@Crash__Man: Hell even more of a kick to the balls of RE fans with Wiis or only a Wii, Capcom had the time to make that HORRIBLE Dead Rising port, but couldn't have the time to basically take RE4: Wii Edition and re-skin it as RE5?
So while on wii I point and click on the zombie to shoot, on iphone I cover the screen with my finger into a controller display so that controller display points a laser that points to the zombie that shoots on it.
The graphical quality of Wii ports get made fun of on this site with pixelated images and now the iPhone is being ridiculed too. Nevermind, that's an actual screenshot.
Am I the only disturbed by Leon's tiny head? It's cool and all that companies are trying to make good iphone games. I just don't see games like this working well on the iPhone solely on the reason that it's going to be next to impossible ot make a game like this control well on the phone (i refuse to call my iPhone a handheld console). I think games like this are meant more to be a thing like
"Hey, my phone can play Resident Evil 4...what can yours do? Tv huh? That's so two years ago."
I don't picture many people actually siting down and playing through this game (and others available for the iphone). I see phone games as something that you can sit down and play for five or ten minutes when youre waiting for something better to happen, which is why I think games like Crash Nitro Kart, Peggle, Super Monkey Ball, etc. succeed so well on the app store.
@tehdorkz: I agree. I can only see Resident Evil 4 as the type of game that you sit down at home to enjoy. Portable gaming is very different from home console gaming; some genres and games just don't work on the phone, or PSP, or DS. RPGs like Disgaea work anywhere though. :3
@gold163 (° д° ): Disgaea DS. Next to the Pokemon series, best game on the DS. Worth every penny just for the Prinny commentary mode.
The smartest thing Atlus did with that game was the quick save feature in the battles. Knowing people can't sit around for an hour or so in the middle of an intense battle that feature was a true godsend. Atlus made what is arguably the best port to a handheld system ever.
@tehdorkz: I've got the PSP version, so no quick save mode for me. This is made up for by the fact that I put my PSP on sleep for hours though. XD
The Disgaea DS port actually doesn't sound as bad as I had once heard. I think that srpgs are probably one of the best genres to have on a handheld ever.
@gold163 (° д° ): I haven't had a single problem with the DS version of Disgaea really, Item World is cool, Dark Assembly is still lots of fun, the game retains all of its humor (and even has voiced cutscenes), Prinny Commentary and Etna mode are really neat, the game still retains all of its original charm (and looks pretty good too), while adding a few new things for those of us who bought the game for the third time.
@a-xxv: I'm not sure how that relates to the article. In fact any fan of RE knows the story isn't what carries the franchise to begin with so it's a moot point.
@Pitchswitch: I disagree. Many fans of RE are interested in the story and would argue that it is in fact one of the key points carrying the franchise forwards.
@gold163 (° д° ): How can you say that? The writing has been nothing but obscure/horrific bits of dialogue. I've played every game from the first, save for any portable version, and the things that come out of the mouths of the characters has been consistently bad. I get by it because of the gameplay and mood the games offer. The story is, and always has been, an afterthought. You can almost sense that in the loading screens for RE5, they knew this and tried to make sense of all the games with little snippets and summaries.
@Pitchswitch: Well, Resident Evil has always been about the B-movie esque dialogue and story. Some people enjoy that. It's no exaggeration to say that a sizable portion of the RE fanbase adores the storyline.
@Pitchswitch: I meant my post as a response to gold163's post, but it got crazy somewhere.
Anyway, I've loved RE since the first one myself. It did a good job at establishing memorable characters (and setting) despite the poor voice acting. The 3rd one felt like it closed the book on the RE story. Raccoon City was decimated and all is well, but because Umbrella was still at large, it was obvious Capcom was gonna keep the franchise going.
While I have no big problems with Capcom wanting to keep an intriguing plot going (regardless whether or not money is involved), I do think they've gone over-the-top with the action. Yeah, so the writers watched too many Matrix and John Woo films. But RE was supposed to be the undisputed king of survival horror...Why Capcom would want to abandon the one thing that made the series unique I don't think anyone will know. By the time RE4 came out, survival horror was at a peak and wanting to see a new breed of next-gen survival horror was at the top of everyone's list, I'm sure.
@Pitchswitch: I think people tend to confuse 'atmosphere' with 'story'. Resident Evil has a good atmosphere. The story is terrible. Let's just hope nobody is stupid enough to make a movie-- Oohhhh, right... Aw-kward...
