RESIDENT EVIL 5 Demo up on US Marketplace.

Deadly said:
This sucks my gold ran out a few days ago =(. Is this a timed exclusive thing again or will it be there for silver accounts next week/until the game comes out?

:lol Same EXACT thing happened to me. I logged all happy and bam, realized I couldn't play :\
 
omg rite said:
Because it's not a straight forward fast action game. It's not supposed to be. Not sure how many times this needs to be said. I wouldn't want them to change the game and its enemies to allow shooting while running. It would feel like any other game.

It'd be nice with at least the option to move slowly with your focus fire. Run and shoot I can live without. It's just been a long time since I last played RE4. Just takes some time getting used to.
 
PROS
- Great graphics
- Still some of the great basic RE4 combat/gameplay
- co-op

CONS
- Worried about game feeling segmented. Normally since this is a demo it makes sense to have seperate levels with a level select screen. But with co-op added I do wonder if the style as well of RE will have changed. The sense of progression through these different environments could become lost for a more action packed experience similar to Gears.
- Nothing new from last time seeing the game
- Controls. This has been beaten to death, but thats because it makes sense. Dead Space showed you how to do it. You don't have to all of a sudden speed up the game or turn it into a FPS or third person shooter like Socom. You can still require the player to hold down the left trigger to aim. It's just now you can move slowly (very) while aiming. Dead Space proved it works great.
- Yeah beautiful graphics, but environment interactions are from RE4 and fabrics among other objects remain static.

All of my problems are simply worries and could (and probably will be) be for nothing when the final game comes out. These are only two little sections of a rather large game I would assume. I mean RE4's first little section didn't entirely hook me either. It was large, hard, and a little confusing. Just like this demo, so I am not worried.

PS: Don't use A to run if you are playing with control set D. Makes the controls feel a lot worse.
 
CcrooK said:
It'd be nice with at least the option to move slowly with your focus fire. Run and shoot I can live without. It's just been a long time since I last played RE4. Just takes some time getting used to.

Yup.
 
Ironically, in the games that you can run and shoot..the gameplay is not made around it.
In Gears of Wars, is all about taking cover, aiming and shooting..same with Uncharted..
In Dead Space is quite similar too (except no cover), since the game revolves around shooting to the monsters limbs..to inflict massive damage (:p) ..something that you can't do, running and shooting..

This games are praised (at least on Resident Evil threads) because their controls schemes allow for running and shooting..when it actually lets you run and walk, since running and shooting in those game won't get you that far..because (as I said) their gameplay doesn't revolve around running and shooting (or even walking) to begin with..

Yet, Resident Evil 5..a game designed around the fact that you can't run and shoot, is slammed like crazy...like it's 1996 all over again.

But whatever, the less people enjoy the demo because of the control, the least likely they are to get the game on day one; the more copies will be available at stores..so I won't need to rush after work, worried that some wave of nerds got my preordered copy just to run to their latest blog/forum/twitter/MySpace/Facebook....and complain about the controller set-up.....again.
 
Teknoman said:
Wow you really REALLY have to play with someone that...well knows how to play an RE game. Co-op is going to be tons of fun, but only with people who sort of know how survival horror works.

unfortunately yes. I found playing with the AI partner easier.
 
Maybe I just need to get used to them, but during my pathetic 5 min. playthrough(stupid job), I really wasnt happy with it. It just seamed a little too clunky.
 
fernoca said:
Ironically, in the games that you can run and shoot..the gameplay is not made around it.
In Gears of Wars, is all about taking cover, aiming and shooting..same with Uncharted..
In Dead Space is quite similar too (except no cover), since the game revolves around shooting to the monsters limbs..to inflict massive damage (:p) ..something that you can't do, running and shooting..

This games are praised (at least on Resident Evil threads) because their controls schemes allow for running and shooting..when it actually lets you run and walk, since running and shooting in those game won't get you that far..because (as I said) their gameplay doesn't revolve around running and shooting (or even walking) to begin with..

Yet, Resident Evil 5..a game designed around the fact that you can't run and shoot, is slammed like crazy...like it's 1996 all over again.

But whatever, the less people enjoy the demo because of the control, the least likely they are to get the game on day one; the more copies will be available at stores..so I won't need to rush after work, worried that some wave of nerds got my preordered copy just to run to their latest blog/forum/twitter/MySpace/Facebook....and complain about the controller set-up.....again.

