Resident Evil 5 Demo Haunting the Marketplace

This topic is locked from further discussion.

Avatar image for Grammaton-Cleric
Grammaton-Cleric

7515

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#101 Grammaton-Cleric
Member since 2002 • 7515 Posts

I have actually played the demo, and agree with him. I do not see a problem with the control scheme at all. I got it right away and never had a problem with it. The inventory system had me confused for a bit, but after I figured out you could use the D-Pad, it made it alot better. Re5 is a different kind of game, and I think you have to think differently when you play it.

jks22112

It's fine if you personally liked the control scheme. To each their own. Regardless, this whole notion of RE5 being "a different kind of game" as an excuse for the omission of certain standard control options strikes me as a weak counterargument. What you are basically asserting is that any design flaw or omission can now be categorized as "different."

For example, if a game has a lousy camera that I have to constantly baby sit, I could just as easily claim that's a design choice to let me control the cinematic tone of the game and I merely need to be in a different mindset to play it. I mean, if we're going to make concessions for RE5 then realistically, there are a lot of other games that should get a free pass as well because they too are "different."

My question to you is what harm in there is allowing Chris full analog movement? Why saddle him with a run button that is completely extraneous? Why not allow him to move while shooting or at the very least, move while holding the knife?

Those few added changes would make RE5 play so much better.

Avatar image for Grammaton-Cleric
Grammaton-Cleric

7515

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#102 Grammaton-Cleric
Member since 2002 • 7515 Posts

I don't think the fact that RE5 has the same layout as RE4 will affect its gameplay in any way. After all, RE4 had the layout of older RE games with minor tweaks on the camera. Shooting while running will make the game play less challenging imo so I'm not the least bothered by that.gamingqueen

So rather than tweak the AI or make better-designed levels, you'd rather have the player's movement gimped to increase the challenge?

That just comes off as lazy programming to me personally.

Avatar image for RandolphScott
RandolphScott

635

Forum Posts

0

Wiki Points

0

Followers

Reviews: 46

User Lists: 0

#103 RandolphScott
Member since 2008 • 635 Posts
The controls kinda suck. They need to slow or stop time for the inventory menu, and they desperately need to fine tune the AI program for Sheva in the offline mode. The situations and settings in this game are different than RE4, and as Grammaton said, require better more precise and intuitive controls. Not being able to move in any way while you reload or hold your gun or even knife is just flat out archaic and badly dated game design. This demo has almost completely turned me off from this game, I'll get it still, but my excitement for it is severely dampened.
Avatar image for btaylor2404
btaylor2404

11353

Forum Posts

0

Wiki Points

0

Followers

Reviews: 35

User Lists: 0

#104 btaylor2404
Member since 2003 • 11353 Posts
It sure looks fantastic and gameplay is great, can't wait to play the full game.
Avatar image for UpInFlames
UpInFlames

13301

Forum Posts

0

Wiki Points

0

Followers

Reviews: 41

User Lists: 0

#106 UpInFlames
Member since 2004 • 13301 Posts
Regarding the controls, I don't understand why are people acting as if there weren't any third-person shooters before Gears. There were plenty and some of them were a lot better than Gears - Max Payne, Mafia, James Bond games, Syphon Filter just to name a few. Resident Evil 4's controls were awkward and required adjusting to even back in 2005. The game was still stellar because it worked within the context of its design. That's no excuse, though, the controls do need work and it's ridiculous that Capcom seemingly didn't want to move an inch and basically kept the same exact (awkward) control scheme. The thing is, they needed work back in 2005 and they probably need work even moreso today. However, I don't hold control schemes crucial at all which is why I am perfectly fine with playing FPSs on consoles, why I could enjoy Resident Evil 4's brilliant design and why I knew the Wii wouldn't bring anything new to the table in regards to how we play games. In my opinion, controls only need not to be cumbersome, everything else is a bonus. Controls mean nothing if the actual game design is not there - once again the Wii being a prime example.
Avatar image for Grammaton-Cleric
Grammaton-Cleric

7515

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#107 Grammaton-Cleric
Member since 2002 • 7515 Posts

Ok fair enough about RE5. Still about the controls I do not feel that they are just old, that they are no longer acceptable. The controls are a design choice. You guys are acting like when RE4 came out TPS with dual analog control didn't exist, there were a TON of them. Why is it that when RE4 came out no one complained, things haven't changed since Gears style controls those same controls have been around for many many many years. Stop acting like things have evolved, RE4 came out and chose to have a different control scheme from the norm and it worked.

