Capcom Finally Allows Resident Evil Players to Run While Shooting

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Capcom Finally Allows Resident Evil Players to Run While Shooting

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Resident Evil: The Mercenaries 3D will bring a new aspect to the franchise that many fans have been asking for since the original game.

The release of Resident Evil 5 brought with it a controversy over survival horror franchise's control scheme that still didn't allow players to run and shoot at the same time. It's looking like Capcom may be easing its point of view on the matter, with new details from Famitsu magazine on the Nintendo 3DS's Resident Evil: The Mercenaries 3D revealing that the game will finally feature this ability.

Capcom said that it hasn't allowed gamers to run and shoot in Resident Evil because it adds a feeling of tension. It makes sense in gameplay terms, but admittedly is weird to be glued to the ground when you should be on the move from any number of dangerous monsters.

Mercenaries 3D is basically the Mercenaries modes of previous Resident Evil titles broadened into an entire game, and is a more action-packed style of gameplay that gives players specific objectives with a time limit. Mercenaries 3D will switch to a first-person mode whenever the player whips out his/her weapon, and in this mode players can move about freely even while firing off rounds.

This could be a new feature unique to Mercenaries 3D, or it could indicate that Capcom has taken the criticism over the matter to heart. According to game director Kazuhisa Inoue, control changes needed to be made to adjust to the 3DS, and the Mercenaries mode is more of a shooter, so it's entirely possible that the ability to move while shooting in Resident Evil may only last for this handheld iteration of the series.

Other details in Famitsu included that Mercenaries 3D will allow for fully customizable characters in terms of both skills and weaponry, similar to an RPG. Characters like Chris Redfield, Claire Redfield, Jack Krauser, and Hunk will each have specific strengths that can be upgraded and tailored over time. The game will also apparently feature co-op play over Wi-Fi.

Don't expect any revelations in Mercenaries 3D though, as Capcom admitted that it's being developed purely as an action game and won't have any storyline attached. This is just fine with me, as long as the game includes the triumphant return of Tofu.

Source: Andriasang, 1up

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sounds cool to me, cant wait to get a 3ds and give this a shot

I wasn't too bothered with no run and gun... Ok, in later levels where enemies either had huge damage dealers or instakill attacks, yeah I was, and boss fights weren't any better for its absence, but the worse had to be the knife. Not only was using it already awkward, but aiming it to fire was just crossing the line and made it useless. It was very strange that a special task force police officer turned into special agent (who was treated as cannon fodder... by the company he helped create... yeah that part was weird) couldn't grasp the concept of so much as walking while aiming when an engineer in heavy armor realized it while using mining tools.

About time. I understood not being able to run in the original games because it added to the horror aspect of survival horror. But since they made the series more action oriented they needed to add the ability to run a long time ago.

RE5 should have had it because it was more actiony than the others. All the other ones (even RE4 that switches between crazy action and horror) worked fine with standing and shooting. Plus, that is part of the franshise...

Now if I can manage to chew gum while playing, I'll be the master!

Just being able to backpedal and shoot would be good enough for me. (Especially when fighting those ****ing dogs...)

Finally. I didn't ask for much but at least give us the fuckin' realistic and more tense option to slowly step backwards or in any direction whilst aiming, would help preventing the frustation alot more also more realistic.

Resident Evil in first person is what worries me now...

Bah, am I the only one who doesn't like this decision? Not being able to move while shooting and such adds so much tension to everything. Resident Evil 5 would've been ridiculously easy if you could move while shooting. Having to carefully think about when you can reload and such was so awesome. It's a shame to see Capcom moving one step closer to the more casual audience that dislikes challenges.

Direbetus:
Bah, am I the only one who doesn't like this decision? Not being able to move while shooting and such adds so much tension to everything. Resident Evil 5 would've been ridiculously easy if you could move while shooting. Having to carefully think about when you can reload and such was so awesome. It's a shame to see Capcom moving one step closer to the more casual audience that dislikes challenges.

