Originally posted by Team Andromeda
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Resident Evil 5 (demo)
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Originally posted by Team Andromeda View PostYou could say that about so many games . Resident Evil have never had great controls , there's always been issues . Now I'm just making the point , the controls were never bad enough to hurt the previous games , not least RE 4 (which I've always said was overrated ) So why the big outcry with RE5 , when it controls and plays much the same ?
This can be best shown in the difference between the first demo level and the part in RE4 when you were trapped and surrounded in a house. They are basicaly the same level but with a major difference.
In RE4 the pacing was perfect and you felt like you were surrounded, but the bad guys didnt all attack you that quickly in truth, so there was still plenty of time for you to survive the attack, as such the controls didnt hinder you.
However in the RE 5 demo, its so fast paced, much more so than RE4, that from the moment you start you only have a few seconds before you are completely surrounded and dont have anywhere to run. the controlls are too sluggish for this kind of gameplay.Last edited by rmoxon; 05-02-2009, 11:49.
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Originally posted by Dirty Sanchez View PostAsk yourselves this -
If EA had released Dead Space with crippled controls would it still be a great game, or would EA be beasted for, well being EA?
I won't post the review here, tis the wrong thread for that, but the game is about 18 hours long and has more areas than RE4.
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thing is though ...there comes a breaking point where people will only accept the same flaw after a certain amount of sequels
Resi evil 4 was great my one and ONLY flaw was the controls was far to slow ....and the thing is there will be games that improve on that (dead space....while not much of a improvement control wise...it was still a improvement)
dont think saying that its always been like that....is really a valid excuse games need to progress
while playing the resi evil 5 demo and was getting approached by 5 enemies ....and did the 180 turn....time Seemed to slow down...and it just felt painstakingly slow
thing the main problem is though....and the reason so many people complain about the controls is that capcom had promised to revamp it.....and with that not happening and the real Time item menu making things alot harder toLast edited by eastyy; 05-02-2009, 11:53.
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In RE4 the pacing was perfect and you felt like you were surrounded, but the bad guys didnt all stoprk at you that quickly in truth, so there was still plenty of time for you to survive the attack, as such the controls didnt hinder you
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Mercenaries works on RE4, mark my words it won't work half as well on RE5.
Did anyone in this thread try out Mercenaries mode on RE4? Did anyone even unlock it?
If anything required the attache case (a HUGE factor in RE4 control and fluidity) to function it's Mercenaries mode.Last edited by dataDave; 05-02-2009, 11:55.
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Originally posted by eastyy View Postthing is though ...there comes a breaking point where people will only accept the same flaw after a certain amount of sequels
EA stil can't get the headering system right in FIFA, bit millions still seem to buy that . I don't think Capcom got much to worry about , if the game play and story is there to back up the GFX . And I'll only know that, when I play the final game, not a 3 min demo
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Originally posted by Team Andromeda View PostI'm sorry, not long into the game the people were chasing and swarming you for the village section . And to me RE 4 wasn't a patch on Code Veronica anyway . I find it amazing people having a go at RE5 , when to me its more of the same to that in RE 4, and all on a demo that takes 2 min's to finish .
Ive played RE4 many times, I know what the game is like. The fact that the demo level is so much like a similar part in RE4 just shows up the fact that the controls worked better in RE4 than they do here all the more really.
Also, I was talking about the pacing in that part of the game, not the whole thing.
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Originally posted by eastyy View Postthing is though ...there comes a breaking point where people will only accept the same flaw after a certain amount of sequels
Anyway, you can strafe now. Moving whilst shooting delayed til Resi 6
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Originally posted by Team Andromeda View PostWell people seem more than Happy with the likes of GTA IV , a game which is a sequel by the numbers and failed to fix any of the control issues , much less the dreadful combat system.
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Originally posted by Team Andromeda View PostWell people seem more than Happy with the likes of GTA IV , a game which is a sequel by the numbers and failed to fix any of the control issues , much less the dreadful combat system.
