[QUOTE="Aljosa23"]
[QUOTE="Technoweirdo"]
Evolution of standards, I suppose. Resident Evil 4's controls were built around the Gamecube controller, specifically the lack of a proper second analog stick. Because of the lack of a second analog stick. it couldn't be faulted for not allowing run'n'gun. With RE5 however, it's reasonable to expect the capability of run'n'gun despite it likely forcing enemy design to change simply because of the controller and other games with similar control schemes e.g GeoW that allowed run'n'gun.
Technoweirdo
RE5 isn't GeoW and shouldn't go anywhere near it. It's not generic TPS #43435 and should not play like one.1. Chapter 5 excluded anyhow. :P With all due seriousness though, that's where we hit a snag with reviewing games: Games trying to remain unique and determining if a game sticking with it's roots, however old, is a bad thing or not. For GameSpot, sticking to roots is bad.
Though I do agree with you, if they added slow walking while aiming but stopped while shooting, they would of made the enemy A.I. smarter and the game would of been even more intense.
2. I didn't say enemy A.I though they would have to improve that too. :P The mere addition of Sheva alone however should have made Capcom make radical improvements in enemy intelligence and level design for the enemy to take advantage of but not so great an advantage that if either Chris or Sheva were incompetent (And her A.I is), the two would be massacred.
1. Some aspects of Chapter 5 and 6 are borderline generic shooter. It balances out with the Lab parts and B.O.W. though.2. Really? I thought you were talking about enemy AI when you said the bolded part. I just wish there wasn't a cover system and the enemies were smarter. Adding walking + shooting wouldn't be a problem then.
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