Branching Dialogue: Don't shoot, or I'll move! (A Resident Evil 5 defense)
Presenting Branching Dialogue, a weekly, wordy and often worryingly pedantic discussion of video game genres, trends and err ... stuff I didn't think to put in this introductory line.

Ignoring this minor incongruity with the survival-horror's commitment to plausibility and sturdy logic, I think a lot of the discussion has merit, especially in a genre which has done much to modernize itself in the last year. There is one sticking point in this move-and-mow-down debate, however: Poor Controls Guy has nothing to do with it. Leave him alone!
With critical debate expanding to include more (and more esoteric) facets of game construction, it becomes increasingly important for those outside of design -- both reading and writing -- to immerse themselves in the relevant terminology and principles. To put it in a less bombastic way, you need to know what you're talking about. It's a little ironic that a game built around precision aiming has become the victim of some questionably placed shots.
To my mind, this infamous inability to move and shoot simultaneously is a miring of deliberate design, not "bad controls." Poor, inaccurate controls impose an impediment to gameplay, preventing players from performing whatever actions the game has allowed -- and in this case, shooting and moving is not permitted by gameplay. The controls also don't let you roll, fly or slap Sheva upside the head every time she gets a chainsaw massage, but I don't see Controls Guy getting blamed for those shortcomings either.
This infamous inability to move and shoot simultaneously is a miring of deliberate design, not "bad controls." |
At its corpse-riddled core, Resident Evil 5 (and its immediate predecessor) is a resource management game, wrapped in a classic, zombie film archetype (see: George Romero's Dawn of the Dead). Every battle is a question of resource expenditure: enough bullets for a kill; enough time for a head shot; ample room for escape. When you succumb to the inhuman opponents -- slow, uncoordinated, but numerous -- it's usually due to a very human fault: greed. Perhaps you stood your ground for too long, hoping to murder another miscreant, or perhaps you got weighed down by pockets full of treasure and fell to a force that's ... well, easily avoidable.
It's a matter of holding onto what little power you have, and not to flagrantly exhibit it in the face of impossible odds. That would be the terrain of traditional shooters ... and it may surprise you to think that a shooter like Gears of War isn't even remarkably distanced from this principle. Aside from featuring fairly similar controls and identical camera placement (one of the few times where tank controls actually make sense!), Gears of War expresses the "shoot or move" limitation in its raison d'être: take cover or you'll die. Is shooting from behind stationary (stationery, if it's another one of those drab office buildings) cover all that different from the combat in Resident Evil 5?
Gallery: Resident Evil 5
Dead Space, too, offers its own interpretation of this common constriction. You're free to walk and shoot in EA's atmospheric adventure, but more often than not, your freedom is impacted by the cramped corridors that space ship designers are so fond of. Dead Space in particular is every bit as focused on precision shooting, with faster and deadlier enemies requiring concentration, not circle-strafing. There's an ability to move and shoot, but not much opportunity.
Perhaps the common thread in all these games is less important than their differences. It's easy to dismiss Resident Evil 5's approach as the odd one out, the poor kid playing with the wind-up toy car while everyone sends their remote-controlled racers around the bend, and it's even easier to point to a winning design in one game and then apply it to others (in some cases, this is a good thing!). It's easy because it draws thick parallels between similar games, with little regard for what makes them different or what decisions work within their own contexts. That context might not be palatable to you, but consider the big picture before you turn up your nose -- and even if you don't appreciate Resident Evil 5's own brand of tension, at least let poor Controls Guy keep his job.
Might wanna fire Uninterruptable Reload Animation Guy, though.
Branching Dialogue is written by Ludwig Kietzmann. He regularly writes posts on Joystiq and also wrote the highly narcissistic blurb you're reading right now (well done for making it all the way to the end, by the way). He can be written to by means of this fairly uncomplicated e-mail address:













Reader Comments (Page 1 of 5)
Neuromancer @ Feb 9th 2009 5:09PM
I see what you're saying... But why can't they make your guy move very slowly while aiming, and have his accuracy drop a lot if he shoots while moving? I really think this would help to maintain tension, maybe even make it more convincing than turning 180 degrees, running away five feet, then turning 180 degrees again and shooting. Which I think we can all agree is a little goofy.
