![]() This may seem common, if a bit problematic, in today’s games. Mikami also played with the narrative psychology of the lone stranger in a foreign land. Other more superficial influences include Resident Evil 4’s retooling of the third-person camera, placing the viewpoint at a more intimate angle just above the shoulder and then tightening the focus when aiming. Helping to mask this, big confrontations were often laid out as miniature sandboxes, allowing conflict resolution to feel organic. Mikami’s sense of pacing here is masterful, luring the player into one stressful set piece after another, while never bringing attention to the experience’s linear progression. What Mikami delivered is one of the most influential games of the 2000s. ![]() What everyone expected was another mediocre Resident Evil cash-in. Franchise creator Shinji Mikami wound up in the director’s chair of Resident Evil IV after a troubled development process full of delays and direction changes.
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