But can't you have tension while still being able to move freely around? Restricting movement in order to increase tension sounds like a lazy tactic, and it's one I never enjoyed. It may cause some tension, but it feels unwarranted because not being able to move feels backward in this day and age. Also, there's something about not being able to move while aiming that seems...obtrusive on a small screen like the DS.

Direbetus:
Bah, am I the only one who doesn't like this decision? Not being able to move while shooting and such adds so much tension to everything. Resident Evil 5 would've been ridiculously easy if you could move while shooting. Having to carefully think about when you can reload and such was so awesome. It's a shame to see Capcom moving one step closer to the more casual audience that dislikes challenges.

I don't think gamers disliked the challenge - it was the artificial nature of the challenge that bothered them. Like the 1 foot high box that your character can't get over because there's no jump function, not being able to move while shooting created challenges due to game mechanics that we all know do not exist in real life.

GOOD.

RE5 was bogged down aginst special infected fights (Chainsaw dude ect) because your combat was shoot a few times, run shoot, that should keep it running more smoothly.

Also, make AI partners not heal you when you so much as sneeze, she wastes ALL my herbs...

I didn't think it was important, i actually like the old way more. strategy>aiming skills but i guess is better since the games have become more action oriented

I have no problem with pause-and-shoot gameplay when Resident Evil was actual survival horror, but their slow push towards more of an action style has caused it to be a problem. It was a poor gameplay choice that just doesn't work in the context of where the series is going. I fully support this, but if they returned to a more survival horror-esque combat system then I'd have no problem with it.

fozzy360:

Direbetus:
Bah, am I the only one who doesn't like this decision? Not being able to move while shooting and such adds so much tension to everything. Resident Evil 5 would've been ridiculously easy if you could move while shooting. Having to carefully think about when you can reload and such was so awesome. It's a shame to see Capcom moving one step closer to the more casual audience that dislikes challenges.

But can't you have tension while still being able to move freely around? Restricting movement in order to increase tension sounds like a lazy tactic, and it's one I never enjoyed. It may cause some tension, but it feels unwarranted because not being able to move feels backward in this day and age. Also, there's something about not being able to move while aiming that seems...obtrusive on a small screen like the DS.

Of course, it is possible to create tension, case of point being Dead Space. But I don't really think the guys at Capcom are capable of doing that, even more so with a game like Resident Evil 5 where you're most of the time in open and light areas. I'm not someone who's generally bothered with forced game mechanics such as not being able to move while shooting, aiming and knifing for an instance. But maybe that has more to do with the fact that I'm used to it from more old school games.

cefm:

Direbetus:
Bah, am I the only one who doesn't like this decision? Not being able to move while shooting and such adds so much tension to everything. Resident Evil 5 would've been ridiculously easy if you could move while shooting. Having to carefully think about when you can reload and such was so awesome. It's a shame to see Capcom moving one step closer to the more casual audience that dislikes challenges.

I don't think gamers disliked the challenge - it was the artificial nature of the challenge that bothered them. Like the 1 foot high box that your character can't get over because there's no jump function, not being able to move while shooting created challenges due to game mechanics that we all know do not exist in real life.

If there was a wall you might need to jump behind for cover or such in Resident Evil 5, then you could do that. I thought they'd programmed it just "enough" when it comes to covers and such. I find it somewhat weird when people complain about that "this is not how it is in real life" when the game is about fighting parasites that inhabit human bodies and take them over, a man who's back from the dead thanks to a virus and similar things.

Direbetus:
Bah, am I the only one who doesn't like this decision? Not being able to move while shooting and such adds so much tension to everything. Resident Evil 5 would've been ridiculously easy if you could move while shooting. Having to carefully think about when you can reload and such was so awesome. It's a shame to see Capcom moving one step closer to the more casual audience that dislikes challenges.

By that logic, the best platform games are the ones with bad cameras so you can't see what you're supposed to be jumping for. Controls should not hinder your ability to play a game. That's called fake difficulty, and only the insane enjoy it.