Cody @ Feb 9th 2009 5:45PM
For the love of unicorn pixies why the crap does it matter that Chris can't move and shoot???
Leon couldn't in RE4. Why would it be different here? Please, tell me.
Vidikron @ Feb 9th 2009 5:46PM
@Cody
Because they decided to modernize the controls rather than rely on a cheap tactic to increase tension and difficulty? Just a guess.
Foetoid @ Feb 9th 2009 5:50PM
Because dropping your accuracy would deplete ammo reserves. I'd rather not waster ammo and stop to shoot thank you. As it was just said, this is a resource management game, carefully planning and co-ordinating your defense and offense against the enemy based on your limited ammunition and other factors. Giving the player the opportunity to shoot inaccurately while walking away from the zombies would just make the game harder. Geez, people didn't complain when RE4 got top marks and GOTY awards, but add in strafing (which is an improvement) and the sequel is crap to play??? Makes no sense to me.
Then again, not releasing this on Wii with it's vastly superior controls made perfect for this game doesn't make any sense to me either. They could simply refine the RE4 engine a little (which is what RE5 is anyway, Re4 in HD, same animations and everything) and drop the HD textures and high-polygon counts. You'd simply have RE4: Wii Edition with the new story/locations with slightly better graphics. Another million seller, but Capcom are stubborn.
Cody @ Feb 9th 2009 5:52PM
Wait what? I'm confused at your reply. Who's modernizing the controls? You can't run and shoot in RE4, and you can't run and shoot in RE5.
My question is, whats the big deal all of a sudden?
And why (for the most part) is it only coming from Halo/Lost Planet/Gears of War/(fill in the blank) first and third person shooter fanboys? Oh..... nevermind!
Cody @ Feb 9th 2009 5:55PM
AMEN FOETOID!
Your second paragraph couldn't have been any more dead-on!
Eh @ Feb 9th 2009 6:07PM
Its a good thing RE4 stayed exactly the same as 1, 2, and 3, it would have been horrible if they updated it to modern standards. We should learn from RE4, updating gameplay is bad, keeping the game exactly the same is good.
RyFar206 @ Feb 9th 2009 6:11PM
Not every game needs to be a run-and-gun shooter. If you want to run and shoot at the same time, you can play Ghost Recon, Call of Duty, etc. Plus, since ammo is harder to come by in RE games, you don't really want to waste it, especially with guns like magnums. You move and shoot, you would probably be wasting over half your bullets by missing. If RE4 was great without being able to move and shoot, I'm sure RE5 will be just fine too.
zuburi @ Feb 9th 2009 6:11PM
"Leon couldn't in RE4. Why would it be different here? Please, tell me."
They used pre-rendered static backgrounds in 1, 2, and 3. Why would it be different in 4?
Anyway...
Resident Evil 4 significantly changed the series. As such, I think that it got a "free pass" from almost everybody in the gaming community for the controls - simply because it did so many other things better than other entries in the series. I was willing to overlook the shitty controls because it felt like an evolution of the series, going from "survival horror" to "action."
Vastly improved graphics, better level design, better A.I., more stuff on screen, better sound. The new style didn't match the control scheme, but there was just so much *new* stuff going on that it was possible to wrestle with the controls to experience it.
I had assumed that 4 was to be the evolutionary step between "old school" and "new school" Resident Evil.
However, now 5 is (almost) out. It does absolutely nothing to advance the series - while at the same time, does nothing to fix the old problems. It also introduces some new problems, such as having to babysit a character that was thrown into the game for the sole purpose of avoiding controversy.
Lots of people aren't giving 5 the free pass that was given to 4 because it hasn't fixed a thing.
BananaBoat @ Feb 9th 2009 6:49PM
I like almost every J-RPG and quirky Japanese title that has ever been made, and I have no problem telling you that the controls in RE5 are awful. Believe me when I say that I'm not an FPS fanboy any more than I am an RPG fanboy, but the FPS's (specifically COD4) have gotten the control scheme right. You know when people bitched and moaned about the controls in Metal Gear Solid 4? Well, those were an entire generation better than the controls in RE5. THAT is what RE5's controls should have been. Slow walking while aiming and shooting is NOT running and gunning, and it is nothing like Gears of War or Halo, etc.
