slayn said:
The games are similar in genre but they way the world is structred, the way you move and explore that world, are completely different. Re's tank controls are superior to that of normal 3d analog because of the sctructure of the world. No open spaces, small rooms interconnected by long hallways that change to awkward angels and everything of interest is on the perimiter of these spaces.
Lemme explain where I got my 2D and 3D label and define them at the same time. Silent Hill 2 allows you to toggle between a control scheme styled like Resident Evil and one similar to Devil May Cry. SH2 calls the Resident Evil styled scheme "3D" and the Devil May Cry style, "2D."
So I'm confused when you say the RE's tank controls, which I've defined as 3D, are superior to 3D analog in other games. I guess you mean that the style works better in RE which typically has you entering a room and shooting a few enemies while remaining stationary than in, say, Tomb Raider where Lara often needed to dodge multiple fast moving enemies in more open areas and was forced to take too wide turns in order to move around. Well that's certainly true.
Forgetting what may be found in RE2-64 for a moment, allow me to use the many boss encounters throughout the RE series as instances where being able to change direction quickly and smoothly would have been a welcome privilage. The dual-clawed tyrant in RE2, the underground worm in RECV, and the final Alexia in RECV are all standout examples where RE's 3D control scheme was put into environments
unlike those you described and performed rather clunkily. Very similar boss battle in the Silent Hill series are far less of a hassle to play, using the included 2D scheme.
Now, I think we can all agree that there are many aspects of Resident evil that have been kept around for far to many games; the "cinematic" camera angle is one of the largest and has just now been dropped. The tank controls were not the best choice for the original Resident Evil, but they worked and the game was good enough for us too all overlook it. Now it's nearly ten years later and it's time we all, including Mikami, were thinking about how the Resident Evil series can continue to play so well amongst it's contemporary competiton.
The tank controls probably won't be coming back, from the perspective that we've known them anyway, so it's a moot point even. Just realize that those "classic" controls are not what makes Resident Evil so good. Nobody boots up a RE game while explaining to their friend, "It's fun to turn like a tank." I don't particulary believe this, but I'm willing to grant that 2D controls thrown into any ol' RE title,
as is, hold great potential to feel sloppy. But the series needed a redeign, it's undergoing a redesign, and the tank controls need to be dropped along with the camera design that makes them seem like a good idea.