4:00 PM on 01.25.2012 | Jonathan Holmes
When Resident Evil first hit, it was like nothing the home console market had ever seen. George Romero-style zombies in a videogame? Cinematic camera angles? Finite ammo and health? Constantly being forced to choose between fighting and fleeing from your enemies, without ever being sure which path is best? An overarching theme of distrust and claustrophobic entrapment? Sure, some of those design choices had leaked their way into Alone in the Dark and a few other previously released titles, but Resident Evil was the first game to stir all those ingredients together and plop them into the laps of an eager audience starving to experience something new.
As the series has moved forward, it has taken equal steps towards evolving its unique voice and conforming that sound to the ever changing preferences of the gaming world. With Resident Evil 2, auto-aim was introduced, making the player feel more empowered (and therefore, less scared). In turn, the game also introduced a nearly indestructible monster that would stalk you no matter where you ran, making the player feel constantly endangered (and therefore, more scared). Overall, the balance between evolution and conformity felt right, so the series never lost its original vision of a "world of survival horror."
With Resident Evil 6, I'm worried that the series might finally lose that vision. Remember when Kiss recorded this song? I'm really hoping Resident Evil 6 doesn't turn out like that.

Most of that worry comes from how Resident Evil 5 turned out. That game was overflowing with attempts to conform to modern "AAA" standards, exemplified by its welcoming difficulty, forced co-op play, a general aesthetic adhering to the action movie "blockbuster" style, and many other out-of-character traits. While RE5 suffered in the eyes of many fans due to these concessions, it certainly didn't hurt its sales -- it's currently the best-selling title in the series. It stands to reason that RE6 might go even farther in that direction, and the game's initial trailer doesn't tell us enough to be sure either way.
There are a lot things about the RE6 trailer that have me concerned. If two-player co-op in made RE5 less scary, I can only image what six-player co-op will do. There is also a lot of Uncharted-style, action movie fun that doesn't seem too scary. All that could still work in the "Resident Evil" way, as what's really important to me is that the series sticks to the philosophy on limitations that have defined it from the start. The occasional peeks at moving-and-shooting coupled with the superhuman, slide-on-your-knees dual wielding action doesn't have me feeling too hopeful. Maybe that stuff wont be as "wrong" as it seems -- they could be from QTEs or cutscenes, or they might not even make it into the final version of the game at all. If that's not the case, my current cautious optimism for the game is going to take quite a beating.

I'm sure a lot of people are loving the trailer, though. So many gamers today seem obsessed with the idea that every game should offer as few limits as possible. It's an understandable way of thinking, but in the end, it's totally self-defeating. Not only would removing all limits result in every game's playing exactly the same way, it would also result in the game designers' presenting nearly no original ideas of their own.
Game design is the design of limits. These limits are in place to give players a direction to seek rewards and avoid danger. A game designer's job is to devise limits, rewards, and threats that force players to make (hopefully) interesting choices. For instance, in Pac-Man, you can't eat ghosts whenever you want. You can only eat ghosts for a limited time after you've consumed a power pellet tucked away in a corner of the board where it is most easy to become trapped. That's basically the essence of Pac-Man.
Okay, let's talk about Pac-Man for a while.

Over Pac-Man's history, there have been attempts to alter this design to help to cater to changing standards. For instance, in Pac-Mania, Pac-Man can jump over ghosts, giving the player a constant sense of empowerment over his enemies. Sadly, that level of empowerment only made the game more dull by requiring less interesting or exciting player choices. Empowerment is almost always fun for the first few seconds you experience it, but after that, you take it for granted. Then the dullness sets in.