This discussion really boggles the mind. Would RE5 really be THAT different if he handled a little better, and he could aim while walking? Really? Would it really kill the entire experience for some of you? If you want traditional RE action, 4 and 5 don't have that anyway. It used to be...walk around for half an hour....maybe you'll see a zombie, maybe not, and you probably won't have any bullets when you finally do run into a zombie, etc. Thankfully they've iterated that type of gameplay out. Fixing the controls comes next.
Sheppy (of the Fidlious Clan of Wong) @ Feb 9th 2009 6:59PM
Losing accuracy because you're moving is an interesting idea. I mean Battlefield does it, so why not? Oh yeah, here's why. Because if it DID do this, how many people would notice that's why it's doing that? In all likelyhood we'd have traded one illegitinate complaint for another. "RE5's collision detection is shit. I can't run and shoot and hit people. I have to stop."
Scooter @ Feb 9th 2009 7:08PM
Foetoid if you don't want to waste ammo shooting and moving then don't do it. You can still stop to shoot in a game that lets you move while shooting.
Real life police officers walk with their guns drawn, heck S.W.A.T. teams run with their guns up ready to fire. Why can't we?
By definition walking and shooting is not Run-n-gun.
And Cody he was talking about reasons why Chris would be able to walk-n-shoot and the scenario he provided was a magical dream where Capcom understood smooth controls = more fun. A soviet satellite is more likely to hit me in the head than Capcom getting the controls right in RE5.
That said I'm still buying it for the co-op.
ryan @ Feb 9th 2009 7:20PM
@Sheppy here's how movement and shooting could work:
(While walking)- Handguns could stay accurate, shotguns it doesn't matter but the recoil animation could be a drawback while standing still is better, smgs and machine guns accuracy is decreased from far away but fine up close, rocket launcher heavy weapons, minigun require you to stay still.
There is no running and shooting, you automatically enter walk mode when you raise your weapon to aim. You can also reload whenever you want with the flick of a button.
Of course you'd have to update the enemy Ai making them quicker and not so sluggish. But that would also make the game more intense no?
Menchi @ Feb 9th 2009 7:23PM
If people are really attached to the controls why not simply give players the option for classic controls and modern controls which controls much more like deadspace? I think this would solve all the worlds problems and make the game much more appealing to everyone.
Like i will not be buying RE5 because of the sole fact i can't play that game with those controls they drive me insane. Really I don't care if someone else likes the old system or there is some reason to it the bottom line is i want to play the game the way i want and the sad fact they flat out refused to include that style of control.
This style of movement is not what defines RE, Survival Horror is not bound to the ability to not be able to shoot and move so why not give the choice to the players rather then take it away?
I wouldn't tell a Strategy RPG to get rid of movement and firing ranges but i can tell them the grid system is outdated and free roaming is a lot nicer and much more appealing.
Levi @ Feb 9th 2009 8:21PM
I agree and disagree. I don't really like the controls all that much, but the thing is, they are controls that you can get used to - and the added strafing while moving around DEFINITELY helps out a bit. You can tell that the game is good enough to try to get used to controls that you might not agree with at first. You may say that they're crappy, and why should I have to get used to bad controls, but in reality, there is a good game under the surface, and you won't notice the crappy controls NEARLY as much as you did when you first started.
Now, for those of you that say it hasn't changed from the early games, you are wrong. The early games, while you couldn't move and shoot at the same time, there were usually only one or two zombies on the screen at once. There were very few rooms or areas that had three or more enemies in them. Hell, I'd go as far as saying that in both of the levels in the RE5 demo have almost as many zombies as the first game!! The game has changed very much since the classic style, moving from a gameplay that involved very little shooting, to a game that is chock full of it. It may not be a shooter, but it is far more of an action game than the earlier games, and the controls really haven't changed all that much to suit it.
oohh, Obama's talking about taxes, hold on....ok.
Finally, I have to note my observations of the difficult to master controls. The unique aiming is really what makes this game more difficult to control than others, not the lack of ability to move while shooting. The laser pointer is not always the center of the screen like it is in Dead Space. If you lost the ability to move and shoot in DS, it wouldn't feel all that different. Most of the time I'm not moving while shooting anyway, though I completely appreciate the option to do so. The point is that the aiming would still be simple and straightforward in DS without that ability - it wouldn't be aas hard to control as RE5. The unique aiming system takes time to get used to, but it really isn't bad - it's just different.
