Paul the sparky wrote:RE6 was an absolute shocker
nick_md wrote:If vulnerability is key, and increased player mobility reduces that, then increase enemy mobility.
I'm with moot here; I enjoy a good ol' survival horror (playing RE4 atm) but to suggest a change up in things isn't possible is crazy. It's the kind of thing where some dev does it and everyone goes oh yeah reinvented the genre why did no one else do this.
Paul the sparky wrote:Not having a dodge button is a conscious design decision, it's not that they just didn't think about putting one in, they didn't want to have one because of how it affects gameplay
Moot_Geeza wrote:Before you know it, lol. Like a group of devs could aim to create a survival horror with a twist but all of a sudden Gordon Bennet appears and they've only gone and made an average third person shooter.
And why would you have to redesign a game world you're creating from scratch?
Moot_Geeza wrote:Paul the sparky wrote:Not having a dodge button is a conscious design decision, it's not that they just didn't think about putting one in, they didn't want to have one because of how it affects gameplay
This is true of Dead Space but obviously the opposite is true for survival horror games that have dodge buttons.
Paul the sparky wrote:A button to dodge out of danger impacts the threat of being in danger to me. If you don't think so it's ok
Paul the sparky wrote:They're staples of the genre, not being able to smoothly glide around is what increases the panic when something pops out at you
Paul the sparky wrote:The vulnerability is key. If you add in movement options to make you feel less vulnerable, it's not a survival horror
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