RE5 Producer Explains Decision To Use "Tank Controls"
The Resident Evil 5 control debate rages onwards: the purists say this is the way Resident Evil and survival/horror games should be, while some next-gen gamers, used to the likes of fast-moving third-person shooters, condemn RE5 for the "tank controls."
Therefore, one would expect Capcom to have an opinion on this argument, and according to PS3Center, a recent interview with producer Jun Takeuchi reveals the team's thoughts on the matter. It's their contention that by restricting the player's movement, it adds to the fear and suspense, which is paramount in such a title. Said Takeuchi:
"We went in knowing that we weren't making a typical third- or first-person shooter; we were making a Resident Evil game. It was important for us to go with the design choices that would make the best Resident Evil game that we could. ... when it comes to Resident Evil, we feel that by imposing a restriction on the player you actually increase the tension that they feel while playing. Finding the balance between that and the player's frustration is very important when approaching the design of a game like this. I think that by imposing certain restrictions on the player you actually help to heighten the fear and the tension, and, ultimately, you create a better horror game."
Well, that's something else to ponder. We think the two sides will view this in two very different ways- one side will call this little more than a dodge; that you can create plenty of suspense and atmosphere even if you allow the character to move while shooting. The other side will say this makes perfect sense, as it's not only traditional for the franchise, but it also separates the survival/horror franchise from the standard third-person action titles. And yeah, standing there with the oncoming hordes is freaky. It's a difficult situation, but what's your take on the issue?
Related Game(s): Resident Evil 5
3/4/2009 Ben Dutka
Put this on your webpage or blog:
Email this to a friend
Follow PSX Extreme on Twitter
Comments (83 posts)
maxpontiac
Wednesday, March 04, 2009 @ 11:10:40 AM
Reply
Back on topic.. I sure hate it when I dev decides to "force" something on player.
Why not make everything an option, and make everyone happy to best of your ability?
EDIT - Tell me how making the player stationary while firing adds suspense?
Frustration is more like it.
Last edited by maxpontiac on 3/4/2009 11:12:14 AM
Banky A
Wednesday, March 04, 2009 @ 11:42:42 AM
www
Wednesday, March 04, 2009 @ 12:42:41 PM
kidgrid
Thursday, March 05, 2009 @ 11:30:58 AM
Banky A
Wednesday, March 04, 2009 @ 11:41:43 AM
coverton341
Wednesday, March 04, 2009 @ 11:53:53 AM
Wage SLAVES
Wednesday, March 04, 2009 @ 2:49:29 PM
BigTonesAUS
Wednesday, March 04, 2009 @ 4:32:13 PM
Last edited by BigTonesAUS on 3/4/2009 4:32:57 PM
aaronisbla
Thursday, March 05, 2009 @ 12:29:56 AM
BTNwarrior
Wednesday, March 04, 2009 @ 11:28:30 AM
Reply
NiteKrawler
Wednesday, March 04, 2009 @ 5:02:26 PM
BTNwarrior
Thursday, March 05, 2009 @ 12:09:52 AM
aaronisbla
Thursday, March 05, 2009 @ 12:35:52 AM
Thats not the case though. Why shouldn't you be able to at least walk slowly backwards and shoot at someone? How does restricting someone this way add tension? Dead space was way more scary than RE4 and guess what? you could walk and shoot. How bout that?
NiteKrawler
Thursday, March 05, 2009 @ 8:02:33 PM
Aaron: It's hypocritical to say you liked RE 4's controls but not RE 5's. It doesn't make much sense either. I'm also not bashing anyone here so don't even say that. Also, I never said I agreed with the argument Jun laid out. Restricting the controls is not a good way to create suspense. However, I personally don't feel like I'm restricted at all. And replying to a comment of your a ways down...I haven't heard anyone here say that just because someone can't use the tank controls, they suck. Or anything else like that.
aaronisbla
Thursday, March 05, 2009 @ 11:40:44 PM
I wasn't singling you out when i said that, but that statement i was referring to is further down there.
Last edited by aaronisbla on 3/5/2009 11:41:58 PM
lionfire
Wednesday, March 04, 2009 @ 11:41:49 AM
Reply
scary games are complimented by sound and sight. not movement restriction. if i was in the real situation i would be running for my life, and shooting wildly scared out of my mind...not hitting a single monster.