Don't let some initial aggravations get in the way of enjoying this game though. It's going to be a good one.
Triscuit @ Feb 9th 2009 8:46PM
@ Menchi: You do realize that strategy RPGs are built around grid systems, right? That's what makes them SRPGs.
@ Everyone else: WHO CARES?!?! The game is still fun. I have no trouble with not being able to move and shoot. AND I think that it does make RE4 more fun to play. When I'm protecting Ashley from being taken away while she turns a crank, and I'm simultaneously protecting myself from being shot, it adds to the "Oh shit, what do I do" feeling, which is what makes the game fun. Just play the damn game, and I'm sure you'll stop bitching about the controls when you realize that you ~are~ having fun.
Grey Acumen @ Feb 9th 2009 9:47PM
I got RE4:wii, the first RE game I've ever played. I died within 5 minutes because I couldn't move forward while I aimed WITH A KNIFE.
I then proceeded to die because you have to actually press the run button while running backwards in order to be able to simply turn around.
I then died because I couldn't move backwards while I aimed.
I thought that something was wrong with the port to the Wii. I found out this is an issue that plague ALL RE games.
Look, I'm okay with not being able to SHOOT and run, that makes sense. It's not easy to shoot accurately while aiming, and Leon looks like the type of guy that prefers precision shots, not some wild gunman who shoots all over the place.
But not even being able to AIM? come on.
SoulBlade @ Feb 9th 2009 5:09PM
The realtime inventory is what kills me... I'd have no problem if bullets auto combined with the gun and i could just worry about switching to the gun mid zombie fest, but jeez... I have to first combine the bullets with the gun and then equip the gun... too many button presses in the heat of the moment... i get what they were going for, but it annoyed me enough in the demo to warrant hesitation about picking this up.
maybe i'll get used to it if i play the demo enough.
Ludwig Kietzmann @ Feb 9th 2009 5:12PM
Guns are mapped to the d-pad (up for handgun, left for alternate weapon). Not sure what you mean with combining bullets with the gun ... you can just reload normally.
Moptimus Slime (Leader of the Ryan Scott Defense Force, Ultrastiq Revolutionary) @ Feb 9th 2009 5:23PM
what you're describing seems to be a text adventure
You are in a zombie infested area
>shoot zombie
You have no bullets
>load gun
With what?
>Bullets
Do what with Bullets?
>LOAD THE FUCKING GUN
You insert the clip
>Shoot zombie
Which one?
>ALL OF THEM
You can't seem to do that?
>WHATCHOO TALKIN' 'BOUT WILLIS?
I'm sorry, I didn't recognize that command
>Put gun in mouth
The barrel is warm and smells of gunpowder
>Pull trigger
JerJer @ Feb 9th 2009 5:33PM
combine the bullets with the gun....?
you....you do know that you can reload right?!
Andrew Yoon @ Feb 9th 2009 5:42PM
SoulBlade:
You can reload at any time. Just aim and hit the reload button.
Ludwig:
The D-Pad actually corresponds to your inventory. If you have a herb mapped to the down button, for example, you'll switch to carrying an herb. Chances are you have the gun mapped to left. (It's all based on your inventory!)
SoulBlade @ Feb 9th 2009 5:59PM
I must have screwed something up - I'll figure it out I guess. Basically, I think I was in a state where I had shotgun shells in my inventory but my shotgun wouldn't reload. I'll definitely go back and check it out. Thanks.
mattimus @ Feb 9th 2009 6:15PM
Funniest thing I've read all day.
Dr Jeckyl and Mr ESC. @ Feb 9th 2009 6:46PM
Realoding isn't the problem but healing a teammate.In fact healing yourself the first time can be frustrating.
Levi @ Feb 9th 2009 8:30PM
I actually like the real time inventory. That was a pretty big change for the series and I think it was a good one. Probably the best change to create more of a tense atmosphere. Also adds another layer of strategy; now you have to plan when to check and manage your inventory.
lasersanchez @ Feb 10th 2009 12:58AM
How do you aim a gun when it's not drawn?
