Resi 6 will reboot series, says Takeuchi
Plus: Resi 5 demo downloaded 4m times.
With weeks still to go until the release of Resident Evil 5, producer Jun Takeuchi has already been talking about the sixth instalment in the series.
Specifically he's been talking to 1UP which reports that, "Resident Evil 5 is practically guaranteed to be the last of its kind, with... Takeuchi assuring us that a reboot is in order for the inevitable Resident Evil 6."
But what could that mean? A brand new control system? Bunnies instead of zombies? No racism? Takeuchi didn't say, unfortunately, and we'll have to wait months, at the very least, to find out.
Still, there's always Resident Evil 5, down for a 13th March release on PS3 and Xbox 360. The playable demo has already proved popular, with Takeuchi telling MTV it's been downloaded 4 million times.
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Comments (74) Latest comment 3 years ago
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also the fact that you always have enough bullets to decimate africa's zombie(!!) population kind of defeats the purpose of the game. i'm still hoping for Silent Hill 5 to prove critics wrong and blow me away.
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But the resi 5 demo really annoyed me. The control system is so broken for that type of game. So much so that I will not be buying this game at release and will instead wait a few months until the price drops and pick it up for cheap. I cannot really afford to buy games that I am not too comfortable playing, no matter how much I enjoy the story.
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RE5 Demo otherwise was much more playable despite the hated stop and shoot and awkward control in this time and age needed a serious updating. I m looking forward to RE5 which I think would be much more fun than SH.
Still I do consider SH2 to be the best example of survival horror, relying more on audio/visual scares rather than just the limited control which are more obvious in RE series.
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"Oh but 6 is going to be so new and innovative...." says producers whilst jamming phone books into trousers.
Sounds like someone is preparing for a damage limitation exercise.
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edit: first post responded to the # of downloads. This one was after actually reading it, sort of...
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and if you eurogamer wants to pretend that savage things don't happen in africa that's fine but i can see already that they will let their misplaced sense of colonial guilt affect the way they score it. They'll claim it's score reflects it's poor control system or that it is too action packed with not enough puzzles.
7/10 i imagine, just to cover their backs if the shit hits the fan in the media.
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Are there actually people that care about SFIV?!
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Well I loved 4 and love 5!
Did any of you actually play co-op on it with a friend? Not a random but an actual friend that you've played games with before and can communicate tactics with via a headset/mic because it's SO much better then.
Also EG; very childish and kind of sadistic to bring up the racism row again, I kind of hate the people that run this site actually.
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Er... yes.
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Amazing. But then again, my tastes usually don't correspond with the sales charts...
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Well done for being the only person in real life who can do this accurately. Everyone else stops and aims.
And if your answer to that is, "Yes but I want games to be FUN!" well, if you want a first person shooter then go and play one of the millions (and if it's any good then you should have to stop moving before you're accurate anyway). TBH with RE, why even bother turning up if you can't cope? The skill in knowing when to stop and aim is a key, brilliant differentiator for the series.
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Res Evil 5 is perhaps a good game in some ways, but it is also in many ways a bloody awful terrible and badly designed game. The platform has nothing to do with it.
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Wow - you managed to deduce a whole game being badly designed from a 5 minute demo? Impressive stuff.
Im no resi fan, or hater - I loved the first, but basically havnt played one through until the end since as I got bored. Resi 5, who knows - could be good, could be bad. But let wait until we play it all until we start slagging it off.
Its like people who write reviews on play.com for games and CD's not out yet saying its brill cos theyre a fan? How can you have an opinion of something you havent seen or played the final product of. Demos are very miss reperesentative of any game, like Dead Space, Simpsons etc. Awful demos - alright games.
And yes Les, there are people who care about SF4 haha. Look at the sales figures.
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However, I too would like to see it go back to a proper scary setting like the mansion, with proper zombies (although the excellent and terrifying Crimson Heads are allowed) and actual proper scares and tension, not action disguised as a survival horror.
That said, I love Resi 4 and I will at least rent Resi 5, but I'm a bit more keen on proper horror a la the first game and the REmake.
