Resident Evil 5 Dev Talks Demo Feedback
MTV's Multiplayer blog sat down with Jun Takeuchi, producer for Capcom's Resident Evil 5, about the feedback they've gotten from the game's demo, which has been downloaded over 4 million times. He comments on the changed control scheme, which has generated a lot of discussion and criticism, by suggesting that their decision will become clear once the full game is out. "We understand that there are many people who want to run and shoot at the same time, but it's not the right alignment for the game." He also says the finished game will have shorter loading times, and he briefly discusses the media-fueled race controversy over the fact that Africa's zombies have dark skin. Takeuchi says, "People will be able to play the game and see what it is for themselves." Kotaku recently ran a preview of Resident Evil 5.
Resident Evil does not and never has played like an FPS. Ever. Resident Evil plays like a survival horror game. That's the whole point.
Resident Evil 5 uses the over the shoulder control scheme as RE 4 (In fact, the exact same control scheme, and indeed gameplay mechanics in every way shape and form(which is not in and of itself a bad thing)), and which can be seen in Dead Space. You have a limited field of vision as enemies slowly advance. The goal is to increase tension by restricting your off-screen view. You must plan the outcome of the encounter with much less than perfect awareness of your surroundings.
Survival horror games are all about management. Enemy management, ammo management, health management. The game is a long series of encounters in which trade offs must be made. Go for the critical hit but likely to miss headshot, or the more sure body shot. Take down nearby villager or more distant las plagos? Use shotgun/rifle/grenade ammo now, or save if for a more difficult encounter? Use green herb now or wait for a red herb booster? Run or shoot? This is the bread and butter gameplay of the genre. The control scheme is a part of that.
They are not about fragging enemies in quick succession, while circle strafing or bunny hopping around the room. I would go so far as to say that survival horror games are about as far away as you can get from FPS games without getting rid of guns altogether. The controls promote split second decisions that have serious consequences. Make the ewrong move, and you're in trouble. It encourages players to make serious tactical decisions.
Resident Evil is not an FPS. It is a survival horror game and plays as such. Long may the genre endure I say.
May the Maths Be with you!