The fact that the FOV slider is only accessible by starting the game, playing 10-20 minutes of the game, quitting to the main menu, and then accessing a submenu only accessible from the main menu and not the ingame equivalent is mind-boggling.
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Players have to learn it through trial and error, despite being a core mechanic that marks the line between fun and frustration.
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Extremely basic stuff like how to counter melee attacks is not taught.
RE6 fundamentally fails at conveying game design to the user. It's been mentioned elsewhere, but RE6's lack of, and sometimes outright misleading tutorialisation is staggering.
Most modern TPS games play more like 2002 Ubisoft games than RE4. This is the flaw in the "RE4 changed TPS games forever" argument. You hold down the aim button, and the camera swoops over the shoulder, letting you aim more precisely. You've got a drawn back camera where you can move freely 360 degrees. You pick any modern Ubisoft third person shooter, or even something like Assassin's Creed, and it basically plays like Splinter Cell from 2002. Also, the role of the third person shooter on PC is often downplayed in favor of a certain, "Before RE4 came along everyone was doing lock-on aiming" argument, which really doesn't hold up. And games that did the exact same thing around the same time often get ignored. There's this artificial "before X" and "after X" that is created. A really good, really important game that gets credit for a lot of stuff where the influence is dubious.
Resident Evil 4 is kinda like Half-Life 1. With Manhunt, the camera zoomed over the character's shoulder when aiming weapons. The shooting in GTA V may take some influence from RE4, certainly, but it also has earlier GTA games, Max Payne (since elements came from Max Payne 3), and even Rockstar's own Manhunt. GTA had a form of over the shoulder shooting in GTA: San Andreas. Click to shrink.It's always weird how people claim Arkham has an RE4-style camera when gameplay looks like this.