Deone @ Feb 9th 2009 5:10PM
I don't care that they don't allow the ol' run and gun. What does piss me off is that on the Xbox live video, the director of marketing at Capcom, whats his name, SAID there will be running and shooting. Oops
lasersanchez @ Feb 9th 2009 10:52PM
So he said it and they changed their minds. Get over it.
Deone @ Feb 10th 2009 12:22AM
I'm not really that hung up on it. I watched this last week, after the demo came out. Granted, I don't know when the remark was recorded, but this is their fucking director of marketing, there ought to be a little back and forth between dev teams and marketing teams, the guy is paid to know what the fuck he is talking about. Its not like we are talking about the disparity and lack of communication between SCEE and SCEA here.
I don't even think its that big of a design flaw, I get it. I just don't want the marketing people lying to get Gears (which he directly referenced, I believe) fans on board to help spurn pre-orders. Sure, they get paid to spin things, but spinning and lying are two different things.
Don't forget to change out your Kotex, lest you get toxic shock syndrome
lasersanchez @ Feb 10th 2009 12:56AM
Is Kotex for vaginas?
Deone @ Feb 10th 2009 6:09AM
ya, but it also works on douche bags.
Deone @ Feb 10th 2009 6:21AM
You know what, I hate how people get so damn mean on Joystiq and the net in general, with the help of anonymity. I was having a bad day, and you telling me to "get over it" rubbed me the wrong way; when I was just trying to voice my displeasure at the marketing team pumping their game with a misnomer. My tirade aimed at you was over the top, and I don't want to be that douche bag.
Go ahead and get the last word in. I assume you have a reply in the wings aimed at burning me, and I fully deserve it. However, I would like you to know that I'm genuinely sorry for my remark(s). I'm sure you're not a douche, it just rubbed me the wrong way. My bad, and I really do apologize.
joeybeast @ Feb 9th 2009 5:12PM
Enough PR talk to make me realize that the control is still shitty.
Haggard @ Feb 9th 2009 5:52PM
Yeah, Ludwig really wants to sell you this game. He's playing double agent for Capcom, working behind the scenes to make a couple of dozen people reconsider their views on the control scheme.
Ridgecity @ Feb 9th 2009 6:40PM
you are not forced to buy it. I remember playing Bionic Commando without jumping, everyone I knew hated it, I really loved the game specially for that single reason made it more interesting and more original, that jumping everything.
joeybeast @ Feb 9th 2009 6:54PM
Ridgecity,
At least the swinging is well done, which is more than what I can say about the aiming in RE5.
ryan @ Feb 9th 2009 7:40PM
The aiming works because of how slow your targets are. It works with a single fast moving boss monster.
The problem is really that the aiming and enemies just aren't as fun as they used to be.
Matt @ Feb 9th 2009 5:12PM
I don't think that the controls are bad, I understand that they are done deliberately to add to the horror and suspense of the situation. However, I do think it's lazy to rely on something like this to create your tension for you. There is no realistic reason why Chris Redfield can't shoot and move at the same time, other than the game designers don't want you to. There's a reason why he can't fly in the game, people can't fly in real life. In real life, people can walk around and shot a handgun, or point a shotgun in the general direction of a mass of zombies and pull the trigger without bringing the gun up to aim it more precisely.
Ludwig Kietzmann @ Feb 9th 2009 5:14PM
Except that RE5 isn't meant to be a realistic -- if it was, you'd be dead (and stay dead) after one bite. First aid spray?
Bendok @ Feb 9th 2009 5:22PM
Wait, I'm confused. These parasite things in RE5 spread by saliva, too?
WiredKnight @ Feb 9th 2009 5:23PM
Realistic or not, it still breaks the immersion when I can't do a simple action in a video game what I could do in real life.
Osman @ Feb 9th 2009 5:34PM
@ludwig
cause you know zombies are real and we obviously know what happens when they bite us :P
SpikeDelight @ Feb 9th 2009 5:44PM
Actually, most people in real-life don't run and shoot at the same time. Do you know how hard it is to shoot a gun accurately? If you had 5 handgun shots left against 3 zombies you'd damnwell be standing your ground while you shot as well! Gamers are just spoiled now because of the way every multiplayer game allows you to circle-strafe and shoot in matches. In real life though, it's really hard to keep your hands steady. Also, in Gears you almost can't run and shoot anyway, as you're always shooting from cover, or at least shooting from the aimed position where you can hardly move. I would say that, while yes it's certainly realistic to be ABLE to run and shoot, RE5 makes more sense in that you'd NEVER do it, especially when your ammo is as limited as it is in the game.
