Capcom Execs Reveal Resident Evil 6 Details

Arkley

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Mar 12, 2009
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CkretAznMan said:
I found it funny that cover based mechanics are screwed over by the enemies grabbing you out of them.
That's a sign of intelligent game design, really. When you can just hunker down in one spot and shoot until you can move up, it gets dull. When you have to deal with ranged enemies in conjunction with "cover busters", it gets really exciting, especially if their AI is good enough for them to work together, and even more so if the game presents you with interesting mechanics, weapons or gadgets with which to deal with the situation.

Beautiful End said:
I don't know, Resi. You hurt me bad with RE5. I mean, I literally rage-quit 10 minutes after popping in the disk. You literally took a step back from RE4.
RE5 actually made a few steps forward from RE4 (such as allowing dual analogue stick control), in addition to more than a few steps back. The inventory system was the perfect example of Capcom's meandering when it comes to advancement.

RE4's inventory was great. A sniper rifle was the size of a sniper rifle and herbs were the size of herbs. But pausing the damn game every few minutes to switch weapons or heal up was a pain in the ass. Having to switch out your weapon to a grenade, then throw the grenade, then switch back was even more a pain in the ass. Not to mention it was frankly insulting given that Halo had pioneered the "dedicated button for grenades" thing around four years before RE4's release, so it's not like they couldn't have known any better.

RE5's inventory system made a step forward by letting you switch weapons or use healing items on the fly. Then it took a step back by using the old, unintuitive inventory system wherein a single green herb occupies the same amount of space as a combat shotgun. Then they made no progress at all by still requiring you to switch out your weapon for a grenade before using it, making the game less mechanically modern than an 8-year-old FPS from the previous generation.


All in all, Capcom needs to really book their ideas up when it comes to RE6. Let us move while shooting, let us dodge and melee manually. And don't give me that "you can't because tension!" shit. Resident Evil stopped pretending to be a horror game a long time ago, and they need to find a way to build tension and difficulty without artificially handicapping the player. Swarm them with enemies, make the enemies intelligently co-operate with each other. Make them move and attack unpredictably and when they hit, make it hurt. When a player takes damage in a game, it should be their own fault, not because the game rooted them to the spot and neglected to give them a dodge ability, forcing them to awkwardly lower their gun, turn in place, and jog forwards in an attempt to avoid an attack.

Give us a dodge ability, let us move while shooting, and make whatever upgrades to your enemies that are necessary to compensate for the fact that the players can now move and react like actual human beings as opposed to awkwardly designed automatons.
 

Kopikatsu

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May 27, 2010
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Jacob Towell said:
Does anyone think that the mercenary could possibly be HUNK unmasked...he would need something to do after the fall of umbrella, mercenary seems right up his alley...possible but not probable
HUNK is already a mercenary though. He was working for Wesker by the time 5 rolled around. That giant crab boss you fought? HUNK is the one who put it there.