It's not hard as a gaming task. It's just shitty, cheap and irritating mechanic. I want to play a 3D shooter not some fucking Dragon's Lair.
QTEs are a bunch of reflex mini-games. I rarely struggle with them so why should I consider them cheap?
So the game being developed with co-op in mind justifies every retarded design decision?
No, a game developed with co-op in mind means the single-player is deficient by default. Like it or not, playing a co-op game solo isn't the way to play.
Cute. How about allowing the player to change it, like in many PC games, Dishonored for example? Oh, wait - better FOV could've been considered cheating in multi. So how about enabling it for single player only? How about fucking anything?
Your "BRO, this shitty design decision is justified" approach is kinda dumb. I wrote about things that irritated me. Those don't get on your nerves? Fine. But don't claim they are fine / good / not flaws / whatever.
Dishonored is in first-person, I'm talking about third-person games. For third-person games with a lot of closed environments, low FOV is the way to go because it reduces "camera tumbling". RE6 does allow the player to increase FOV, but guess what? The camera tumbles way more.
What happens when a third-person game has high FOV?
"Is supposed to"? By whom?
It only appears outside of the gameplay.
How about making it like it was in RE0-RE4. You didn't have to wait for chapter's end to access item stash.
Oh, wait - the new system is here because RE5 is a "co-op game", right? Or maybe because it's a badly designed game?
RE4 didn't had an item stash and the other RE games had backtracking (not suited for a co-op game)
Maybe you should plan better your inventory before playing. But if you can't handle it, I suppose you can still exploit the checkpoint system.
Learn 2 fucking read (my post). IMO:
1st stage: Wesker + Jill in main room,
2nd stage: Wesker + Jill (mostly) in popamole narrow corridor (Wesker throws Chris through the door) - after 7 minutes or if you check the door,
3rd stage: Jill.
Learn to read your own post, lol. You tried to prove your point by quoting a shitty faq:
"
Survive first 7 minutes, avoiding both enemies. Wesker is invincible during this stage. After 7 minutes, the fight will switch to the 2nd stage, when he can be damaged". (?????)
My LTD was recharging and I didn't bother switching to something else (my mistake). Mostly, because this "dangerously looking red glow" didn't look that dangerous. Wanna bosses who "telegraph their attacks very well" - play Metroid / Castlevania / RE 0-3 / any game better than RE5.
RE0-3 bosses (and enemies) barely telegraph their attacks. Same for Metroid 1, Castlevania 1 and pretty much every NES title. Enemies either 1) attack without any kind of visual clue or 2) there's a clue, but the attack is faster than the character's mobility (enemies aren't designed around the controls).
How to NOT telegraph enemy attacks:
https://www.youtube.com/watch?v=Tpuyg4BA7Jw
https://youtu.be/QPjgOIn9fhA?t=17m50s
How to do it:
https://youtu.be/PWWHmxnWa2A?t=3m13s
https://www.youtube.com/watch?v=ah8RZ13dKv8 (with the exception of the dog)
Additional LOL is that AFAIR there's no attack whatsoever here: these tentacles don't shoot anything / don't hit you, you just get the "You died" info. Maybe due to this "dangerously looking red glow"? I may be wrong, but that's how it looked like.
I dusted off the game to give a better look at the boss. Here's exactly what happens:
- Cut-scene shows the four tentacles rising together (first tip)
- Cut-scene ends, Sheva says "Above you!" (second tip)
- The four tentacles are glowing red (third tip)
They charge the attack for 15-17 seconds before unleashing it. This is a MASSIVE amount of time for an obvious charge attack and it's hard to believe that you did nothing, especially after three clues. Maybe a letterbox saying "SHOOT THE TENTACLES" should have popped on the screen.
Btw, pretty fun boss. Hammering a tentacle with that big ass laser gun is always a pleasure.
a) You have to hit him from behind / cover, since he will dodge otherwise - bad. Bosses can be bullet sponges / have weak spots you have to aim for. But dodge masters?
b) You have to shoot the grenade - OK, but WHY exactly? It's p. stupid, since simple hitting him with the damn RPG would've had the same outcome (he becomes immobilized). But no, Capcom had to add more KEWL: Wesker struggles with the live RPG, which he grabbed with his bare hands!
This is how the boss was designed.
How fucking cool! RE1 is so antique in comparison, with Tyrant being unable to grab RPGs.
You have to shoot the Tyrant with the rocket launcher - ok, but WHY exactly? Because the game said so? Why can't I kill the Tyrant with other weapons? Dumb game lolololol!!!11
c) You and your AI-controlled friend have to move close to Wesker and QTE him to "kill" him. Stupid, since you have to repeat the entire process if Sheva is not close enough / if you fail the damn QTE / if you don't inject him the 1st time. And you won't, since Capcom decided that "LOLNO, you haven't succeeded yet, let's repeat" is a good mechanic (see fight against Jill).
I replayed this boss too. You need to damage Wesker enough to be able to grab him. This is the only REAL flaw of the boss - there's no clue about how much damage is necessary, which forces the player to rely on supposition.
"RE4's great combat"? RE4 combat is shit:
- low FOW (duh), so you don't see what's going on most of the time,
- you can't move/strafe and aim at the same time, which is basic fucking mechanic for FPP shooter and present even in many older TPP console games (Conker),
- enemies initially run fast towards you, then slow down (so you can aim better),
- shitty K + M controls (the game is designed for gamepad, but in RE5 K + M controls are fine),
- the abundance of QTEs.
