No Change Coming to Resident Evil Controls

Michael Grimm

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Feb 23, 2009
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No Change Coming to Resident Evil Controls


Producer Jun Takeuchi believes adding run and gun controls to Resident Evil 5 would diminish the game.

After the Resident Evil 5 demo went live, it wasn't long before there were grumblings on the internet about the game using the same control scheme as its predecessors. A surprisingly large number of people agreed with the complaints, raising the question of whether or not the Resident Evil franchise should junk its old control scheme.

Resident Evil 5 Producer Jun Takeuchi sees the scheme as an integral part of the game and defends his team's decision: "When we approached the development of Resident Evil 5, we went in knowing that we weren't making a typical third- or first-person shooter; we were making a Resident Evil game. It was important for us to go with the design choices that would make the best Resident Evil game that we could. We didn't want to go in trying to make some other game. So, even though that kind of run-and-shoot gameplay might suit some other games, we definitely think that the current Resident Evil 5 controls are the best design choice for this kind of game."

Jun continued, arguing that judging the game's control scheme based solely on an experience with the demo may be shortsighted, "From the demo, because it's such a short experience, I think it's difficult for some users to get used to how the controls fit with the overall design. But when they get their hands on the finished product, I think they'll understand that this is the best choice for the kind of game that Resident Evil 5 is."

Jun goes on to raise an interesting point about walking the line between scaring players by limiting their control, without giving them the feeling the situation is out of their control. "I'm not saying that you can't make a horror game and not have run-and-shoot elements in it. However, when it comes to Resident Evil, we feel that by imposing a restriction on the player you actually increase the tension that they feel while playing. Finding the balance between that and the player's frustration is very important when approaching the design of a game like this. There are already a lot of games where you can do anything you want, and you have complete freedom with your character's controls; that's a perfectly good design choice. But I don't think that's necessarily suited to Resident Evil. I think that by imposing certain restrictions on the player you actually help to heighten the fear and the tension, and, ultimately, you create a better horror game."

Forcing the player to stop and shoot has been a mainstay of the franchise since its inception, and giving the player the ability to run around willy-nilly while blasting away seems like it would not only reduce the challenge, but eliminate the feeling of dread and terror that makes the Resident Evil games what they are. Most enemies sport fairly limited mobility as is, and making the player more agile and deadly seems like it'd do little but make the game easier.

Source: 1UP [http://www.1up.com/do/previewPage?cId=3172972&p=37]


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ElArabDeMagnifico

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This sounds like an excuse to not change the controls IMO - it's already so action packed and different from the other resident evil games. You don't seem them putting fixed camera angles and the awful aiming system where you had to guess where you were aiming.

They could learn from Dead Space's control scheme.

I thought a different Dev. team was making this anyway.
 

Avatar Roku

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NoMoreSanity said:
It's not so much the limited controls that piss me off as does the real-time inventory. And doesn't co-op, near limitless ammo, and slow as shit enemies already take away from the dread?
True. Anyway, the lack of the ability to even move back slowly while aiming didn't increase the tension for me, but rather seemed like they were forcing fake difficulty at me. Also:
Michael Grimm said:
Jun continued, arguing that judging the game's control scheme based solely on an experience with the demo may be shortsighted, "From the demo, because it's such a short experience, I think it's difficult for some users to get used to how the controls fit with the overall design. But when they get their hands on the finished product, I think they'll understand that this is the best choice for the kind of game that Resident Evil 5 is."
What, so we aren't supposed to judge a game by it's demo anymore? Why even bother releasing one then?
 

TsunamiWombat

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...Even the Official Xbox magazine says "this isn't a survival horror game. it's an action game"

Let it go Capcom. It's an action game.
 

BloodSquirrel

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See, here's the problem with this "bad controls make it scary" malarkey-

The most important thing for horror is immersion. If I don't feel like I'm there, I'm not scared. It's just images on a TV screen, and if I die I'll just reload. The game needs to drag you into it's world.

In order to do that, the control scheme has to be transparent. I have to be doing what I'm doing without thinking about the interface. Bad controls prevent that, take you out of the game, and turn the "horror" into annoyance.

Doom 3 is still the scariest game I've ever played, and being able to run and gun didn't hold it back at all.
 

Avatar Roku

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BloodSquirrel said:
See, here's the problem with this "bad controls make it scary" malarkey-

The most important thing for horror is immersion. If I don't feel like I'm there, I'm not scared. It's just images on a TV screen, and if I die I'll just reload. The game needs to drag you into it's world.

In order to do that, the control scheme has to be transparent. I have to be doing what I'm doing without thinking about the interface. Bad controls prevent that, take you out of the game, and turn the "horror" into annoyance.