More recent titles like Pac-Man Championship Edition and Pac-Man Championship Edition DX have been anything but dull, largely in part because they made little effort to conform to what gamers think they want. Instead, they maxed out on the traits that made Pac-Man what it is: getting in as dangerous a situation as you can for as long as you can, with as many ghosts chasing you as possible, then eating the power pellet and turning the tables on them at the very last possible second. All the limits, punishments, and rewards in those two games are rooted in the old Pac-Man principals, only turned up to 11. Even the aesthetics of the games are like Pac-Man on steroids. They are the Pac-Manliest Pac-Mans ever Pac-Manned.

Resident Evil actually isn't that different from Pac-Man in an abstract sense. With Resident Evil, the limits, punishments, and rewards have traditionally been focused on making the player feel disempowered, limited, claustrophobic, outnumbered, and conflicted between their own fight or flight instincts. Pac-Man's central conflict -- should I run and stay safe or grab a power pellet, turn, and fight? -- is the same as Resident Evil's. They both force the player to constantly make difficult, dangerous choices that may end in entrapment, loss, and death. The difference is that Pac-Man is fast-paced and sugar-coated while Resident Evil is slow, plodding, and creepy. While Pac-Man is pure survival, Resident Evil is true survival horror.
What exactly is survival horror? To me, it's basically horror Pac-Man. As in Pac-Man, Resident Evil forces the player to constantly question the best method for survival. "Do I stop moving so that I may defend myself from incoming enemies that can only harm me at close range, or do I continue moving, keeping my distance from my enemies but doing nothing to thin out the horde?" The horror derives from the elements added to the equation that are meant to constantly tear at the player's sense of control and safety, be they graphics, sound, controls, narrative, etc. That formula has so many potential variables and applications that it has been able to sustain the series for over 10 years, despite consistently dumb stories, an arguably stale premise, and ever-growing competition in the "zombie" market.

That said, that series has required revitalization over the years. Thankfully, game design genius Shinji Mikami was there to make that happen. Resident Evil 4 took the series' signature design choices and extrapolated them with incredible results. The game not only asked you to stop and shoot, but it took auto aim away, forcing you to stop and carefully aim a laser pointer at incoming enemies, giving even greater potential rewards (more accurate hits) and risks (greater likelihood of missing). You have to battle against groups of enemies that are potentially powerful enough to kill you in one hit and are smart enough to surround you and/or move out of the way of your attacks. Mikami also moved the camera to behind the back, making it easier to be surrounded and all the more tempting to run in fear.
That's just the tip of the iceberg of what it did to bring Resident Evil to its fullest evolutionary level. To me, the true stroke of genius in RE4 is the way it rewards the player for doing exactly what the series had trained us to NEVER DO. If you hit enemies in one of their harder-to-pinpoint areas (head or knee), they will become stunned. This gives you a few seconds to close the distance between you and them (effectively rejecting all your instincts to run and hide) then hit them with a powerful melee attack, scoring more damage and potentially smacking other surrounding enemies around in the process. It's basically the Pac-Man power pellet of Resident Evil. Just as this is the basic mechanic that made Pac-Man so compelling for 30+ years, it's also the reason why so many people can play RE4 and all the games that have followed for years without ever getting sick of them. The constant risks and rewards that they offer are pretty much endless.

This mechanic simply would not work if you could run at full speed and shoot at the same time. The whole idea revolves around the fact that you are making yourself vulnerable in the act of running towards the enemy that you were previously trying to keep far away from you. What if you could keep them far away from you at all times by walking backward and shooting? What if you could run towards them and shoot them in the face at the same time? What was previously a stroke of genius in design has just turned into a game about leisurely dispatching nearly defenseless enemies in just about any way you choose.
Besides, people already have the option to not one but two Resident Evil games that allow you to do that. Resident Evil: Revelations is largely a traditional Resident Evil experience, but it does allow for some limited movement while having your gun drawn -- if you dig into the options menu, you can enable this ability. It's still pretty disempowering, as your aim is controlled by the 3DS' gyroscope, but still, the option is there if you want it. Then there is Resident Evil: Operation Raccoon City, which plays like a fully featured, co-op-focused, war-styled shooter that allows you to run your ass off at full speed while simultaneously firing in all directions. You can even hug zombies in the game! It doesn't get much more empowering than that.