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If random sceary enemies that wanted to puncture me a new asshole was running towards me I'd run out of there like Sonic the Hedgehog, plastering bullets everywhere as I leave, I wouldn't be standing there like I have some kind of gay-arthitis playing around with a gun.
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Sarcasm is clearly lost on some of you...
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Exactly. I love SFIV and i will love RE5 for the same reasons.
Its old school Capcom gameplay with amazing modern graphics.
I wouldnt have it any other way.
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it's still the same stupid control system where you get hit mostly because you're not allowed to shoot and run, or you have to stop, turn and run.
Yep. I don't understand why they continue to bring out these gimped control systems it turned Resi 4 into a chore for me on Cube, I wouldn't mind if readying your weapon slowed you to a walk (so you're not a man-shaped, gyro-stabilised hovertank like in FPS/TPS games) but the clumsy nature of the controls is just baffling in this age.
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Iteration is nothing bad; it created such brilliant games as Super Mario World, Super Metroid, and Resident Evil 2. Innovation is a risky endeavour, but when it pays off you get things like Mario 64.
Japanese developers prefer iteration to innovation; that's a cultural thing. Not necessarily a bad thing, at least not all the time. I can see where people might have a problem with the RE5 controls, particularly after Dead Space, but personally I'm fine with it. Ditto for Streetfighter 4, but that's far, far away a deeper, more interesting fighting experience than SF2; they're similar on face value but very different from an advanced perspective.
I personally like the direction Capcom are taking, and wish them luck.
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translated "we moved away from what people liked about RE with RE4, and while that game was success it's really hitting home with the public reception of the carbon copy RE5 it's not what they want. Also we REALLY cocked it up by adding co-op, but we'll fix it all for the next one. Honest"
Anyway REALLY excellent news which makes me hopeful my favourite game series ever will return to it once great form.
/ awaits the return of survival horror eagerly, playing RE 1-CV in the meantime.
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As for Resident Evil 5, I didn't have any problems with the controls, (except the action and run buttons were the wrong way round) since I've been playing since the PSone original. What I did have a problem with, is the fact that the game now seems to be a co-op game with a badly thought out single player. Admittedly, co-op was quite fun and I've no problem at all with Resident Evil 5 including it. What annoys me is the fact that all the changes needed to allow co-op (such as the real-time inventory) have spilled over into single-player.
It's unlikely I will buy this on release. I'll probably wait for the price to tumble first.
My favourite in the series so far is Resident Evil Remake on the GameCube. It had all the atmosphere of the original PSone version, but with even better graphics to carry it off.
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No. That would be ridiculous.
Personally, just like Count Fapula, I liked Resident Evil long before it was cool. In fact, I might have liked it before it was mooted. And my Dad may have bought me a Chelsea season ticket, but I liked them when they were rubbish too, and used to play Queens Park Warriors. And stuff.
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Resi5 its more like Resi4.5
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@RobG:
Now that's not entirely true is it. People stop to shoot, they don't have to stop to aim. They don't normally drop their gun down to their side in order to be able to shuffle forward a few steps!
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"Wow - you managed to deduce a whole game being badly designed from a 5 minute demo? Impressive stuff."
I managed to deduce that the core control system, which I imagine doesn't change throughout much of the game, and is fundamental to my enjoyment of the game, was attrociously designed. Yes I did, without any trouble whatsoever. 5 minutes was more than enough time as it happens.
On a more serious note, I understand what you are saying about the demo not representing the whole game. But the demo gave me enough information about some very fundamental aspects of the game that I knew I would find the experience of playing the whole thing a frustrating one.
@KillallHippies
"They'll claim it's score reflects it's poor control systems"
Well they would be right then wouldn't they. Based on controls alone I would give Res5 a 3/10.
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That was before Dead Space came out. And (judging by the demo) RE5 is even more action oriented and less slow paced then RE4 is, making a change in controls more welcome then ever.
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You're confusing "aiming" with "vaguely pointing the gun in the right direction". You still have to aim. Otherwise absolutely nothing would stop you firing accurately whilst moving. What? But it wouldn't go where you were aiming? Yes it would, it's just you can't aim while you're running.