RE4's contols didnt need improving, they worked well in RE4. They dont work well in the RE5 demo though, becuase you just dont have time to move like a tank in it.
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Originally posted by FullSpecWarrior View PostMaybe. The thing is, when Bethesda keep releasing games with the same kind of bugs and problems over and over again (the problems in Fallout 3 were akin to the problems I saw in Oblivion, Morrowind, Daggerfall and Arena) and win Game of The Year you can't blame Capcom for thinking that it really isn't a problem.
Anyway, you can strafe now. Moving whilst shooting delayed til Resi 6
thing is those games are vast in scale....and each game is radically different...think people can gloss over any faults
With resi evil 5 i played it ...and thought this plays like resi evil 4....even enemy dying and reaction animations seemed to be reused to
Same fault can go the gta games though.....there just updates really
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...remove the attache case, and replace it with a shoddy real-time cross-character space management system that is flawed on so many levels and you have my concerns, you can't even share ammo FFS.
I stated 5 days ago or something I'd bagged the controls, controls aren't an issue anymore unless you need to switch weapons when running, it's inventory management and it's incompatibility with the action.
I'm doubting some people in here have even played a Resident Evil game before to begin to even notice that.Last edited by dataDave; 05-02-2009, 12:05.
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The animation in Fallout is at least as bad or maybe even worse than in Oblivion though!
I'm not criticising Bethesda really. I'm just saying that depending on a particular game people will forgive some flaws. SOCOM is dreadfully flawed but it's also awesome so I just let them off! Some people won't let Capcom off on this one and some will. I'm in the latter camp.
Originally posted by DavidFallows View Post...remove the attache case, and replace it with a shoddy real-time cross-character space management system that is flawed on so many levels and you have my concerns, you can even share ammo FFS.
I stated 5 days ago or something I'd bagged the controls, controls aren't an issue anymore unless you need to switch weapons when running, it's inventory management and it's incompatability with the action.
I'm doubting some people in here have even played a Resident Evil game before to begin to even notice that.
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Not sure whether to wade in late on what's ultimately probably a pretty tedious debate, but I can see both sides on this one.
On certain levels, it's unfair to judge the game on the demo: Resident Evil has always relied on context, and the demo is denied that; two sections ripped out of the early portions of the game and played in isolation. So it's difficult to comment on atmosphere and plot; that's why the complaints of it "not being scary enough" or "not really being survival horror" are unfounded. We are simply going to have to play the full campaign to judge these aspects.
But, on other levels, the full game will not provide further illumination; it's here - in the core mechanics - that the criticisms are perfectly valid and the demo does worry. In terms of the controls, there's a reluctance to update and progress and I think that is a valid criticism. It is surely easy enough to get used to Resident Evil controls again, but you have to ask whether you should be forced to adapt to a clumsy and counter-intuitive control system? Again, this can only be answered by the full game: if the setting, atmosphere, narrative and set-pieces are of sufficiently high quality then I think it would be fair to say the pay-off in terms of control fluidity is worth it. (It's another question as to whether the experience would be elevated by more traditional controls: this is impossible to answer as we will never be able to play Resident Evil 5 with anything other than its designed control set-up. So a redundant point.)
The thing which has worried players the most is the obligatory AI companion (I say obligatory AI as most people will play this as a oneplayer experience, so it must be discussed as such). It's a complete change in emphasis and shatters much of the tension Resident Evil depends on; the illusion of terror is unavoidably obliterated by an attractive female companion running around behind you. And, in some ways, it seems broken: the game demands you keep the AI alive to progress, but the AI is not of a high enough standard to make this seamless. I don't want to direct the majority of my efforts at saving a character who insists on consistently placing herself in stupidly vulnerable positions.
In essence, I don't want to be wrestling with the mechanics of the game and the rules it has imposed on me. If they wanted to work the AI companion in this way, the actual AI needs to be more natural, believable and able than the build in the demo is.
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