Its like you guys got used to one scheme that when someone dares to change it you are out of your comfort zone. So what if you cant dodge the attack, thats the damn point, reposition, use the environment to your advantage, make sure when you shoot you hit the specific points to slow the enemies down. Its not a design flaw, if it was then RE4 would have issues with the combat, and it doesn't. Pretend RE4 never came out, and it came out right now, I believe it would still get the same praise it got back then.

(btw the reason I am saying this is cause when you say that the controls are out dated or flawed it makes it sound like the only reason the controls worked for RE4 is cause it came out 4 years ago, which I think is total BS. If it doesn't work for RE5 then its cause of the way RE5 is designed, not cause the controls should never be used again.)

dvader654

When RE4 came out, there were many people who complained about not being able to shoot while moving and the omission of strafing. I think most of us were simply able to overlook those minor quibbles because the game looked and played so well. I also think you have to consider that the RE fan base had been wrestling with some pretty stiff combat for many years and while the controls in RE4 weren't perfect, they were light years ahead of anything else in the RE franchise.

I also think it's important to note that RE4 redefined the Third Person Shooter by tightening up the camera over the shoulder. Up until then, most TPS gave you pretty loose control over an avatar, which always felt a tad disconnected. Other developers took that concept and ran with it, including Epic and the developers of Dead Space, which is why the bar has been continually raised four years after RE4 was originally released. RE4 was an awesome contribution to the TPS construct and I feel disappointed by Capcom's unwillingness to further polish and evolve their own innovation.

And no, I don't think if RE4 were released today it would be treated nearly as well by gamers and critics. Placing aside the whole chicken and egg issue, games like Gears and Dead Space would make RE4's controls seem outdated and a step back in some regards.

Reading your last sentence, it occurred to me that what this argument is really about for you is preserving the legacy of RE4. You seem to think a slight on RE5's controls is a slander against RE4, a game you personally feel is "perfect". You honestly think that admitting RE4 could have benefited from strafing or full analog movement besmirches its legacy, which it doesn't. RE4 was an innovative, brilliant action game that has aged very well but at the same time it's minor flaws are now starting to look like seeping, open wounds when transposed onto RE5.

Again, I think you need to play the RE5 demo and leave RE4 entirely out of the picture. RE4's legacy is safe and secure. RE5 on the other hand may be one of the most polarizing and disappointing games of 2009.

Avatar image for Grammaton-Cleric
Grammaton-Cleric

7515

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#108 Grammaton-Cleric
Member since 2002 • 7515 Posts

Regarding the controls, I don't understand why are people acting as if there weren't any third-person shooters before Gears. There were plenty and some of them were a lot better than Gears - Max Payne, Mafia, James Bond games, Syphon Filter just to name a few. Resident Evil 4's controls were awkward and required adjusting to even back in 2005. The game was still stellar because it worked within the context of its design. That's no excuse, though, the controls do need work and it's ridiculous that Capcom seemingly didn't want to move an inch and basically kept the same exact (awkward) control scheme. The thing is, they needed work back in 2005 and they probably need work even moreso today. However, I don't hold control schemes crucial at all which is why I am perfectly fine with playing FPSs on consoles, why I could enjoy Resident Evil 4's brilliant design and why I knew the Wii wouldn't bring anything new to the table in regards to how we play games. In my opinion, controls only need not to be cumbersome, everything else is a bonus. Controls mean nothing if the actual game design is not there - once again the Wii being a prime example.UpInFlames

Of course you are correct about third person shooters predating Gears and RE4 but as I wrote in my other post, I think RE4 tightened up the camera and feel of the TPS in a way that has been emulated ever since. Even GTAIV borrows the over-the-shoulder view when you aim your weapons, and it works well.

Since then others have taken this concept and expanded upon it, which is why I was surprised to find out that RE5 plays so stiffly compared to something like Dead Space. Like you stated, there is no reason for Capcom to have completely ignored the need for even small alterations to the basic game play.

And sadly, even as I sit here a lifelong RE fan, I can state with absolute sincerity that the controls in RE5 do feel cumbersome. I'm sure if I play long enough the controls will "click" and I'm sure the game is worth an entire play through but I can't help at being immensely disappointed at how much better this game could be with a few minimal adjustments.

