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<!DOCTYPE html>
<html lang="en">
<!-- Joao Dantas 100292405 -->
<head>
<meta charset="UTF-8" />
<meta name="viewport" content="width=device-width, initial-scale=1.0" />
<meta http-equiv="X-UA-Compatible" content="ie=edge" />
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type="png"
sizes="16x16"
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<title>History of Games</title>
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<source src="images/Fog - 23496.mp4" type="video/mp4" />
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<div class="grid">
<div class="header">
<header>
<h1><span>A</span>ssignment <span>2</span></h1>
</header>
</div>
<div class="nav">
<nav>
<ul id="navBar">
<li>
<a class="hrefLink" href="references.html"
>References</a
>
</li>
<li>
<a class="hrefLink" href="group.html">Group</a>
</li>
<li>
<a class="hrefLink" href="structuralElements.html"
>Structural Elements</a
>
</li>
<li><a class="hrefLink" href="#">Lenses</a></li>
<li>
<a class="hrefLink" href="whyRE4.html"
>Impact of Resident Evil 4</a
>
</li>
<li><a class="hrefLink" href="index.html">Home</a></li>
</ul>
</nav>
</div>
<main class="mainAboutMe">
<div class="photoAboutMe" id="photoActionInteraction"></div>
<div class="textAboutMe">
<h1>Lens of Actions and Interactions</h1>
<div class="container">
<a class="backLens" href="lenses.html">Back</a>
</div>
<p>
Most Actions the player takes can be separated into two
distinct categories combat and traversal. When it comes
to the design of these categories it’s clear that much
more time went into making one of them as fun and well
designed as possible and saw the other one as something
not worth as much attention. The only part of this game
that you can argue doesn’t hold up to today’s standards
is the movement. It’s not bad per se, but it’s tank
controls and camera that can only pan 90º left or right
before snapping back to the center feel somewhat clunky
nowadays to use without the level of easy control that
modern game protagonists possess. The movement does feel
responsive and once you get used to it and it can be
quite easy to use, but it never manages to feel like
more than a supplementary mechanic that allows the
player to get from one combat encounter to another. But
that’s where the Action comes in.
</p>
<p>
Capcom Production Studio 4 obviously worked incredibly
hard on making the combat interactions as fun and
impactful as they could be, even if they didn’t put
anywhere near the same level of effort into their team
name. You can’t move and aim at the same time so when
you are trying to aim your shot just right you have an
obvious time limit, so making those perfect shots feels
even more enjoyable. What makes the aiming even more
interesting is how enemy models have different weak
points that will stagger them in different ways which
can lead to different melee attacks once staggered,
making you choose between taking the time to aim just
right or just trying to hit them if you don’t have any
time. Also, it’s worth saying how fun those melee
attacks are as a reward for careful shooting with such
flashy moves and excellent sound design making those few
moments when you can press the contextual melee button
on the enemy as impactful and enjoyable as possible.
Thanks to the amazing combat design, the game makes sure
you take advantage of every single type of combat
interaction since your ammo is always running low, you
often feel forced to use every tool you have at your
disposal to get through each encounter. Even the flash
grenade which felt useless at first and I never
interacted with, had a secret purpose I found much later
into the game, that being that is could instantly kill
all nearby plagas enemies, turning an item I previously
never used into my secret weapon that I would save for
when I was feeling too overwhelmed by the hordes.
Overall, though the navigation interactions can feel
clunky and take a while to get the hang of, the combat
interactions are top tier action design, making every
combat interaction as fun and tense as it can be.
</p>
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