In a break with controversial tradition, you wonât have to stop to shoot in either of the next two Resident Evil games. You can run-and-gun in Resident Evil: Operation Raccoon City; you can run-and-gun in Resident Evil: The Mercenaries 3D.
Raccoon City is a team-based shooter, meant to be played either as black ops squad in its storyline campaign or as a competitive shootout in its multiplayer. In either mode, the game controls like a standard third-person shooter, letting you walk or run, shooting the whole time.
In the Mercenaries 3D, a Nintendo 3DS expansion of a mode that appeared in Resident Evil 4 and 5, sans running-and-gunning, players can aim down their gunâs sights and then hustle, shooting when they want to. This game is played for points, the more you rack up per consecutive zombie kill, the better.
âCertainly thereâs a lot of debate as to whether stopping, having the player not be able to move [before shooting] in the old ones was a good thing or a negative thing,â Tsukasa Takenaka, one of the creators of the new Mercenaries game for the Nintendo 3DS told me during an interview in Miami last week. âThereâs a lot of opinion on both sides.â
The Resident Evil creators debate the issue âafter work, at the bar, drinking some sake.â
Takenaka said that the choice to let players move while shooting was easy for Mercenaries 3D. âThe goal of of this game isnât the traditional goal of creating a Resident Evil horror atmosphere,â he said. âMercenaries is totally focused on the action and creating a more fast-paced game that is very different than the other Resident Evil games in the series.â
That doesnât explain why the RE4 and 5 Mercenaries modes didnât let you run and gun, and it sure seems like Capcomâs enabling of that activity is part of a gradual change in control design thatâs been moving through the Resident Evil series. In those original RE games, players had to deal with the fright of needing to plant their feet in order to kill an approaching zombie with a shotgun blast to the head or to at least slow him with a pistol shot to the leg.
These are not sweeping winds of change, though. Capcomâs developers maintain that theyâre making the choice to allow running and gunning selectively. They say itâs not even a situation that divides Capcom, dismissing the idea that thereâs a pro-running-and-gunning camp in the company and a group opposed to them. âThatâs just one of many design decision that need to be made when we make a game,â Masahika Kawata, producer of both of these new Resident Evil games told me. âWhen we talk about those decisions, theyâre not really taken as singularly as that. Itâs a much more holistic discussion that needs to be happening⊠Itâs a balance decision thatâs made with each separate title, considering the goals of that title,â
The Capcom developers with whom I spoke said that there are discussions all the time at their company. They say thereâs a realism argument for forcing you to plant your feet before shooting. You would stand still most of the time youâd be shooting a gun in real life. Thereâs a horror reason for it too. Itâs scarier if you have to stop.
The running-gunning Resident Evil debates will continue at Capcom, though not necessarily during the day. Fitting for Resident Evil, theyâre more of an evening thing. âItâs not at lunch,â Kawata said, âItâs after work, at the bar, drinking some sake.â