Avatar image for Mash_Affect
Mash_Affect

631

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#109 Mash_Affect
Member since 2008 • 631 Posts

Of course you are correct about third person shooters predating Gears and RE4 but as I wrote in my other post, I think RE4 tightened up the camera and feel of the TPS in a way that has been emulated ever since. Even GTAIV borrows the over-the-shoulder view when you aim your weapons, and it works well.

Since then others have taken this concept and expanded upon it, which is why I was surprised to find out that RE5 plays so stiffly compared to something like Dead Space. Like you stated, there is no reason for Capcom to have completely ignored the need for even small alterations to the basic game play.

Grammaton-Cleric
Technically, Splinter Cell started the over the shoulder view for aiming weapons. Ghost Recon games started using it before RE4 as well.
Avatar image for Grammaton-Cleric
Grammaton-Cleric

7515

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#110 Grammaton-Cleric
Member since 2002 • 7515 Posts
[QUOTE="Grammaton-Cleric"]

Of course you are correct about third person shooters predating Gears and RE4 but as I wrote in my other post, I think RE4 tightened up the camera and feel of the TPS in a way that has been emulated ever since. Even GTAIV borrows the over-the-shoulder view when you aim your weapons, and it works well.

Since then others have taken this concept and expanded upon it, which is why I was surprised to find out that RE5 plays so stiffly compared to something like Dead Space. Like you stated, there is no reason for Capcom to have completely ignored the need for even small alterations to the basic game play.

Mash_Affect

Technically, Splinter Cell started the over the shoulder view for aiming weapons. Ghost Recon games started using it before RE4 as well.

Yes, you are correct. I completely forgot Splinter Cell.

Still, to be fair, I think RE4 was the game that got other developers using that perspective.

Regardless, your point is a fair one.

Avatar image for ssc604
ssc604

99

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#111 ssc604
Member since 2008 • 99 Posts

[QUOTE="sukraj"]I want it on psn.Canvas_Of_Flesh
It comes to PSN on Feb. 5th. I'll end up buying it on PS3 anyways. Mainly because Microsoft insists on charging for demos.

LOL LIE DETECTOR, silly boy, xbox users don't pay for their demos, what gave you that silly idea

Avatar image for jks22112
jks22112

2395

Forum Posts

0

Wiki Points

0

Followers

Reviews: 28

User Lists: 0

#112 jks22112
Member since 2005 • 2395 Posts
[QUOTE="jks22112"]

I have actually played the demo, and agree with him. I do not see a problem with the control scheme at all. I got it right away and never had a problem with it. The inventory system had me confused for a bit, but after I figured out you could use the D-Pad, it made it alot better. Re5 is a different kind of game, and I think you have to think differently when you play it.

Grammaton-Cleric

It's fine if you personally liked the control scheme. To each their own. Regardless, this whole notion of RE5 being "a different kind of game" as an excuse for the omission of certain standard control options strikes me as a weak counterargument. What you are basically asserting is that any design flaw or omission can now be categorized as "different."

For example, if a game has a lousy camera that I have to constantly baby sit, I could just as easily claim that's a design choice to let me control the cinematic tone of the game and I merely need to be in a different mindset to play it. I mean, if we're going to make concessions for RE5 then realistically, there are a lot of other games that should get a free pass as well because they too are "different."

My question to you is what harm in there is allowing Chris full analog movement? Why saddle him with a run button that is completely extraneous? Why not allow him to move while shooting or at the very least, move while holding the knife?

Those few added changes would make RE5 play so much better.

There is a difference between camera and controls. The controls work. They are responsive, and do what you tell them to do. That should be the main thing. The run button is really no big deal. Many games have it, Like gears, or call of duty. The difference is the normal speed is slower in Resident Evil. Moving while holding the knife is, meh..it takes half a second to pull the knife out and swing it, is that really a big deal? Being different is not always a bad thing. IMO the controls work fine. To the people to say it hasn't changed from RE4, it is, it's actually quite different. Left analog stick controls movement foward, back, and side stepping, and right controls looking and aiming. The typical shooting game R button is used for shooting. So yeah, it is a little different. You don't move like a tank any more.
Avatar image for btaylor2404
btaylor2404