Direbetus:
Of course, it is possible to create tension, case of point being Dead Space. But I don't really think the guys at Capcom are capable of doing that, even more so with a game like Resident Evil 5 where you're most of the time in open and light areas. I'm not someone who's generally bothered with forced game mechanics such as not being able to move while shooting, aiming and knifing for an instance. But maybe that has more to do with the fact that I'm used to it from more old school games.

Capcom can create tension without having to restrict movements. Look at the beginning of RE5. By itself, that part was plenty scary. You were overwhelmed, your ammo was low, danger was everywhere...that alone was fine enough, but then you had to stand still in order to shoot. My mindset went from "Oh shit, I'm gonna die, I'm gonna die" to "Move, stop, shoot, move, stop, shoot." It just doesn't feel right. The obtrusive nature of it took me out of the experience. But I think I see your point, too. This aspect of RE was one of the last throwbacks to the older entries and taking it away sheds that. Is it more nostalgia with you?

As much as I support the decision to allow movement while aiming, I'm a little leary of allowing "running." You can only move so fast while maintaining good aim. Then again, if anyone's going to be able to run and gun and make it plausible, it's Chris. Dude went Hokuto Shinken on a boulder without breaking his hands.

Straying Bullet:
Finally. I didn't ask for much but at least give us the fuckin' realistic and more tense option to slowly step backwards or in any direction whilst aiming, would help preventing the frustation alot more also more realistic.

Excuse me, have you ever fired a gun while even moving extremely slowly in any direction?

archvile93:

Direbetus:
Bah, am I the only one who doesn't like this decision? Not being able to move while shooting and such adds so much tension to everything. Resident Evil 5 would've been ridiculously easy if you could move while shooting. Having to carefully think about when you can reload and such was so awesome. It's a shame to see Capcom moving one step closer to the more casual audience that dislikes challenges.

By that logic, the best platform games are the ones with bad cameras so you can't see what you're supposed to be jumping for. Controls should not hinder your ability to play a game. That's called fake difficulty, and only the insane enjoy it.

There is a difference between game design decision and game design flaw. What you are describing is a game design flaw. Nobody wants bad camera movement in their game, and it happens because the developer wasn't able to pull it off properly.
A game design decision is something the developer wants to do, whether or not others will like it. You don't, that's fine, don't come saying now "there are good decisions and there are dumb ones", because that's both missing the point and wrong.
Neither is this fake difficulty, it just means you have to decide between running away to get a good spot to shoot from and shooting from where you are standing now. I don't get why this is such an enormous problem for so many people.

Gladion:

Excuse me, have you ever fired a gun while even moving extremely slowly in any direction?

To be perfectly, honest yes. At least with an handheld pistol, rifles are another question. I am not amused RE5 had to glue you to the surface everytime you decided to aim, how HARD is it to go backwards whilst aiming and taking a few shots before inching away whilst still keeping a decent aim at your target?

It's possible but it's just what I consider bad game design. It wasn't creation tension but frustation.

About Fucking Time. Dead Space allowed me to do that way before RE5. and capcom's now deciding to put it in? I can understand standing still with a sniper rifle or rocket launcher, but why not be able to move around with a shotgun, pistol, SMG or assault rifle?

Nooo! It's ruined forever!

Gladion:

Straying Bullet:
Finally. I didn't ask for much but at least give us the fuckin' realistic and more tense option to slowly step backwards or in any direction whilst aiming, would help preventing the frustation alot more also more realistic.

Excuse me, have you ever fired a gun while even moving extremely slowly in any direction?

archvile93:

Direbetus:
Bah, am I the only one who doesn't like this decision? Not being able to move while shooting and such adds so much tension to everything. Resident Evil 5 would've been ridiculously easy if you could move while shooting. Having to carefully think about when you can reload and such was so awesome. It's a shame to see Capcom moving one step closer to the more casual audience that dislikes challenges.

By that logic, the best platform games are the ones with bad cameras so you can't see what you're supposed to be jumping for. Controls should not hinder your ability to play a game. That's called fake difficulty, and only the insane enjoy it.