And hell, how many people can run with a gun lined up between their eye and the target and not trip over?
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1. Axe the AI! Or Give more control options!
2. Bring back the merchant and give him a story(I alway thought it was gonna be Wesker for some reason)
3. Stop enemies spawning ammo.
4. Alternate Endings
5. No steroids to be given to lead characters.
6. Make key items take inventory space again
7. Delinearise the levels, I felt like I was on rails in RE4
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Then you'd have to give RE 4 the same score since the controls are so similar, a game which has an average score of 96% and only shows that your opinion is such an outlier as to be worthless.
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i would prefer dead space controls but resi 5 will be the better game.
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Wrong! For that exact reason as well.
I feel better now.
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Or maybe they don't want a next version of RE4? Maybe they wanted (and still want) a next gen version of Resident Evil....
Besides good old Street fighter doesn't piss all over it's heritage like RE4 did (well except for the movie one!)
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What's the matter, too lazy to get to grips with the control setup?
Don't worry, tons of other games to choose from. ^_^
Anyway, the topic's Resident Evil 6 and the reboot it's going to be. But oh dear, what shall this reboot be? Since there's no info to work from, everything is pure speculation based on experience. So what are the options:
(1) A "next gen" revamp a la RE4. The next evolutionary step, after 5 tries to expand upon the potential of 4. What this revamp entails? Everyone's guess is as good as everyone's guess, save for the developers. Perhaps there's finally run and gun in there, but by the time RE6 is going gold, most of the Controlz Whinerz(tm) will probably cry for their latest control puppy which was "shamefully omitted".
Time to be more proactive than ever, Capcom. ^_^
(2) A complete return to the old. Big, scary locale, fear of the unknown, puzzles, fast spooks and the Comeback of the mighty Square Crank and Valve Handle. Jill, Chris & co. dance with the Undead yet again in a parallell universe. Now with extra backtracking and please get that dialogue cheesier than ever.
(3) A complete overhaul. New characters, new controls new story, new enemies, new venues because we've beaten the STARS/Umbrella plot line to a bloody pulp i.e. closed all loose odds and ends. Think "Apollo Justice", but without the Phoenix Wright shoe horn. Thing is, wouldn't that warrant a whole new name for the game? Pshnah.
Add freely.
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@all the people crying about run+shoot....stop being a pussy, fuck off and play an FPS or something. I didn't have a problem in the demo, same as I didn't have a problem in 4.
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"I don't remember anyone complaining about the controls in RE4. I've yet to play this demo, but if it's the same as RE4, that's fine by me."
Its a fair point, but there are differences between Re4 and Re5 in what the game demands of you. The Res series has recently shifted its focus from creepy lumbering "get of of my personal space Mr zombie" toward modern day "28 days later" sprinty zombies.
Re4 had the same sense of scale, but it didn;t have the same pace as Re5. 5 is very action oriented, and the control system is simply the wrong one for the job. In something like Fatal frame it might have been fine, but in this game it is woefully misplaced imo.
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Nonsense. Firstly, realism means nothing if the end result is less fun for it. Secondly, the system is simply NOT realistic. The Dead Space controls are more realistic if anything. I've fired a few guns in my time (I'm a crap shot, lets be clear) and I guarantee that I could shoot almost as well (i.e. badly) moving at a crawl paced walk as I could standing still.
And if I needed to be more accurate I could simply stop moving and AIM the gun that is already right in front of my eyes and already lined up with my target.
And you know what, if a zombie (or a 7 foot tall executioner swining an axe as big as I am) was stood 2 feet behind me and to the right, I'd probably bloody know about it too. And I could turn around in a quarter of a second and then stick several unaimed shots (which would be fine at that range) into him. I'll be damned if the same can be said of RE5 about any of that.
Realism indeed.