11353

Forum Posts

0

Wiki Points

0

Followers

Reviews: 35

User Lists: 0

#115 btaylor2404
Member since 2003 • 11353 Posts
I finished Gears 2 not too long after it came out and was feeling like playing RE4, so went to GStop and picked up a cheap copy. I for one didn't mind the controls one bit. Didn't adjust them, didn't complain. The controls helped make the game more closed in IMO, much like the lurking slow style of the hero in Dead Space. I didn't care a bit that Leon was slow, had a hard time turning around, it just made me have to think and plan for each move. It did pop into my mind several times how much easier to move many characters are in games now, but for RE it felt right. That's just my two cents on you guys discussion, which has been very good with good points on all sides.
Avatar image for S0lidSnake
S0lidSnake

29001

Forum Posts

0

Wiki Points

0

Followers

Reviews: 14

User Lists: 0

#117 S0lidSnake
Member since 2002 • 29001 Posts

True it is partly about that but its not that I think the game is perfect. Its that I think changing the controls of RE4 into a move and shoot would destroy the style of combat that game has and make it much less of a game. That is what I am saying, i think making you stop and shoot played a HUGE part in making RE4 what it was.

dvader654

I think we should just wait two more days and try out the demo ourselves. Like Grammaton said, you haven't played the demo so why even bother arguing? :P But the assertion that nothing has changed is also false since they HAVE changed the controls and now aiming is done using the right analog stick. I played the first three chapters of RE4 yesterday and the controls still worked.

I wonder if the demo goes live at midnight on Monday. Sony usually does their PS store update in the evening, but this demo isn't hitting the same day as the regular update so maybe we could be able to download it in 36 hours! :D

EDIT: Damn, you already decided to stop arguing. Tip: Dont try to make an omlette and type up a response at the same time!

Avatar image for S0lidSnake
S0lidSnake

29001

Forum Posts

0

Wiki Points

0

Followers

Reviews: 14

User Lists: 0

#118 S0lidSnake
Member since 2002 • 29001 Posts

Ok for now even though I am arguing with you guys about the pros and cons of that controls scheme I will take your word that something is off about RE5 controls. So I want to ask about them. Is the dual analog setup they got worthless? Which scheme are you using? dvader654

I was wondering the same thing, and I dont feel like going through a year old previews to find out.

So we know that the aiming is now done using the Right Analog stick. Do you still have hold R1 to get into Aim mode? If so, then is X still used to shoot?

Avatar image for RandolphScott
RandolphScott

635

Forum Posts

0

Wiki Points

0

Followers

Reviews: 46

User Lists: 0

#120 RandolphScott
Member since 2008 • 635 Posts
Ok for now even though I am arguing with you guys about the pros and cons of that controls scheme I will take your word that something is off about RE5 controls. So I want to ask about them. Is the dual analog setup they got worthless? Which scheme are you using? dvader654
The situations are simply different in RE5, especially in regards to Sheva. She isn't Ashley, who generally did a good job of staying out of the way and running behind Leon. Sheva tends to try to stay right alongside Chris, and even gets directly underfoot frequently, and gets into a lot of hairy situations. It's really difficult sometimes to bail her out, because of the controls. When she dies, it's simply game over, and it's incredibly frustrating. She's just dumb, and it's really difficult and annoying to constantly compensate for her blatant stupidity, as it means you're fighting the controls, ganado legions, AND her idiotic tendency to sit there and fire away every single bullet she has as quickly as possible. (which means you have to give your own bullets, meaning they go to waste)
Avatar image for RandolphScott
RandolphScott

635

Forum Posts

0

Wiki Points

0

Followers

Reviews: 46

User Lists: 0

#122 RandolphScott
Member since 2008 • 635 Posts
Control Type A most directly mimics the control scheme of RE4, so if you want to aim with the left stick, just go to options when the demo starts and switch to that.
Avatar image for Grammaton-Cleric
Grammaton-Cleric

7515

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#124 Grammaton-Cleric
Member since 2002 • 7515 Posts
[QUOTE="Grammaton-Cleric"][QUOTE="jks22112"]

I have actually played the demo, and agree with him. I do not see a problem with the control scheme at all. I got it right away and never had a problem with it. The inventory system had me confused for a bit, but after I figured out you could use the D-Pad, it made it alot better. Re5 is a different kind of game, and I think you have to think differently when you play it.

jks22112

It's fine if you personally liked the control scheme. To each their own. Regardless, this whole notion of RE5 being "a different kind of game" as an excuse for the omission of certain standard control options strikes me as a weak counterargument. What you are basically asserting is that any design flaw or omission can now be categorized as "different."

