You talk about classic style Resident Evil you mean it terms of atmosphere and resource management, right? Tank controls and fixed cameras aināt gonna fly anymore.
Well itās been a decade since tank controls or fixed cameras so assuming they wouldnāt be perfected at this point holds no weight. You think tank controls today would feel like tabk controls of adecade ago? And as I said before, those games captured the youth so well back then to make the brand a household name, why just assume it wouldnāt work today with better graphics, story, voice acting, and controls? And when zombies are at an all time popular? With an oversaturation of first and third person shooters I think itād stand out. Besides, people who complain about tank controls havenāt played a classic re in years. They take 5-10 minutes to perfect. Less time than to perfect all the wonky controls in re6 for sure. And you missed my point. What Iām saying is they should go ahead and make re7 another garbage shooter, whatever. But instead of garbage side games like Orc, give us a real deal throwback style game. Why not?
Why do people always say RE has ātank controls?ā Because if it does, so does the Onimusha series.
Old RE games have a learning curve to their mechanics, and once you learn them, you become Jesus. People wouldnāt be able to slam the old RE games in record time or be able to run past everything/kill everything with such consistency if the controls were actually shit. Modern RE is not that much different than oldschool RE when it comes to movement, either.
The first Onimusha had tank controls from what I remember. It was RE with samurai swords.
I grew up on old RE but I donāt want those controls in a modern game. The restriction on movement is a drag. Take what was on Revelations and build from there
Mechanics being good in 96 donāt mean theyāll be good in 2014. Tank controls and fixed cameras are dated. I havenāt played any game since the release of RE5 that made use of it and for good reason. Not having a free roaming camera in a game where things need to be shot is not acceptable in a modern game.
Yeah, I remember your character would run where you pointed the analog stick in Onimusha 3 and onwards, but in Onimusha 1 & 2 you would have to position your character RE-style in a clockwise motion before holding forward --> run button.
I never had an issue with RE/Onimusha style control. To me it was always an extra learning curve, one that, if you took the time to learn, would make you that much better at the game.
I was re-playing RE2 recently and I got stuck not because of the controls(which still feel natural to me to this day) but because I forgot how to progress on some random-ass puzzle.
To play devilās advocate, and not because I want to defend SaltTheDead (oh hell no), sometimes the allure of a game is how it controls, even if less than optimal.
New to the thread and all this metroidvania talk in a CV thread was making me start to think it mightāve actually been done and I missed it (Yeah Iām familiar with the term).
On the subject of Resident Evil, Iāve been playing the archives (0&1) and Iām of the mindset that 4-6 is the way to go nowadays. However, if u did wanna go return to the roots, I donāt remember how onimusha 3ās system felt, but fixed cameras are real important in the feel of the earlier games in building tension. Unless you feel different about 4 in comparison to all the hate on 5 & 6 then disregard, though the fixed camera issue still might have its pros.
Anyways, I feel like the old style of horror in RE that people long for are based on making your playable characters more helpless. While I like the low ammo in the origins (really, REALLY hate the fact that you get the option for unlimited ammo in 6 right off the bat), youāre not playing as helpless civilians. Umbrellaās targeted STARS to really test the capabilities of their creations against trained soldiers.
Castlevania: Lords of Shadow 2 | Most Anticipated of 2014
Almost everything is a recap of previous info except maybe thisā¦
I donāt remember reading anything about this so far up this point, so Iām curious how it will work. Will you gain exp. or new moves off of just continually using said weapon, or will it be goal-based by using certain weapon-related attacks repeatedly to unlock additional attack animations to those performed attacks?