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Well... I said "move and shoot". I don't need to be able to run, just bloody move with a gun pointed. I'd rather have a game that is fun, fun, fun, than one that feels like I've dived into a pool of treacle. Stop being a pussy? Since when has gaming been about manly stuff like fighting with the controls? Oh yeah... since bastard middle-Americanism syndrome took hold.
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Unfortunately, for sad individuals searching for a way to elevate their self esteem, always.
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But the GAME is not the same. Simply put, the controls of Res5 aren't up to the job. Maybe they have been passable in other games along the lines of hostory, but that is barely relevant.
"If you want to play gears or dead space, guess what? Put them in your fucking disc and play it. Don't bitch and whine about how this doesn't copy other games"
Isn't that partly what these pages are for?
"But please, at least stop whining about it every five minutes. It gets tedious."
This is probably true. Point taken.
/exits
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It's the same with Metal Gear Solid. My friend can't play that for the life of him, but he enjoys watching it be played well. MGS4 at least added some control to the camera, whereas this was just a mess imo. I'm not going to retune my brain for a game that hasn't moved on. I've been playing (brings out CV) since the days of the speccy 48k, so I know enough from my early years of playing with anally retentive controls. Simple thing is, this was acceptable last-gen, but why do you think there's talk of a reboot to the series already? Because they understand that they can make the controls a lot nicer maybe?
Dead Rising next please!
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If you want to wave your willy and suggest that being weak or stupid (very dangerous ground given how you have represented yourself thus far) has anything whatsoever to do with it then knock yourself out. It means nothing to me.
I'm in my mid-thirties, have been playing games since I can remember and make them for a living. And when I played the demo of ResEvil 5 I immediately thought (as did almost everyone I have talked to, for what that is worth) these controls are utter shit compared to many other games I have played recently.
That is all I care about.
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Yeah, keep working that one. Shoot the messenger and everything will be ok.
The thing is, the controls of a game should not be what provides the challenge. The controls are my interface with the game environment. They are what allows me to meet the actual in-game challenges I am presented with. Its not that I couldn't persevere with the controls, or learn them eventually (and seriously, finding 6 different ways to tell me I an uncoordinated isn't going to wash. I know I'm not, regardless of whether you agree). Its more than I simply can't be arsed.
Why should I spend time grappling with bad controls when I can simply play another game that is better put together?
"also, out of curiosity, what games have you made?"
I like my anonimity thanks very much (not that I am anyone that anyone else has heard of). Regardless, its not relevant. I can speak as a gamer about my experience playing a game, and I don't need any qualifications in order to do so. I probably shouldn't have mentioned I worked on games (though its known among many on here), but I did so in an effort to refute your suggestion that I was someone who was struggling simple because they were not "used to games".
Anwyay, you are quite right about me poking my oar in when I've clearly got issues with the title in question. So I'll shut up (I'm getting dejavu here, but this time I shall mean it)
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I'm not particularly interested in RE5. But I enjoy a discussion, especially if it's about controls. IMO controls are (and always will be) the biggest constraint of video games.
IMHO complex controls are a sign of poor development skills. Either the developer uses poor controls to artificially increase the difficulty or it just hasn't given them (and the rest of the game design) enough thought.
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For me (besides the 'feel' aspect) the biggest problem is that they don't adhere to control 'conventions'. I'm not the type of gamer that finishes a game before moving on to the next. I start a game, play it a couple of days/weeks and move on to another. Sometimes it takes months before I return to it again. A highly unique control scheme means it's hard to get back in and up to speed quickly.
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Ok, I'll break it down into my observations and I'll try and be as objective as possible (which I've not really been so far - "controls" is a pretty wide area).
Ok.
The gameplay of Res5 seems to focus on the feeling of being surrounded by enemies. Older res games rarely broke enemies up into fast moving groups. They tended to clump them together, or have them shambling toward you at a manageable rate from various parts of a room, or if they did spring a fast moving bugger on you it tended to be all by itself. Older res evil games also worked on a room system, so you were usually aware of where the doors were and that is where enemies would come from. As such the limited camera and character movement systems did not majorly hamper the experience (though they have still looked progressively dated over the years).
