Re: Resident Evil 5 impressions from anyone?
- From: Eman <supreme.evolutionary@xxxxxxxxx>
- Date: Fri, 20 Mar 2009 07:39:08 -0700 (PDT)
On Mar 19, 3:26 pm, The alMIGHTY N <natle...@xxxxxxxxx> wrote:
On Mar 19, 3:26 pm, The alMIGHTY N <natle...@xxxxxxxxx> wrote:
Intuitive? I guess that depends on your definition of the word. I feel
the movement controls are very intuitive because every action that
works works the way I expect it to. "Unintuitive" implies to me that
you can do things but the way you do them is not how one would expect.
But that's just arguing definitions and I'm looking at it from the
perspective of a usability specialist which may not be how you look at
it.
I'm not sure what a "usability specialist" is, but intuitive to me is
a natural control scheme that doesn't require the constant prompting
of Press A to pickup, Press B to have partner pickup and so on. Does
it do this through the whole game? Couldn't some radial dialogue be
used? Gun reloading: do you have to be aiming your gun in order to
reload it? Why do you have to be pressing two buttons in order to
reload your gun? What other game does that? This is all based on
like 10 minutes in the demo, so if I'm wrong, please correct me. An
intuitive design requires as little instruction as possible. Like
Gears, the controls just click. Like an Ipod. Anyone can pick that
thing up and figure out how to navigate it without instruction. Is
there an evade button on RE5? Playing the demo last nite with the
chainsaw guy coming at you, is your only option to slowly walk
backwards? Or slowly turn around and run? No 180 deg turn like from
L4D or Dead Space?
In any case, I know what you're getting at but I'm not sure I agree
with the line of reasoning that says that you should be able to do so
and so because real people can do that. In the end, it's really just
about personal preference and your decision to include "conformance"
in there leads me to believe that really it's all about the controls
not being like shooters.
I had absolutely no problem with the controls but perhaps my lengthy
experience with the franchise helped. I could certainly see where
someone who is used to shooters would be thrown by controls. The game
isn't really meant to be a "shooter" despite the change in the
player's perspective.
I don't have "problems" with the controls. I just don't like them.
I've played every RE since 1 in 1996, but admittedly, my interest in
the series dropped off after RE2, which I played to death. RE2 is the
last one that I replayed several times. Mostly trying to get an
unlockable for beating it in under 3 hours or whatever it was.
Playing RE5, something screams in my head "Why?" I could understand
back in the late 90s, with the static backgrounds, but moving the
perspective to behind the shoulder, the controls didn't change. Why
does it take so long to move your airm left to right? You should be
able compensate this by moving your damn feet while your airming. I
don't mind not being able to move while you're shooting, but not even
while you're aiming?
IGN is an
extreme example with their desire for a return to fixed camera angles
and such.
I actually would like this. The fixed camera angles provided more
dramatic scenes and more suspense because you couldn't see around
corners. I would like to see them split the franchise into a
"classic" RE and an "action" RE. I heard somewhere that is where DMC
came from, but that's too far in the action direction.
Then again, I ask why you feel that a game needs to "conform" in order
to be "good."
I never said RE5 isn't a "good" game. Its just a game that I won't
pay $60 for. When I get it for $20 (which will be soon because the
game is so short). I'll be like wow what a great game!
RE5 is a beautiful game, but watching the
highly detailed characters do the moonwalk while turning and
navigating through the archaic inventory made me painfully aware that
regardless of how pretty it is, its still RE1 under the hood.
That's funny - I didn't see any such behavior when characters turned.
The reality of the controls is nowhere near what you describe.
Its hard to describe. I'll have to play some games back to back with
RE5. But turning in RE seems odd to me. It kills the immersion,
because I don't turn like that in real life and I don't turn like that
in other games. Like I said, it made sense with the static
backgrounds, but now its just jarringly weird to me. I played the
demo again last night. What's with no analogue control for moving?
You can only move in two speeds. Walk and run. Its like I'm playing
on the old non-dual analogue stick PS1 controller. This is what bugs
me about the controls. The developers of RE adopted the two sticks
for walking around which is required for the behind the back view.
But when aiming and shooting its like we don't have analogue sticks,
you can do the same thing by holding a shoulder button down and using
the D-pad. Again another legacy control from pre-RE4. Which had to
be compatible with non-dual analogue stick controllers.
What about the inventory system don't you like and how would you
improve it? I think the throwback to the original "each item takes up
one space" inventory system is fine considering the decision to make
inventory management a real-time feature (a move I applaud). Resident
Evil 4 had an interesting take on inventory management that was better
than this when not dealing with real-time management (although still
hardly realistic).
Again, why not some sort of radial inventory. I can't expect them to
have an inventory system like Dead Space which just blew my mind.
Being able to move while you're in your inventory? That's awesome
stuff. The squared boxes with the pictures of the items is so old.
How about a little innovation? Have like a satchel or backpack that
Chris goes through an animation of swinging off his shoulder and
opening up and zooming in on its contents. The current system isn't
terrible, it gets the job done, just with no bells and whistles. How
long has Capcom been using the same icons for ammo, herbs, etc?
They've been the same since 1996!
.
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