Changes you want in Resi 6

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Arkley

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1. The ability to move while aiming.

2. A hybrid inventory system - make it work primarily like Resident Evil 4's, but give us the ability to set weapons to the d-pad for quick switching. Make up/down scroll through set weapons and left/right scroll through set grenades or health restore items.

3. Switch up the way melee works. Keep the context sensitive special attacks, but change it so the knife doesn't need to be drawn, aimed and then "fired" like a gun. Just a quick button press to slice an enemy with a knife or other melee weapon, please.

4. Dedicated button for grenades. Come on, guys; Halo came up with this a decade ago and it's featured in almost every significant shooter since, and for good reason.

5. A manual dodge ability. Honestly, when I take damage I want it to 100% be my fault for reacting too slowly, not because the enemy's attack can be completed way before my "turn slowly on the spot to the left and run forward" ability.

6. Co-op in which the game simply adjusts enemy/ammo numbers for the presence of only one player, rather than lumbering the player with an AI partner.

7. An actual conclusion to the plot would be nice. A lot of loose ends were tied in RE5, but if we can get closure here on the Umbrella/TriCell thing and wrangle some kind of conclusion for Leon & Ada, I'd like that. Capcom could even completely reboot the franchise from day one with a whole new canon afterwards, which no doubt stir up a controversy so huge it'd be bound to sell millions.

8. More puzzles, particularly environmental puzzles. A little mystery and thought would go a long way.

9. Make the use of the environment essential to success. You see, all the things I've suggested seem counter productive to making a survival horror game, or even a horror-action game. After all, what's scary about playing as a character who's fully equipped with all the necessary tools and maneuvers to handle it? But I say; fuck that. You give the player all the tools to handle the situation and then you make your enemies so tough, dangerous, fast and numerous that it's not enough alone. Make players run, barricade themselves in rooms, climb ladders and kick them down. Let them shoot out lights, destroy support beams, or even just the good ol' "shoot the pipe for a blast of steam". Let them knock over barrels to spill fuel and that shit up. Oh, and most importantly, don't make them do it in strictly scripted on-off instances. Make constant awareness of their surroundings and any survival tools it might offer them a thing 100% necessary for survival. And make ammo & healing items rare and limited so they have to live with it.
 

LordXel

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1. More puzzles

2. No Ai partner (Goes without saying)

3. Wesker is dead, don't milk him futher

4. Leon punches Chris. Please. Let him punch him just once. :p

5. Inventory, yeah that goes without saying as well.

6. NO MILLA JOVOVICH! DX (Yeah I hate the films with a passion)

7. Be SCARY!

Other than that I'm really looking forward to Resi 6 because it has Zombies and looks like it can be scary.
 

TehCookie

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Manji187 said:
TehCookie said:
No cover, and limited ammo. I don't want to run around shooting things I want to have to make every shot count. Even if it's not particularly scary I still want that haunted atmosphere. Also tons of bad writing, I love cheesy lines. Oh and back to RE4's inventory. I don't mind if RE becomes more action oriented, but I do not want it to be a shooter with zombies. Also screw Capcom for trying to make it appeal to CoD's audience. They're alienating their current fanbase with that and CoD kiddies don't play anything besides CoD. It's a lost cause.
Don't know about the writing, but I've heard that RE Revelations makes a semi return to that classic RE formula. It's also a 3DS exclusive...

While I also prefer RE4's attache case to RE5's real-time slots, you've got to admit it's actually rather silly if you think about it. Running around with a XL case (On your back? In your hand?) stuffed with an assortiment of guns and ammo, grenades, herbs, eggs and fishes. Nothing budges/ jumbles, even though you kick/ supplex people all the time.

Ahh, so you've read THAT Capcom UK RE6 statement as well. Yeah, it's a crying shame. As to RE becoming a shooter with zombies: Operation Raccoon City.
It's a lot less silly than infinite pockets where you can carry 99 of everything. I just figured the case was just an explanation of why you can only carry so much at a time, because that's a lot better than saying it's a horror game limited supplies and deciding what's more important is scary. Besides I just figured the inside was full of foam that formed around the items to keep them in place...
 

w9496

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I want it to be everything that the first three games were. I'm not a fan of the Leon who can't hold his damn arms straight in order to shoot a gun. No quicktime events where you die if you miss, because those don't really add anything(unless doing something really, REALLY cool).

No enemies with guns outside of boss fights. This is a game about zombies, not mercs.