Res5 puts enemies around you, and gives them many "entry points" (be that doors, or windows, or climbing up onto the roof next to you, or whatever). In such a system the player HAS to be able to establish an awareness of their surroundings. A wide angle camera, quick turning, effectively being able to drop or at least DELAY a nearby antogonist all contribute to the player being able to gain that awareness.
Granting the player an awareness of their surrounding is not inherrently making the game easy, it is simply equipping them for the challenge ahead. A game like Ninja Gaiden or God of War can be absurdly difficult, but a practised player will always feel like they are able to react. In fact, a suitable control and camera system allows you to actually increase the difficulty and ask more of the player, as you know they have the tools with which to respond.
When I talk generally about controls I might even say that the controls are not really part of the gameplay - rather they are the bridge between the player and the gameplay.
Ideally there be no controls at all. If you wanted to punch an opponent, you would simply move your own arm and punch. If you wanted to shoot you would raise your arm and shoot (this obviously isn't so straight forward when you are not controlling a humanoid avatar, Flower being an example).
Now Wii Sports not withstanding we can't remove abstraction completely, so we try to reduce it. The Fight Night games let you control your boxer's punches by manipulating the analgue sticks. Its not like really swining your own arm, but its closer than presing a button. Other games do more or less of a job of reducing the abstraction, but the intent is the same.
What I have found with ResE5 is that the level of abstraction is very high. I can't turn quickly, like I can in real life. I can't move and aim, like I can in real life. I can't have a quick look over my shoulder (or otherwise make myself aware of someone creeping up on me), like I can in real life.
All of that aside, and trying to be more objective about things, I felt that R5 made a couple of other poor errors in judgement. One was making your own progress dependant on a very frail co-op partner, and the other was in how it teaches (or doesn't teach) the player.
The teaching subject is a quick one. There is barely any teaching. Any player coming to the demo without a history of ResE play will struggle to even pick ammo up off the floor under pressure. For a demo, the lack of handholding and teaching was abominable. By all means let experienced players turn it off, but don't leave it out completely.
On co-op.
Its bad enough that an AI controlled character can't keep itself alive with even a basic amount of autonomy, but the issues I described above make it hard to even keep track of where the AI character is. I realise there is a "where is my partner" button, but that felt like a sticking plaster to me - an admission that the basic interface was not up to the job of letting the player stay aware of their environment.
Think of playing the game with a human partner. The death of either character fails the game for both players. In my book this is a huge mistake for one key reason. It requires that both players be skilled for either player to have fun. Imagine a situation in Halo, where one l33t player is co-op'ing with a n00b (to use the preferred terminology). The n00b can die numerous times, but the l33t player is still able to maintain progress. The leet player has fun being awesome, and the n00b has fun just taking part in the action.
Imagine the same scene again, where every time the n00b player dies both players find their checkpoint reset. 5 minutes of the play and the l33t player is telling the n00b to piss out out of his game and he is now instead looking for a "better" team mate.
Back on the subject of spacial awareness (and this is the last point before I fully fire up the waffling engine), Warren Spector once described the fun a player can gain from a game environment as resulting from the slow taking of control. Initially the player is in the enemy's house, and they control nothing. Then over time they defeat enemies, control systems, lock doors and so on, and slowly the environment becomes the player's house. A sense of control builds and satisfaction results (and even sets the designer up to spring a reversal on the player to restore tension).
In R5 I never felt like I was gaining control of the environment, purely because I was not equipped to react to what I was faced with. Perserverance may have solved that problem by degrees, but Dead Space let me feel like I was learning from the off... and I only have so much money to spend.
I wonder how often the question was asked "Is it more or less fun"?
Is it more or less fun that I can't move when I am aiming?
Is it more or less fun that the death of my AI partner ends my game?
Is it more or less fun that the camera is close and slow, so I keep getting grabbed from behind by monsters I didn't know were there?
Is it more or less fun that my saves are limited both in number AND location? (I don't know if that is still the case)
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There's just something about suggestions of FPS like controls in relation to resident evil I just don't like but I can't put my finger on what. But then I also miss old slow zombies