He is actually right, giving the player a handicap creates the tension that leads to horror. I have yet to see a single great horror game that didn't handicap the player in some way..shrekfan246 said:GAunderrated said:Pretty much what they are doing. Trying to blame it on the fans because we enjoyed how refreshing RE4 was. So they then take the worst parts of 4, add horrible co-op and interface, and then wonder why people don't like their game anymore.
I bought RE5 and its the last one I will get ripped off by. I didn't touch 6 with a 10ft pole. Hell I didn't even watch others play it because the gameplay is so dull. :/Except that's not what's happening. Shinji Mikami had no hand in Resident Evil 5 or 6, and his point about why the control scheme of 4 was so vastly different is a good one; People were likely tired of tank controls. I know that personally, that's one of the biggest reasons I can't get into the older Resident Evil or Silent Hill titles.CriticKitten said:Maybe it's just me but I read this as "Resident Evil stopped being scary because of you people! It's not our fault, despite our sloppy writing and continued focus on things that players have already expressed distaste in!"
Always great when a dev blames their screwups on their players.
It sounds more like he equates a clunky, unintuitive control scheme with a "scary" game, which is a bit of a double-edged blade because clunky controls alone won't make something tense and frightening, it'll just make it tedious and frustrating. He's not blaming the fans, simply stating that the development of Resident Evil 4 was altered because of the market. Arguably, due to Capcom's hilariously poor writing department, Resident Evil 4 probably could've been "a more scary, horror-focused game" even with the new control scheme if Resident Evil's writing hadn't always been B-movie quality.
Amnesia TDD made it so you never really saw the enemy until you were about to get attacked that second, took away your weapons, and had a limited source of light with an insanity meter.
RE made its money on clunky controls and sounds. Basically you could hear the zombies roaming around but because of the clunky controls, camera angles, and limited ammo that was able to create some genuine feeling of horror.
Now RE 4 got rid of some of the clunky controls, but they still kept not being able to move when you shoot and the 180 degree turn. However, it was the rich and lonely setting that made the game tense and exciting.
The second you rely on massive gunfights with no handicap and co-op (limited ammo, camera angles, or limited controls)the game becomes another generic 3rd person shooter which is what RE 5 and 6 ended up doing because like I said earlier they had no clue what made RE4 so good and decided to take the worst parts and crank it to 11.