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Resident Evil 5- 360/PS3


stellar12
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You know what the problem is with the controls: X and A are the wrong way round. In this, you hold A to run faster and aim and A to reload. In RE4 you hold B to run and aim and B to reload. They've swapped them for some reason that i can't figure out.

On the PC version of RE4 the default controls when using a 360 controller are the same. I'm not sure why they swapped them either, but once you're used to the change it makes no difference at all.

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I think the thing that annoyed me most is the Benny Hill style gameplay especially when fighting the chainsaw dude.

This is *exactly* what I said to a mate when I played the JPN demo a few weeks ago. The running back-and-forth is comedy-tastic. I kept running upstairs in one of the buildings and then jumping down again to buy time to find enough ammo to finish the Chainsaw dude off.

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On the PC version of RE4 the default controls when using a 360 controller are the same. I'm not sure why they swapped them either, but once you're used to the change it makes no difference at all.

It does to me. My brain is almost hardwired with the RE games, meaning I have always used aim and the bottom button of the four for shooting. With this, you can't do that. I find myself reloading when things get tense and autopilot kicks in.

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They are selling it as co-op to sell LIVE subscriptions...

Ooo, cynical, you have changed your tune since you left the fold at microsoft.

Anyway, its playable split screen so I dont really think your comment stands. Plus it was the Capcom dude that was going on about how it was built to be played co-op from the ground up, and that should be seen as the proper way to play it.

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Code: Veronica is so much better than all of those it's not even funny.

Can never understand why they didn't make that a numbered instalment. People look at it as a sidestory now; when actually, Nemesis is far more of one.

I think RE3 technically is a sidestory that got upgraded/renamed to a main game, Code Veronica is :P , it deserves to be called RE3.

According to interviews with series' creator Shinji Mikami and Hiroyuki Kobayashi, the game was originally conceived as a side story to the series titled Biohazard (Resident Evil) 1.9. It was only halfway during development that the developers decided to use the title "Biohazard 3" as they felt that the game was deserving of the title. Mikami later commented in an interview that he didn't want the title Resident Evil 3 to be used on the game. Another working title for the game was Biohazard 2.1 (as seen on storyboards of the game).
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What annoys me about the controls is that the enemy AI has to be utter crap to accommodate them. Zombies run at you from 30 yards away and then conveniently stop 5 yards away and amble towards you; the chainsaw guy has a massive wind-up animation when he gets close to you. The reason the enemies are generally so shambolic and unscary is because Capcom know that if they made them faster and more capable, the control scheme isn't up to the job of it. Yes, I know it was like this in 4, but things move on and the combination of Left 4 Dead and Dead Space, different games in many ways though they are, makes the enemies in this seem crap.

If the controls were changed and the enemy AI kept the same then it would probably be too easy. But if they made the controls better (even taking away that the character in Dead Space can aim and move at the same time, he just controls so much easier in terms of general movement) they could then improve the zombies so they didn't seem so dated, and maybe the gameplay could evolve from 'run to corner, quick turn, shoot, wait til zombies conveniently stop 5 yards in front of you, run past them to another corner, quick turn, shoot etc'. But maybe that would require some effort from a dev team looking to copy as much of RE4 as is possible. The amount of deja vu from a twenty minute demo is overpowering - same animations, same zombie AI, similar setting, chainsaw guy, a section where you have to protect an AI partner from enemies while they're separated from you. Screenshots already show sections where you're on a boat in a foggy lake and wading through a marsh. I can't imagine where they got that inspiration from.

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Thing is, I remember playing the short demo of RE4 that came on a mini disc about a month before it came out and it blew me away with its control scheme and new look.

The demo I played yesterday did the opposite - felt like I was steering a tank again. It's the same system, but it's been surpassed. You can now play a tense, scary game that feels like you're controlling a person. Won't change now, as the whole thing would probably collapse and I'll get used to it again - just a shame, really.

Well of course that's going to happen. It was new then, it ain't now.

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What annoys me about the controls is that the enemy AI has to be utter crap to accommodate them. Zombies run at you from 30 yards away and then conveniently stop 5 yards away and amble towards you; the chainsaw guy has a massive wind-up animation when he gets close to you. The reason the enemies are generally so shambolic and unscary is because Capcom know that if they made them faster and more capable, the control scheme isn't up to the job of it. Yes, I know it was like this in 4, but things move on and the combination of Left 4 Dead and Dead Space, different games in many ways though they are, makes the enemies in this seem crap.

If the controls were changed and the enemy AI kept the same then it would probably be too easy. But if they made the controls better (even taking away that the character in Dead Space can aim and move at the same time, he just controls so much easier in terms of general movement) they could then improve the zombies so they didn't seem so dated, and maybe the gameplay could evolve from 'run to corner, quick turn, shoot, wait til zombies conveniently stop 5 yards in front of you, run past them to another corner, quick turn, shoot etc'. But maybe that would require some effort from a dev team looking to copy as much of RE4 as is possible. The amount of deja vu from a twenty minute demo is overpowering - same animations, same zombie AI, similar setting, chainsaw guy, a section where you have to protect an AI partner from enemies while they're separated from you. Screenshots already show sections where you're on a boat in a foggy lake and wading through a marsh. I can't imagine where they got that inspiration from.

