TheVelvetRoom wrote:Thing is, if you're suggesting that clunky combat is what makes it fit into the genre better because the classic survival horrors were like that, it's really not a point in the game's favor. The genre shouldn't be relying on tank controls or every enemy taking 6 hits of the same weapon to die every single time.
My point was that the combat will probably seem a bit repetitive and frustrating, if you try and bash every enemy you see, rather than avoiding them as much as you can and only fighting where it's absolutely necessary, which is how a true survival horror should be.
TheVelvetRoom wrote:The amount of enemies too is a legit complaint. One of the major factors that contributed to Resident Evil 6's suckiness was there was a never-ending swarm of enemies. It was nothing but combat. There's a difference between tension and tedium, and it reflects poorly on the game's design if it's leaving all these frustrating gameplay elements in and calling them features. It shows very little ambition to progress the genre, which betrays what ZombiU is said to be trying by bringing the features of this next generation system to survival horror.
Again, it seems to me that there's too many enemies to kill them all, but it's not pitched to be like that - it's designed that there's enough enemies to mean that you can't avoid combat all of the time, but you should wherever you can. I totally agree that using difficulty/frustration as game lengthen-ers/features is lazy development, but I don't think that's the case here.