Just did an absurd melee with Chris, just pick the other guy up over my head, turned him round and threw him head first in to the ground. Was head stun I think
This game is a lot of fun, I think you are invulnerable to bullets while sliding, also found a shotgun on Chris’ demo. If you go back and co-op kick the door you were trying to hit before the mini boss turned up, it is in there with a first aid spray. You can only do it after the mini-boss has gone, however.
EDIT: just played as Piers the first time, you can cancel your sniper reload animation between shots by pressing R3 as soon as the animation starts. You cannot do this from cover, but instead let got of the left stick so you crouch then tap it forward again and voila no reload.
i dont mind tweaking controls because if ur serious about your time invested you would want lots of options, the future of gaming will need consumers using their brain more ala PC gamers anyway. things like sonys HMD, the Rift etc will allow the game to be future proof with these options
also about the player lock-on vs camera lock-on, using a pad i hate player lock-on but using say playstation move it’ll be my go to camera setting
no i understood! its just like what you said you enjoyed it more on your second playthrough, what im saying is the things that seem like hinderances may even be an evolution in the multi-modality within player/avatar relationship. me using headphones allowed me to pay attention to the proximity of danger. and even without headphones- what would we say about people who complain about ghouls and ghosts? there may be a very very deep game here that would likely lose its identity by being a dead space clone, you could say this game is a high impact dead space that gives its player strategic freedom if they’re willing to learn
This pretty much…
After playing both the DD and the public demo, the latest is still riddled with akward controls, spastic camera views and odd default choices.
Overall it just feels like an subpar, unpolished 3rd person shooter (at least it’s not RE ORC levels of bad), nothing you would expect from an internal development RE game, which always were AAA games
What went wrong after RE5 and RE Revelations?!
Sure I can understand people didn’t like RE5, from a technical standpoint (camera, controls, etc.) it was a fine game.
Seriously… Did all previous programming knowledge get lost or something? :s
Makes me wonder though, with Capcom saying they want to cut development time back on all future titles.
Which means anything will be worse than this I guess, if that’s true than it’s RIP Capcom.
I had this as well… I had to run forward so she would move along as well… poor AI :s
Capcom should take more time to polish this game, give it a delay… but instead they push it forward from a November to an October release…
I’m giving it a chance since it’s RE, but this might be the last Capcom game that I’ll buy if they don’t step their game up.
Capcom already had a bad year; SFxT, RE ORC (thank gawd I never bought that), the “new” DmC… and this isn’t looking too good either.
So I still haven’t found a decent camera setting yet in the DD demo. The only one I found was the one that aims where the character is facing, and it is awful. Can I have a camera that isn’t set at kidney level?
Again I think you clearly missed the point of what I was saying. Like you completely ignored what I said. I said that I only enjoyed the game more my second time around because I knew where everything was. That means that I’m compensating for losing my field of view with knowledge of what’s to come. Also no amount of tweaking the options in the demo solves this problem. I can not adjust the camera back to the better position seen in 4/5 and every third person shooter this generation.
Headphones or future products that this game does not support do not solve nor would they solve the problem with the visual information that the game is giving me. Impairing my ability to see to try and “enhance” the gameplay is a design handicap Ki. Especially when this series already had a GOOD camera and field of view in place. And you mentioned Ghouls N Ghosts…
You mentioned Ghouls N Ghosts. A game so utterly far removed from a 3D third person shooter that I wonder if you are just trolling for the sake of trolling. I’ll humor you though. If by complaining about GnG’s difficulty via the surprise elements such as enemies popping out of the ground you do realize that this game does telegraph to the player that there is something about to happen. Enemies don’t instantaneously appear on the screen in split second. The ground moves, a head rises from it, enemies come from off the sides of the screen, etc. The only handicap is the jumping but the rest of the gameplay works around that. However the game isn’t blocking off what the player can see on screen. There is plenty of space between Arthur and the edges of the screen. He’s in the center so you can see what’s coming in all directions.
Getting back to RE6, you never create a game where someone is “required” to buy more products to enhance their play beyond what is needed by default. Yes if someone has 5.1 dolby surround sound you should give them that option and yes they’ll have an audio awareness that a person listening via the tv’s stereo speakers won’t have but you still have to respect the guy who doesn’t have that set-up. If they do need specific gear then a developer would need to be very clear that it is required, like using PS Move in a PS Move game.
And just because I’m playing the game and doing better the more I play doesn’t make what was done right. You can get around handicaps and poor design like a car can keep rolling thanks to a spare donut tire but that car is forced to underperform just to work.
got the demo today. i had no idea it was released today. i just found it while cruising the PS store.
anyways, i only got to play leona’s part; it was pretty cool. the only thing i didn’t like was the brightness. i’m especially tired of dark games after playing silent hill: homecoming. i do believe i also experienced a little bit of frame rate drop/lag during one part of the game.
R3 is a button for one and for two I’m talking about field of view and not camera control. I know how to look around the camera is a in a poor position in relation to the avatar that it is following. I don’t get how some of you don’t understand what I’ve been saying. I even provide video evidence to prove my point, comparing the previous two REs to 6.
Even Capcom said that they were aware of what fans had been saying about the camera and were tweaking it right up until the game went gold weeks ago. So with that said I’m going to still get the game in the hope that it is fixed and looks like that E3 demonstration from this year that I posted. In there when Leon was doing his thing the camera looked like how it did in 4/5. Especially nice considering at one point Leon was on his back and he camera wasn’t up on his shoulder like it was checking for dandruff flakes.
Capcom made the space taken up in the corner smaller so if you cant work with that plus the manual camera control then again…RE6 might not be for you. The cams not always going to follow you, a larger area of the screen is taken up now during lock on. Thats just how its going to be this time.
Demanding that things are rearranged because you refuse to adjust is just going to become redundant in 10 days. The only viable complaint is making cover fire more streamlined ie: not accidentally jumping over walls trying to hide; but in general the new control scheme is more complicated, but nothing a real gamer couldnt handle after 10 or 15 minutes of running around in a room after clearing all the enemies.
I try to see it from all sides, you not wanting to adjust to the new system isnt a real complaint. Every other post is “well in Re12345 it wasnt like that” etc etc. gamers now days feel like raging over nothing, support the series if youre a fan RE hasnt remotely fell of RE6 will be just fine.
I think I figured out what you meant by R3 in retrospect. You mean switching shoulders for the camera? So if I can’t see on one side I just switch to it? Ok honestly that’s like running around with one eye closed. Switching which shoulder you aim from is fine when you are looking down your sights because yes you do lose visibility when trying to focus on a single target but once you pull back your should have some peripheral vision intact. Like Uncharted 2 or 3 allowed you to switch shoulders but you still had your peripheral vision when you aren’t aiming down your sights. I mean could you imagine that game if you didn’t? All that fast movement and vaulting over cover and scampering up walls and ladders. You would really need to get a good sense of your environment wouldn’t you…
Most importantly though is that this is a real complaint. I’m not just dragging this out because I don’t want to adjust as you say. It’s actually something that many many players have brought up and Capcom is aware of this. :d:
(And just remember that I’m one of those weirdos that loved RE5. Possibly even more than 4. I actually enjoyed the changes in direction that so many hated.)
Iirc the demo was hacked and cam control options were found. But then the discussion would shift to “why do i have to customize my settings to enjoy the game?”
A little tinkering with the demo and this isnt really an issue there are larger bones to pick.
This reminds me of when Metal Gear Solid 2 got rid of the birds eye view camera.