Those are my hopes, but I know the onslaught of RE4's popularity will never create a Resident Evil like the ones that preceded it.
 

chadachada123

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Xiado said:
Everyone who wants run and gun: You're missing the point of the game. The key element of gameplay in these games is knowing when to make a stand and when to move. This isn't "bad design", as if some designer was so stupid as to think it's a more fluid control scheme; it's entirely intentional, and it makes the enemies stand a chance against the player. By weakening the character, you have to use more strategy and caution in combat, rather than it being about twitch reflexes or perfect aim. Do I have space and time to heal myself? Are there any bottlenecks in the area I can lure enemies into? Is it safe to try melee? Which weapon would be most effective here? Should i use X rare weapon against these enemies or can I beat them with normal combat? Is there anything in the environment I can use to my advantage? These are the questions going the the RE4/5 player's head, and they constitute the game experience. Let the player move freely, then you have to make the enemies faster or stronger and the game becomes Gears of War with zombies. I won't buy GoW with zombies; I want to play a Resident Evil game, which implies methodical combat. The controls of every game limit the game in some way, and it is nearly always done to benefit the experience.
I agree, with one small caveat. We should be able to strafe a bit *while aiming,* but no movement while actually *firing* a weapon. You can't strafe and shoot at the same time in real life (with any sort of efficiency).

The reason being that it has nothing to do with strategic gameplay when you can't take one step to the side in order to have a clear line-of-sight, that's just bad game design.
 

w9496

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ForgottenPr0digy said:
I'm guessing Capcom won't make a resident evil outbreak:file 3

I miss those characters it would be awesome to see them again

being able to move and shoot.
A game like that would be excellent now that online gaming has become huge on consoles. Remember the Wild Things mission? That was my favorite mission in the series.
 

uzo

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babinro said:
4) Bosses that aren't over the top and monstrous.
I hate the RE trend that every boss is a human that mutates into something 2x to 30x it's size after you finish a conversation with them. Make some bosses simply skilled combatants that challenge the heroes. Alternatively make the bosses an extra challenging sequence that feels like a boss. Notably the cabin sequence section 2.2 in RE4 feels like a boss without actually having one.
Yeah, good point. I enjoyed the first fights against Krauser before he turned into a freakin' Tyrant that could talk. Admittedly, they were basically quick time events, but it worked for me.

Otherwise ... hmm .. my requests are as follows:

1) Put the 'Survival' back in 'Survival-Horror'. Leon and Chris fearlessly face down literally hundreds of foes at once. Sure, surviving the Raccoon City incident would make you pretty tough. But in old school Biohazard they wouldn't even give you the option of trying to blast through them all. Remember RE2 in the police station? One of the exits from the building was 'unexitable' because there were simply too many zombies *Every* zombie can ruin your day, and *every* bullet counts. I remember dashing madly through sections of Last Escape, trying to dodge past the zombies because I didn't want to waste the ammo on a zombie I could possibly evade. And then there was the quick ones that grabbed me ... Jill Valentine could only take 2-3 hits from zombies before she was on death's door.

2) T-Virus should actually be .. y'know .. a VIRUS. A *nasty* one. Outbreak had the added factor of infection spreading throughout your system after exposure. The higher your injuries, the faster the infection spreads. There were drugs and herbs that could slow infection, or even stop it, but could only reverse if you found the T-virus antigen. Makes you far more conscious of keeping yourself as healthy as possible. No 'oh well there's not many zombies in the next 5 mins so I'll save my green herb until I find a red `un'. More like 'oh God I've been bitten by a fucking ZOMBIE!'.

3) I'm different to many people it seems. I *like* zombies. I want to see a return to old school zombies - slow, shuffling, and stupid. However, they're freakin' everywhere. And they will never give up. And they will never sleep. And they will, most likely, catch you in your moment of weakness or confusion. Or perhaps simple depression will drive you to their embrace. That's the horror of zombies, and it's difficult to translate into video games, but the sheer overwhelming hopelessness of it needs to be felt. Frankly, I don't give a flying fuck about the Spaniards and Africans I've blasted the shit out of in 4 & 5. They're just 'insert generic cannon fodder for player to blast'.


EDIT: In Outbreak, as well, when the infection reached 100% saturation you dropped dead from the T-Virus. Then, a few mins later, your corpse would reanimate and you would pursue the other survivors. I still remember the quirky horror when Cindy, the waitress, came stumbling and clawing at me and the other survivors I was playing with. She was dressed as a play boy bunny. :/
 

him over there

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I'd like to see it retroactively destroy resident evil 5 and continue doing what 4 was doing , you know: being intense, scary and cohesive.
 

Arkley

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Xiado said:
Everyone who wants run and gun: You're missing the point of the game.
I disagree. I'll reply to your post piece by piece to make discussion & replies easier:

Xiado said:
The key element of gameplay in these games is knowing when to make a stand and when to move.
It's roughly the same even if movement while firing is possible. In just about every third person shooter, movement slows considerably while aiming "over the shoulder", and stopping to aim and fire requires a similar degree of awareness of enemy positions and surroundings. The only difference with allowing movement is that players can make more tactical decisions, for example; firing to slow enemies as one retreats around a corner. Additionally, it allows players to sidestep incoming projectiles or charging enemies without going through the cumbersome motions of lowering your gun, moving and raising it again.

