That said, this book sounds like it would just make me cry. RE4 was damn near perfect in my opinion and it looks like at one point they were headed in the right direction with RE5. I can't believe they cocked it up so bad.
Please don't ever play/comment on a Resident Evil title ever again. THANK YOU!
This book seems fantastic. I really wanted to love Resident Evil 5, but it lacks so much goodness. I might pick up this book.
I think that if he "hates" anything, that would be others' idea of what isn't fun being treated as gospel. Because I'm sure people find outdated gameplay conventions "fun", god bless their hearts, but that doesn't really make them brilliant in and of themselves.
Besides that though I love it 300+ hour across all 3 versions all 100% complete.
Please give an example of a save system and/or inventory that tickles your fancy, then.
For me, being able to arrange items based on size (and not having an egg take the same amount of space as a damn rocket launcher) seems pretty intuitive. As for typewriters in random places, sometimes immersion is broken for the sake of smooth gameplay mechanics. Boo.
I can pause and reflect about how the system, to put it kindly, works. Actually, it would have been great in the first Deus Ex.
Except, if we're talking intuitive for a system still so hopelessly based on the earlier games, why can I shuffle items in the inventory, mix and combine herbs, but not reload *from* the inventory? On the other hand, why keep the "Discard" option when you can drag it into the right side netherworld? It's a mess.
Although, on second thought, here's one for "immersion" - what's better at inducing fear in players? An inventory that suddenly whisks me away from the action into a comfort zone where I can take my time healing, or an inventory requiring me to make a quick decision while zombies are still moving my way? I'm sure we'll disagree, but the gospel of RE5 crapping on RE4's intimidating "atmosphere" never worked with me for things like that.
"As for typewriters in random places, sometimes immersion is broken for the sake of smooth gameplay mechanics"
Which is why an egg (a weird comparison since it's predicated on an exception) can occupy a slot like a rocket launcher. It's not about space, but about logistics and deciding on the best equipment to carry at all times... And letting us access it without further lays of abstraction.
Still... Typewriters were smooth play mechanics? Seriously?
Also, Holmes is helping any with his stunning now-I-gotta-buy-it book review. Double damn.
Honestly, part of me wishes that I didn't even write a review. I could have just written a list of all the unused stuff found in the book. It would have been just as long.
Jesus, man, how much time did you really need to spend in the inventory system? Once you arrange your items for the first time, there's really not much of a need to go back into your case and futz with everything unless you pick up a new item (which isn't so much that you have to spend hours playing "Tetris). The whole "one items equals one space" philosophy is ridiculous to me, and doesn't create tension anymore than being able to arrange your items how you see fit destroys it. And you talk about how much the inventory makes everything too safe, but then knock it when you can't reload from the screen? Doesn't that kill some of your precious tension? As for the discard option, how is it a bad thing to be able to something in two different ways? That hardly seems like a mess.
Regardless, I feel like you're arguing from a place that seems to think the Resident Evil series is still based on horror, when it's common knowledge at this point they're catering to the action crowd. There wasn't a single scary thing about RE4 or 5. That's why a "safe" inventory system didn't bother me in RE4. It made sense in regards to the game world that was presented. RE5's system on the other hand, was a jumbled mess. You can't pretend that item swapping from character to character was in any way smooth, especially for a game so reliant upon co-op (and don't get me started on how stupid your partner could be).
You're also looking at the typewriter aspect far too literally. Whether it was a typewriter, a beam of light, or a logbook, some form of save point in random spots in a relatively open world made for a far more enjoyable experience than having set levels, in my opinion. RE5, to me, seemed like the product of someone who wanted to make changes to a formula to set themselves apart but ended up neutering the experience. I'm glad you enjoyed it, mate, but I didn't.
I wasn't arguing that the logistics of the inventory were adding to the tension, just how the inventory itself was used (taking/not taking me away from the action). Of course it wasn't "smooth", but it made me mindful of how I played. It didn't give me time to think, but forced me to make a snap judgement. In a game series that's concerned with creating some tension on players, I find it better implemented than RE4's. It was a mess because it was simply giving - or taking away - functionality that made little sense.
That many complained about how RE5's inventory, and movement in the game itself, required a stop-act-move-stop cycle is weird: wouldn't actually move and shoot at the same time make it more of a shooter? The mindset seemed to be "we want it to be more like a shooter so we can complain it's more like a shooter".
@john johnson......yer, its such a shame that destructoid dont review the latest stephen king books isnt it? Thats what we all want.
Also, Holmes is helping any with his stunning now-I-gotta-buy-it book review. Double damn.
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Also, Holmes is helping any with his stunning now-I-gotta-buy-it book review. Double damn.
[url="http://watchscarymovie5.com/"]Watch Scary Movie 5[/url]
Also, Holmes is helping any with his stunning now-I-gotta-buy-it book review. Double damn.
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