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00Xander00 said:

@Shadow1980, I've never had a problem with Resi's tank controls. Tank controls in other games do feel clunky but Resi is different (particularly 0 & 1 remake) because the walking & running animation is really smooth that it makes most other tank (& even non-tank) controlled games (of 5th & 6th gen) feel clunky instead.

Your right that tank controls are a product of their time, but I believe Resi geniusly implemented them; the first zombie encounter (Resi 1) felt challenging as trying to turn around to get away within a time limit created a sense of panic. Accidently running into that wall would elevate that panic into extreme panic. That scare would then stick with the player for the rest of the game, making every new door, room, camera angle provoke the feeling of dread around every corner. Design choices like this were no accident despite being a product of it's time.

I really love the modern remakes & sequels. The controls are perfect but I cannot compare the two control schemes as they are both too different which changes how the games play to a fundamental degree. It would be like comparing the controls of a Shmup with Starfox (or Space Invaders with no Man's Sky). Each control style suits the particular mechanics & game design of the particular game.

Fair enough. There's no accounting for taste, after all.

@ConsoleWarVet While I'd argue that most games do benefit from 60 fps (though some are fine at 30 depending on genre), I do agree that, just like resolution, there is diminishing returns for frame rates. Like, I've played Halo Infinite in both 60 fps and 120 fps modes (and my TV does support that and made sure the settings were right) and I honestly couldn't tell much a difference. But I could always notice a leap going from clunky games like Perfect Dark on the N64 to a steady 30 fps with Halo CE to the 60 fps of most modern action games. I do also agree that maintaining a steady frame rate is very important regardless of what the target frame rate is.



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