For example, if a game has a lousy camera that I have to constantly baby sit, I could just as easily claim that's a design choice to let me control the cinematic tone of the game and I merely need to be in a different mindset to play it. I mean, if we're going to make concessions for RE5 then realistically, there are a lot of other games that should get a free pass as well because they too are "different."

My question to you is what harm in there is allowing Chris full analog movement? Why saddle him with a run button that is completely extraneous? Why not allow him to move while shooting or at the very least, move while holding the knife?

Those few added changes would make RE5 play so much better.

There is a difference between camera and controls. The controls work. They are responsive, and do what you tell them to do. That should be the main thing. The run button is really no big deal. Many games have it, Like gears, or call of duty. The difference is the normal speed is slower in Resident Evil. Moving while holding the knife is, meh..it takes half a second to pull the knife out and swing it, is that really a big deal? Being different is not always a bad thing. IMO the controls work fine. To the people to say it hasn't changed from RE4, it is, it's actually quite different. Left analog stick controls movement foward, back, and side stepping, and right controls looking and aiming. The typical shooting game R button is used for shooting. So yeah, it is a little different. You don't move like a tank any more.

The movement is still very tank-like and clumsy and none of the various control options solves this problem. Simply adding full analog support would have gone a long way to solving the control issues. There was no logical reason to omit full analog movement.

And the knife sucks; you must carefully measure every swing since you cannot even move with the damn thing drawn. Is having to come to a dead stop everytime you use the knife cumbersome? Yes, it is.

Everything about the controls in RE5 are stilted, clunky and cumbersome. If that was the intention then bravo Capcom.

Avatar image for RandolphScott
RandolphScott

635

Forum Posts

0

Wiki Points

0

Followers

Reviews: 46

User Lists: 0

#126 RandolphScott
Member since 2008 • 635 Posts
For the brief time I had a Wii, I really did come to get used to the auto targeting knife swipe. It really sucks trying to get accustomed to once again coming to a complete stop in front of a barrel, taking out my knife, aiming down, and pressing a button. They should just have programme din a auto targeting knife button, could have had that be R3.
Avatar image for Skylock00
Skylock00

20069

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#127 Skylock00
Member since 2002 • 20069 Posts
[QUOTE="S0lidSnake"]

[QUOTE="dvader654"]Ok for now even though I am arguing with you guys about the pros and cons of that controls scheme I will take your word that something is off about RE5 controls. So I want to ask about them. Is the dual analog setup they got worthless? Which scheme are you using? dvader654

I was wondering the same thing, and I dont feel like going through a year old previews to find out.

So we know that the aiming is now done using the Right Analog stick. Do you still have hold R1 to get into Aim mode? If so, then is X still used to shoot?

Aiming is done using what? You are telling me there is no way to play with just one stick?

Yes R1 is still to aim and X to shoot. Square is run.

There are 4 different control schemes, and here's a basic run down of the essential parts that most of us are complaining about - the movement and shooting controls:

A is exactly what RE4 was, essentially - Left stick for movement (tank), A for run, Right Trigger to aim (aim using Left Stick), X to shoot.

B is RE4 movement controls, with the shooting controls assigned to the shoulder buttons - Left stick for movement (tank), A for Run, Left trigger to Aim (aim using right stick), Right trigger to shoot.

C is RE4 Shooting controls, but with dual analog movement (except when running) - Left stick for movement (w/strafe), Right to look (only while walking), A to run (which forces tank controls on left stick only), Right Trigger to aim (Aim using Left stick), X to shoot.

D is the default setting they start you with, and is a hybrid of B and C's controls - Left stick for movement (w/strafe), Right to look (only while walking), A to run (which forces tank controls on left stick only), Left trigger to Aim (aim using right stick), Right trigger to shoot.

It's just striking, to me, how dramatically different these end up being in context, and how poorly most of them seem to work for me, with the only real usable control scheme being A, given that it's one that I'm actually used to...but then that doesn't change anything in terms of controls from a strategy standpoint, because it then removes the ability to even strafe (which is only possible on control choices C and D, and ONLY when you aren't running or shooting).
Avatar image for Skylock00
Skylock00

20069

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#129 Skylock00
Member since 2002 • 20069 Posts
Wow most of those sound like a complete disaster of a scheme. Definetly A all the way for me. dvader654
And remember that Scheme D is the default control scheme that the game starts you off with.

