15-02-13, 01:42 | #10041 |
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15-02-13, 03:37 | #10042 |
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I actually mastered RE6 controls, It's not difficult at all to me. The dive is very helpful for dodging and the combat is more engaging than in re5 IMO
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15-02-13, 03:48 | #10043 |
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I loved Resi 6's controls. I can go back (I've played Rev. & 5 since) but nothing else compares to it's fluidity. Being able to react on a whim is awesome.
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15-02-13, 04:40 | #10044 |
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That's the problem, good horror games need shoddy controls. Name one good survival horror game that doesn't have either tanky or just poor controls.
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15-02-13, 04:53 | #10045 |
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Joined: Feb 2008
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Making a character move poorly, only to increase the amount of tension and fear of not dying is stupid. Also, the idea that a survival horror game needs this to be successful is dumb. Also, how many survival horror games are there in current gen? Horror is kinda rare for the most part. Plenty games in the previous generations have crap controls as is.
Though, it's not survival, Alan Wake has good (enough) controls. As did Dead Island, though FPS controls are pretty basic all around. Last edited by robm_2007; 15-02-13 at 04:55. |
15-02-13, 05:04 | #10046 |
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If you give characters free movement that's very fluid the players start to feel in control, not something that's great for horror. And Dead islands movement was clunky and delayed at times, actually.
RE6 took fluid controls to the point where it made moving the characters worse, as if the goal was to make the game as un-scary as possible whilst still being bad at everything else. |
15-02-13, 05:06 | #10047 |
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RE6 isn't even a horror game anyway. 5 isn't either. Putting down the good controls because you dislike the genre direction isn't really fair.
And no offense to anybody, but if you dislike the controls because you are running into walls, etc. that's on you. That's not the games fault. It's yours for not controlling it properly. :/ |
15-02-13, 05:17 | #10048 | |
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Quote:
RE5's controls are tanky and slow, but they are at consistent. RE6 was really loose and allowed for greater freedom, but the animations and other actions didn't connect as well as they should have. |
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15-02-13, 05:17 | #10049 | |
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Quote:
Running into walls is hardly a problem, but standing next to the wall and the character deciding they want to use it for cover without my decision is. |
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15-02-13, 05:42 | #10050 |
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Joined: Dec 2009
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I think they're fine, hence why I said what I said. I literally have no issues with them at all. In fact, I find it rather easy and fluid to control.
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