RESIDENT EVIL 5 Demo up on US Marketplace.

I just watched the OXM video and the guy says the new Gears controls will allow moving while shooting. Again this was stated in the thread so I didn't think much of it.

SO ANYWAY I kept watching and wasn't paying attention and looked at some of the tv's behind the dude and I could have sworn I saw Chris in the oddest fucking position before he aimed and fired a sniper rifle.

I switched back a few times and I could SWEAR it looks like he's actually taking COVER against a wall and then aiming his snipe and firing. WTF?

It's around 2:22

I'm tired so maybe I saw it wrong but can ANYONE confirm? Wtf? I'm going to take another look. It's somewhat blurry but the skin was obviously in such a position that it had to be Chris' arms pointed towards the camera with his back against cover.

Edit: Actually I looked back at it and I think I'm wrong. There are some buttons covering Chris' head that kind of act as an illusion and then it zooms in over the short wall.
 
There will be context sensitive cover. I doubt it will be used very often, but it will be used.

An X button prompt pops up, you go into cover, and then use the ready weapon button to pop out and aim. When you let go, you go back into cover.

RE4 has the same system, although I didn't realise it until very recently. When you "crouch" (you do it, like, twice throughout the whole game, once at the very beginning of the game, in 1-2, and the other during the warzone section in 5-4), you can pop out with the ready weapon button. It blew my mind. :lol
 
So, I just finished the demo and I'm not buying the game. Bear in mind, I've never been a fan of the RE games due to the tank-controls so I thought I might be able to get into RE5 since tank-controls are gone. Well, the controls are improved in that aspect but the game has many other issues.

Firing a gun isn't satisfying at all, especially in the case of the pistol. Sure, it's just a handgun but I feel like I'm firing a BB gun or something in terms of the visual and audio feedback I'm getting. It's the same for the SMG and the rifle with the shotgun being the only exception.

The controls are clunky as fuck. Why is run mapped to A such that I have to move my thumb away from the right stick? The fact that the whole control scheme changes when you hold down A just feels really clunky and unbearable. Worse than that though is the use of X to pick up ammo and to finish off enemies. In a short half an hour, I can't even count the number of times I rushed forward to finish off an enemy only to pick up an item off the ground as I reached him and exposing myself to his close-range attack.

I thought not being able to move while shooting wouldn't be such a big deal. But after playing the game, I realize that it really is. Not being able to run while shooting would make sense but not being able to even move around at a slower pace while holding aim is incredibly stifling and unintuitive. In most shooters, I would rely on strafing and right-stick aiming to line up my shots but in this game, having to rely solely on the right-stick for aiming throws my shooting off a lot.

Apart from that, when you're faced with an overwhelming number of opponents, you can't just slowly back off while shooting them, ie. holding LT and pushing down on the left stick while squeezing RT. In this game, you got to release LT, press A + down (turn around), press A + up (run forward), press A + down (turn around again), hold LT, squeeze RT. What the fuck kind of control scheme is that?
 
Elyrion, I agree, Type D is clunky. But you can click down the stick to run, I believe (I haven't tested it, so don't hold me to it).

Type A, while some might argue is more clunky, is the better control scheme, I feel (it's the same as RE4). But it sounds like you just don't like the game mechanics at all, so I doubt it will help.
 
Rez>You said:
Also, for anyone who is interested, apparently you'll be able to switch which side of the screen Sheva is on. According to Destructoid, anyway.
That's interesting. Do you have a link to the article?

Rez>You said:
There will be context sensitive cover. I doubt it will be used very often, but it will used.

An X button prompt pops up, you go into cover, and then use the ready weapon button to pop out and aim. When you let go, you go back into cover.

RE4 has the same system, although I didn't realise it until very recently. When you "crouch" (you do it, like, twice throughout the whole game, once at the very beginning of the game, in 1-2, and the other during the warzone section in 5-4), you can pop out with the ready weapon button. It blew my mind. :lol
Yikes, I didn't know that. I have to remember that next time I play RE4.
 
Sectus said:
That's interesting. Do you have a link to the article?
I'm pretty sure it was this article.

"The real only difference between playing as either character is that Chris is positioned on the left side of the screen and Sheva is positioned on the right side. It felt really weird playing as Sheva with her stationed at the right of the screen, but I was told you’ll be able to switch which position of the screen both players will be situated at. "
 
Alright, thanks for the info.