I mean, let's just compare what goes in Dead Space, just for comparison's sake:

Left stick to move (strafe, with levels of speed based on how far you are tilting the stick), Right stick to look, Left Bumper to run (while retaining levels of speed, so you can actually walk while holding this button down) without interrupting this LS/RS relationship. Left Trigger to aim, Right trigger to Shoot, with the only change to movement being that you cannot run while having a weapon drawn.

It just comes off as being extremely intuitive overall, and cohesive as a control scheme, especially considering that you never have to lift a finger off of the analog sticks unless you are doing a specialized attack/function. Otherwise, all movement and combat controls are assigned between the analog sticks and the shoulder buttons.
Avatar image for Dutch_Mix
Dutch_Mix

29266

Forum Posts

0

Wiki Points

0

Followers

Reviews: 13

User Lists: 0

#130 Dutch_Mix
Member since 2005 • 29266 Posts
Personally, I enjoyed the heck out of the demo. It was everything I wanted it to be and more. If that means I enjoy clunky, 2004 control schemes then so be it.
Avatar image for Skylock00
Skylock00

20069

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#132 Skylock00
Member since 2002 • 20069 Posts

Well I am not a big fan of two sticks, I like one stick with face buttons. But if they were going to go for dual analog controls they should at least have done them right. Its not even a question about moving and shooting, they could still restrict that without have a mess of a scheme with a run button totally out of place.

dvader654
I can understand not being a fan of dual analog control schemes, I just wanted to make sure you understood what some of us meant about what the game was doing, and why it has been causing so much annoyance amongst a lot of us. Of the control schemes available, the best scheme I can really think of is A/RE4's, and even then, I'd argue that Dead Space's controls are overall stronger than what RE5 has done. Hell, I even liked how Dead Space did the inventory system (as it forces you to do it all in game without the freedom to pause the game and be free to make adjustments in mid combat), which is interesting given how a number of people seemed to be bugged by RE5's inventory system.
Avatar image for Grammaton-Cleric
Grammaton-Cleric

7515

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#134 Grammaton-Cleric
Member since 2002 • 7515 Posts

Personally, I enjoyed the heck out of the demo. It was everything I wanted it to be and more. If that means I enjoy clunky, 2004 control schemes then so be it.Dutch_Mix

So do you feel the controls are optimal? I enjoyed the demo too but the controls killed some of my enjoyment. It's not a bad game by any stretch and obviously it has a lot going for it but do you really feel it plays all that well?

Avatar image for Skylock00
Skylock00

20069

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#135 Skylock00
Member since 2002 • 20069 Posts
[QUOTE="dvader654"] Well I dont know enough about the inventory except that its real time, Dead Space paused the game right?

Nope. Dead Space's inventory system was done in real time. You can walk while accessing it, and the game stays in real time and when you access the merchants in the game. The only way to pause the game is to, well, hit start, which didn't allow you to access inventory stuff.
Avatar image for Grammaton-Cleric
Grammaton-Cleric

7515

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#137 Grammaton-Cleric
Member since 2002 • 7515 Posts

[QUOTE="dvader654"] Well I dont know enough about the inventory except that its real time, Dead Space paused the game right?Skylock00
Nope. Dead Space's inventory system was done in real time. You can walk while accessing it, and the game stays in real time and when you access the merchants in the game. The only way to pause the game is to, well, hit start, which didn't allow you to access inventory stuff.

I think the real time inventory system in RE5 is a bad idea because the controls don't mesh well with having to shuffle through items and weapons on the go. It worked in Dead Space because the game had controls that gave you superior mobility where by contrast it comes off as a hassle in RE5 due to the tank controls.

I'm also going on record now and state that I think forcing the CPU Sheeva character in the one player mode was a mistake. Between her consumption of ammo and her inability to keep herself alive, I think I'm going to be seeing the "Game Over" screen much more frequently.

Avatar image for jks22112
jks22112

2395

Forum Posts

0

Wiki Points

0

Followers

Reviews: 28

User Lists: 0

#139 jks22112
Member since 2005 • 2395 Posts

You can't move while using your inventory in RE. It's a little complicated for something that will be done during gameplay. Maybe a simple list would have been easier?