Xiado said:
This isn't "bad design", as if some designer was so stupid as to think it's a more fluid control scheme; it's entirely intentional,
Just because it was intentional doesn't mean it isn't bad design. If I sell you a shotgun that explodes whenever the trigger is pulled, it is a bad shotgun whether I designed it to do that or not.

Xiado said:
and it makes the enemies stand a chance against the player. By weakening the character, you have to use more strategy and caution in combat, rather than it being about twitch reflexes or perfect aim.
The game should be able to do this without imposing artificial and arbitrary limitations on the player, such as inability to move while firing or dodge without a context-sensitive command prompt. If the enemies wouldn't "stand a chance" against a more manueverable character, then it is the enemies that need to be enhanced - made more aggressive, more damaging, more resilient and more intelligent - rather than the character artificially weakened.

Xiado said:
Do I have space and time to heal myself? Are there any bottlenecks in the area I can lure enemies into? Is it safe to try melee? Which weapon would be most effective here? Should i use X rare weapon against these enemies or can I beat them with normal combat? Is there anything in the environment I can use to my advantage? These are the questions going the the RE4/5 player's head, and they constitute the game experience.
These are all things that the player should be thinking about whether they can move while shooting or not. If the developer cannot create such a situation without resorting to rooting the character to the ground every time they draw their gun, that is a failure of the developer. There are so many other, less - and I've used this word too many times now, but it's the only appropriate one - artificial ways of stacking the odds against the player.


Xiado said:
Let the player move freely, then you have to make the enemies faster or stronger and the game becomes Gears of War with zombies. I won't buy GoW with zombies; I want to play a Resident Evil game, which implies methodical combat. The controls of every game limit the game in some way, and it is nearly always done to benefit the experience.
No, it doesn't become "Gears of War with zombies". If allowing the player to move while shooting would present such a great challenge to the development team that the game loses all sense of its unique identity, that is also a failure of said development team. Well paced, methodical combat is - as with every other benefit you've attributed to the present control scheme - more than possible to achieve without restricting movement while aiming. Highly interactive environments, unique and varied enemy styles that require forethought and planning to defeat, combined with well designed areas that play to the strengths of the enemies while presenting the player the means to defeat them are all ways to ramp up the pressure.

Stripping the player of the ability to move while shooting doesn't increase the amount of strategy and forethought necessary, it just reduces the number of viable strategies available. It completely removes the option to fire at enemies (or the environment) to suppress their movement while retreating. It means enemies have to do the ridiculous things they do in RE4 & 5, where they sprint straight towards the player and then stop a few feet away from him, and stand still/move slowly, so the player can be allowed a chance to shoot them. And that's necessary, when you can't move or dodge manually, because otherwise you'd be looking at an axe in the face every time an enemy charged. It eliminates so many potentially exciting, high-pressure scenarios, because the enemies & situations present all have to account for a player who can't move while defending himself.

All in all, I'm not going to refrain from buying RE6 if I can't move while shooting. I've come to accept that as a fact of RE games, and as much as I think it should change, I'm actually okay with it. But let's not pretend it's a particularly intelligent design choice. In fact, let's not pretend it's anything less than a lazy design choice, because that's what it is. Rooting the character to the ground when they draw their gun only achieves things that could be achieved by different means, and simultaneously strips away a ton of other options and potential strategies. It's just easier than actually creating those different means and accounting for those other potential strategies.
 

TehCookie

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Rocklobster99 said:
TehCookie said:
No cover, and limited ammo. I don't want to run around shooting things I want to have to make every shot count. Even if it's not particularly scary I still want that haunted atmosphere. Also tons of bad writing, I love cheesy lines. Oh and back to RE4's inventory. I don't mind if RE becomes more action oriented, but I do not want it to be a shooter with zombies. Also screw Capcom for trying to make it appeal to CoD's audience. They're alienating their current fanbase with that and CoD kiddies don't play anything besides CoD. It's a lost cause.
So I take it you're not open to the idea of quickscoping in an RE game?
I fail to see the connection here. I don't mind exploiting mechanics. Why would I care if you take less time to shoot someone than someone else?
 

Cyrus Hanley

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Wayneguard said:
I would like a return to prerendered 2d backgrounds and fixed camera angles. And Barry Burton...
I wouldn't mind if they returned to that classic Resident Evil gameplay.

In fact, it would be quite refreshing after Resident Evil 5.
 

