Originally posted by Spera01
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Resident Evil 6
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Originally posted by Spera01 View PostSo I've been replaying the demo quite a bit and I just tried keeping the HUD up/Waypoint on. It really does aggravate me that it shows you where weapons are/boss weakpoints. I don't need my damn hand held the entire way through. I do however like seeing my health/ammo count whenever I am aiming though, so I'm not sure what the hell I'm going with in game when it releases. I really don't understand why they can't just have two separate options: one for the waypoint and one for the HUD. It's extremely annoying having to press LB to check it every 5 seconds with it off. Now I know you could say that the old games made you go to the inventory screen to check it, and that was fine. The problem with this game however, is when you're low on health, your damn character doesn't limp! Why? It really is just laziness. Also, hiding weapons and then having them come up as a waypoint really just kills the point.PROJECT Umbrella - The BIOHAZARD/RESIDENT EVIL Compendium
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Originally posted by News Bot View PostJust don't use the HUD then. It's only there for people who want their hand held, which is unfortunately quite a lot. I don't find pressing LB/L2 annoying at all, mainly because I don't need to keep my eyes on it. And characters do limp as far as I can tell.
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Yeah, I would have preferred an expanded set of options rather than just all or nothing.PROJECT Umbrella - The BIOHAZARD/RESIDENT EVIL Compendium
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Originally posted by Carnivol View PostReminds me of people moaning about the Battlefield 3 Beta too. Capcom's pretty awesome for pushing out their demos this far from release. Not many devs and publishers dare to do that anymore (actually show off material that's still in development)Beanovsky Durst - "They are not pervs. They are japanese."
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I've said this before and I will say it again.
We have the option to play the game were we depend on opening the inventory to see our ammo and items.......then why didn't they go for the full experience and include a life bar in the inventory? that would have brought things back to the classic way.
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Originally posted by News Bot View Post4/5 still used the same controls as every other game before them. Literally the only changes were the camera and aiming system. That's why the former two games weren't hard for players of the old games to get used to.
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Originally posted by Kei_M View PostI was having allot of fun playing with those zombies, but Helena kept stealing my kills!
Originally posted by Kei_M View PostJust sit there and look prett--er...Just sit there.
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Originally posted by Kei_M View PostWell, the aiming changed the whole thing for me apparently. I'm just not good at aiming while moving and this game kinda promotes this. I end up going in the wrong directions, flipping~ I'm a horror story in itself.Last edited by News Bot; 09-20-2012, 12:54 AM.PROJECT Umbrella - The BIOHAZARD/RESIDENT EVIL Compendium
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Originally posted by News Bot View PostAnd quite a heavy amount of people have been screaming for aiming and moving at the same time for literally nearly a decade or so. You really can't please everyone.
Either way, I've just replayed the three of em. Chris was my least favorite in my initial playthrough, I had allot more fun with it the second run through. I was playing as Piers, but I'm not sure if that has anything to do with it.
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The HUD/directional indicator option is pants-on-head stupid. Turning off weapon/objective indicators (and highlighting where to find weapons in the first place is pretty damn disappointing) also turns off the HUD completely, and the only way to check my health/stamina/ammo is by... opening the directional-indicator-vision to show me exactly where to go, which is why I turned all this crap off in the first place. What the fuck.
I've become more used to the demo now though, and Leon's portion is top notch, but Chris's... just feels like a complete mess. The excessive amount of annoying sniper/RPG enemies forces you into the using the spotty-as-shit, horrible cover system. Jake's bit also suffered from this, but not to nearly the same extent. I just can't shake the worry that too much of RE6 will feel like some hand-held guided tour. I'm fine with the series not being exactly like the classics anymore, but forgoing staple franchise traits in lieu of making newer entries more and more like every other big name AAA shooter on the market is very disheartening. If a game like Dark Souls, which tells the player exactly jack and shit about what to do or even how the game plays, can sell over a million copies, Capcom can at least give players of RE6 the opportunity to explore, figure things out for themselves, and experience some uncertainty.
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