But there is a quick item change using the d pad. For whatever reason, though the diagonals in the square of your inventory don't go to it. So up takes out the up item, down takes out down, and I'm sure you can figure it out. People need to keep in mind though, those parts featured in the demo will probably be rare. There won't be many times where there are enemies EVERYWHERE and nowhere to go, especially like in the Shanty Town level. Most the time in RE4 the area featured 4 or 5 bad guys, maybe more. Meaning, yes, using the inventory system during Shanty town was hard. But there won't be many more parts like that. Probably not, anyway.

What I do wonder though is, will the inventory always be the same size? Meaning I will only be able to hold 9 items the whole game? That'd be tough, especially after I ajusted to RE4's blocks system.

My only big complaint I have though is Co-Op bullet sharing. There is no option to give some, even though I had like 40 bullets and my friend had none (I'm not an ammo hog! I swear) I could only give her none or all. That NEEDS to be fixed.

Avatar image for Skylock00
Skylock00

20069

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#140 Skylock00
Member since 2002 • 20069 Posts

You can't move while using your inventory in RE. It's a little complicated for something that will be done during gameplay. Maybe a simple list would have been easier?

But there is a quick item change using the d pad. For whatever reason, though the diagonals in the square of your inventory don't go to it. So up takes out the up item, down takes out down, and I'm sure you can figure it out. People need to keep in mind though, those parts featured in the demo will probably be rare. There won't be many times where there are enemies EVERYWHERE and nowhere to go, especially like in the Shanty Town level. Most the time in RE4 the area featured 4 or 5 bad guys, maybe more. Meaning, yes, using the inventory system during Shanty town was hard. But there won't be many more parts like that. Probably not, anyway.

jks22112
Well, even if you were using the dpad to quick change items, it doesn't change the fact that you don't assign items to the slots as you pick them up, which can cause problems in mid combat, and you still have to move your finger off the left stick to engage in the change, so regardless of what you're doing, you can't move around and access your inventory at the same time within the game itself, unlike the system in Dead Space, where the only time you were locked out of movement was while accessing a merchant/modding table, IIRC.
Avatar image for Dutch_Mix
Dutch_Mix

29266

Forum Posts

0

Wiki Points

0

Followers

Reviews: 13

User Lists: 0

#141 Dutch_Mix
Member since 2005 • 29266 Posts

[QUOTE="Dutch_Mix"]Personally, I enjoyed the heck out of the demo. It was everything I wanted it to be and more. If that means I enjoy clunky, 2004 control schemes then so be it.Grammaton-Cleric

So do you feel the controls are optimal? I enjoyed the demo too but the controls killed some of my enjoyment. It's not a bad game by any stretch and obviously it has a lot going for it but do you really feel it plays all that well?

Honestly? Yeah, the only complaint I have is that I miss the attache case. I loved arranging my weapons, ammo, and healing potions in RE4. But it's not like the new inventory scheme is terrible. It's just different.

I haven't played Dead Space (It sounds fantastic - but I just don't have the time or money right now). In fact, the only 3rd person shooter I've played extensively since RE4 was Gears of War. That being said, I'm not sure why there's such an uproar over the controls. RE4 was a masterpiece, the gameplay of RE5 appears to mirror RE4 perfectly, so what's the problem? Perhaps, I'm stuck in 2005, or maybe I just can't recognize this apparently faulty control scheme as you and Skylock can.

Avatar image for Skylock00
Skylock00

20069

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#142 Skylock00
Member since 2002 • 20069 Posts
Perhaps, I'm stuck in 2005, or maybe I just can't recognize this apparently faulty control scheme as you and Skylock can.Dutch_Mix
The underlying problem about the control scheme in general is that all the dual analog based controls Capcom has implemented have very counterintuitive design choices made within them, and the only real workable scheme they have available is the one from RE4, which is not nearly as fluid and intuitive as the scheme found in the likes of Dead Space, which was still able to be an intense, resource management heavy-focused action/survival-horror game in the line of RE4 while also making advancements in the concept of the control scheme.

It also hurts the game heavily when they default the control scheme to the dual analog set up, with its various highly questionable design choices as I've already outlined in this thread.
Avatar image for S0lidSnake
S0lidSnake

29001

Forum Posts

0

Wiki Points

0

Followers

Reviews: 14

User Lists: 0

#143 S0lidSnake
Member since 2002 • 29001 Posts

I wonder if the bad reception of the demo is enough for Capcom to delay the game and add that in.