Yeah Gears of War and Dead Space slow down big time when you go into aiming mode. Like you said there really is no running and shooting (for some reason people mess that up) in Dead Space or Gears. In those games it is basically walking and shooting. That is pretty much RE, and adding slow strafing to the mix wouldn't change the gameplay much if any. RE is pretty much all about precision shots to limbs just like Dead Space, so to me its the perfect example of what RE can be like.

EDIT: That being said not playing RE because of these control issues is extremely silly to me. It would take a hell of lot more for me to dislike a game.
 
ugh, Dead Space got the controls right. I don't even know what it means to have the game designed around needing to stop and shoot. What would they have to change if they adapted Dead Space type slow focus fire? The defense of the controls is just silly.
 
fernoca said:
Yet, Resident Evil 5..a game designed around the fact that you can't run and shoot, is slammed like crazy...like it's 1996 all over again.
Except it's not designed around that fact, because if it was then fighting a swarm in a room wouldn't be as frustrating because the level/movement/weapons/knife/whatever would be designed differently so as to avoid the problem of not being able to take one or two steps back. Hell, if the only thing you care about is being unique, then diverge from Dead Space and make it so I can only take single, controlled steps in the 4 directions. Just let me get a foot away without losing my aim, it's not like it'll turn into a running shooter or whatever confusing mess the first part of your post was.
 
I've played both scenarios, and it's pretty much what I expected. Pretty fun. But all of the intensity came from having to fight off hoards of enemies, even moreso than RE4. It'll certainly be interesting if Capcom made the demo this way in order to throw people off from what the game will be like later one, though.

So yeah, I suggest that you all give it a try. Like I said, it's fun. But there are only two reasons why it feels like Resident Evil. 1) You're playing as Chris. 2) It plays like Resident Evil 4. Otherwise, it feels nothing like Resident Evil.

When I played I immediately switched over to Type A (RE4) controls. And that worked fairly well. I felt somewhat sluggish because the intense pacing of the game and the RE4 controls don't go so hand-in-hand, but that's my only gripe. Although, for some reason I really wish I was controlling the reticule with the Wiimote's pointer.

Any real gripes from purely a gameplay standpoint? Well, I don't approve of the real-time inventory, that's for sure. I liked how in RE4 I could go to the inventory in order to organize myself, item wise, strategize, and just take a break from the action. That's not possible in RE5, since the only way to stop the action is the pause button. Also, the chainsaw dude was ridiculous. It took three barrel explosions then about a million pistol shots to kill the guy. That wasn't really too fun. If anything, it was a little frustrating. Believe me, I like difficulty, but I hate enemies that are only hard because they need several bullet packs shoved down their throat.
 
Interesting.

Did my best to play through both scenarios, in single player mode, and the controls, for better or worse, did a fine job of pissing me off. The movement is cumbersome and slow. Far, far to clunky. Christ, I thought the series has moved passed this.

Will play more with the offline co-op tonight, and give the demo another opportunity to win me over.
 
Just shoot them in the head or legs and punch/kick them it's the only way to play RE games like this without a Wii Remote. The suplex in RE4 was so good, I'm wondering if Chris has more special moves as well.

I'm shocked at the ammount of people that obviously didn't play Resident Evil 4.
 
[Nintex] said:
Just shoot them in the head or legs and punch/kick them it's the only way to play RE games like this without a Wii Remote. The suplex in RE4 was so good, I'm wondering if Chris has more special moves as well.

I'm shocked at the ammount of people that obviously didn't play Resident Evil 4.


I am shocked at the amount of people who dont expect games to improve.
 
I'm starting to really like the B button. I really like how it's context sensitive to what's going on. Nothing special going on and the character will say "Come on!", if you're grabbed your character will ask for help, if your partner just did a headshot your character will comment that, if your partner healed you or gave you an item you'll say thanks. Having access to that plus all the other coop info makes the coop experience much smoother than other games, and surprisingly playable even if you don't have a headset.

Solsc said:
Is there anyway to skip cut scenes?
Press back.
 
Cartman86 said:
Yeah Gears of War and Dead Space slow down big time when you go into aiming mode. Like you said there really is no running and shooting (for some reason people mess that up) in Dead Space or Gears. In those games it is basically walking and shooting. That is pretty much RE, and adding slow strafing to the mix wouldn't change the gameplay much if any. RE is pretty much all about precision shots to limbs just like Dead Space, so to me its the perfect example of what RE can be like.