"...but I was told you’ll be able to switch which position of the screen both players will be situated at."

Mike Webster strikes back?
 
Sectus said:
Alright, thanks for the info.

"...but I was told you’ll be able to switch which position of the screen both players will be situated at."

Mike Webster strikes back?
:lol

I wouldn't be surprised. ;)
 
Sectus said:
The problem here is that you are either lying or completely ignorant. I'm sorry to be rude, but there's just no way you can say Gears and RE5 are played with the same tactics.

Fortunately, it's pathetically easy to prove to you're wrong. Try loading up Gears, shoot at guy in the head so he's stunned for several seconds so you can do a melee attack on him. You might be surprised at the result.

Try going into cover and see if you get damaged or flanked literally within seconds. I'll give you as much as 10 seconds. Then you can go play RE4 or RE5, meet an enemy and see if you can stand still for 10 seconds without being attacked or flanked.

Or just run around in Gears (feel free to try insane if you want) and see if you can avoid all enemy attacks. I'm gonna bet you'll get downed within 5 seconds without moving into cover.

When a revved chainsaw is coming at you in Gears, you shoot and melee the hit-stun. How is that any different from capping a knee then knifing the enemy in RE4?

You get damaged/flanked just as quickly in Gears as you do in RE4. Where there are extremely linear areas, you won't, but then again, you also won't get damaged/flanked in the linear areas of RE4, and truth be told, the game has its own fair share of linear sections.

You only die in Gears if you run around aimlessly, same as RE4. I'm talking about moving with a purpose. You move with a purpose and you're fine. Move from cover to cover in Gears, move from position to position in RE4. That's what throws the AI off and what forces the it to re-adjust.

Quick question for you: when you play Gears and do cover+shoot, do you ever feel like it's a stop'n'shoot kind of experience? Or when you play RE5, and move from building to building, do you ever feel like it's a kind of horizontal platforming?
 
ElyrionX said:
Firing a gun isn't satisfying at all, especially in the case of the pistol. Sure, it's just a handgun but I feel like I'm firing a BB gun or something in terms of the visual and audio feedback I'm getting. It's the same for the SMG and the rifle with the shotgun being the only exception.
This is one of my bigger complaints. The guns feel like peashooters or something. Pez dispensers, maybe.

You've got real visceral, gritty, tangible experiences in games like Dead Space and Gears of War, and then you have this tinny, disconnected, clunky silhouette of action in RE5.

Unlike Elyrion, I will be getting this game, because I have a feeling the demo suffers a great deal for being played out of context. The controls are a hindrance, but they're not a gamebreaker for me.

The way I'm looking at it right now is: Dead Space had a demo that was pretty much shit, and it turned out to be my favorite game of '08. RE5's demo is significantly better in terms of presentation (gotta concede that control argument, though), so maybe the full game will be similarly impressive.

At least, I hope so.
 
The Blue Jihad said:
When a revved chainsaw is coming at you in Gears, you shoot and melee the hit-stun. How is that any different from capping a knee then knifing the enemy in RE4?
Yes, you can stun a person using the chainsaw if you hit him with several bullets with the lancer. And at best, he'll be stunned for maybe 1 second. Each bullet you fire in RE5 will stun an enemy, at the minimum of 1 second and if you aim precisely or use powerful weapons they'll be stunned for a long time. That's a very big difference.

The Blue Jihad said:
Quick question for you: when you play Gears and do cover+shoot, do you ever feel like it's a stop'n'shoot kind of experience? Or when you play RE5, and move from building to building, do you ever feel like it's a kind of horizontal platforming?
The cover system in Gears made the game feel like a shooting gallery in my opinion. When you're in cover you have so little reason to move at all unless you get flanked. It definitely doesn't feel like the "stop'n'shoot" stuff in RE4. Actually, in my opinion I feel RE4 and RE5 is one of the most mobile shooters I've played. You really need to keep moving almost all the time to avoid attacks and take advantage of melee attacks.

And no, I've never thought RE4 or RE5 ever felt like a horizontal platformer. I don't know where you're going with that question.
 
It's just funny to see people who claim their favorite of all time is RE4, while they will avoid RE5 at all cost.

If RE5 control feels THAT dated to you, I don't see how you would claim RE4 one of your favorite game ever. RE4 wasn't that long ago, it came out in 2005.
 
