| Resident
Evil Fan Review: |
 |
 |

6.0 |
|
 |
 |
 |
 |
 |
 |
 |
 |
|
|
|
| Introduction: |
|
Resident Evil: Gun Survivor 2 oriented as an Arcade title
created jointly by Capcom and Namco for Japan. The game was
built using the Naomi GD tech from Sega for their Dreamcast,
which made perfect sense seeing as the game was built up from
the Dreamcast Code Veronica title. The arcade version had
some slight load times seeing as it was accessed from a GD,
but apparently the advances had allowed some graphics upgrades
above what was originally shown on Dreamcast. The game also
allowed 2 players to play at once, a first for Resident Evil.
This said however the title reportedly flopped in Japan.
A problem of trying to combine a first person shooter with
one that allowed you to move the character. While this was
Capcom's second outing on this idea, the first being Survivor
on PlayStation, it seemed the idea was lost when brought to
the arcades.
Which is why I questioned the point of bringing it back
home.
|
|
After playing, personally I do think the problem is less in the
fact that moving between shooting and moving is hard (although it
still doesn't help-more on that later), but that doing it with a
timer ticking down is the worst way you could ever think of pushing
someone to play.
The game becomes less of a panic because something is coming to
get you now and more of a panic because something is coming to get
you but you're stuck against this wall, can't turn well, and will
be dead in a few seconds. With the original Survivor, there was
no timer - you moved at your own pace, and while there was still
problems, its system looks brilliant compared.
This is why the Dungeon Mode in Survivor 2 is semi-better than
the Arcade Mode. You still have a timer counting down, but it's
more mission based, less confusing, and seems better thought out
than the Arcade Mode was. More close to the Battle Mode of Code
Veronica.
Back to the controls, Capcom has added six control settings for
Survivor 2, and sadly 3 are unusable and the other 3 are just the
same thing with one button altered. The conventional movement of
Survivor, which by all means was just the Resident Evil control
scheme in 1st Person has been scrapped. In it's place an horrible
design best described as one based off PC FPS. However as everyone
knows, those sorts of designs hardly ever work on consoles.
By default you use the Directional Pad to move in side steps left
and right and move forward and back, and to turn you end up using
L1 and R1. Why? Why was the "draw gun" idea removed? You
still controlled like a tank, but you only used one set of controls
to do it. When you wanted to shoot, you held R1 and fired away,
and to start moving again you released it. With this new system
I find myself trying to do major arc's in small hallways, getting
stuck against walls more than I ever have in RE title (which says
a lot). I have to question the sanity of the person who designed
the control setup. I can't even imagine trying to use the G-Con2
and get better at controlling with it's setup (and from looking
at the options I'd think the PSOne G-Con would be even worse - but
I didn't try that).
Then there is the aiming. Of course you would have noted if you
decide to use a PC style of movement and shooting that you either
add a very good way of looking around at targets or a very good
auto aim system. Sadly Survivor 2 has neither. I lost count the
number of times I couldn't hit dogs, lickers, spiders, and probably
the worst of all - bats. Large enemies are good enough targets,
but the small ones and any that climb walls and ceilings are just
horrible to try and shoot at. Prone zombies are terrible until they're
crawling for long enough, and unlike other RE titles you'll only
auto aim things in your screen. More realistic yes, but when it's
in 1st person it's the worst thing possible. Thankfully there are
markers telling you when enemies are in directions, and their color
coded in range. You can switch this off in the options but who the
hell would do that?
There are numerous other small problems that come up in just the
early parts of play - bad translation, no voice acting, silly map
design, and the fact there is a "Now Loading" screen even
after the door sequences. The game seemed promising enough but then
you just get annoyed at having to run everywhere to get a silly
key in time.
|
|
Considering I've vented everything bad, I may as well (finally)
get to the good. The first thing is that although the game is based
on Code Veronica doesn't mean the developers got lazy. While there
was already the biggest amount of enemies in the original Code Veronica,
they've gone out of their way to add even more. Lickers make a return,
there are Drain Deimos' from Resident Evil 3, and if you don't get
a level done in time you'll have Nemesis all over you. All of their
models look excellent, making a nice transition to the fully 3D
world.
There are also plenty of new weapons or weapon bonus'. More launchers,
more guns for characters, and plenty to shoot at. Inventory space
(if it can be called that) is all set to weapon storage, so you
don't have to worry about keys and health, you'll just pick up items
as you get to them. There is also a nice set of mini-games, bonus
items (including files I believe), and bonus characters beyond Claire
and Steve. The ranking system also allows you to try and better
yourself through the levels (because of the controls it took me
some time to get better-but it does happen).
|