Diablo2000

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Aug 29, 2010
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Please, stop trying to push Chris into us... Leon is cool, Claire is cool, Jill is cool, New Guy seems cool. Chris is still the no personality gay marine that wouldn't need to exist if you just had put a fucking proper hard mode in the original Resident Evil.
 

babinro

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rob_simple said:
babinro said:
1) Run and gun.
Make it play a little like Uncharted with the non-pause inventory system from RE5. I think it would be extremely hard to properly challenge and scare the gamer using this style, but I'd prefer it to maintaining the RE4 control approach.
You mean the control system that made that game so unique and fun?

Judging by most of the rest of the post you just want to turn it into another Uncharted game, which I'd be fine with because I love the Uncharted series, but I'd rather RE6 went back to what made RE4 great rather than distance itself.

Oh, and just drop co-op altogether; we all know that survival horror isn't nearly as exhilarating if you've got a friend with you.
Yes, the very same control scheme that made it unique and fun :)

I loved RE4 and consider it among my top 5 games of all time. I feel as though the RE series is one that needs to evolve with time (for better or worse).

What I don't want to see is the RE4 formula getting milked (any more than it's constant re-releases have already done). It's the game that rejuvenated the franchise as people had gotten tired of the RE formula that preceded it.
 

Flailing Escapist

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1. Optional Co-op or remove it completely, please!

2. Better puzzles! The puzzles in 4 were just about perfect if still a little on the easy side. The puzzles in 5 were just too simple and too few.

3. Omfg zombies

4. Since its not "survival horror" anymore (Capcom is calling it "dramatic horror") I'd very much like to see the move and shoot combat system from Dead Space. As much as I like RE4 it would've played tighter with move and shoot Dead Space controls.

5. Its probably just me but I'd really like to dual wield (pistols, knives, sub-machine guns, shotguns - you name it) even if its not very accurate. RE5 w/ the inf ammo (or without, really) AND dual wielding would've added another 50 hours of gameplay to it.

6. I heard Capcom said that Wesker is dead but even so please give us a new antagonist. Or no antagonist at all? [sub]what a twist[/sub]

7. Better bosses than the ones in 5! The bosses and mini-bosses in 4 were all very good, different and you had to THINK to kill most of them. The bosses in 5 were just horrible.
RE4​
Chainsaw guys and ladies, rejenerators, IRON MAIDENS, Minigun fat guys, blind wolverine guys, Salazaar's right hand (left hand?) man, Salazaar himself, the village chief (Mendez?), IT, Krauser, Los Gigantes, Del Lago and the final boss.
I remember each and every one of these guys.

against

RE5​

Chainsaw guys, Minigun fat guys, REAPERS, that one sleazy guy and Wesker. The other bosses that I can't really describe sucked. If there were any other bosses I completely forgot about them.

Edit: Oh yeah and the "ax man" that they over-milked in that one really stupid Resident Evil movie. You know, that guy that showed up more often in any given match of Mercenaries than the entire RE5 game.
LordXel said:
4. Leon punches Chris. Please. Let him punch him just once. :p
This^ Capcom if you see this and let Leon punch Chris in the face just once in full screen with a resounding *thud* (maybe even break Chris's nose, hmmm?) I will forgive you for RE5 and DMC4. I'm still sore that you handed DMC to Ninja Theory but lets worry about one francise at a time.

But really the trailer for RE6 looks very promising the only thing I'm really afraid about is that the story will be too short or we won't spend enough time with each character. I'm afraid Capcom may have overdone themselves buy trying to fit (at least) three different protagonist in three(?) seperate locations into one game.

The first few seconds of the trailer I was afraid someone else might voice Leon (because he's wearing leather and hasn't shaved I was afraid them might give him a raspy voice) but as long as Leon in RE6 sounds like Leon from RE4 all is well.
 

ShakyFt Slasher

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I want it to have the same over-the-shoulder gunplay (with run and gun too) as RE4 and 5 but make it more like the classic RE's where every bullet matters and every enemy is menacing. Also I would like there to be puzzles but have all of the puzzles contain actual context and hopefully make more "real world" sense I guess. Bottom line: make it a TRUE survival horror game but keep the un-clunky gameplay of the newer RE's.
 

Arkley

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All these comments asking Capcom to stop pushing Chris on us or to have Leon punch Chris make me smile. Not because I don't agree with them, I too much prefer Leon as a character. It's just that it wasn't always this way. When RE2 first came out, people were all like; who the fuck's this male protagonist who isn't Chris? Then the N64 version rolled out with Chris guest starring in the mercenaries minigame, and people were overjoyed. When Code Veronica announced Chris was returning as a major character, people flipped with excitement - check reviews from the time, several of them make a point of celebrating that Chris, rather than Leon, had returned.

And now here we are, not all that much later when you think about it, shaking our fists at Capcom for daring to include Chris in a Resident Evil game, consoling ourselves with the fact that Leon, at least, co-stars.