At this point I'm pretty fine with the controls, but the AI on Sheva is so horrible. In the 6 times I played the second demo level, she was killed 3 times. Once was from getting stuck behind a door, another was from STANDING IN THE MIDDLE OF THE GODDAMN STREET DOING NOTHING, and finally from trying to snipe (the fuck?) enemies I'm trying to take down at close range.
 
billy.sea said:
It's just funny to see people who claim their favorite of all time is RE4, while they will avoid RE5 at all cost.

If RE5 control feels THAT dated to you, I don't see how you would claim RE4 one of your favorite game ever. RE4 wasn't that long ago, it came out in 2005.
Maybe they played Wii version?
 
i've played through the demo five times now, and i'm acclimating myself to the controls, and i can handle them well enough that i think there'll be some fine-tuning by release to make them better. they're far from completely awful, but they need tweaking. the field of view is definitely one thing i want to see changed. it's way too tight as-is.

this is pretty silly, too, but i'm still trying to get used to not having that big green gamecube A button be my all purpose action button. i'm not sure if that should be mapped to A on the 360, or to X. i guess i have a lot of personal tweaking to do in that regard, too, when it comes to mapping the controls to my preference. and hell, just figuring out what the fuck my preference is.
 
MickeyKnox said:
Seriously, does anybody have a fix for the connection issue through Live?
There is no fix that I know of. The game has a horrible time of connecting, and even if you do connect to someone, half of the time it disconnects right after loading. I've found the demo has slightly less issues when playing in the morning or late at night, when I assume there are less people playing. The only sure fire way of getting a connection is inviting someone to play.
 
billy.sea said:
It's just funny to see people who claim their favorite of all time is RE4, while they will avoid RE5 at all cost.

If RE5 control feels THAT dated to you, I don't see how you would claim RE4 one of your favorite game ever. RE4 wasn't that long ago, it came out in 2005.

I'm one of those people, and I think it's because the RE5 demo puts you into such chaotic circumstances in both sample levels. Enemies are thrown at you and after playing such next-gen games as Dead Space and Gears of War, that old relic of RE4 control style just feels really dated here.

I also don't like the real-time crap, where the game no longer pauses to let you combine herbs or peruse your inventory. That pause is one of the things that made the horrible control scheme acceptable in RE4, and it's absent here.

My gripes further include the atmosphere (goodbye, "Resident Evil," hellooo generic African Action game) and the emphasis on co-op play. No, I don't really want to share ammo and health and cover Sheva's ass all the while. It's one departure from RE4 that hasn't grown on me.

And I totally agree with the comments above about the weapons lacking punch. How unsatisfying to pop away at all your attackers with that pea-shooter pistol. Once again, Capcom shouldn't have just lifted this part of the game straight from RE4, but endowed it with some next-gen punch.

After all this time to build a next-gen game, RE4 sure feels like a last-gen game with spiffier graphics.
 
I've been playing the demo a lot, and I have to say that I'm very impressed. It takes everything that Resident Evil 4 did right, and they improve it slightly. For example, being able to switch weapons without having to go to the pause screen. It's both less tedious, and it also adds to the intensity of the game. It's now alway safe to switch weapons.

I also like the co-op. A lot. It's, what I believe, sets this game apart from RE4. I remember when I first played Outbreak after I played RE4, and I though "wow, they have to do a co-op RE game, but using RE4's engine." Needless to say, I'm very pleased with RE5 here.

One concern I had going into the game was having a partner in single player. While I'm still not sure about the idea since it does make you feel safer (you shouldn't feel safe in RE games), I do think it works and it seperates RE5 from RE4. Sheva's AI is impressive, and she rarely gets in the way from what I saw in the demo. I just hope we split up for longer periods of time.

Rash said:
Capcom should just make an original game or a spinoff directly using the RE4 engine.

Seriously, that's what Umbrella Chronicles should've been.
I really didn't like RE4: Wii Edition's control. I played it for an hour, and it just felt... cumbersome. I couldn't get used to it, and it made me feel disconnected from the game. It's hard to explain, but I just grealy perfer the Gamecube controller.

But I agree that Capcom should make a spinoff RE game using the RE4 engine for the Wii. No more Umbrella Chronicles crap!
 
