MULTI Why Resident Evil 5’s gaming mechanics are perfect

BeLoShI

Born to Be Wild Away On a Ride
Dec 8, 2007
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We, the gaming community, are becoming increasingly spoiled. Technological advances in recent years have resulted in products that are able to capture our imaginations, have us on the edge of our seats and throw us into a huge variety of unbelievable situations that are way beyond our wildest dreams. But this has always been the case with video games. Regardless of what new “innovative” game play feature a game thinks it has to offer us, it is very important to maintain the core fundamentals in gaming that make us come back time and again.

The recent release of the Resident Evil 5 demo has caused enough chins wagging to power a small village. While there is a general consensus that the game competes with any other on a graphical level, there have been one or two (out of five) who have criticized the game for what they perceive to be “broken controls”, ” a terrible control scheme” or “dated gaming mechanics”. So, not only is the game completely racist, it’s also not very good to play.
Titles such as Gears Of War and Uncharted: Drake’s Fortune have brought explosive adventure and thrilling game play to the proverbial dinner table over the past couple of years. While their game play designs are incredibly fun and effective, allowing the player to easily adjust in order to get the most out of the experience straight away, I find it hard to fathom why so many people would be calling for the same in a Resident Evil game. But they are.


One of the biggest complaints filtering through seems to be that the characters are unable to run and shoot, coupled with the fact that reloading your weapon and scrolling through items is clunky and over-bearing. People feel that the inability to do such things with relative ease is a ridiculous omission from the gameplay of a AAA title in 2009; a dated formula that Capcom need to revamp. I couldn’t disagree more.





It would appear that with great graphics and amazingly well realised worlds has arisen this hunger for greater empowerment. Players are eager to hold the power of ten men in their hands. They want to be taking out wave upon wave of enemies, harnessing an endless amount of special moves, all with a minimal amount of stress. And they need to be able to move while shooting. Some of these people are suggesting that Resident Evil should take a leaf from Dead Space’s book.
2008’s Dead Space was a truly great survival horror game, taking the gameplay ingredients of Resident Evil 4 and throwing in some Event Horizon and Aliens. Gamers everywhere, including myself, loved it. But, apart from a shortage of ammo and some key decisions as to which gun you would take where and what you’d spend you tokens on, there wasn’t all that much “survival”. being able to move while shooting, while playing great, often felt slightly too easy.





Strip away the graphics for a moment. Take away the rough and readiness of Chris Redfield’s chiselled cheeks, the slenderness of Sheva Alomar’s stomach and the terrifyingly huge, blood-smothered axes. Forget these exist and imagine the game on an entirely basic level. You are a blue dot, the enemies red. It is a game based on tactical manoeuvres; strategic planning based on position and the confidence in your own accuracy. It’s a game requiring nerve and skill. Just because it looks so real, doesn’t mean things need to play out exactly how you would hope in the real world. Besides, I expect headshots are extremely difficult to manage while running.
The release of Bionic Commando Rearmed last year led to cries from people demanding a jump button; supposedly now required in all side-scrolling platformers. I don’t need to inform you as to how ridiculous that claim was. At this rate I wouldn’t be surprised if gamers felt that a new Tetris game should include the ability to reverse time. Afterall, Prince Of Persia had it years ago.
Going back to Resident Evil 5, I’ll give you an analogy. You are walking to your front door, key in hand, hoping to enter. There are no distractions. Easy as 123, right? Correct. In real life this a perfectly normal situation. In the virtual world, however, and particularly in Resident Evil, I prefer to add the fact that I am desperate for the toilet into that equation. We all know how tricky a simple task like that becomes when you simply need to get through that door. It’s much more fun that way.


Source


I think they have somehow not included running and gunning so that they would create some difference in it and I think they have their options but they still not used it they know better why didnt they .... But still gamers all over are anxiously looking forward to it no matter what are the complains.
 
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