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Tanks For The Memories – The Evolution Of Resident Evil's Combat

Capcom's seminal horror franchise has changed dramatically
since its inception in 1996.

Capcom's seminal horror franchise has changed dramatically
since its inception in 1996. An important element of that evolution concerns
combat - how players dispatch the zombies and other terrible creatures. From
the original PlayStation game to next year's Resident Evil Revelations 2 ( read
our cover story reveal here), the franchise has moved away from clunky tank
controls to more nimble characters with better aim. Let's dive into just how
Capcom's horror franchise keeps fighting rancid biological abominations fresh, from the
original Resident Evil all the way up to Revelations 2.

Note: This feature only applies to core entries to the Resident Evil series and Resident Evil Revelations.

Clunky Killers (1996 - 1998)
The early Resident Evil games are renowned both for their
scares and the intentionally limiting control scheme. Characters control
similar to tanks - left and right on the d-pad turn them, up and down makes
them go forward and backwards. These controls allow players to move between the
multiple, security cam-esque screens without too much confusion. As a result,
evading zombies and more nimble monsters like killer attack dogs is a sloppy
affair. Oftentimes an attempted dodge will turn you into a zombie's lunch.

Gunplay has been an important element in since the beginning,
with iconic weapons like pistols, shotguns, magnums, and grenade launchers
returning time after time. At inception, blasting enemies was a more limited
experience, allowing players to aim up, down, or straight ahead. Many creatures
can be targeted by simply aiming straight on, but particular situations call
for more deliberate marksmanship. Aiming up with a shotgun at a crowd of
zombies allows you to score multiple headshots with a single shell - something
that's incredibly valuable when ammo is scarce. Aiming down is important for
taking out lower-profile enemies like snakes or crawling zombies. In the first
two RE games, players had to manually dial in their shots, whereas later
rereleases would incorporate invaluable auto-lock aiming.

New Skills And Another Dimension (1999 - 2000)
Jill Valentine learned a thing or two about surviving viral
outbreaks after the Mansion Incident. Resident Evil 3: Nemesis introduces a few
important new mobility options. First is the 180-degree quick turn, which
allows Jill to turn on a dime and run in the opposite direction. This is
crucial for evading zombie grabs or the titular Nemesis when he launches a
violent ambush. Jill can also push away zombies or dodge with careful timing of
a button press. Tapping the aim button when she's about to be captured causes
her to knock a zombie back so she can flee, or dodge an enemy's attack
completely. Jill can also craft her own ammo out of gunpowder found in the
environment, which is perfect for catering to players' specific styles.

A year after Jill showed off her new moves, Claire stepped
up to bat with the first true instance of free-aiming in the entire series. Code
Veronica is a traditional Resident Evil game by design, save for the
introduction of fully 3D environments. Unlike the previous games' static
backgrounds and superimposed polygonal character models, the 3D environments
allowed Claire to wield a sniper rifle in first-person. This new perspective
comes in handy during a tense boss battle with an enemy whose weak point is its
exposed heart. Focusing on enemies' weak points would become a staple of the
series years later.

Self-Defense Training And Fire Starting (2002)
Two fantastic Resident Evil games dropped on the GameCube in
2002. A remake of the 1996 Resident Evil hit early in the year, with completely
revamped visuals and the same core tank controls. However, the inclusion of
self-defense weapons like daggers, stun guns, and flash grenades changed up
combat. When grabbed by a zombie, Jill or Chris can avoid damage by shoving a
letter opener into its head. A well-placed headshot can even dislodge the
weapon for reuse. Chris can also pop a flashbang in a zombie's mouth, then
detonate the grenade from afar with a single pistol round to make an enemy's head
explode.

The emphasis on decapitation is important due to the
zombies' new Crimson Head transformation. Eventually, all downed zombies left
with their noggins intact can turn into red-tinted monsters with increased
speed and aggression. The only way to prevent these terrifying creatures from
rising again is to douse their corpses in kerosene and ignite them with a
lighter. This extra layer to finishing off combat encounters dramatically
changes the flow of the game, and adds significant tension each time you
reenter a room with a dormant zombie laying on the ground.