Baloonatic said:
I can't connect at all when trying to join a game, but I can host fine.
In the low traffic times I can host and not worry about disconnects because I have a good connection, but at other times it can take more than 5 minutes for someone to join.
 
USD said:
There is no fix that I know of. The game has a horrible time of connecting, and even if you do connect to someone, half of the time it disconnects right after loading. I've found the demo has slightly less issues when playing in the morning or late at night, when I assume there are less people playing. The only sure fire way of getting a connection is inviting someone to play.

THAT'S WHAT'S FUCKING BROKEN THOUGH!

Every time I try to host a game for me and my friend, or he tries to host, when one of us accepts the invite it starts the "authorized game session" then while connecting to the other it says that the session was canceled.
 
Connection issues that is interesting as I haven't ran across any of that yet. Although I have only played online with friends, no randoms.

Just ran across this. Supposedly OPM gave RE5 a 5/5;

Here are a few quotes form their review of Resident Evil 5-

“RE5 isn’t about solitary frights in the dark anymore. It’s about hyper-intense, adrenaline-fueled, partner-focused action.

It takes the co-op experience to a new level and reinvigorates the survival horror genre.

While Resident evil 5 still resists conversion to a pure shooter mechanism, you can now strafe, and while panning with your weapon isn’t exactly fast, it’s no longer insufferably slow.

Some control peculiarities (from RE4) do remain (in RE5) such as the inability to walk or run while firing your weapon.

The overall effect of the new control refinements is a smoother, less frustrating play experience without the robotic movements that have been a hallmark of the series for most of its existence. But if you’re still resistant to change, there’s a wide latitude of control setup options that will let you tune in a good amount of the traditional Resident Evil control feel.”

http://v4vg.com/opm-march-issue-scores/

With a review copy of the build that doesn't give much hope for the aforemntioned action controls. Still fine with it myself personally although the option would have been nice.

MickeyKnox said:
[/B]
THAT'S WHAT'S FUCKING BROKEN THOUGH!

Every time I try to host a game for me and my friend, or he tries to host, when one of us accepts the invite it starts the "authorized game session" then while connecting to the other it says that the session was canceled.

The other person has to hit A and sit there for a second when it says that or otherwise it does time out.
 
Kolgar said:
My gripes further include the atmosphere (goodbye, "Resident Evil," hellooo generic African Action game)

Im pretty sure, just like in RE4, you'll the environments will develop into labs among other things. I mean, there you started off in rural backwoods villages, and eventually progressed to a gothic castle with standard RE puzzles, to an area with labs and advanced machinery. As far as pistol sounds...well the gun isnt that strong to begin with, and I cant think of any game where a plain ol pistol sounds really strong.

With the first scenario in the demo being public assembly, did you guys not like the village "survive time" areas in RE4? Or that one section in RE4 where you cross a bridge and have to hide out in an old house? It's pretty much the same style of action as assembly.

Linkzg said:
it's more or less what Dead Rising Wii is

Maybe after that we'll finally get RE2-3Wiimake?

Teased at it long enough with Umbrella Chronicles, "testing" with RE4wii edition, and to a lesser extent...updated RE2 models in Degeneration.
 
MickeyKnox said:
THAT'S WHAT'S FUCKING BROKEN THOUGH!

Every time I try to host a game for me and my friend, or he tries to host, when one of us accepts the invite it starts the "authorized game session" then while connecting to the other it says that the session was canceled.
Hmm, I've never had that issue before. Don't really know what to tell you. Have you tried inviting other people and seeing if you still have the same problem?
 
Kolgar said:
I'm one of those people, and I think it's because the RE5 demo puts you into such chaotic circumstances in both sample levels. Enemies are thrown at you and after playing such next-gen games as Dead Space and Gears of War, that old relic of RE4 control style just feels really dated here.

I also don't like the real-time crap, where the game no longer pauses to let you combine herbs or peruse your inventory. That pause is one of the things that made the horrible control scheme acceptable in RE4, and it's absent here.

My gripes further include the atmosphere (goodbye, "Resident Evil," hellooo generic African Action game) and the emphasis on co-op play. No, I don't really want to share ammo and health and cover Sheva's ass all the while. It's one departure from RE4 that hasn't grown on me.

And I totally agree with the comments above about the weapons lacking punch. How unsatisfying to pop away at all your attackers with that pea-shooter pistol. Once again, Capcom shouldn't have just lifted this part of the game straight from RE4, but endowed it with some next-gen punch.