StrategicGnomer
Wednesday, March 04, 2009 @ 11:45:30 AM
Reply
Ultimadesires
Wednesday, March 04, 2009 @ 11:49:29 AM
Reply
WorldEndsWithMe
Wednesday, March 04, 2009 @ 11:59:31 AM
WorldEndsWithMe
Wednesday, March 04, 2009 @ 12:00:56 PM
Reply
Wage SLAVES
Wednesday, March 04, 2009 @ 2:52:26 PM
cazzy07
Wednesday, March 04, 2009 @ 9:54:19 PM
Tim Speed24
Wednesday, March 04, 2009 @ 12:08:03 PM
Reply
Gabriel013
Wednesday, March 04, 2009 @ 12:14:58 PM
Reply
coverton341
Wednesday, March 04, 2009 @ 12:48:47 PM
Wage SLAVES
Wednesday, March 04, 2009 @ 2:54:15 PM
Last edited by Wage SLAVES on 3/4/2009 2:56:30 PM
LunaticFringe
Wednesday, March 04, 2009 @ 12:37:37 PM
Reply
coverton341
Wednesday, March 04, 2009 @ 12:51:06 PM
Lord carlos
Wednesday, March 04, 2009 @ 1:06:19 PM
Reply
I don't like boasting,but i can dance around the enemies in the RE5 demo like bruce lee and i use 'classic' control type A.
Seriously if ya wanna see the way the game is supposed to be played my psn id is lord_carlos,add me!
If u suck at the game maybe you should,whats the word i'm looking for?...oh yeah PRACTICE!!!
Last edited by Lord carlos on 3/4/2009 1:07:47 PM
cazzy07
Wednesday, March 04, 2009 @ 9:11:35 PM
aaronisbla
Thursday, March 05, 2009 @ 11:43:03 PM
NiteKrawler
Friday, March 06, 2009 @ 12:16:26 AM
Fenrir
Thursday, March 05, 2009 @ 3:56:42 AM
PSNclaw18
Wednesday, March 11, 2009 @ 9:14:19 AM
Tommmm0858
Wednesday, March 04, 2009 @ 2:03:24 PM
Reply
BTNwarrior
Thursday, March 05, 2009 @ 2:15:55 AM
It was like the difference between MGS1 and MGS2 in terms of what you could do just because you could now aim your gun accurately.
Last edited by BTNwarrior on 3/5/2009 2:17:17 AM
NiteKrawler
Thursday, March 05, 2009 @ 8:09:24 PM
aaronisbla
Thursday, March 05, 2009 @ 11:44:32 PM
NiteKrawler
Friday, March 06, 2009 @ 12:20:52 AM
Whether or not the game should have these controls...well it really doesn't bother me either way.
LimitedVertigo
Wednesday, March 04, 2009 @ 2:15:05 PM
Reply
BeezleDrop
Wednesday, March 04, 2009 @ 2:25:04 PM
Reply
NiteKrawler
Thursday, March 05, 2009 @ 8:11:34 PM
NiteKrawler
Thursday, March 05, 2009 @ 8:12:23 PM
tlpn99
Wednesday, March 04, 2009 @ 3:49:12 PM
Reply
It is frustrating if you wanna get ahead and charge through the level sometimes a game needs this though so you can appreciate it more. I am looking forward to it now I have played the demo more, each time I play I keep wanting more and more. Not long till 13th :)
Victor321
Wednesday, March 04, 2009 @ 4:17:42 PM
Reply
Now, I do not hate FPS's, but I guess it can't be helped that today's gamer, once he/she gets used to something in a game they absolutely love then when they play something else, they criticize it for its controls, specifically.
=(
Robochic
Wednesday, March 04, 2009 @ 5:44:00 PM
Reply
coverton341
Wednesday, March 04, 2009 @ 6:44:42 PM
somethingrandom
Wednesday, March 04, 2009 @ 7:05:31 PM
somethingrandom
Wednesday, March 04, 2009 @ 7:03:01 PM
Reply
piratedrunk
Wednesday, March 11, 2009 @ 1:51:56 PM
SubjectiveTruth
Wednesday, March 04, 2009 @ 7:58:38 PM
Reply
Gogaku
Wednesday, March 04, 2009 @ 8:51:01 PM
Reply
I tried to play the demo, and besides the fact that it crashed for me, I couldn't play it because of the incredible annoying controls. Same with RE4, I couldn't get past the first level, that's how annoying they were...
