Kirk Hamilton
π€ SpeakerAppearances Over Time
Podcast Appearances
So in the version of Resident Evil 1 that I'm playing, you can have an alternate control style that is not tank controls and is relative to the character, I think.
Or the other way around, relative to the camera.
Yeah, you're right.
So it's the two things.
No, relative to the character, not the camera.
People know what we're talking about.
I think that that's true, though I would say, I mean, I've thought about this a lot, actually, and I'm aware of that and have considered it.
The huge difference is that in Gears of War, you are constantly under fire and are actually locked in place in cover.
So Gears of War 1 in particular is actually fairly similar to Resident Evil 4 original because most of the time that you're shooting, you are stuck in place and breaking out of cover is kind of like similar to moving in Resident Evil 4 originally where it's a pretty fraught
thing to do and you don't do it all the time.
So it is a kind of a more stop and start experience.
So playing Gears of War and thinking about it, it really is clear that Cliff Leszczynski and the rest of the people at Epic loved Resident Evil 4 and were definitely influenced by it.
Yeah, I think they've really got Leon's type of action gameplay down to a science at this point.
And I loveβthat's the reason I can't get too grumpy about the extended Raccoon City part for anything that I might not love about it, particularly the look of it.
It just kind of looksβRuss Fruschdick described it as looking like Army of Two, which I thought wasβ
Yes, that being for people who don't know, a 2000s era Xbox 360 game.
It was very much a pinnacle of the brown era of, at the time, next-gen gaming where everything was brown.
And it was just kind of a bombed out city, which is what you're doing.
I can't get too mad at it just because they've got it so dialed in.