Doom 3 is still the scariest game I've ever played, and being able to run and gun didn't hold it back at all.
Substitute "Doom 3" in the last paragraph with "F.E.A.R" and you have my position put much better than I could word it.
 

Fizzlewinks

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Why would they want to change the controls after RE4 was so successful? Hell, I like the controls for RE4 and I'm glad they are the same for RE5. I'd much rather them then the shit controls in the original games. As for the games "not being scary anymore"...Hell, when were they? Unless you consider frustrating to be scary. I honestly don't recall anything from the RE series being exceptionally frightening.
BloodSquirrel said:
See, here's the problem with this "bad controls make it scary" malarkey-

The most important thing for horror is immersion. If I don't feel like I'm there, I'm not scared. It's just images on a TV screen, and if I die I'll just reload. The game needs to drag you into it's world.

In order to do that, the control scheme has to be transparent. I have to be doing what I'm doing without thinking about the interface. Bad controls prevent that, take you out of the game, and turn the "horror" into annoyance.

Doom 3 is still the scariest game I've ever played, and being able to run and gun didn't hold it back at all.
I will, on the other hand, agree with you that frustrating controls don't make a game scary and that it's all about immersion. For me though, I'd say the game that really pulled me in was Condemned, which in my opinion had excellent controls. I remember checking every corner and door way in that game to insure nothing could sneak up on me, only to turn around and get bashed in the face with a lead pipe. Ah, the memories.
 

JohnSmith

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I don't want to be able to run and gun, I just want to be able to strafe, is that so much to ask.
 

ElArabDeMagnifico

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Fizzlewinks said:
Why would they want to change the controls after RE4 was so successful? Hell, I like the controls for RE4 and I'm glad they are the same for RE5. I'd much rather them then the shit controls in the original games. As for the games "not being scary anymore"...Hell, when were they? Unless you consider frustrating to be scary. I honestly don't recall anything from the RE series being exceptionally frightening.
I tried the RE4 control scheme on the 360 and PS3 controller, and all it does is make me want a gamecube controller.
 

TOGSolid

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....

Did he just argue that survival horror is all about surviving the horror of the game controls?

...

Yeah, yeah he did.
 

Sprogus

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I don't see the problem, this will probably just end up as a Wii 2 port with better controls.
 

shadow skill

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Indigo_Dingo said:
Guerilla have a much stronger position to stand by their controls, and they are changing them. What does that say?
No they are not at least not as far as I know.
 

Echolocating

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I felt that RE4's control scheme was needlessly restrictive and hardly the reason for it's success. He's right that the limiting controls provide a sense of tension, but it's definitely the lazy man's way of accomplishing that task.

Here's my bid for RE6 that makes a lot more sense for the existing control scheme. You're confined to a wheelchair. A perfectly logical reason for limited mobility and a hell of a lot more interesting, if you ask me.

The instances of trying not to be a liability to the other survivors and potentially having to drag yourself around without the wheelchair would enhance the tension even more.
 

shadow skill

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Echolocating said:
I felt that RE4's control scheme was needlessly restrictive and hardly the reason for it's success. He's right that the limiting controls provide a sense of tension, but it's definitely the lazy man's way of accomplishing that task.

Here's my bid for RE6 that makes a lot more sense for the existing control scheme. You're confined to a wheelchair. A perfectly logical reason for limited mobility and a hell of a lot more interesting, if you ask me.

The instances of trying not to be a liability to the other survivors and potentially having to drag yourself around without the wheelchair would enhance the tension even more.
I actually think that would be awesome, but honestly anyone who cannot run is going to die during a zombie apocalypse. I would love to see someone try a game where the player avatar posses such an infirmity though.
 

stubbmann

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I personally liked RE4's scheme. Mostly because it felt more realistic for the special forces veteran to, ya know, aim, instead of just being able to crack a head at ten yards while going full tilt. Also, he was escorting a VIP. if you're running and shooting, and you trip and shoot the hostage cause your finger was on the trigger, your pals won't be too keen on rescuing you. The one thing that bugged me was not being able to move while knife fighting. I mean, it kinda cuts the drama to unsheath your knife and... wait for the deadhead to lurch towards you.

Strafing would be nice though, yeah. And I agree with whoever said the thing about the real-time inventory.
 

Comic Sans

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For me something that set RE4 apart from other games was not being able to move while shooting. The game wasn't scary, but it was TENSE, because frankly, being swarmed by hostile cultists and having to stop and aim added a large dose of franticness not found in most games. It made me feel vulnerable, much more than playing as a superman with godly aim on the move does. It was hectic, tense, and I had a blast with it. Despite what others say, I'm glad they are leaving it unchanged.