circuitface wrote:Ed Oscuro wrote:I played Zero though a few months ago (didn't have the patience to try the Leech Hunter mode on the hard difficulty, though) and was vaguely annoyed to discover that the first encounter with the old man didn't take place at the end of a dock in some swamps like a video I saw years ago seemed to suggest. Online videos - can't trust 'em.
I wonder if maybe it was a clip from the N64 version development of Zero began with? From my understanding when they made the jump to Gamecube quite a bit of stuff was changed or axed altogether, much like RE 1.5 starring Leon and Elza Walker.
Nah, it was clearly a CG and I've seen a bit of the N64 "beta" stuff (footage from TGS or E3 actually) - out of RE games known to have a lengthy production time, Zero is the one that has a reputation for changing the least. Becca had a red beret at one time, and the game took so damn long that they ended up changing her outfit in line with RE Remake, which is fine by me. The train scenes were essentially identical on the N64 - just missing the CG (in-game cutscenes = blah). Like I said, I might just be misremembering things or might have not really paid attention to what I was watching. Strikes me as really strange, though. I've got to keep a running count of the times I thought I saw something in a game which turned out to be totally different from my memory.
Hagane wrote:Also, please explain in detail how the system in 4 is better than 5. What got worse and for which reason. Because most of the time I get a RE4 fan complaining about RE5 their reasons are characters, story, setting and other secondary stuff like that.
Who is this guy?
Mr. Hagane, you'll notice that a partial answer has already been supplied in the thread to your query. The partner system in RE5 was pretty widely reviled because whats-her-name is a spendthrift with ammo. I also question whether I could take anybody seriously after dismissing the importance of "characters, story, setting and other secondary stuff like that" in a Resident Evil game. Sure, I would enjoy a third person shooting game that could carry the torch for Contra or what-have-you, but RE is mass-market. What is more important to the developers is giving the impression of having fought a tough battle than actually having done so. It's from the "movie you control" playbook of action game design, rather than an update to arcade-style favorites.
RE "driving wheels" - so razorknife's Tenchu 2 walkthrough has the following pearl of wisdom:
Some advice: Don't use the analog function for this game. There's no
benefit and it will only mess you up. This would be akin to playing Tekken
with a flight sim joystick (and I know some of you do this. Please stop,
it's embarrasing.).
I still use it because it's comfortable (at least as comfortable as you can be playing Tenchu 2).
I think taking a holistic approach to game design makes sense: Given a control setup, you design the system to make good use of the controls - instead of wishing you could be developing for another platform. I'll admit exceptions to this (here, use this rotting log as a game controller) but they are few and far between. Even the N64 has a third person shooter with a decent control setup in WinBack.