Capcom Finally Allows Resident Evil Players to Run While Shooting

spartan773

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Nov 18, 2009
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About Fucking Time. Dead Space allowed me to do that way before RE5. and capcom's now deciding to put it in? I can understand standing still with a sniper rifle or rocket launcher, but why not be able to move around with a shotgun, pistol, SMG or assault rifle?
 

archvile93

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Gladion said:
Straying Bullet said:
Finally. I didn't ask for much but at least give us the fuckin' realistic and more tense option to slowly step backwards or in any direction whilst aiming, would help preventing the frustation alot more also more realistic.
Excuse me, have you ever fired a gun while even moving extremely slowly in any direction?

archvile93 said:
Direbetus said:
Bah, am I the only one who doesn't like this decision? Not being able to move while shooting and such adds so much tension to everything. Resident Evil 5 would've been ridiculously easy if you could move while shooting. Having to carefully think about when you can reload and such was so awesome. It's a shame to see Capcom moving one step closer to the more casual audience that dislikes challenges.
By that logic, the best platform games are the ones with bad cameras so you can't see what you're supposed to be jumping for. Controls should not hinder your ability to play a game. That's called fake difficulty, and only the insane enjoy it.
There is a difference between game design decision and game design flaw. What you are describing is a game design flaw. Nobody wants bad camera movement in their game, and it happens because the developer wasn't able to pull it off properly.
A game design decision is something the developer wants to do, whether or not others will like it. You don't, that's fine, don't come saying now "there are good decisions and there are dumb ones", because that's both missing the point and wrong.
Neither is this fake difficulty, it just means you have to decide between running away to get a good spot to shoot from and shooting from where you are standing now. I don't get why this is such an enormous problem for so many people.
To your first response, I can do it, so it stands reasonable to assume a well trained killing machine can. Second there are dumb design decision that are intentional, such as the TF2 heavy being completely useless, and outgunned by even the medic. Another example that's not real would be say if in any CoD game you weren't allowed to pick up ammo and guns off the ground, so the game would force you to make every shot count. You can't tell me that would could be a good or bad idea depending on how you look at it. And another example would be Epic Mickey. Warren Specter claimed that he thought of the game as more of an action adventure than a platformer, so he used a camera more for action adventures. Now everyone hates the camera because he failed to realize that he made a platformer and should've used a platformer camera. That was apperently a deliberate design decision, but that clearly didn't mean it was debateable whether or not it was a good or bad idea. So with this in mind, don't go telling me that just because a design was deliberate means by default it can't be dumb.
 

felixader

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I fucking HATE Time Limits.

I don't even like them in Racing Games when they stop me from gettin across the target line (wich is a different thing from driving for the best time).

This Games just fell into the Oblivion of my Interest. X-P

ALSO: The Mercenaries Modes weren't really good.
 

RoyalWelsh

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Feb 14, 2010
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I, for one, am glad that you can finally run while shooting. But alot of people still like standing still while shooting, couldn't Capcom implement both control schemes into the game and let the player choose which one they want to use?
 

Gladion

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archvile93 said:
Good thing you can shoot while moving and still keep perfect aim, I believe you, you win this argument.

About the other thing... I can just say wow, nice job. I even was able to predict the exact same content you just said and you didn't even care. Whatever, let's try again:
You said not being able to walk and shoot at the same time in a shooting-game is as if the camera was looking at something other than what you want to look at in a platformer and thus, will have to take a wild guess (and adding a cute but annoying insult) - I simply said this is wrong because one thing is more of a deliberate choice and the other is more like a bug - and I will repeat myself from the first post in capital letters because you obviously overlooked it there - THEY MAKE THE DECISION WHETHER OR NOT OTHER WILL LIKE IT. YOU DON'T, THAT'S FINE.
I personally liked it that way, it made it different and I thought it was more intense that way, and that's fine, too. So now this is going to feel like any other shooter but hey - there's no reason to believe this will be necessarily applied for RE6. Not to mention that Capcom said they wanted to do something completely different again with that one.
 

archvile93

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Gladion said:
archvile93 said:
Good thing you can shoot while moving and still keep perfect aim, I believe you, you win this argument.

About the other thing... I can just say wow, nice job. I even was able to predict the exact same content you just said and you didn't even care. Whatever, let's try again:
You said not being able to walk and shoot at the same time in a shooting-game is as if the camera was looking at something other than what you want to look at in a platformer and thus, will have to take a wild guess (and adding a cute but annoying insult) - I simply said this is wrong because one thing is more of a deliberate choice and the other is more like a bug - and I will repeat myself from the first post in capital letters because you obviously overlooked it there - THEY MAKE THE DECISION WHETHER OR NOT OTHER WILL LIKE IT. YOU DON'T, THAT'S FINE.
I personally liked it that way, it made it different and I thought it was more intense that way, and that's fine, too. So now this is going to feel like any other shooter but hey - there's no reason to believe this will be necessarily applied for RE6. Not to mention that Capcom said they wanted to do something completely different again with that one.
I didn't say I can sprint while keeping a steady aim, but I can keep the sights lined up while moving at a slow, deliberate pace, I don't have to stand completely still to shoot. Second, I don't think you understand one thing. Specter (at least this is what he said) put that crap camera in deliberately, as in, he could've used a better camera but didn't, so it wasn't a bug it was a deliberate design decision, just like RE's no shooting while moving because your character is inept with a gun. Fine though, if you would rather the challenge in the game come from struggling with the controls rather then through good game design, then I guess we'll have to agree to disagree.
 

