RPGFan1 said:
You could make the comparison towards any game. Just because the developers included it makes it a good idea? And I didn't say it was a bad game, I even said it was a good game, just worse than other "shooters," because that is what RE4 is. Why then was it included in Outbreak 2 and Resident Evil 6 that you could now move? It was later featured in games like the Dead Space series that were inspired by Resident Evil 4 and did a better job, as well as Shadow of the Damned, the Evil Within, all with the inclusion of movement while aiming. The developers didn't have to allow you to dash while shooting. If you look at every other example, as well as the other games I listed that came out around the time of Resident Evil 4, when you're holding your gun out you barely moved. The only thing not being able to move in Resident Evil 4 accomplished was to constantly make the player stop aiming and then move to a different location when in close range combat with a pistol and you had too many enemies around you. It's not like Resident Evil 4 wasn't easy as it was. The enemies sure dropped enough ammo, so even then, the "balancing" of the game definitely wasn't there. The only reason you could die was the high amount of damage enemies took off or the ohkos if they happened to land a hit. And archers in the game while they shot slow, did take a third of your health off. Let's not forget the games many QTEs which were added in there as a cheap death mechanic during cutscenes. |
You can make all the comparisons you want but at the end of the day you have to judge a game for what it does, not for what other games do and it doesn't. Or suddently Ikaruga is a bad game for lacking shoot'em up "genre standards" like bombs or upgradeable weapons?
Why then was it included in Outbreak 2 and Resident Evil 6 that you could now move?
I haven't played them, but why different games must play exactly the same? Besides, given RE 6's reception I wouldn't use it as an example.
The only thing not being able to move in Resident Evil 4 accomplished was to constantly make the player stop aiming and then move to a different location when in close range combat with a pistol and you had too many enemies around you.
If you don't want to move then switch to a Shotgun. Or a Flash Grenade. Encouraging use of different weapons by making each one good at a different situation sounds like a good thing in my book.
It's not like Resident Evil 4 wasn't easy as it was. The enemies sure dropped enough ammo, so even then, the "balancing" of the game definitely wasn't there. The only reason you could die was the high amount of damage enemies took off or the ohkos if they happened to land a hit. And archers in the game while they shot slow, did take a third of your health off. Let's not forget the games many QTEs which were added in there as a cheap death mechanic during cutscenes.
So it's easy or it isn't? Because I'm getting confused. First you say that it's too easy and then complain that enemies dealt too much damage. QTEs sucked, though.