I also agree with your main points and hope RE6 isn't just a bigger, flashier RE5.
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.
I wasn't talking about Nemesis. I was talking about Mr. X/Tyrant-103. He's was the nemesis before there was a Nemesis. Do your homework next time you try to knock me down, sister!
Anyway, I'm sort of glad you didn't read the whole post. Chances are you wouldn't have said anything constructive or interesting anyway. I'd love for you to prove me wrong on that, but I'm not optimistic.
@ Fugly Duckling- Never said the series was destroyed. I'm hoping Resident Evil 6 turns out to be the biggest, most interesting step forward yet for the series. I just happen to have an idea of what i think would and wouldn't work to make that happen. That's what this post is all about!
@ amtalx- So you've never liked Resident Evil? What about those of us that have? Is it fair for the series to change to fit your tastes, leaving the rest of us to see one of our favorite series transformed into something we don't want?
And there is nothing "old" about the way the RE games control. After RE2, they were all made for the dual shock, essentially the same controller that the PS3 and the 360 use. You may not like the way RE games control, but don't say it's because they're "old". The RE games control the way they do because of deliberate decisions made by the developers to pose certain challenges to the player. Technically limitations had nothing to do with it.
@ AsukaJun- Thanks for the heads up! I'll get that fixed ASAP!
@ TXYeti- Resident Evil is based in reality? A game where a secret agent in skimpy red dressed using a grappling hook and bow gun to infiltrate a cult of religious slug people to retrive a slug sample for a sample a dead man who has super powers that he got from a virus is reality?
A series where a man can run for hours around with a bazooka, a shot gun, a pistol, and about 100 bullets on his back and not get tired is reality? A game where a zombie can take a huge bite out of your jugular and you will suffer no blood loss afterwards is reality? It doesn't have to be a zombie bite either. Get shot, bludgeoned with farming tool, bit by ravenous dog, stomped on by a giant grey man, or cut across the chest by a frog beast? No need for a hospital, and blood transfusion, and weeks of physical therapy. Just ingest a green afterwards and you'll be fine.
Reality!
That's just the tip of the iceberg. If you care more about how "realistic" a game is than how many interesting and evokative design choices it has, then Resident Evil is not, and never has been for you.
Again, I don't see why the series should start conforming to the tastes of people that never liked it in the first place.
As for Dead Space, tell me about what aspect of the game's controls added to how scary it was to play? Personally, I can't think of anything about that game that's scary, other than the music, a few startling moments, and the general scenario. From a gameplay perspective, it's not frightening in the least.
Same goes for Dead Island, Left 4 Dead, Dead Rising, and all the other dead games i can think of. none of them are scary. None of them have interesting controls.
But hey, if you like those games, go play them! That's what they're there for! Resident Evil is for Resident Evil fans, and those games are fans of those games. There is not reason for Resident Evil to play more like something that's already on the market. That's just a duplication of services.
@ Everyone defending i was made for loving you- I like the song too! Still, it was a total disco sell out. Kiss fans were pissed at the time. The had mass burnings of Kiss records in protest. Look into it! It's an interesting piece of pop music history.
Disco Sucks!
http://www.youtube.com/watch?v=3Xsrz-6U_hc&feature=related
"What if you could keep them far away from you at all times by walking backward and shooting?"
How about making the enemies more impervious to bullets, or faster moving/not the retards that appear in RE4/RE5 that are nice enough to give you breathing space? How about enemies that clearly aren't going to be polite and tear you a new one, ala Dead Space or the Hunters in RE games? Enemies you thought about twice before confronting, let alone thinking being able to walk backwards whilst shooting would give you a chance to react.
How about making the enemies more mobile, where they actually jump, roll or dodge out of your sights whilst coming at you? Zombies don't do that? Well how about throwing a huge horde of them your way? Firing and walking backwards shouldn't be a problem; it should be great in that it offers more choice to the player. But whether it will help in different situations and against different enemies is the thing.
"What if you could run towards them and shoot them in the face at the same time?"
Using a fraction of brain power might suggest the obvious solution of running seriously compromising aiming? In Battlefield 3, I wasn't able to get a perfect headshot whilst sprinting and firing from the hip. Why is Resident Evil exempt from such a mechanic? Why is being forced to stay in the same spot the only solution?
There are ways around these kinds of things.
It's a game designer's job (hopefully) to be inventive and creative with how they approach them.
To sit down and cross your arms and think you can only do it one way; the way you've always been doing it and there is no other way is NOT the pinncale of game design. It's lazy and silly.

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