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Holy Fuck, could Resident Evil 4 be the best game of 2005?

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trolley:
it's initally a hard game to master, and feels very cackhanded, but you get used to it quickly.

est:
it's not that i am saying that the controls are hard to master.  i am saying that there are controls missing.  controls that should be in any game of this type.

not having the Y-axis inverted is cack-handed, and i'm guessing that there would probably be something in the options to change that if i so desired.  not being able to walk/run while attacking or walk side to side (strafe) whether firing or not is more of a strategic decision, and one that i disagree with intensely on a very fundamental level.  kinda like Guild Wars' "you can't jump over things that come up to your ankles.  sorry, you'll have to take the long way around, and random encounters will come up out of the ground all the way there and back, regardless of whether you've already killed them or not" shit.

that said, i hope i'm wrong because you guys really seemed to dig it.

Qui Gon Zel:
You play it on an emulator on the computer? With our without a gamepad?

Personally, I thought the previous RE incarnations had dicked up controls and craptastic camera angles.

This game I more or less picked up and went to town on.

No RE game has ever had the ability to strafe while firing a weapon. I suppose they could have reinvented that like they have with nearly everything else(i.e weapon upgrades, inventory system etc) I suppose they kept this in to give it a level of intensity and urgency. These have never been run and gun games. Besides, strafing and shooting while running would make the game too simple.

Instead, you sit there and fire without moving while hordes of villagers sweep over you and before you realize it, you're sorround by them with your mind in turmoil. "Holy shit, what the hell do I do now?"

It's meant to make your heart race. I believe that is why they kept that control scheme the way it is.

Sideways:
I both understand and empathize with Ests complaints, but there /is/ a valid reason for the strict controls.  This game is meant to freak you out.  When you play Devil May Cry, and you can leap 30 feet in the air, run-n-gun, perform combos, and do powerslides/shifts at superspeeds... there's certainly a lot of tension, but it's action-themed tension.  In the RE games it's always been about fear... psychological tension.  One of the reasons the controls weren't set up to be super-responsive is because you're meant to get into these situations where you're yelling "FUCKFUCKFUCKFUCKFUCK" as 5 zombies/villagers are bearing down on you, and you don't have the ability to do some action-star move to get out of their way.

And I know that strafing isn't such a big deal... it could've been implemented effectively in RE4, no doubt... but the reason the controls seem clunky, in an age of games that can have insanely responsive controls (God of War comes to mind) is to create that tension.  It works, too.  RE4 was one hell of a good game!

Qui Gon Zel:
Shit, who needs to strafe if you have the shotgun maxed out plus an assload of incendiary/frag grenades?

Plus, the TMP is good for unloading on those hordes that sometimes don't seem to go the fuck away.

SIDE NOTE: I modified the topic to make it somewhat more grammatically correct. I speak english much good.

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