Norix596

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I must admit I've only ever played any Resident Evil at a friends house but even I can tell it's not far more tiled towards third person shooter than horror survival. The fact that you are trying to survive from a pack of zombies (or w/e they're technically called) could be arguably be called horror but it's only survival in as much as Halo or Call of Duty are survival because there's a bunch of enemies on screen. Point being, not being able to walk and shoot at the same time probably made sense in RE1 when a single zombie is a threat but if you're using assault gear to mow down a pack of dozens you might as well make controls that match the game.
 

silasbufu

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Mercenaries 3D will switch to a first-person mode whenever the player whips out his/her weapon, and in this mode players can move about freely even while firing off rounds. - I reall don't like the sound of that

RE was all about third person shooting . I didn't really mind the no running while shooting, especially because it wasn't all about shooting tons of zombies in a 2x2 room like Left 4 Dead. ( I'm talking about the first games, I hated RE 4 and 5 ).
 

ChromeAlchemist

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I'm not really sre how I feel about this. I guess it shows that this game really is going balls out action in place of horror, I mean at least 4 was tense as hell with those regenerating monsters you had to kill, and being glued to the floor really did add to the tension, even if it didn't make too much sense.

I wonder what 6 will be like?
 

karloss01

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So it took them five years to realise that having tank controls with a different camera angle doesn't work? I liked Resi 4 & 5 but the stand and shoot was not tension but frustration.
 

THEoriginalBRIEN

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Aug 23, 2010
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THANK GOD FOR 3D TECHNOLOGY!!!

Without it how could Capcom have EVER figured out how to let people to RUN AND SHOOT AT THE SAME TIME?!?!

I'd never played a RE game until the fourth one started making it's way to the top of all the "Best of PS2" lists. I gave it a try. It was fun, but I just couldn't deal with standing in place while trying to survive a hoard of murderous zombies. It was infuriating! I'm sure the whole playing-bodyguard-for-a-useless-little-girl had something to do with it too though...
 

Direbetus

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Nov 30, 2010
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fozzy360 said:
Direbetus said:
Of course, it is possible to create tension, case of point being Dead Space. But I don't really think the guys at Capcom are capable of doing that, even more so with a game like Resident Evil 5 where you're most of the time in open and light areas. I'm not someone who's generally bothered with forced game mechanics such as not being able to move while shooting, aiming and knifing for an instance. But maybe that has more to do with the fact that I'm used to it from more old school games.
Capcom can create tension without having to restrict movements. Look at the beginning of RE5. By itself, that part was plenty scary. You were overwhelmed, your ammo was low, danger was everywhere...that alone was fine enough, but then you had to stand still in order to shoot. My mindset went from "Oh shit, I'm gonna die, I'm gonna die" to "Move, stop, shoot, move, stop, shoot." It just doesn't feel right. The obtrusive nature of it took me out of the experience. But I think I see your point, too. This aspect of RE was one of the last throwbacks to the older entries and taking it away sheds that. Is it more nostalgia with you?
The only part from the beginning of RE5 that featured any level of tension was when you suddenly have to flee from the swarm of africans. The fact that you've got a partner that will keep you alive over and over also removes alot of tension, because no matter what happens, said person will be there to save you. I thought there was more than enough ammo laying around waiting for me to pick it up and all. Yeah, it is pretty nostalgia to me, I grew up with Resident Evil 2, so them removing yet another aspect of it that makes it Resident Evil is kinda saddening. Other than characters there is nothing about it that makes it Resident Evil now. Much like Lords of Shadow wasn't a real Castlevania.
 

dubious_wolf

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Jun 4, 2009
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Have you ever shot a gun before people? Unless you're a super soldier running and pinpoint shooting don't work we together. Additionally it added to that neat aspect of survival horror. Now considering they completely did away survival horror in RE4&5 then more power to them.
 

AlohaJo

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Nov 3, 2010
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Direbetus said:
Bah, am I the only one who doesn't like this decision? Not being able to move while shooting and such adds so much tension to everything. Resident Evil 5 would've been ridiculously easy if you could move while shooting. Having to carefully think about when you can reload and such was so awesome. It's a shame to see Capcom moving one step closer to the more casual audience that dislikes challenges.
I don't like it either. It was just one of those things that made Resident Evil, Resident Evil. It accentuated fight or flight responses. You had to decide right there and then (while freaking out) whether it was in your best interest to kill zombie/dog/hunter/iron maiden/other virus and parasite laden creatures or just to get the heck away and fast.

But I'm probably in that 1% minority who believe that this is a bad move on Capcom's part. All I can hope is that they do this properly, i.e. you can only walk (and slowly) while aiming, and if you are walking, then it's going to be harder to aim.
 

radicaledward92

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Dec 29, 2009
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Delock said:
I wasn't too bothered with no run and gun... Ok, in later levels where enemies either had huge damage dealers or instakill attacks, yeah I was, and boss fights weren't any better for its absence, but the worse had to be the knife. Not only was using it already awkward, but aiming it to fire was just crossing the line and made it useless. It was very strange that a special task force police officer turned into special agent (who was treated as cannon fodder... by the company he helped create... yeah that part was weird) couldn't grasp the concept of so much as walking while aiming when an engineer in heavy armor realized it while using mining tools.

clearly you havent thought of people being introduced into resident evil franchise, i came from playing an INSANE online videogame 3rd person parkour shooter, so when i tried playing resident evil 5, i found the game to be pretty impossible to play :(