If you're a rabid fan of the series, you find the direction in which the series is moving to be perhaps lamentable and you stopped reading the article two paragraphs ago because you're ashamed of the extent to which Resident Evil has become yet another "just another cash in" franchise.
@gold163 (° д° ): So you enjoyed the clunky controls, set camera angles, and horrible storylines of the other games? Explains why this one is so...awful?
@gold163 (° д° ): I really fail to see how anyone can have genuine nostalgia for the horrible controls of the original Resident Evil games. I'm all for claustrophobic atmosphere and slow pacing. I'm all for deliberately obscuring much of the visible play area to create tension. Tank controls? No thanks.
@DJ-Pie-Safety: Well, since I obviously enjoyed the set camera angles and horrible storylines of the other games SO DAMN MUCH, of course I am absolutely ENRAGED that this iPhone port lacks just those set camera angles that I love oh so much, and that it probably skimps on the cheesy ass cutscenes and voice acting as well!
But seriously, I can say that I enjoyed all of the core Resi Evil games, including 4 and 5 (5, not so much as the rest). It's the idea that Capcom thinks it's okay to make YET ANOTHER RE4 CELL PHONE PORT that gets me. Not to mention, yes, I do appreciate some of the gameplay traps of the original, including the set camera angles. If they could just combine elements of the original-style RE games with the elements that made RE4's combat so great, you'd have the perfect RE game right there, in my opinion. Is that so wrong?
@gold163 (° д° ): The reason I brought it up is due to what I see as people looking at the old titles through rose colored glasses. Not saying you are, but I felt I had to address it. I love all of the other elements of the original Resident Evil games ( including the cheesy voice acting ) and I would like to see the series return to its roots...albeit without sacrificing playability.
The control scheme for the original series did nothing but take me out of the experience. When I am thinking about the gamepad in my hand more than I am thinking about the zombies chasing me onscreen, there is a major problem. Controls are supposed to be intuitive so the player feels connected to the experience. When the control scheme effectively disconnects the player from the gameworld due to being overly obtuse, you have an example of flawed design.
@ex_nihilo: Some people just don't get character-relative movement controls. Some people don't get moving a mouse to control the direction a character looks/aims, either.
But many/most people quickly grasp such abstracted control schemes.
@emag: What can I say? I continue to find the original RE controls annoying...and I wouldn't exactly call "up=forward, down=back, left and right=pivot" character relative, unless of course I am completely misunderstanding the terminology...which has happened before. It seems fairly absolute to me.
@emag: Either way, it doesn't mean that they're going to be comfortable with it. I quickly got used to tank controls in plenty of survival horror games. I don't think I was to blame if I ever got frustrated that my character wasn't turning fast enough, or moving fast enough, or anything. The biggest problem with tank controls, I think, is when you put them in an environment under a static camera. Resident Evil 4 showed that most people really didn't have a problem with tank controls if they could see where they were going. If you've got a static camera, I'd say it's better to use controls that give you movement relative to absolute directions. Even then, it didn't really work when Devil May Cry's camera angles got particularly horrendous. Static cameras are a tricky beast, but so are dynamic cameras.
@emag: ...I should add that the absolute positioning of the controls regardless of the direction the camera or character is facing is what makes them counter-intuitive and disorienting to me. Some may say that disorienting controls upped the tension. I still contend that it is wack game design.
I love my iPod and I've been buying a lot of games for it lately, but somehow i feel that a resident evil game that is not on rails would be an exercise of pain on a touch screen only platform.
And after the improovement that was RE4 version, this is not something i think i can handle!
But hey, maybe i'll try the lite version some day an change my opinion.
@Komrade Kayce - Hero of Soviet Kotaku: Yeah, but the Wii has last generation's graphics, unlike the iPhone, which... oh wait. That is a PlayStation screenshot up there, right? Although I guess we can't complain, since it's not that much better than the DS.
WTF Capcom? You waste resources butchering RE4 for an iPhone port when Puzzle Fighter would be much more appealing to the iPhone userbase, not to mention trivial to port?
I love my iPhone but gaming on it in a classic button-controller interface seems like an exercise in pain. I don't really play games on it (at least not the way I do on my systems), but I think the games should stay relevant to the interface, i.e. with tapping/touch, and acceleromter-based actions.
This is why I can see Myst working better than the PSP version. I have never played through Myst, but the touch interface lends itself so well to the interface I might be inclined to indulge.
The point ot a touch screen is to touch what you want to reach. If you're using a controller inside a touch screen it's ruining it's purpouse, while covering the screen with another controller. Sure, a "shoot with your finger just by pointing at the zombie" would be a on rail shooter kind of controller, and make it more easy, but that's the way that I play RE4 on my WII and it didn't get ruined, quite the opposite.
