Its an instant shot intended for panic-defence when being over-run, and roughly homes in on the nearest enemy, but its nowhere near a guaranteed hit. Theres also a new limited-access quick-shot move, executed by pulling both triggers simultaneously. And besides, only a couple of the many perks even relate to aiming, meaning that theres every chance youll prioritise something else. This stuff can eventually be tweaked as you level up your characters in between chapters, but its a slow process. Aiming feels floatier than before, and firing a shot imparts a more detrimental recoil that will at times throw your targeting off considerably more than youd expect. It all comes back to that more organic feel.Īiming and shooting are much less reliable. In Resident Evil 6 though, things are much less certain. And once you learned the rules of timing and spatial navigation, the crowd-controlling gameplay loop of using a crippling knee-shot to access a power-melee hit became a reliable and powerful way to dominate the space around you. Their movement might have been stiff, but their aiming was true and predictable. Although the last two Resident Evils could be tense and oppressive games at times, you could generally rely on your characters combat abilities.
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