So for those of you who want that kind of Resident Evil experience, you've got it. Can't we leave the "real" Resident Evil games -- the numbered entries in the series -- to stay true to what made the series great in the first place? Wouldn't it feel more appropriate for RE6 to instead evolve that survival horror science by offering even greater rewards for putting yourself in danger and even more detriments for playing it safe? What if you had to rush through a crowded mass of human NPCs only to find that there are zombies in the crowd, ensuring that you'll never know where the threat lies amidst the deafening crows, forcing you to risk harming civilians in your attempts to dispatch the infected? What if you had... I wish I could come up with more (and better) ideas than that, but most of them have already been done in the series at some point or another (RE3, REmake, and RE5: Lost in Nightmares had some particularly amazing new ideas). I don't claim to be a great game designer, but I do know that a bright and sunny, co-op-focused, adventure movie-styled, run-and-gun shooter doesn't sound anything like a Resident Evil game to me.
Pac-Man didn't need a jump button. Sonic the Hedgehog (or more specifically, his grumpy doppelganger Shadow) didn't need a gun. Street Fighter didn't need fatalities. Jennifer Grey did not need a nose job. Resident Evil does not need run, aim, and shoot controls and action movie pomp. I'm all for evolving the series; what I don't want is for evolution to compromise its identity in order to fit the arbitrary standards of gamers who believe that any game that doesn't make them feel instantly empowered has "broken controls" and "artificial difficulty."

There is nothing "broken" about controls that are highly effective at presenting choices to the player that will consistently evoke intense emotions. In my book, that's the definition of "brilliant" controls. There is also nothing "artificial" about the difficulty presented by a game that challenges you to resist your own natural survival instincts and make nail-biting, dangerous decisions in order to persevere through what feels like impossible odds. In fact, that's my definition of "real" difficulty.
These are the things that mean "Resident Evil" to me. Without them, a game would be Resident Evil in name only. If that happens with Resident Evil 6, it may be the end for my long love affair with the series.
Jonathan Holmes is the most lovable Associate Editor on Destructoid. Catch him on videos, original editorials, and on back episodes of the Destructoid Show and MTV's Road Rules. Jonathan is a retro gamer's gamer. Likes Mega Man 2, Resident Evil, Katamari Damacy, Bit.Trip, Metal Slug 3 Meet the rest of the team
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Zombies!
I also agree with your main points and hope RE6 isn't just a bigger, flashier RE5.
I still want Resident Evil to have horror aspects... RE5 did not.
I used to like America, but now its a cesspool of real mind controlled and brainwashed zombies with worse and worse leaders and a more ridiculous brave new world each year.
If RE changes and loses its magic, it will be par for the course of life. Oh well!!!
Resident Evil "used" to be my absolute favorite game series and it is was made me buy a PS1 and a GameCube....it is no longer a system seller by any means.
I just wanted to point out that in Resident Evil Revelations you can walk and shoot without having to use the gyroscope. If you set the controls to Type C, much like Mercenaries 3D, you can freely walk, shoot, and aim like any traditional shooter. You just have to use the face buttons to control the camera instead of a second analog stick. It's like playing Peace Walker on the PSP. You can also enable the gyroscope if you want, but it's not necessary.
Also, most people don't remember that you can move and shoot in RE: Outbreak 2 - an 8 year old game. Yes, it's not a main series entry, but it was popular (in Japan), and people dealt with it - this was right before RE4's decidedly more action oriented change in pace.
The series slowly evolves over time. Eventually, it may evolve to the point where [mostly] fans of the first 3 don't like it - that's cool, but I'm still loving it.
I'll save myself the time of reading the rest of the nonsense that you've surely written. Resident Evil 5 is a better game than Resident Evil 4, because of the co-op, and (as much as I do love the original RE games) if Resident Evil were anything but a co-op shooter these days I wouldn't have any interest.
