Written by: Alex Shaw
Part 2 of the Resident Evil musings.
Now the issue of control. Even in 1996 when we were still just getting to grips with 3D worlds, Resident Evil had poor controls. Released three months before Mario 64 showed the world the best, most fluid, freeing and agile new system, one that has arguably even now not been matched, the Playstation users were bestowed with a game that presented you with a weighty marionette dressed as a special forces police officer, and asked you to gamely shove them through a series of static screens, hopefully avoiding the lumbering undead on the way.
There was a rhythm to them. Your heart beat steadily along with Chris and Jill’s footfalls on the dusty floors. You kept up pressed and wove left and right with the bottom half of your thumb, occasionally stopping and rotating like a robotic toy from the 1970′s whenever you found a statue or picture worth investigating. It served to heighten the tension, and it made you feel that at least when you stopped and aimed your pea-shooter of a Beretta 92F at a Zombie, you were an immovable object and that you had made the decision to fire, thus eating up eight of your bullets. There was no nimble sidestepping or stunning of your enemies, it was a binary choice. Run or kill. If you evaded and left them alive, they would be there when you inevitably returned. If you killed them, you would have a safe, empty room to explore but less ammo to play with. This was fine against loping zombies, but when the scaly, needle-toothed Hunters entered the house and, following the offscreen crunch of their footsteps, you saw what a fast enemy could do to your meat-puppet, the fear genuinely began to set in. Were Capcom banking on this creating genuine excitement in the game, or simply ignoring the frustration over the fact that you just couldn’t smack the reptillian bastards in the face with the butt of your shotgun? Either way, I personally relished every treacherous explored corridor now furnished with its own movable deathtrap.
And so it stayed for many years; through Tomb Raider, Mario and eventually the Prince of Persia – a game founded on fancy footwork – re-emerging in a 3D world in a way that both utilised the geometry of its blocky Playstation 2 environments, and also freed up the player to indulge in feats of acrobatics that rivaled Nintendo’s plumber. The last Resident Evil Games before 4 were Zero, and a remake of the original for the GameCube in 2002, both of which were still using the antiquated control scheme from six years previous. The only addition was a much needed quick-turn pioneered in Resident Evil 3: Nemesis, and occasional dodges that could not be relied upon as a survival tool. A more action-oriented Resident Evil was developed that later became Devil May Cry. One can only imagine what that game might have been like had a Dante-powered S.T.A.R.S team member been able to take a sword and dual pistols to Umbrella’s finest.
Then in 2004 the huge redux finally came. 4 was what we’d been waiting for. The camera was behind Leon and the screens flowed rather than remaining static. It actually had a lot more in common with the underrated Code Veronica, both in terms of pacing and sheer weight of enemies thrown at you. In fact, the first-person Merceneries sub-game in Veronica fairly closely resembles the machanics of 4. Now you could aim. Now you could kick the Ganados in the face, kneecap them, and most importantly the combat knife, long relegated to sitting at the bottom of your magic trunk could come into play as a deadly and useful addition to your arsenal. It was so good that we didn’t think to ask why Leon couldn’t move and fire at the same time, sidestep or roll to evade attack. One of my favourite journalists, John Davison of 1UP and What They Play, remarked that it felt
more like moving a turret on wheels around, choosing a position to
plant it in the ground and then rolling the gun left and right to
choose your targets. Not at all the organic, flowing and action packed
realism that Capcom were aiming for.
Five years have gone by. We’ve had Gears, we’ve had Dead Space; hell, even Niko Bellic can walk and shoot at the same time, and the shooting controls for GTA have long been documented as being patchy. Chris is back, with Leon’s moveset, and a great deal of us are not happy. Why haven’t Capcom evolved the series? Why do we still feel so vulnerable? Is it for the sake of tradition or sheer laziness? The demo kicked at the proverbial hornets nest with unfounded rumours of a control rethink weeks before release.
If you look at the gaming world of Resident Evil’s 4 and 5 you don’t need to move and fire. It’s still the binary choice. Only what’s changed is that ammo is no longer finite, and we don’t have to retread these paths again. It’s more a case of moving to the next section and clearing away the hordes that reside there, rinse, repeat. So with this being the case, whether you need to or not, why can’t you move and fire?
When Resident Evil 6 inevitably emerges, in 2014, no matter how shiny the graphics are, Capcom are going to have to address this issue. A game with a five year old control scheme that refuses to acknowledge the advancements of it’s peers simply can’t be excused by the general gaming public in this day and age. The only thing carried over from the survival horror genre that it no longer bears any resemblance to are these controls. Updated circa 2004 granted, but nonetheless pitched to have you doubting your abilities to evade death, and in an age where high quality action games with decent controls are fast becoming the most popular genre, Capcom are going to have to take a good, hard look at what they want this series to be.