professor_t
Member
h3ro said:
Holy shit. I LOVE this.
h3ro said:
That excuse is like slapping horrible controls on a platformer and calling it "challenging".brandonh83 said:pretty much, I haven't been able to figure it out either. Resident Evil is about creating tension and panic; and I think the controls help achieve this. some have argued that games like Dead Space have much better controls and that you can walk and shoot in that, but I found Dead Space to be about as intense as doing laundry.
That analogy is bust. There is nothing inherently wrong with the controls.Awntawn said:That excuse is like slapping horrible controls on a platformer and calling it "challenging".
That being said, I don't mind RE5's controls that much.
h3ro said:Link to Queue the Demo on Marketplace...
Awntawn said:That excuse is like slapping horrible controls on a platformer and calling it "challenging".
Umm, do that when your playing online and not when your playing single player maybe?.................Rez>You said:jrricky, like I said earlier, look at it from a design standpoint.
In an online game, having an inventionary that pauses the action, for both players, would be extremely irritating for the other player, hence having a system that doesn't pause the action becomes a necessity. Then take into account how difficult it would be to play tetris in an attache case as you try and swap weapons with Sheva, all while Majini are swarming your ass.
I really, really liked the inventionary system in RE4, but I just don't see how it could have worked.
Well I'm not lying so I must be crazy.NameIess said:I just completed the demo and the people here saying the demo made them decide to pass on the game are lying or crazy...
GhaleonEB said:They want me to manage inventory in real time, but don't automate very basic things like reloading a gun with spare bullets sitting in another inventory slot.
Wizman23 said:As a Resident Evil noob can someone offer some advice? I'm playing it like Gears of War and failing BAD!
I suppose it's just one of those things you have to get used to, but the thing that's annoying is that you have to re-acclimate to them every single time all over again after having played more mainstream games, at least I do.brandonh83 said:I guess, to me, there's a big difference between a game with horrible controls, and a game with good controls with restrictions that favor a particular mood attempted by the developers. for me it worked in RE4 and it's working again here.
yep, Majini is the new Ganado. :lolTeknoman said:Oh so they are called Majini now?
Rez>You said:yep, Majini is the new Ganado. :lol
Awntawn said:I do appreciate their attempt to try to stay unique though. Let's be honest, we don't want RE5 becoming a ripoff of the games that ripped it off.
The Lamonster said:Well that was disappointing. Definitely a step backward for the series.
The controls were sluggish and I couldn't adjust sensitivity. The buddy system is weak...and the real-time inventory is a fucking game-breaker.
That definitely helps, still don't see a way to adjust sensitivity though...hopefully in the final game.Teknoman said:You need some practice. Please continue.
How could you not adjust sensitivity, isnt there an option for that (or similar to that)? B button calls partner over or hold it to switch between attack or cover mode. Real time inventory doesnt break the game if you read the little tutorial thing that tell you to set things to quick use (d-pad). Can set 4 things. Just set up,left, and right to weapons, and down to herb/healing.
Easiest RE config ever.
The Lamonster said:That definitely helps, still don't see a way to adjust sensitivity though...hopefully in the final game.
This is key.Teknoman said:You need some practice. Please continue.
How could you not adjust sensitivity, isnt there an option for that (or similar to that)? B button calls partner over or hold it to switch between attack or cover mode. Real time inventory doesnt break the game if you read the little tutorial thing that tell you to set things to quick use (d-pad). Can set 4 things. Just set up,left, and right to weapons, and down to herb/healing.
Easiest RE config ever.
You can adjust the aiming sensitivity in the options menu,The Lamonster said:That definitely helps, still don't see a way to adjust sensitivity though...hopefully in the final game.
The Lamonster said:and the real-time inventory is a fucking game-breaker.
Metalic Sand said:Took me a few play throughs until the controls clicked. Got too use to Gears and many other games since i last played RE4. Game is like RE4 on crack. Better in everyway.
How is that? I liked the tension it added and everyone ive played co op with is loving it.
Maybe it'll just take some getting used to. Either way, playing the demo demoted it from a DAY ONE to a 'probably' purchase.Metalic Sand said:How is that? I liked the tension it added and everyone ive played co op with is loving it.
yes it is, they would have to change the way the AI works if they do thatOo StinkFist oO said:I still don't understand why I can't walk and shoot at the same time. I don't think that's asking too much.
Metalic Sand said:Anyone know if there is a way to move Sheva to the left side of the screen when playing as her? In Co op it has her on the right side and her ui on the left.
Not a big problem its just going from Chris to Sheva its alittle weird.
It depends on your taste. Type D is a bit jarring for me because my left thumb ain't got nothing to do. Just test them out and find one you like.Spinning Plates said:Is the default controller layout (config D) the best config?
Note that you can get melee attacks from all of the following situations:Big-E said:Game seems like it will be quite decent. Tried type A controls to start with and had a hard time with them even though I played RE4 religiously. Could be that the area is a lot tighter than some of the earlier areas of RE4. Tried type C was able to do a lot better. Only thing that pissed me off is that Chris' moves don't seem as good as Leon's as I was having trouble getting through the first area with just a knife.
I like the inventory system. Sure, unlike RE4 there will be moments where it's impractical to use a health item or swap something, but this is something I felt that overall added to the tension in a good way (at least in the demo).The Lamonster said:Well that was disappointing. Definitely a step backward for the series.
The controls were sluggish and I couldn't adjust sensitivity. The buddy system is weak...and the real-time inventory is a fucking game-breaker.
I'd like to see them do just that, but I think just making the majini a bit more aggressive would be good enough for most. They shoehorned IR remote controls into RE4 without tweaking the AI (to my knowledge). It made the game a lot easier, but you weren't forced to play it that way.Guled said:yes it is, they would have to change the way the AI works if they do that
elguerosinfe said:I was so looking forward to this, but the demo is just so...blah. Boring visuals, not scary, lame sidekick, horrible animation, just uninspired in general. Its not really that the controls are bad, its just that the whole gameplay systerm is screaming for an overhaul.
3)full analog movement on all control schemes, I shouldn't have to , in 2009, hold a button down to make my character run.
omg rite said:I liked the controls in RE4. I know many people that liked the controls in RE4. Why? Because they were good. They fit the style of game. Never once did I die in my multiple playthroughs of RE4 due to the controls. Not once did they make the game harder for me to play or more annoying to play.
Again, not something that bothers me. It fits the style of game, which is something I've said over and over. This is the game I wanted. If I wanted Gears of War, I would play Gears of War. Simple as that.