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It's sad but mostly true.

My problem was that Parasite Eve 2 completely ruined tank controls for me. Adding a "press Square to target the nearest enemy in your line of sight" was very intuitive and nowhere near as fidgety as oldschool Resident Evil. Aya felt like she was wielding some really heavy weapons. Jill just felt clunky.

That, and PE2 made the bayonet a useful high-skill weapon.

The fixed camera also definitely added to the atmosphere. There is something uniquely cinematic to running down a corridor, the camera angle changing to be UNDER YOUR FEET, and you don't change the control at all. Because your character isn't actually changing direction.


For me, Survival Horror is always about having powerful weapons, but ammo restrictions force you to place shots carefully or evade enemies. That game design decision outweighs tank controls. That said, Dead Space has always felt to me like Doom 3: Limb Chopper Edition, even though it placed restrictions on ammunition. Meanwhile, Dark Souls felt like a good medieval S-H game. True S-H games have gameplay which force the player to plan ahead and ration resources, however those play out in the game.

Capcom, however, has never figured out how to do that outside Tank Controls.