EDIT: That being said not playing RE because of these control issues is extremely silly to me. It would take a hell of lot more for me to dislike a game.

I find this statement quite silly, actually. A frustrating control scheme will do more damage to the playability and enjoyment of a game, for me, than almost anything else.
 
Kabuki Waq said:
I am shocked at the amount of people who dont expect games to improve.

Graphics look as good as anything out there, shooting and guns feel great, inventory system is better, seamless coop play is fantastic.. why must every post contain the same whiny shit about controls? The controls aren't changing for the final game. They aren't optimal but they certainly don't break the game either like people are implying. Either adjust to them or don't play the game.

Go play the older Resident Evils again. To this day, they are fantastic games regardless of the feel of the controls.
 
Flakster99 said:
I find this statement quite silly, actually. A frustrating control scheme will do more damage to the playability and enjoyment of a game, for me, than almost anything else.
If it was an inherently broken control scheme, sure.
 
Kabuki Waq said:
I am shocked at the amount of people who dont expect games to improve.
This isn't fair. When I see a game with as much effort poured into all aspects as it seems RE5 has, I am willing to concede myself to the boundaries the developers ask me to operate within, especially when the core mechanics are just so much fun, to me. The controls aren't broken but I'd say that what gamers expect from them are.

This whole issue is so trivial in the course of things though. Capcom should just give baby their bottle.
 
mittelos said:
Playing over HDMI at 720p, and I haven't noticed any tearing or the blue line.

Also, if you're having a problem with the controls, try turning aiming to "fastest". This is not going to help those that have a problem with not being able to move and shoot, but it did make it seem genearally less clunky for me. Was concerned after I played the demo the first time when it hit for JPN, and turning the aiming up really helped.

Doesn't this game basically control the same as RE4 did? Did none of you play RE4?
 
Always-honest said:
why?.. one can dislike any control sceme... i didn't like the standing still/shoot mechanism.. felt weird.. still feels weird...

Guess I should have made myself more clear. I don't understand how anyone can have a problem with RE4's controls when you compare them to the previous games. I just don't get why so many people want almost every game to control exactly like gears and halo.

OMG I Can't move and shoot ohh NO!! Are people forgetting that these games that let you move and shoot (Gears/Dead Space) make you move extremely slow while aiming?
 
I don't mind the controls that much. I just think that there are too many enemies and high-intense situations to warrant such the sluggish and sometimes clunky feeling they have.

If the game was more like the most survival-horror parts of RE4, then the controls would be fine. But when there are hoards of enemies coming at you, you want something just a tad more effective and functional.

As an advocate for the old RE control scheme (which a lot of people hate, even though I thought all it required was a little adjustment), all I can say is that RE5 feels like it's being held back. By trying to be so action-oriented, the controls just don't always feel that great. As I said, if the game was actually survival-horror, it wouldn't be an issue, but action games typically work best with action controls. RE5 seems like one side of it wants to break the barrier of survival-horror and become fully action, while the other side wants to stay back in older territory. Conflicts like these obviously lead to problems.

Are any of these problems as game-breaking as some make them out to be? Not completely. There's definitely some exaggeration out there.
 
Observations:

- While playing single player, Sheva ran out of ammo quite often, and then became completely useless. She would get swarmed on and I would have to help her. Ammo was always an issue in the old RE games, and now if I have to share it with an NPC, it could get pretty hairy.

- A LOT of zombies. I don't ever remember being that many zombies attacking at once. Even in Mercenary mode in RE4, I felt the zombies were spaced out enough so that you could determine how much time you had before you'd be overwhelmed. These zombies seem more densely packed.

- Great graphics! Really smooth framerate considering all the mayhem on screen.

I don't know why there are so many complaints about the controls--they give you four options to choose from in the demo, and people can't find a manageable scheme? Odds are there will be even more in the full game. The unconventional controls have always been apart of the Resident Evil franchise, so why is there so much consternation?
 
Valcrist said:
I don't even know what it means to have the game designed around needing to stop and shoot. What would they have to change if they adapted Dead Space type slow focus fire? The defense of the controls is just silly.
Well lets explore that and put a little thought into what you're asking? What would adding slow movement while aiming gain you in terms of gameplay in Resident Evil 5? Ignoring the issues with the bus being too good of a hiding spot, in the opening area of the demo you are utterly SURROUNDED and chased once you hit the exterior of the house you start in. It's an open environment with multiple points of entry where enemies can get at you as well as the added verticality of the environment (i.e. you can get to higher ground). Not to mention the enemies can climb and move about the environment as well as you can! You, as the player, are forced to keep mobile and pick and choose the moments when you can raise your weapon and take out enemies that are nearing your position. Once the enemies begin to flank you again you will once again need to flee, reset your position, and take out anything you can before getting hurt. That's is a game designed around stopping and shooting.