Resident Evil 0 changed up the formula by letting players
swap between two characters on the fly. Billy and Rebecca's adventure takes
place directly before the Mansion Incident, and they have to work together to
survive. Equipping your A.I. teammate with the appropriate weaponry determines
what kind of support you'll receive, but at the cost of potentially burning
through ammo. The mechanic is fun and incredibly useful during stressful boss
battles.

Laser Precision And Melee Masters (2005 - 2012)
Resident Evil 4 introduced the most dramatic change to the combat
since its beginnings. Presented in an over-the-shoulder, almost claustrophobic
third-person perspective, Leon S. Kennedy returned with unparalleled
marksmanship. Players could finally line up headshots with a precise laser
sight, or even shoot enemies' feet to make them stumble. The added aiming
fidelity ramps up the intensity of every encounter, forcing players to
carefully take aim on weak points. However, moving and shooting remained
separate actions - something that remained a point of contention until Resident
Evil 6. Each weapon can also be upgraded for increased accuracy, damage, reload
speed, etc. - something that would continue in some form for the rest of the
series. The increased weapon variety and customization offers an increased
sense of ownership for each gun

Another important change introduced in RE 4 is
close-quarters combat. Quicktime events were all the rage in the mid-2000s, and
RE 4 was one of the games to help popularize them. Leon could deliver suplexes
and roundhouse kicks to stunned foes, or slash giant bosses with his knife
after dealing enough damage. The result is a more intimate, viscerally
satisfying feel to the combat.

Resident Evil 5 allowed two players to fight through masses
of monsters for the first time in a main entry. Chris and Sheva's journey shines
brightest when two players cover each other's backs, heal one another, and share
ammo. Specific moments require players to split up. For example, Chris might
have to snipe a path for Sheva as she fights her way through an infested
building in the distance. The result was one of the best co-op experiences
ever.

The polarizing Resident Evil 6 took the series' steadily
increasing penchant for over-the-top action and ratcheted it up to the extreme.
Players could finally move and shoot, though this entry ditched the solid laser
sight beam. Even more, characters could slide and roll around on the ground, an
intriguing addition that allowed a new perspective on the battlefield. New
character Jake also had a robust set of melee moves, making him a
close-quarters powerhouse that allowed him to easily conserve masses of ammo.

Resident Evil Revelations returned the series to the roots
established in RE 4, with simpler combat and an emphasis on tense atmosphere.
Revelations' biggest change was a dodge mechanic that works similarly to RE
3's. Jill could once again dodge with careful timing, though in Revelations she
benefits from a brief invincibility window. This move is essential for dodging
common enemies or brutal attacks from big bosses. Resident Evil Revelations
also added more variety to weapon customization with augments that can be
slotted into each weapon, like increased fire rate or critical chance.

Multi-Directional Dodging And Support Co-op (2015)
Resident Evil Revelations 2 isn't out until February 17,
2015, but we've already gotten a feel for how the game changes up combat once
again. The core gunplay feels similar to its predecessor, but the dodge ability
has become even easier to use. The strict timing window has been replaced with
a manual, multi-directional dodge ability. Claire can still receive damage with
lunging out of the way, but being able to take direct control of when and where
she dodges feels great.

Revelations 2 also reintroduces co-op to the series with a unique
spin on Moira's support role. Claire is responsible for dealing big damage by
gunning down the monstrous Afflicted (tripping up enemies with shots to the
feet returns). When they're down, Moira can deliver a finishing blow with her
trusty crow bar. If you don't want to play with a friend (local co-op only),
you can also take control of Moira on the fly to do it yourself. Moira can also
stun enemies with a flashlight, which sets up Claire for ammo-conserving melee
attacks.

Upgradable weapons and Revelations' cooperative, kill-crazy
Raid Mode also return, but we'll have to wait until closer to Revelations 2's
release to learn more about the changes they bring to the table.

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