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Rainbird said:
smallflyingtaco said:
If I get your post you think the bad controls are a good idea as they increase tension. Making the controls suck to increase stress or tension is not a good idea in my opinion because they are confusing the sort of tension they are creating. They may be trying to increase the tension of the game but this is the sort of tension being stuck in gridlock for hours creates not the sort of tension you experience when something large moves through the fog shrouded beam of your flashlight late at night. The first makes the game sort of a chore the later makes the game sort of scary.

To sum up, I disagree with your opinion.

I think you are confusing outright bad controls with the controls of RE5.

The controls in RE5 are a good choice when controlling a game like RE5, I.E. a game that isn't like Gears of War and Uncharted: Drake's Fortune.

RE5 is most definetly playable, but the controls are different then what we are used to, so you need to get used to them before you can play well.

Since you can't move while aiming/reloading, it means you have to make a tactical choice so you don't get run down by zombies before you are ready. Likewise, you have to make sure you have enough ammo all the time, since it is scarce compared to other games.

These mechanics (and others) all make sure that RE5 is a game of completely different pace and type compared to say GeoW.

I would not, and did not, compare it with Gears or ask for it to be like Gears.  I think a better comparison is Dead Space even though it lacks a coop element.  Dead Space though has good controls, as in they are pretty intuitive and your fighting aliens not the controls in the game. 

The not moving/aiming is just dumb.  It does not encourage any sort of realistic tactical choice.  It is the sort of feature that makes your character seem handicapped and inappropriate for a member of a anti-bioterrorism police force.

 



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