-
Omg I can't see anything!
- Not a problem since the enemies were designed around the controls (unlike the old RE games).
- See above.
- The PC versions of RE4 were shit, yes.
- Rarely happens during combat.
"Massive enemy diversity"? WAT? You basically have melee fags (shoot in legs, approach, QTE) and shooting fags (either take out from a distance or cut the distance and kill the same way as melee fags. Regenerators / some bosses: pop weak moles. Krauser – QTE fest.
Oh, maybe by "diversity" you mean different looks?
Let's just consider the primary foes of RE4 and Revelations (ganados and oozes) for a while.
Ganado types:
- Weaponless (grab attacks), pitchfork, sickle, dynamite, chainsaw, scythe, torch, flail, crossbow, rocket launcher, turret, sledgehammer (armored ganado) and stun rod.
Now add their altenatives (shields and/or helmets) and mutations.
How many types of Oozes exist?
Four, with no mutations.
Even if you consider all Revelation's enemies, it still can't surpass the ganado's list.
I also like how you think that context-sensitive actions are QTEs ("
shoot in legs, approach, QTE").
"The old RE games had popamolish combat" You seem to have somehow missed the canonical definition of popamole combat. It's combat when you stay in one place while you pop some slower or faster moles.
I prefer to use the generalized version which means "shallow". But anyway...
...way to miss your own point.
Refuse to move and watch yourself being killed by the chainsaw guy. If you try to stun him at such short range, other ganados will have enough time to get close or throw projectiles at you. Movement IS necessary.
Also, the most efficient way to kill ganados is with the "stun + melee" trick, which requires constant movement.
Combat in RE0-3 can be considered "simple" (automated aim) or "bad" (fixed camera angles), but it's anything but popamole, since CONSTANT MOVEMENT is FUCKING ESSENTIAL. You can't move and shoot at the same time (which is too bad) but at least you have to keep changing your position (if only for better camera angle).
Enemies aren't designed around the player's controls; lack of proper aim means no contextual body damage (other than instapop headshots); encounters are completely uninspired and limited to "fight 2-3 zombies in this small room, "fight a Hunter in this small room", "fight 1-2 dogs in this corridor." etc
"
you have to keep changing your position (if only for better camera angle)"
Top game design right here, lol.
Sure, so I get guns I can use only against bosses. Nice. How about adding shotgun and magnum ammo to the shop, but making it very expensive (same as with ammo for grenade launcher)? Such a revolutionary idea, I know.
And tougher enemies. What's the point of using a shotgun or a magnum against weak minions anyway?
Well, I think otherwise and will even explain (again) why: it's basically shallow "kill as many respawning fags as possible" shooting gallery. You can move around the map, but don't have to, TBH. It's all about popping them moles fast enough (so you get more time to pop more). The only reason for moving around are these "bonus time" thingies and maybe looking for better spot to pop them moles (cover behind, height advantage). It's shallow as fuck, because there's nothing more, you can only choose between different fags, which means different item setups and melee animations. Wheee!
Mercenaries IS a score-based mode, there is no reason to ignore the bonuses.
"
It's all about popping them moles fast enough (so you get more time to pop more."
Enemies only give time bonuses if you finish them with melee attacks. Again, you're contradicting yourself. Is the game about shooting moles while standing still or not?
"
you can only choose between different fags, which means different item setups and melee animations"
These melee animations have different timing, range and effects. Ex: Rebbeca can damage multiple enemies at the same time with her spray, Excella can instakill a single majini with her slap, Wesker can push enemies away, etc
How to play Mercenaries:
Really? First, it's about killing all enemies on the map. So you have to traverse the map back and forth, which allows the devs to place enemies in clever positions (fags spawning in front of you and behind, strongest foes at the end).
If I wanted to play linear levels with pre-determined enemy placement I'd play the campaign. Give me moar arenas and enemy spawn spots, which leads to unpredictable confronts.
Second, you got different characters, with different skills.
3rd, you can customize your weapons, which alters gameplay. If you invest into "stun", you'll get more melee finishers. Want more money? Add parts which affect drops. Etc. etc.
Different characters and weapons don't alter the extremely repetitive enemies and encounters.
4th, enemies have weak spots (which is clearly shown when you shoot them), so they're not bullet sponges. Want to conserve ammo - aim better. In RE5 it's mostly "go for the legs, Boo!".
Are you talking about Revelations 2 (I didn't played it yet)?
Raid mode Oozes are bullet sponges even when you hit their heads, and this only changes when the player acquires powerful shotguns, magnums or sniper rifles.
Also, to stun them you need to shoot both of their hands, which is the most unintuitive thing ever since the hands don't look vulnerable neither stand out from the rest of their bodies:
Hey look, their hands are weak spots. You can totally see it, right? Nope. Now THIS is a terrible design choice.
5th, enemies are more varied than in RE5 (IMO): the exploding ones and DAT little fucking fish I hate this cunt come to mind – and require different tactics.
Single enemies? I prefer to fight 10+ enemies at the same time, each one with their own equipment and ability to mutate during battle.
If that's not diversity, I don't know what is.
Revelations has like, 12 enemies. RE5 has about 40.
Even if combat in RER is shallow (which I wrote about above), having additional layer of gameplay (weapon customization, different skills for characters) is still better than not having it (RE5).
I rather have a gameplay that prioritizes player skill (Mercenaries). "
Additional layer of gameplay", lol. You're talking about upgrading your weapons to be able to kill repetitive
bullet sponges enemies faster.