After all this time to build a next-gen game, RE4 sure feels like a last-gen game with spiffier graphics.

I agree completely. The more I played the demo, the more I realized how atrocious the linear movement is for places like the first stage demo. I hope the actual game balances the two types of game play. I don't want to play a game where it's completely non stop action to the point where you have to be constantly moving unless you want to die and at the same can't sit around to explore the environments and absorbing the atmosphere ala the first couple of games.
 
KeeSomething said:
I really didn't like RE4: Wii Edition's control. I played it for an hour, and it just felt... cumbersome. I couldn't get used to it, and it made me feel disconnected from the game. It's hard to explain, but I just grealy perfer the Gamecube controller.

You're not the only one who feels this way.

Getting back to the demo, I just wanted to say that it is actually pretty awesome in co-op, despite all the general problems I have with the game. I don't like how it just ends and drops you back in the title screen if either person dies rather than giving you the option to continue, which i'm sure (I hope?) that the full version does. Still, with XBL party system it's no problem to stay connected to your partner in voice chat and restart up a new game pretty quickly.
 
I know its been mentioned a few dozen times but: the controls in this demo are archaic and annoying when compared to Dead Space. Just borrow from EA Capcom.:D
 
I know its been mentioned a few dozen times but: the controls in this demo are archaic and annoying when compared to Dead Space. Just borrow from EA Capcom.

*sigh*

The controls are perfectly fine. The only real omission that sets it apart from Generic Action Title #1454 is the lack of running-and-gunning, which is a fucking godsend because that would just break the game and turn it into another Gears of War, which we need less of.
 
Teknoman said:
With the first scenario in the demo being public assembly, did you guys not like the village "survive time" areas in RE4? Or that one section in RE4 where you cross a bridge and have to hide out in an old house? It's pretty much the same style of action as assembly.
What kinda killed Assembly for me was how easy it is to get to the top of the house in the middle of the area, where enemies can only reach you if they jump and the axe-man can't get to you. From there, it's stupidly easy to camp. It's easier than it was on that part of the roof in RE4's village where enemies can only come at you from one direction. After that, it isn't tense anymore.

Sometime I should try playing it while attempting to stay mobile.
 
Kadey said:
I agree completely. The more I played the demo, the more I realized how atrocious the linear movement is for places like the first stage demo. I hope the actual game balances the two types of game play. I don't want to play a game where it's completely non stop action to the point where you have to be constantly moving unless you want to die and at the same can't sit around to explore the environments and absorbing the atmosphere ala the first couple of games.


Most of the game will probably play like the first part of Shanty town. There wont be mobs all over.
 
LTTP Here:

My god, this game controls like shit.

I FUCKING HATE 2 button runs. We have a fucking analog stick! Why do to press a button to run????

The hit animations are awful for the enemy. They never react to where you shoot them. A shot to the chest and a shot to the arm gets the same reaction. The lack of a quick melee bugs me too.

Co-op is the only reason Ill buy this game. The weapon quick select is a pain in the ass. Perhaps the demo just sucks because there is no way to get acclimated to the controls before you are swarmed, but color me disappointed so far.
 
The hit animations are awful for the enemy. They never react to where you shoot them. A shot to the chest and a shot to the arm gets the same reaction. The lack of a quick melee bugs me too.

You're seeing things. The enemies have individual animations depending on which part of the body is hit. The chest/stomach will cause them to "hurl". A shot to the arm causes them to clutch it, and a shot to the shoulder makes them reel back. A shot to the leg makes them bend down clutching it, a shot to the wrist also makes them hold it in pain.

My god, this game controls like shit.

I FUCKING HATE 2 button runs. We have a fucking analog stick! Why do to press a button to run????

I cannot understand how people actually have a problem with this. It makes absolutely no sense unless your digits are fucking malformed.

I believe Control Type D simply switches so that you run automatically by using the analog. Not sure though. Try the different control schemes and see which one fits best.
 
News Bot said:
I wasn't talking about Dead Space.

I didn't like Dead Space to begin with, same with the controls.


Then why did you quote my post? I clearly stated DEAD SPACE in my post. Dead Space does the 3rd person action horror better than RE5. Sorry.
 
LevityNYC said:
LTTP Here:

My god, this game controls like shit.