Altairio @ Feb 9th 2009 6:04PM
That's a deflection Ludwig. It's a valid point. The problem is that RE4 was almost an evolutionary change that pushed the industry forward. With RE5 though, it's like they're resting on their laurels and the game feels like it's a step behind the competition because of this one design decision. If Dark Sector can do it and maintain a sense of tension, there's no reason RE5 can't figure it out.
Matt @ Feb 9th 2009 6:32PM
In that sense Ludwig, no game is supposed to be realistic. It's a cop out. They at least try to make an explanation for the zombies and healing sprays and the such. There is no explanation of why when Chris Brings the gun up to fire he can't move. It just frustrates me when designers arbitrarily limit your character with no reason or explanation as to why you can't do it. It's like in any action game when a character can't climb over a 4 foot high fence.
@spikedelight - While in an ideal situation you wouldn't move an shoot, I do know people who are almost as accurate shooting while walking as they are when standing still, especially at close range. Granted, these people are highly trained army Rangers, but Chris is supposed to be a highly trained special operative, and should be able to do things like that. Yes, while you'd almost never want to move while shooting, one of those few situations where you would is when zombies are coming right at you.
And while in Gears shooting while moving might not be optimal, it is still an option.
Dr Jeckyl and Mr ESC. @ Feb 9th 2009 7:13PM
Someone voted down Ludwig? Infidels.
Not to mention that they never explain why everyone seems to be infected at the first bite while you can keep going and going as a Zombie snack.
Of course they could bring Outbreak system back.It was just a timer but for this game it could work since is more action focused.
To be honest they should ignore everyone and deliver the game they intended.Lisenting to your fans may be good for PR but it makes a terrible design.
Ludwig Kietzmann @ Feb 9th 2009 7:37PM
Maybe my point got misconstrued, but my initial response is addressing the argument, "I can walk and shoot in real life, so why can't I do it in the game?" The fact is, RE5 is a mechanical game and not a simulation of real life. Your on-screen avatar is not you and must adhere to the game's internal rules. If you're going to bring realism into the discussion, where do you draw the line? When do you want to do the things you can do in real life, and when do you want to avoid them (like dying)?
And for the record, I definitely can't walk and shoot in real life. I'd probably hurt myself.
Dr Jeckyl and Mr ESC. @ Feb 9th 2009 7:53PM
Normally the developer does what it seems fit or what he thinks it would be fun. They are going to change this about the same day RE stops being popular or sell poorly because everyone had it with the controls.
I think realism is something that is bad for videogames. “Okay you can shoot while moving but if you get shoot in the arm or in the leg you are crippled until you receive medical help from a hospital no this First Aid BS” I’m sure most people out there would scream at this.
I also believe realism isn’t the word his is looking for or most of the people are looking for, what are they looking for is for the question “Wouldn’t it be easier if I could shoot while I’m moving?”
Yes, yes it would, it would also help if I could rotate the camera instead of waiting for the perfect angle.
If you ask me I hope this is the last RE action game we see if not it won’t be long before the series turn completely into action games or go the Dino crisis way.
WiredKnight @ Feb 9th 2009 8:32PM
"The fact is, RE5 is a mechanical game and not a simulation of real life."
Then why do we care about high definition graphics? Why do we care about using realistic weapons? Why do we care about having to work together to survive?
It's all about immersion man, get over it. The more realistic a game is presented, the more realistic it looks and feels (especially when controlling the main character), the more convincing the fictitious elements are.
@SpikeDelight
Yes, I've handled firearms before, but thanks anyway for the tips that I'm sure no one would have ever figured out.
While yes, it should be beneficial to be stationary while shooting, it shouldn't be forced. There's a rule of thumb in game design for a simple decision like this, whatever option gives the player more freedom is the best way to go.
Just another example of how eastern development has fallen behind.