I also wonder why, if it's such a big deal, the press didnt make a big fuss over it. The previews were really positive and it won numerous E3 Best Of Show awards. I really didn't expect this at all.

Avatar image for UpInFlames
UpInFlames

13301

Forum Posts

0

Wiki Points

0

Followers

Reviews: 41

User Lists: 0

#145 UpInFlames
Member since 2004 • 13301 Posts

Of course you are correct about third person shooters predating Gears and RE4 but as I wrote in my other post, I think RE4 tightened up the camera and feel of the TPS in a way that has been emulated ever since. Even GTAIV borrows the over-the-shoulder view when you aim your weapons, and it works well.Grammaton-Cleric

The over-the-shoulder aiming and the cover system found in Grand Theft Auto IV are natural evolutions of the systems Rockstar North implemented in Manhunt (which were hinted at even in San Andreas). I agree that Resident Evil 4 probably popularized the over-the-shoulder view (as Gears of War did the cover system), but Rockstar North did both long before Capcom and Epic. Also, as noted, games like Splinter Cell and Ghost Recon did the over-the-shoulder view about the same time Manhunt did.

Avatar image for jks22112
jks22112

2395

Forum Posts

0

Wiki Points

0

Followers

Reviews: 28

User Lists: 0

#146 jks22112
Member since 2005 • 2395 Posts
Well this is interesting. They have a new OXM video on Xbox live. It features a short interview with somebody from Capcom about RE5, and he says you can now aim and move at the same time. Maybe this was something that just didn't make it into the demo? Or maybe he's just making stuff up?
Avatar image for MAILER_DAEMON
MAILER_DAEMON

45906

Forum Posts

0

Wiki Points

0

Followers

Reviews: 1

User Lists: 0

#147 MAILER_DAEMON
Member since 2003 • 45906 Posts
Well this is interesting. They have a new OXM video on Xbox live. It features a short interview with somebody from Capcom about RE5, and he says you can now aim and move at the same time. Maybe this was something that just didn't make it into the demo? Or maybe he's just making stuff up?jks22112
If that's the case, then we can chalk this up to being one of the worst demos ever released. Doesn't change the inventory or the forced co-op, though.
Avatar image for UpInFlames
UpInFlames

13301

Forum Posts

0

Wiki Points

0

Followers

Reviews: 41

User Lists: 0

#148 UpInFlames
Member since 2004 • 13301 Posts

I've just played the demo and my impressions are generally positive. First off, the hot topic - controls. I think they are more intuitive than Resident Evil 4. You still can't move and shoot which sucks, but they implemented dual analog movement which makes a world of difference, in my opinion. It's just more natural. Also, the movement and turning seems a lot faster. It's still tank controls, but a more mobile tank. The inventory system is a failure and the omission of a reload button makes me post a thousand facepalm pics. Sheva didn't die on me, she kept collecting loot (sparing me the nuisance of having to press X for every single item), feeding me ammo, healing me up and helping out in a pinch. She's also smokin' hot which helps boost my morale.

The game looks fantastic even in SD. The biggest problem I suppose is the overwhelming sense of familiarity. Almost everything is the same just with a new skin. The ganados, the chainsaw guy, the setpieces...please Capcom, no black midget Napoleon guy. Looking forward to playing the demo in co-op. Overall, I like it - hell, I like it a lot more than I did the Dead Space demo.

Avatar image for gameguy6700
gameguy6700

12197

Forum Posts

0

Wiki Points

0

Followers

Reviews: 0

User Lists: 0

#149 gameguy6700
Member since 2004 • 12197 Posts

Since I don't feel like reading the last 11 pages of this thread can anyone summarize what the complaints regarding the controls are? I played the demo and the controls didn't seem bad to me. I think I found it a little bit awkward to turn while running, but it was hardly anything gamebreaking.

Avatar image for S0lidSnake
S0lidSnake

29001

Forum Posts

0

Wiki Points

0

Followers

Reviews: 14

User Lists: 0

#150 S0lidSnake
Member since 2002 • 29001 Posts

Well this is interesting. They have a new OXM video on Xbox live. It features a short interview with somebody from Capcom about RE5, and he says you can now aim and move at the same time. Maybe this was something that just didn't make it into the demo? Or maybe he's just making stuff up?jks22112

hmm... Link?

can anyone verify this?