The pacing of Resident Evil 5 is so very different than Dead Space that I find the comparisons almost laughable outside the games having similiar camera angles. In Dead Space you are, for the most part , dealing with enemies in straight/narrow corridors or smaller "controlled" rooms. Enemies that don't navigate the environment in a really meaningful fashion. In Dead Space, the ability to move back slowly is a viable gameplay option as you deal with enemies that, for the most part run straight at you and do very little to flank your position. That's not a slight towards the game - it's just how it's designed and it does it what it does very well.

Adding slow movement while aiming in Resident Evil would, from my viewpoint, force the developers to make some rather big changes to how the enemy AI interacts with the player and the environment to make that movement a viable gameplay option that's actually meaningful. Not something that's just added to shut the mouths of the people that can't wrap thier heads around the decision Capcom has made with thier game. That's my personal opinion.
 
mileS said:
Are people forgetting that these games that let you move and shoot (Gears/Dead Space) make you move extremely slow while aiming?

yeah, but that seriously makes a difference for me. But i'm no RE purist. I hated the camera in the games before RE4.
it's clear that some people would like this small change, and some don't. no reason to call people stupid because of this.
 
Cartman86 said:
CONS
- Worried about game feeling segmented. Normally since this is a demo it makes sense to have seperate levels with a level select screen. But with co-op added I do wonder if the style as well of RE will have changed. The sense of progression through these different environments could become lost for a more action packed experience similar to Gears.

This is one of my bigger worries as well. It seems like with Co-op devs tend to like to separate things into Action Level 1-Action Level 2- and so on rather than the steadier progression and the occasional backtracking of an RE4. The lack of a type writer and a merchant seem to kind of hint that this is the direction the game is headed :\
 
It must be stressed some more that you can't just null people's complaints by asking "didn't you play RE4?"

RE5 is even more action-intensive than RE4, so people merely expect the controls to adapt to this heightening of action-based gameplay.
 
DevelopmentArrested said:
apparently re4's controls were broken when that game came out as well.

They were, I learned to adjust but I never liked them. I just wish they gave you an option to strafe and shoot at the same time. It wouldn't break the game.
 
For a second there I thought Jett was defending RE5 and I nearly had a stroke. :lol

I feel so alone here. I'm not in the CONTROLS MUST CHANGE camp or the CONTROLS MUST STAY THE SAME CAMP, I just want to play the game with a friend and see what the devs have to offer from a level design and scenario standpoint, and have a shit load of fun. Maybe I'm just being the guy who stands in front of the exploding fireworks wagon and says "nothing to see here folks", but I just can't see the issue.

Surely I'm not the only one who still finds RE4 styled game design fun. O_o
 
Futurevoid said:
Adding slow movement while aiming in Resident Evil would, from my viewpoint, force the developers to make some rather big changes to how the enemy AI interacts with the player and the environment to make that movement a viable gameplay option that's actually meaningful. Not something that's just added to shut the mouths of the people that can't wrap thier heads around the decision Capcom has made with thier game. That's my personal opinion.

Adding Dead Space controls is to late at this point obviously. However should they ever be added there isn't any reason why Capcom couldn't change the A.I as a result and I think that would make for a better Resident Evil 6.
 
It should have steady progression with intersected checkpoints. I mean even in the levels provided in the demo that are sectioned off, you have classic RE 4 era gameplay where its quiet and you search for items. Cant wait to solve some of those puzzles in co-op mode as well.

And its not really faster action, just more enemies on screen. You can easily take out the infected. The first scene in the demo is the RE4 style run around till enemies stop. So you really aren't supposed to hold your ground.
 
Rash said:
It must be stressed some more that you can't just null people's complaints by asking "didn't you play RE4?"

RE5 is even more action-intensive than RE4, so people merely expect the controls to adapt to this heightening of action-based gameplay.
In the RE5 demo I didn't have to dodge miniguns, while running away from explosions and heat seaking axes.

The scene in the RE5 demo, was just clockwork in RE4.
 