I think that iphone needs an controller acessory if it's going to do this kind of games. But then it would be a DS with 1 screen.
It's pretty obvious but they should just make a good game from zero, for iphone, using it's capabilities in a good way (zelda phantom hourglass/ninja gaiden gameplay wise) instead of making the bad aspects of touch screen appear.
@Nintenboy01: Well, that's expected. It also looks like there's less enemies onscreen at a time, and that they are much less aggressive. I wonder how escape QTEs would work? Would you have to rub the screen really fast, or shake the iPhone really fast? Either would look hilarious on a subway ride.
10/21/09
07/29/09
...ya cut me deep, Capcom, ya cut me deep.
ah well, Darkside Chronicles and Tatsunoku are good replacements.
07/29/09
07/29/09
clever.
07/29/09
07/29/09
"Hey, my phone can play Resident Evil 4...what can yours do? Tv huh? That's so two years ago."
I don't picture many people actually siting down and playing through this game (and others available for the iphone). I see phone games as something that you can sit down and play for five or ten minutes when youre waiting for something better to happen, which is why I think games like Crash Nitro Kart, Peggle, Super Monkey Ball, etc. succeed so well on the app store.
07/29/09
07/29/09
The smartest thing Atlus did with that game was the quick save feature in the battles. Knowing people can't sit around for an hour or so in the middle of an intense battle that feature was a true godsend. Atlus made what is arguably the best port to a handheld system ever.
07/29/09
The Disgaea DS port actually doesn't sound as bad as I had once heard. I think that srpgs are probably one of the best genres to have on a handheld ever.
07/29/09
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Anyway, I've loved RE since the first one myself. It did a good job at establishing memorable characters (and setting) despite the poor voice acting. The 3rd one felt like it closed the book on the RE story. Raccoon City was decimated and all is well, but because Umbrella was still at large, it was obvious Capcom was gonna keep the franchise going.
While I have no big problems with Capcom wanting to keep an intriguing plot going (regardless whether or not money is involved), I do think they've gone over-the-top with the action. Yeah, so the writers watched too many Matrix and John Woo films. But RE was supposed to be the undisputed king of survival horror...Why Capcom would want to abandon the one thing that made the series unique I don't think anyone will know. By the time RE4 came out, survival horror was at a peak and wanting to see a new breed of next-gen survival horror was at the top of everyone's list, I'm sure.
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But seriously, I can say that I enjoyed all of the core Resi Evil games, including 4 and 5 (5, not so much as the rest). It's the idea that Capcom thinks it's okay to make YET ANOTHER RE4 CELL PHONE PORT that gets me. Not to mention, yes, I do appreciate some of the gameplay traps of the original, including the set camera angles. If they could just combine elements of the original-style RE games with the elements that made RE4's combat so great, you'd have the perfect RE game right there, in my opinion. Is that so wrong?
07/29/09
And it's not like 4 and 5 didn't have tank controls. They just used an over-the-shoulder camera to alleviate camera frustrations is all.
I also happen to like tank controls myself, though I can see why other people wouldn't. >.>
07/29/09
The control scheme for the original series did nothing but take me out of the experience. When I am thinking about the gamepad in my hand more than I am thinking about the zombies chasing me onscreen, there is a major problem. Controls are supposed to be intuitive so the player feels connected to the experience. When the control scheme effectively disconnects the player from the gameworld due to being overly obtuse, you have an example of flawed design.
07/29/09
But many/most people quickly grasp such abstracted control schemes.
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07/16/09
And after the improovement that was RE4 version, this is not something i think i can handle!
But hey, maybe i'll try the lite version some day an change my opinion.
07/16/09
1. The masses have accepted it
2. There is a lot of stupid people in the masses
3. You can sell garbage and half assed attempts to stupid people
Thats not to say all Wii/iPhone games are garbage, but rather, the garbage has a pretty profitable market to sell to.
07/16/09
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07/13/09
This is why I can see Myst working better than the PSP version. I have never played through Myst, but the touch interface lends itself so well to the interface I might be inclined to indulge.
07/13/09
I think that iphone needs an controller acessory if it's going to do this kind of games. But then it would be a DS with 1 screen.
It's pretty obvious but they should just make a good game from zero, for iphone, using it's capabilities in a good way (zelda phantom hourglass/ninja gaiden gameplay wise) instead of making the bad aspects of touch screen appear.
07/13/09
07/13/09