I was excited to see that Leon was back because Leon is just awesome damn it but then we saw Chris was also back and some dude we don't know and just urgh NO!
I'm not just unhappy because I dislike Chris and just want Capcom to cater to my Leon fanboy-ish needs but this makes me worry that the game will feel fractured and unbalanced. Switching all over the place to these characters and possibly making it feel jarring.
I just want it to have a clear and consistent focus and with what seems to be or at least rumoured to be 3 campaigns I worry Capcom will make a mess of it and the game won't feel that meaty, just like Resi 5 which felt like barebones.
I probably didn't explain myself well there but I'm excited to see Resi return once again, I just hope it doesn't follow Resi 5's path of not being that great at all.
It doesn't matter what song Kiss recorded, they were always hairy-chested ear AIDS.
I don't want to diminish the contribution that RE has made. Without it other games like Amnesia, Silent Hill, Dead Space, etc. probably wouldn't exist. However, building a game in 2012 to 1996 standards simply isn't acceptable.
And Jennifer Grey looks fine both before and after.
Be that as it may, I saw this train-wreck effect much earlier on. For example RE 1 was isolated and confined to a mansion. The rainy weather, dimly let hall ways, and notes revealing "terrifying experiments" had a very "Lovecraftian" slant to it.
Then in RE 2 it opened up into a city decimated by a zombie outbreak. Your characters were either the handsome rookie cop Leon or his thrill seeking motorcycle riding sister Claire. Fighting an alligator in the sewer, running from Tyrant, getting thrown by explosions, and exploring "urban areas" was already moving things towards "action thriller" territory. The fear from RE 2 still came from the still awkward (though improved) controls. RE Nemesis was more of the same. You were chased by an invincible stalker with a rocket launcher (very Terminator-esque) and after your escape on a helicopter Raccoon city was epically "nuked".
Another staple is the characters are either cops or some kind of mercenaries. Granted "Claire" "Ashley" and "Shelly" were "average people" but in general Leon,Chris,Jill, and "super spy" Ada Wong represent RE's typical arch-types.
I admit, I miss the "fear" I felt in the old games but I wonder if it was because they were in fact more scary or "I" was simply younger,easier to frighten, and less jaded.
Another words, I'm looking forward to RE 6 either way! RE 4 was my favorite in the series and I liked RE 5 well enough. (Even if it seemed like the "horror and daylight" motif didn't translate as well as I had hope. Also,what is up with Chris,steroids, and his secretive "bromantic" rivalry with Wesker?! That has "Kanji's bad BAD bath house" written all over it! Awww yeah!!!))
The Dead Space series does a great job of forcing quick decision making and ramping up the blood flow in survival horror without silly things like people who can't run and shoot at the same time.
Maybe the RE series could evolve better/more if people stopped making excuses for their poor design decisions.
Resident Evil 4 is an amazing third person shooter and a shitty Resident Evil game.
There have been duds in the series before, Gaiden, Survivor, some would say Dead Aim (which is actually one of my favorites and has my favorite RE villain), but they have never been flat out shit. Except for Gaiden.
I'm conflicted about purchasing the upcoming crop of Resident Evil games. There is no doubt in my mind that they will be incredibly fun fast paced, action filled games, which is my favorite type of game, but at the same time, its not the reason I fell in love with Resident Evil, I fell in love with it precisely because it strayed away from that template.
fucking agree
i mean there's spin offs for a reason.
to make something different towards the traditional series moniker but using the same world, mythology, characters and so forth.
games like Metal Gear Rising, Metal Gear AC!D series are not your traditional Metal Gear "SOLID" game.
what if i want a CO-OP driven shooter with MP?? i got Operation Raccoon City, for a more RE4 style i have Revelations.
i mean why cna't RE6 stick to what the main series is all about(0-6 as well as CV)???
