don't think I'll be using those new controls. They look game breaking. I felt the same way about MGS3's "improved" camera system too. Not a fan of taking games that are designed to be a certain way and shoehorning in things that don't fit to placate armchair game designers.
 
Gross.

Part of the experience of Resident Evil as a series is that you can't switch from sprinting in one direction to sprinting in the opposite direction at the drop of a hat. Turning a corner and finding yourself face to face with a zombie (or worse, a Hunter), is supposed to have you backing up and raising your weapon, because you can't just juke around the enemy with ease.

The entire game was designed around the tank controls. While it's interesting they're including free movement, it's going to utterly destroy the tension of the game. Anyone playing the game that way is going to complain about how easy and boring it is.

This is the equivalent of adding DMC4 controls to Onimusha. Yes, it's an interesting option, but it destroys the entire balance of the game.

Not exactly true, and it's something many are forgetting, the tank controls really went out the window with RE3. They only really 'screwed' you in RE/RE2 when in order to evade you had to slowly turn through the degrees to move in another direction. RE3 added not only 180 turns but dodge moves that could render enemies absolutely flaccid. So we've already seen an easier set of controls.

Though this game really isn't the set of trials and tribulations people make it out to be.
 
I've played it a hundred times with the original controls, which, aside from maybe the first 30 min. of RE1 back in spring 1996, I never had a problem with. I'm down to try something new. Sorry.
 
We have a fundamental difference in opinion regarding what defines the controls in these games.

The fixed camera of REmake vs the genre-defining over the shoulder third person camera of RE4 is absolutely fundamental to this difference in controls from previous RE games. Not to mention actual manual aim which is a substantial part of the entire game.

The left stick moves Leon forward and backwards as well as rotating him in place when you press left or right. Those are tank controls. The fact that they feel different from previous RE games just means you need to fix your definition, not that they must be different from tank controls.
 
New controls are tragic stuff, people are gonna cheese the game so hard with them.

Seriously, if you don't want to break/ruin the game please use the default/tank controls, the game was designed around them.
 
Tank controls worked better for RE4 than classic RE, as the later it felt more of necessity because of changing angles than opposed to the more intuitive RE4 which the camera moves with you.

That's really a massive difference with on screen control from that change in camera approach and the combat changes that came with it; you move your character left and right with the camera being independent of your movements in older RE; which changes the feel a lot. Saying it's the same is sort of yes and no.
 
Hence, why tank controls exist to begin with.

Exactly. The tank control scheme came into favor because the changing camera angles/perspectives necessitated a control scheme that was tied to the character and independent of the camera angle. It seems absurd, 20 years after the original came out, to even give the option of disregarding that fundamental design choice.
 
Tank controls aren't fun. They're slow and clunky. I've played enough of the oldschool RE games that I'm tired of Tank Controls. I will never go back to that. RE4 hit the perfect middle of the road with controls in that you still moved like a tank but at least this time you had free aim.
 
Tank controls aren't fun. They're slow and clunky. I've played enough of the oldschool RE games that I'm tired of Tank Controls. I will never go back to that. RE4 hit the perfect middle of the road with controls in that you still moved like a tank but at least this time you had free aim.

I'm curious why anyone would even bother playing this game with the ability to turn on a dime, you're going to just run around every enemy.

I get people not liking tank controls for whatever reason but that just sounds sleep inducing to me. It's like a cheat code.
 
Its fine to have options. The problem I have is if this control scheme is the default its the wrong first impression of the game. It makes the game play completely differently, the games supposed to be slow.

Its easier to play Doom in god mode, it doesn't mean it should be enabled by default.
 
Game was designed around tank controls. I beat this game soooooo many times. I remember doing hard mode in roughly 1 hour 30 minutes.

I think my best was like 2 hours 15 mins , i got the rocket launcher , i think you get it for beating the game in less than 3 hours?

I hope the tank controls are the default =P
 
Exactly. The tank control scheme came into favor because the changing camera angles/perspectives necessitated a control scheme that was tied to the character and independent of the camera angle. It seems absurd, 20 years after the original came out, to even give the option of disregarding that fundamental design choice.
I honestly feel like some gamers...don't understand games.

"Fundamental design choice" is a good way to put it. Some people don't like the control scheme and therefore want it changed but the game was designed with those controls in mind. Once you allow too much freedom you pretty much defeat the purposes of the gameplay experience. Why play REmake if you don't want to experience that element of uniqueness?

That said, similar arguments came out for RE4's control scheme on Wii. Many folks don't approve of the pointer controls because they "break" and "imbalance" the game. I actually like those controls so perhaps I'm a bit of a hypocrite. That said, a non-tank control scheme is in my opinion more detrimental to REmake than full pointer control is to RE4.
 
This will be my first time playing this game and I fully intend to use the original tank controls. The camera shift screwing up your movement with the new scheme looks like a horrible experience. I'm sure adjusting to tank controls will increase the tension when making escapes and stuff as well.
 
Not exactly true, and it's something many are forgetting, the tank controls really went out the window with RE3. They only really 'screwed' you in RE/RE2 when in order to evade you had to slowly turn through the degrees to move in another direction. RE3 added not only 180 turns but dodge moves that could render enemies absolutely flaccid. So we've already seen an easier set of controls.

Though this game really isn't the set of trials and tribulations people make it out to be.

Resident Evil 3's 180 wasn't instantaneous, even if it was faster. It was an evolution, sure, but at the core the gameplay was still very much tanky. You still had to pick your spots and plan ahead when running because you couldn't turn on a dime or instantly change momentum.

Likewise the dodges, while useful, were not gamebreakingly powerful. Getting attacked by more than one enemy would leave you screwed, and it brought with it the risk/reward factor of being close to an enemy in the first place. While it certainly made Jill and other characters more agile, it wasn't a cure-all move. It made individual zombies cake and made Nemesis manageable, that's about it.
 
I'm curious why anyone would even bother playing this game with the ability to turn on a dime, you're going to just run around every enemy.

I get people not liking tank controls for whatever reason but that just sounds sleep inducing to me. It's like a cheat code.

Knife runs were never easier^^ With the new controls that will be a piece of cake ...
 
The biggest thing that's putting me off buying this game when it comes out is the use of ink ribbons. I really wish they would give us the option to start with infinite ink ribbons.
 
The biggest thing that's putting me off buying this game when it comes out is the use of ink ribbons. I really wish they would give us the option to start with infinite ink ribbons.

You get plenty honestly. I understand your annoyance but that shouldn't be a reason to pass on the game (assuming you've never played it).
 
The biggest thing that's putting me off buying this game when it comes out is the use of ink ribbons. I really wish they would give us the option to start with infinite ink ribbons.

Realistically, you will likely have more than enough by the end.

If not, surely there will be a PC trainer that lets you set items to infinite and get infinite ribbons.
 
I've never had any issues with tank controls for any game, ever. I've had issues with free control vs. still camera angles. It's very jarring and I often end up running back and forth between two zones, because I dont have enough to to react to the control changes.

I once got stuck for five minutes trying to leave the hospital in Silent Hill: Origins for that very reason. Tank controls will always be superior when dealing with fixed camera angles like that. Honestly, I can't understand tank control complaints post- 180 turn.
 
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