ImTheMan
Thursday, March 05, 2009 @ 12:04:17 AM
aaronisbla
Thursday, March 05, 2009 @ 4:29:45 AM
Gabriel013
Thursday, March 05, 2009 @ 1:00:37 AM
Reply
The real life car physics are what make GT top of the tree but they would make no sense if Polyphony released the next GT with the same physics but a completely top down camera view. See?
aaronisbla
Thursday, March 05, 2009 @ 4:28:29 AM
Reply
The tank control scheme needed some type of makeover, no one is asking for a gears type of gameplay scheme. Capcom, knowing this game would sell regardless, ignored this. how does the tension rise if they run up to you and stop dead in their tracks about 6 feet from you? what kind of garbage AI are we talking about here?
I will enjoy this resident evil game, regardless of how dated the controls are but to simply disregard the issue as if it doesn't matter is stupid. Instead of limiting your movement, how bout souping up the AI, now that would add tension and maybe make the game something it hasn't been in awhile....scary
wano
Thursday, March 05, 2009 @ 5:32:07 AM
What issue?
While I agree with you that people are to quick to bring up the "FPS controls" bull, without considering small tweaks"
I dont think its fair to say the contolls "needed" somesort of make over. I want them as they are, It worked perfectly for RE4 and I have completed the game loads of times. I still play it on the PS3 (last time was a couple of months ago), its not like the controls dont work anymore just because the game is a few years old. If you want it to be different to RE4, then its just you who has an issue with the original controls. Everyones got an opinion, fair enough, but there are a hell of a lot of people who were just fine with the game (which is why it was so sucessful). I just think its a bit unfair to say they need changing just because they dont fit your needs, or because dead space has controls you prefer. (which is a differnt game alltogether. Lol imagine putting Isac in RE4, it would be far to easy).
Not that I think its needed, but I suppose a compromise could have been having two modes..Arcade & hardcore.
Hardcore as it is now, arcade with aiming & movement, but a lot more / faster moving zombies.
peace Arron.
aaronisbla
Thursday, March 05, 2009 @ 11:49:19 PM
Instead of restricting movement to add tension, they could have just changed the villager's movements to something more realistic, why stop a few feet in front of the person you are trying to kill? why not go all out? now that would add tension
Last edited by aaronisbla on 3/5/2009 11:49:37 PM
LadyOfDarkness
Wednesday, March 11, 2009 @ 1:26:31 PM
Reply
My opinion on the RE5 demo is this. Again - controls take a little getting used to like always. Zombies again are FAST. I like the Co-Op idea (no one else mentioned that) where you can play either with a friend online or the computer "Sheva" helping you so you're not "alone". I played the demo with the computer Sheva helping me but still kept dying. I always make it until "Chainsaw" comes out. Then....panic sets in...I run..turn..blow up a red barrel..(it doesn't kill him)...so I run again...I turn....but...then other zombies grab me...so I CAN'T...shoot Chainsaw....I get loose...and run again....run...turn..he's right behind me...run again..upstairs...to 3rd floor..jump down to 2nd..AND..he's there waiting for me...to chop off my head. Well...that's about what happens every time. :( Has ANYONE killed "Chainsaw"?? And the thing I HATE about the RE5 demo is that you have to START all OVER again from the beginning when you die... Guess I'll have to wait for the game - in 2 days! I got the Collector's Edition reserved. :)
LoD
Kowhoho
Wednesday, March 11, 2009 @ 4:05:56 PM
Reply
Knightedrik
Wednesday, March 11, 2009 @ 5:47:39 PM
Reply
pillz81
Thursday, March 12, 2009 @ 1:17:39 AM
Reply
Anyway, I will be buying the collector's edition and getting used to the ultra slow aiming and moving.
It is kinda funny when the character is much faster and efficient in cutscenes. Once you take over the character, it is like some kind of drug that slows down the character's movements just kicked in.

Resident Evil 5









Random_Steve
Reply
Wednesday, March 04, 2009 @ 11:05:50 AM