Reading this was making me go "wtf?" but then I saw alone in the dark credited and am better now!
Seriously though AITD did everything you listed and more before RE1. You can also add to the list of things RE took from AITD giving a choice between male and female characters at the start, telling of the story through reading writings you find, examining items, and the whole mansion blah blah self destruct/escape at the end thing, ect.
While I love them both equally 2 things I actually enjoyed more in AITD is the zombies and creatures where supernatural based and that you could do multiple body melee attacks like punch and kick when you ran out of weapons. I was really excited at the prospect of RE4 being supernatural when we saw the first videos of it and we all know know punching/kicking/ect is now in the RE series which I like a lot.
Anyway, as long as RE6 feels more like RE4 than RE5, I'll be okay with that.
Why is it still called Resident Evil if they aren't actually in a residence any more? The Japanese "Biohazard" makes a lot more sense.
I for one would rather Capcom continue experimenting and pushing in the main series than be past by because they didn't evolve with the times. After all, it's happened once already, and it took the series' creator in the director's chair to push the series forward. Without a complete reinvention, Resident Evil might have died. I'm not ready knock this one 'til I've tried it just because it won't be enough like 4/5 for the hardcore.
Fixed (at least in my opinion).
I quite like the Pacman-RE comparison. Nice one.
::RE Bro Hug::
And yes, all games (even the Survivor games IMO) were at least acceptable. Except for Gaiden (which I'm going to replay this year).
I don't really remembering RE2 making me feel all that empowered, nor did the increased level of batshit crazy (Mr. X bursting through walls, Lickers...).
"If two-player co-op in made RE5 less scary, I can only image what six-player co-op will do."
Not that it wasn't less scary, but scary got replaced with "fucking annoying", since Sheva not only ate my ammo with her back, but felt the need to cut me off and steal all the ammo she didn't need.
You know whats going to make Resident Evil Scary again?.. Being trapped in corridors and tight spaces, not in huge factories where you can shoot everyone from a distance. With little to no ammo no matter what mode you choose. And being surrounded by zombies that won't die with a single shot to the head, no matter what difficulty level you choose. Thats how. You can run and shoot all you want, but if you have no place to go, and have little to no ammo to speak of, you're gonna have to make some decisions about your life real quick to survive.
@mix
"Resident Evil "used" to be my absolute favorite game series and it is was made me buy a PS1 and a GameCube....it is no longer a system seller by any means."
Totally agree with that too.
Dead Space was able to mix action and pure HORROR perfectly. Take a note from them Capcom, not Gears of War.
Also, I really hope they don't turn Leon into a grunting generic no personality action star like they did Chris. The RUINED him.
Still, RE5 got everything else wrong because the game was incredibly easy and intensely stupid.
I didn't own resident evil 5 but i quite liked it aesthetically....Horror during the day is hard and if they couldn't pull it off fine, but i give them credit for trying.
Resident Evil's archaic controls are NOT a good design choice. It's a lazy design choice that they haven't moved away from. Giving players more freedom is NOT bad. It's upping the difficulty and AI that needs to be done.
Resident Evil 4 was "genius" for the whole headshot following melee attack? Absolute bullshit. This reduced the game to nothing more than seeing a swarm of enemies and capping one in the head to knock them all to the floor. There was NEVER any risk involved as you always got that roundhouse kick. The game was never interesting after you learnt that all it was about was shooting one guy in the head, kicking him to the ground and knifing him into ooze before he got up.
Whilst that may prove the argument that empowering players reduces tension, that's not an issue. The issue is the enemies are DUMB AS FUCK. Resident Evil enemies are FLAWED and SUCK. You're faced with a big ass group of people threatening to lynch you? You're always more than capable of running straight through the crowd... and punching them all into the dust.
Being able to move and shoot would reduce the tension? There is NO tension as the enemies always shift into a slow walk to grand you the courtesy to land a decent shot on them. Or turn around and run away. You're never in any dire situation - unless they're wielding a chainsaw.