I FUCKING HATE 2 button runs. We have a fucking analog stick! Why do to press a button to run????

The hit animations are awful for the enemy. They never react to where you shoot them. A shot to the chest and a shot to the arm gets the same reaction. The lack of a quick melee bugs me too.

Co-op is the only reason Ill buy this game. The weapon quick select is a pain in the ass. Perhaps the demo just sucks because there is no way to get acclimated to the controls before you are swarmed, but color me disappointed so far.
There are different reactions if you hit them in the right spots. Shots to the chest are totally ineffective if you're trying to induce stun. Shoot them in the head, which allows you to follow up with a melee (X button).

Also you can switch weapons with the D-pad.
 
I still haven't played the US demo, but after my experience with the JPN demo and the latest trailers I have to say that most of you are crazy.

The game is super easy to control and not being able to move while holding your weapon out is not really a valid complaint. Sure it was nice to creep down a hallway in dead space with your weapon pointed ahead just in case. But it's by no means a game breaking feature. If you were still forced to aim with the left analog stick, then there would be a problem here. Having to hold a button to run is standard survival horror fare. Changing items in real time was a lauded feature of DS and it's just as quick and easy to do in RE5. Would I be up in arms over a control scheme update in RE6. Nope. I would embrace it. But just because RE5 doesn't have an identical scheme to DS and Gears2 doesn't mean its hard to play. It would be like having to listen to people endlessly complain that Halo 3 doesn't control like COD4 and is therefore dreadful. A lot of people are acting like the control scheme is broken, and I think that maybe they just need some more practice.

How can anyone that has watched all of the trailers for this game even begin to complain that the game doesn't have that RE feel? The shanty town has just as much atmosphere as the beat down town in RE4. And the later areas of the game as shown in the trailers have a very RE feel to them. Hell the latest trailer has scenes that make me recall the first RE, CV, and RE4. But especially CV, which was an amazing RE game. The characters we have seen are also totally hokey in that RE way. I really don't get the "oh no this isn't RE" complaint about the atmosphere.
 
MickeyKnox said:
[/B]
THAT'S WHAT'S FUCKING BROKEN THOUGH!

Every time I try to host a game for me and my friend, or he tries to host, when one of us accepts the invite it starts the "authorized game session" then while connecting to the other it says that the session was canceled.
Do you have an open or closed nat?
 
SonComet said:
I still haven't played the US demo, but after my experience with the JPN demo and the latest trailers I have to say that most of you are crazy.

The game is super easy to control and not being able to move while holding your weapon out is not really a valid complaint. Sure it was nice to creep down a hallway in dead space with your weapon pointed ahead just in case. But it's by no means a game breaking feature. If you were still forced to aim with the left analog stick, then there would be a problem here. Having to hold a button to run is standard survival horror fare. Changing items in real time was a lauded feature of DS and it's just as quick and easy to do in RE5. Would I be up in arms over a control scheme update in RE6. Nope. I would embrace it. But just because RE5 doesn't have an identical scheme to DS and Gears2 doesn't mean its hard to play. It would be like having to listen to people endlessly complain that Halo 3 doesn't control like COD4 and is therefore dreadful. A lot of people are acting like the control scheme is broken, and I think that maybe they just need some more practice.

How can anyone that has watched all of the trailers for this game even begin to complain that the game doesn't have that RE feel? The shanty town has just as much atmosphere as the beat down town in RE4. And the later areas of the game as shown in the trailers have a very RE feel to them. Hell the latest trailer has scenes that make me recall the first RE, CV, and RE4. But especially CV, which was an amazing RE game. The characters we have seen are also totally hokey in that RE way. I really don't get the "oh no this isn't RE" complaint about the atmosphere.

Alot of the environment complaints are just the feel of demo stage separation. Happens for every game that doesnt actually spoil the first part of the game with the demo.
 
ThePeacemaker02 said:
This guy talks about the newest feature in the demo. LINK
Game of the forever confirmed.

Baloonatic said:
Mine's closed, I have no idea how to get it to be open. Is it possible if I'm connecting to Live via ethernet cable connected to my PC?
I've got no idea. I can remember I had to do something similar with my previous modem otherwise my 360 couldn't connect to the internet at all, but I found no way to enable UPnP or forward any ports when it was connected via my computer.

I imagine you'd still be able to play with others if the other person has an open nat though.
 
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