The most important factor in any game that makes or breaks any game is controls. RE 4 and 5 nail controls keeping a distinct Resident Evil kind of feel, but doesn't make you feel like you are controlling a tank. Some say that the controls for these games are stupid and flawed, but I personally think it adds to the intensity of the game and makes the game what it is. It's like Maria without the jumping. I think the same would apply to a Resident Evil game without stopping over-the-shoulder aiming.* What ever the critics have to say, the shooting mechanics work out well and is easy to get used to. Because of the fact that you have to stop and aim to shoot, it leaves a sense of urgency because there is usually always more than one enemy advancing towards you. This forces you to move quickly and think fast because by the time you manage to take out one, your next enemy will be a few steps away from you, making you always keep in mind the distance between you and the enemy.
RE4's setting always sets a foreboding mood always making you paranoid about what lies around each corner. From the run down houses of a Spanish village to the outer walls of an old castle, there was always a sense of danger no matter where you were. This eventually leads you into a fake sense of security, because after feeling like you are in danger for so long, you begin to suspect that nothing bad is going to happen and the music and lighting is just there to freak you out. Right after that false sense of security is set in place, something freaky happens after you've let your guard down.
And example of such would be when you are playing as Ashely Graham, the daughter of the president who you must protect, all alone. You are trying to get back to Leon and must go through a mini maze to reunite with him. This maze has a dark, terrorizing feel; it is lit only by your flashlight and there are many dark corners. There are several places where you think an enemy might pop up, several items you suspect may knock over, and you think the suits of armor you pass by are going to turn to life and try to kill you. All of this happens while eerie music is playing, making you think that at any moment something hazardous might occur. After so long, you begin to think that it's all just a ruse to try and freak the hell out of you, and you just run along the rest of the way not afraid of anything. You get to the end and get the key item you need to obtain to unlock the door reuniting you with Leon, but suddenly out of the darkness you hear rhythmic clanking. WELL I NEVER HEARD THAT BEFORE!!! Before you can get your head together, you see a suit of armor walking towards you in the light of your flashlight, you are now terrified out of your mind and you begin running away. Unfortunately, there are 3 other suits of armor chasing after you along with the first one. You run away and think you're home clear, then those items you thought would drop and hurt you begin to drop and you have to dodge them. Wonderful.
It situations such as those that really make you scared. When you are unarmed, and you are driven into paranoia making you scared to turn each and every corner.
Not to mention, that if you were Leon Kennedy or Chris Redfield; your arms would
probably be shaking faster than a six year old that just took a caffeine pill, at the sight
of a horde of zombies trying to kill you. Running and aiming probably wouldn't be the
best idea in the world, so you actually might want to stop and aim. Makes sense if you
ask me.
Sure, it's still like controlling a tank, but it's not like it's a bad thing. I have always taken the
game's controls as a challenge, but it's not a broken challenge, because it's not impossible. It's not
Ninja Gaiden where you must know how to do things through hours of trial and error. Resident
Evil's controls force you to strategically create space between you and the enemy, know when
and where to use what kind of weapon, and keep a cool head as enemies advance upon you.
Though after playing for so long, you begin to expect where something scary will happen; to learn
false threats and pick out exactly when and where a frightening event will happen. All of that is
part of the Resident Evil formula, and eventually I just becomes a survival game without the
horror. Eventually new IPs are released such as Dead Space that create new, different
environments and exciting new foes with unheard of twists that actually get you scared.
The survival horror genre is all too predictable and in time loses its sense of horror. There comes
that game every now and then that makes a break through or makes a courageous attempt at
something new that might work out that puts the horror back in survival horror.
It's been a while. Blogger was working weird, so it might look like I've written the last part like a poem. The post is pretty crappily written, I just wanted to get it done.
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