BraLoD said: Drop the condescending attitude, will ya? |
It wasn't condescenting, this is the first time you're opening up with this discussion instead of making simple and short assertions, which coincidentally makes this not going into circles.
Before going on here, the analogy of Tidus is really, really bad, as I pointed out several gameplay sequences that are an integral part of the game (and the philosophy design behind it), whereas the thing you said is just a simple twenty-second video cutscene. Not a valid point of comparison.
I already made a reasoning backed up with the videogame director's view on it; there's nothing "fixated" on anything, and it is equally petting calling this out (might as well say we're both fixated, or neither, but can't be held one accounted for without the other since we fall on the same principle here). There's no essence here to be found of Resident Evil, neither in its action-oriented design (let's not forget the QTE staple added to it, which is yet another layer of player-action input), nor in the way the character interacts with the enviroment at all; especially not in the way you interact with enemies, being able to use not only weapons, but your body to defeat them, and resort to damage them in vital areas only to cause some sort of critical attack afterwards in a melee mode, just to name an example; monster bosses are also guilty of it, I'll go for it later. I'm not sure how you ran out of ammo at all, as someone who has beaten the game several times on the hardest difficulties, I've never found myself in that predicament. I think I've never had to resort to the knife save for breaking boxes or to try it around (never even used it to cheese the Krauser battle, even).
I don't really think how it made it more tense; if anything, the game itself realized just how goofy its premise was and rolled with it on its design. Big giant El Gigante thing? Just bring it to its knees, then press a button to see Leon climbing it and start attacking its root with a knife (though you can shoot it from below, but still). Later in the game they must have thought "what's better than one El Gigante? TWO EL GIGANTE!" and you have some really awkward fight on top of a lava place, cleverly placed so that you throw one into a pit. It's always the same, the game designs their bosses so that you always have some sort of action approach onto them. Salazar's bodyguard? Push around some nitrogen bottles. It? Drop the ground you're standing on! Krauser? Well, no point mentioning the Krauser battle, that's the goofiest of battles I'd say, especially since Leon can maneuver around him like he's some chinese action star.
I really haven't attacked RE4, as I've mentioned plenty of times how good the game is. As a Resident Evil, though? Nope, that's not Resident Evil. It is the downfall of the franchise in itself (because Resident Evil stopped being Resident Evil with it, and thus carried the name being something entirely different), but the good thing is that it is a fantastic game, so there's that at least. When you bring in a new game that bears absolutely no resemblance to previous games (and don't even bother establishing a proper link between them) and you can pretty much tell it's not the same if it had been called something different, then it doesn't really have much to say about how much it's disengaging itself of the traditional dogma and doing its own thing, effectively disregarding what was before it.