There is a difference between game design decision and game design flaw. What you are describing is a game design flaw. Nobody wants bad camera movement in their game, and it happens because the developer wasn't able to pull it off properly.
A game design decision is something the developer wants to do, whether or not others will like it. You don't, that's fine, don't come saying now "there are good decisions and there are dumb ones", because that's both missing the point and wrong.
Neither is this fake difficulty, it just means you have to decide between running away to get a good spot to shoot from and shooting from where you are standing now. I don't get why this is such an enormous problem for so many people.

To your first response, I can do it, so it stands reasonable to assume a well trained killing machine can. Second there are dumb design decision that are intentional, such as the TF2 heavy being completely useless, and outgunned by even the medic. Another example that's not real would be say if in any CoD game you weren't allowed to pick up ammo and guns off the ground, so the game would force you to make every shot count. You can't tell me that would could be a good or bad idea depending on how you look at it. And another example would be Epic Mickey. Warren Specter claimed that he thought of the game as more of an action adventure than a platformer, so he used a camera more for action adventures. Now everyone hates the camera because he failed to realize that he made a platformer and should've used a platformer camera. That was apperently a deliberate design decision, but that clearly didn't mean it was debateable whether or not it was a good or bad idea. So with this in mind, don't go telling me that just because a design was deliberate means by default it can't be dumb.

I fucking HATE Time Limits.

I don't even like them in Racing Games when they stop me from gettin across the target line (wich is a different thing from driving for the best time).

This Games just fell into the Oblivion of my Interest. X-P

ALSO: The Mercenaries Modes weren't really good.

Yes!!! H.U.N.K. is back in all of his neck-snapping, head-punting glory. And I think the not-being-able-to-move-while-shooting was perfectly acceptable in RE4, where it almost felt like an arcade game in some aspects, and really did help the tension and strategy- as in running to a place where you could bottleneck your enemies and such- in Re4 the rooms were less linear, and all of the big confrontations with multiple enemies did not take place in a CoD-esque linear tunnel-vision map like RE5 (It's main failing, I think, was that you almost always had to stand and fight whereas in RE4 it was more strategy-dependent and flexible.

I, for one, am glad that you can finally run while shooting. But alot of people still like standing still while shooting, couldn't Capcom implement both control schemes into the game and let the player choose which one they want to use?

archvile93:
snip

Good thing you can shoot while moving and still keep perfect aim, I believe you, you win this argument.

About the other thing... I can just say wow, nice job. I even was able to predict the exact same content you just said and you didn't even care. Whatever, let's try again:
You said not being able to walk and shoot at the same time in a shooting-game is as if the camera was looking at something other than what you want to look at in a platformer and thus, will have to take a wild guess (and adding a cute but annoying insult) - I simply said this is wrong because one thing is more of a deliberate choice and the other is more like a bug - and I will repeat myself from the first post in capital letters because you obviously overlooked it there - THEY MAKE THE DECISION WHETHER OR NOT OTHER WILL LIKE IT. YOU DON'T, THAT'S FINE.
I personally liked it that way, it made it different and I thought it was more intense that way, and that's fine, too. So now this is going to feel like any other shooter but hey - there's no reason to believe this will be necessarily applied for RE6. Not to mention that Capcom said they wanted to do something completely different again with that one.

Gladion:

archvile93:
snip

Good thing you can shoot while moving and still keep perfect aim, I believe you, you win this argument.

About the other thing... I can just say wow, nice job. I even was able to predict the exact same content you just said and you didn't even care. Whatever, let's try again:
You said not being able to walk and shoot at the same time in a shooting-game is as if the camera was looking at something other than what you want to look at in a platformer and thus, will have to take a wild guess (and adding a cute but annoying insult) - I simply said this is wrong because one thing is more of a deliberate choice and the other is more like a bug - and I will repeat myself from the first post in capital letters because you obviously overlooked it there - THEY MAKE THE DECISION WHETHER OR NOT OTHER WILL LIKE IT. YOU DON'T, THAT'S FINE.
I personally liked it that way, it made it different and I thought it was more intense that way, and that's fine, too. So now this is going to feel like any other shooter but hey - there's no reason to believe this will be necessarily applied for RE6. Not to mention that Capcom said they wanted to do something completely different again with that one.