PatzCU said:
Doesn't this game basically control the same as RE4 did? Did none of you play RE4?

My favorite game of all time. I have no problem with the controls, just trying to offer a bit of advice.
 
Also its going to be cool to come up with co-op plans and divide things up. Dunno if co-op split screen will retain the atmosphere, but maybe thats just me. For now imo, single player or online seem the way to go for survival horror co-op.


Unless its a vertical splitscreen.
 
Dark FaZe said:
Adding Dead Space controls is to late at this point obviously. However should they ever be added there isn't any reason why Capcom couldn't change the A.I as a result and I think that would make for a better Resident Evil 6.
Well that's a whole other discussion in and of itself and it's certainly a viable option. My fear is that I DO NOT want Resident Evil to be homogenized into a Gears of War-lite or some such comparison. This need that folks have to make sure every game plays alike to facilitate some kind of so called "modern control sensibility" irks me to no end. Not EVERY game needs to play identically. Not EVERY game needs to have your fuck-standard third person control scheme etc. I'm all for certain changes that can help make the overall game better, but I don't want to see the series lose its identity in the process. (though it can be argued RE lost its survival horror identity years ago:lol )

Of course I loved Gunvalkyrie back in the day on the Xbox specifically for its unorthodox control scheme so maybe I'm just a wierdo.:D
 
Teknoman said:
Also its going to be cool to come up with co-op plans and divide things up. Dunno if co-op split screen will retain the atmosphere, but maybe thats just me. For now imo, single player or online seem the way to go for survival horror co-op.


Unless its a vertical splitscreen.
I wish that vertical splitscreen was an option, but alas.

I'll probably play through the first time in Single Player mode before doing most of repeat playthroughs with friends via splitscreen or Live, or even just dropping in to randoms games and helping them out as Sheva.

I love that co-op is drop in drop out (it wasn't in the demo but the producers have said repeatedly that it will be), just getting a random fix of RE5 goodness will be easy. :lol
 
Rez>You said:
For a second there I thought Jett was defending RE5 and I nearly had a stroke. :lol

I feel so alone here. I'm not in the CONTROLS MUST CHANGE camp or the CONTROLS MUST STAY THE SAME CAMP, I just want to play the game with a friend and see what the devs have to offer from a level design and scenario standpoint, and have a shit load of fun. Maybe I'm just being the guy who stands in front of the exploding fireworks wagon and says "nothing to see here folks", but I just can't see the issue.

Surely I'm not the only one who still finds RE4 styled game design fun. O_o
I thought it was Jett too! :lol

And no, you're not alone.
 
Akim said:
is it bad that I can't beat either level
nah, the first level is surprisingly overwhelming even for someone like me who played a shitload of RE4. Just persist with it, or hide in the bus or up in that area above the starting position (you have to climb up a few ladders to get there) and you can camp there if all else fails. :lol

the second level is difficult because Capcom were bastards and nice enough to take away our shotgun before throwing a chainsaw guy at us. In the final game he'll be easier thanks to everyone's favourite knock-back weapon. ;)
 
I figured out what they need to do to fix the controls. Axe the A button for running and make the left stick fully analog running. That frees up your right thumb for moving the camera.
 
In the first scene, stand your ground until captain axe comes busting through the gate and the hole breaks in the ceiling. From there, dash out and try to take out a few infected, while snagging bullets and grenades. There is a SMG in an attache case near the back of the outer area.

After you get all that, just keep on top of the buildings and bus. Oh yeah, see that red barrel and that powerline with the electricity arcing? You know what to do.

Should be a Resident Evil 5 GAF tag by now.


Isnt there SOME sort of merchant in game? Gold isnt there for nothing.

Technosteve said:
i haven't played a RE since Code Veronica, and playing RE 5 feels like i'm playing a fast paced action game but controls like a turtle.

Switch to Type A controls. Play it like any other RE game.
 
Mac the KNife said:
I figured out what they need to do to fix the controls. Axe the A button for running and make the left stick fully analog running. That frees up your right thumb for moving the camera.
When you hold down A to run, you don't strafe, it reverts to RE4 styled running, so you actually don't need to have your thumb on the right stick.


Isnt there SOME sort of merchant in game? Gold isnt there for nothing.



Switch to Type A controls. Play it like any other RE game.
Apparently the merchant screen just appears between levels, although he might still appear in the game.

And yeah, Type A or Type C is where it's at. Having Type D as the default controls was a bit of a mistake I think.
 
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