In real life I am perfectly capable of moving and shooting a gun. Would that make me feel empowered in the situations that arise in Resident Evil? HELL NO. Because I know I'm under constant threat; enemies won't stop when near me to let me shoot them. My aim will suck if I'm moving.
So why is it not a viable option to make your enemies more capable at killing you? Why is it appropriate to limit the players to create tension, rather than empower them slightly yet at the same time empower your bad guys?
Example is Nemesis; you did NOT fuck with Nemesis. He would chase you, fire rockets at you, pick you up and choke slam you and come back for more before you could stand up. It was simply ridiculous to take him on more often than not. If you were able to move and shoot, would that have changed anything? No. Because even though you've just picked up a very miniscule arrow in your bow, the big bad monster can still tear out your rectum.
HELLO; SILENT HILL PHONED.
Every Silent Hill game has let you move and shoot. Did that ever make me feel like a superman or less frightened? No, because Konami were good enough to create an atmosphere that scared you, an ambience of fear and enemies that were just as terrifying.
I remember trying to play REmake and at one point I turned it off and never played it again. Was it because of how crap my character controlled? No, not really. It's because I knew I had no ammo, that enemies would appear from wherever, whenever and it scared me shitless. Of course the crap controls meant I was less defenceless, but you're missing the point here; it's not merely because you have limitations, it's because the ENEMIES ARE EMPOWERED.
These controls are not a valid excuse. Stopping to shoot isn't going to make the game scary. It's capable enemies that strike fear into you; not merely the way the controls are designed. In your Pacman example, if you're able to jump the solution is to counterbalance that with an enemy that can counter your "empowerment".
Resident Evil 3 empowered you with the ability to dodge. It was great because it REALLY added a risk factor unlike the whole bullshit "SHOOT IN HEAD AND LAND A MELEE ATTACK" as you had to get the timing perfect... and your character couldn't really afford to get attacked all the time like Resident Evil 4+ especially considering the enemies didn't melt into 100000x bullets and herbs.
I'll admit that Resident Evil 4 scared the living daylights out of me at first, not only because I had to stop and shoot, but because in that scene at the beginning I really felt like I was fucked: no matter where I ran, where I hid or which roof I was standing on the bad guys kept coming. I was going to run out of ammo. There was no escape.
Soon, the game descended into giving you plenty of ammunition, the enemies became predict and easy to take out, they actually WEREN'T going to chase you down and never give up til you're dead... but shuffle towards you until you shot them in the head and knocked them over. Resident Evil 4 became a game of bowling, with you knocking pins over!
This whole tank controls whilst being forced to stop is NOT the source of tension. And scrapping it and giving more freedom over control is NOT a bad idea. The bad idea is to not even consider those possibilities without evolving the threat posed. In the same way games like Team Fortress 2 attempt to balance all the classes so you or your opponent never have a clear advantage over the other, THIS is what survival horror games should strive to achieve.
In Left 4 Dead, you can move, shoot and do all that empowering crap along with 3 buddies. But when you first started coming across witches, did the ability to move and shoot ever stop you being a bit intimidated by them? Or freak out when she was coming for you?
No. And it's not because the game wouldn't force you to stay in one spot. It's because she posed a clear threat no matter how fast you could run, where you climbed to or jumped whilst shooting her. She was coming for you, and she wasn't going to make it easy for you.
Sorry, by this definition that restrictions make games amazing, Super Mario Bros should be on rails only offering you the option to jump. That way you have to have expert timing as you can't just stop when you feel like it. Being able to throw fire, fly, run and choose how you approach the game is too empowering.
Blah.
So yeah, I guess I’m optimistic, as long as we don’t need to collect emblems to turn off electric fences, or fight zombies on dirt bikes - it could just as easily include the worst parts of all the games too.
Nonetheless, I read it all and I agree with you.