A very good post covering a lot of the main points.

I think the enemy behaviour seems weaker than in RE4, though.

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Just had an exellent session on the first scenario (I'm off work in case you're wondering - supposed to be decorating...). It was one of those games where everything cool happens, the hammer bloke was smashing through walls, loads of nick of time rescues, headshots, explosions, perfectly timed melee hits. Bliss!

Killed the hammer dude at the last second too.

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If the game is meant to be a co-op experience how will that work for those of us who, like me, despise other people with a venemous fury? I don't want to play with some american idiot on live, and I'd rather not have to pre-arrange sessions to play with other people, and I don't want sheva running around and bloody well dying when I could be doing perfectly well by myself, thankyou.

I think the main problem seems to be that this one is trying to be too many things to too many people.

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I just grabbed the demo off live so I could give it another run through. I enjoyed the Assembly area a lot more, felt a lot more fluid this time and Sheeva was holding her own for most of the fight.

But then in the Shanty Town the A.I suddenly fell apart completely, almost as if someone had switched off a light. First she looks at a guy prowling toward her, flaming crossbow going, and just lets him shoot her in the throat. Then she seems to slash at another guy, but then stop, get capture, need help, then do the same again.

Is there a way to free up the camera? I like to be able to look around a bit but you seem limited by Chris's viewpoint this time around. I hadn't noticed it until it was pointed out but he does seem to take up more of the screen than Leon did but I think that's because the levels are so much tighter. Sheeva running about doesn't help the claustrophobia either (but I think that works well FOR the game's tension).

Much more positive game time than when I downloaded the Japanese demo but still a great deal for concern, especially in the handholding/deadly A.I. I'm worried that every other fight is going to require getting bashed about to save Sheeva.

But for god's sake, why isn't this out now?! I've got a spare 2 hours while the wife is still at work.

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If the game is meant to be a co-op experience how will that work for those of us who, like me, despise other people with a venemous fury? I don't want to play with some american idiot on live, and I'd rather not have to pre-arrange sessions to play with other people, and I don't want sheva running around and bloody well dying when I could be doing perfectly well by myself, thankyou.

I think the main problem seems to be that this one is trying to be too many things to too many people.

I'll probably still be unemployed so you can play with me.

Hopefully it'll work okay one player still, though.

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I didnt really like it. If sheva wasnt dying, and me spending all my time reviving her.....i was dying as shed keep reviving me. It was a strange cycle.

I found the ai controlled partner element too intrusive for the single player....but i imagine it will be far better with a friend. Sheva is always seemingly stuck to your hip, i guess to keep healing you. I spent half the demo trying to run away from her shouting "just give me some space to breathe woman!!!"

I may get it and play it online with a mate, as part of my fondness for the resident evil games comes from playing them with a mate anyway when we were at school.

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I dunno it's starting to get a bit dull and my money is running out a bit so soonish. Not before this comes out though, probably. Just stop going in to work.

Incidentally I now kinda hate L4D and have no desire to play, although I can't explain why. It just feels a bit... unconvincing. There's no weight.

Lastly can a mod rename this topic 'Timmo's blog', ta.

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Do you want l4d to control a bit 'clunkier', perhaps? this could be the game for (4) you! Are you bored of zombies? does the meelee attack not make up for the lack of a blocking ability?

What will you do now all the jobs have been credit crunched? I assume rllmuk has some long-term unemployed who would be eager to point out how to survive.

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I played both scenarios last night and while it took me several minutes to accustom myself to the controls and remember the old "quick turn and move to safety mindset" I got going OK in the end. I used control set D, but it's really just the same principle as RE4 anyway so there's not really much of a difference except a few remapped controls to give the illusion you're playing Gears or some other western third person game.

I do hope they iron out Sheva's AI though. Like Goose, I noticed that her AI changed on Shanty Town and some moments where she just stands around looking at the enemies were annoying. I did like being helped out though by being revived and being saved at the last second so there were a few positives to her at least. She does need a better sense of independence though.

I'm also hoping that the set pieces vary like that of RE4. The two scenes where you had the executioner and chainsaw guy were a little too similar for my liking. With either you stopping to pop and shoot and run in for an uppercut when able, or using the conveniently placed explosive barrels to be able to run in and uppercut. It just seemed a little too similar for my liking and I hope there aren't any repeats.

Yes, it is unfair to use the demo as an example and of course they're hiding stuff. From what I played I'm sure myself it'll be a competent action game but I'm not sure at the moment that it'll live up to or better RE4.

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This is how the fight with the chainsaw dude plays out

Capcom should have bought the rights to use Yakety Sax on the Resi 5 soundtrack

:ph34r:

Seriously though, I felt like I was doing something wrong when it played out like that for me - like I was missing something other than shooting the red barrels, grenades, and bullets as a means of damaging the guy.

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