I didn't say I can sprint while keeping a steady aim, but I can keep the sights lined up while moving at a slow, deliberate pace, I don't have to stand completely still to shoot. Second, I don't think you understand one thing. Specter (at least this is what he said) put that crap camera in deliberately, as in, he could've used a better camera but didn't, so it wasn't a bug it was a deliberate design decision, just like RE's no shooting while moving because your character is inept with a gun. Fine though, if you would rather the challenge in the game come from struggling with the controls rather then through good game design, then I guess we'll have to agree to disagree.

I must admit I've only ever played any Resident Evil at a friends house but even I can tell it's not far more tiled towards third person shooter than horror survival. The fact that you are trying to survive from a pack of zombies (or w/e they're technically called) could be arguably be called horror but it's only survival in as much as Halo or Call of Duty are survival because there's a bunch of enemies on screen. Point being, not being able to walk and shoot at the same time probably made sense in RE1 when a single zombie is a threat but if you're using assault gear to mow down a pack of dozens you might as well make controls that match the game.

Mercenaries 3D will switch to a first-person mode whenever the player whips out his/her weapon, and in this mode players can move about freely even while firing off rounds. - I reall don't like the sound of that

RE was all about third person shooting . I didn't really mind the no running while shooting, especially because it wasn't all about shooting tons of zombies in a 2x2 room like Left 4 Dead. ( I'm talking about the first games, I hated RE 4 and 5 ).

I'm not really sre how I feel about this. I guess it shows that this game really is going balls out action in place of horror, I mean at least 4 was tense as hell with those regenerating monsters you had to kill, and being glued to the floor really did add to the tension, even if it didn't make too much sense.

I wonder what 6 will be like?

So it took them five years to realise that having tank controls with a different camera angle doesn't work? I liked Resi 4 & 5 but the stand and shoot was not tension but frustration.

THANK GOD FOR 3D TECHNOLOGY!!!

Without it how could Capcom have EVER figured out how to let people to RUN AND SHOOT AT THE SAME TIME?!?!

I'd never played a RE game until the fourth one started making it's way to the top of all the "Best of PS2" lists. I gave it a try. It was fun, but I just couldn't deal with standing in place while trying to survive a hoard of murderous zombies. It was infuriating! I'm sure the whole playing-bodyguard-for-a-useless-little-girl had something to do with it too though...

fozzy360:

Direbetus:
Of course, it is possible to create tension, case of point being Dead Space. But I don't really think the guys at Capcom are capable of doing that, even more so with a game like Resident Evil 5 where you're most of the time in open and light areas. I'm not someone who's generally bothered with forced game mechanics such as not being able to move while shooting, aiming and knifing for an instance. But maybe that has more to do with the fact that I'm used to it from more old school games.

Capcom can create tension without having to restrict movements. Look at the beginning of RE5. By itself, that part was plenty scary. You were overwhelmed, your ammo was low, danger was everywhere...that alone was fine enough, but then you had to stand still in order to shoot. My mindset went from "Oh shit, I'm gonna die, I'm gonna die" to "Move, stop, shoot, move, stop, shoot." It just doesn't feel right. The obtrusive nature of it took me out of the experience. But I think I see your point, too. This aspect of RE was one of the last throwbacks to the older entries and taking it away sheds that. Is it more nostalgia with you?

The only part from the beginning of RE5 that featured any level of tension was when you suddenly have to flee from the swarm of africans. The fact that you've got a partner that will keep you alive over and over also removes alot of tension, because no matter what happens, said person will be there to save you. I thought there was more than enough ammo laying around waiting for me to pick it up and all. Yeah, it is pretty nostalgia to me, I grew up with Resident Evil 2, so them removing yet another aspect of it that makes it Resident Evil is kinda saddening. Other than characters there is nothing about it that makes it Resident Evil now. Much like Lords of Shadow wasn't a real Castlevania.

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