The Worst Part About Resident Evil 4
I'm a big fan of usability in software. I regularly read blogs such as "flow|state" and "joel on software", I'm secretly envious of Mac users, and I always strive to make my own work streamlined and easy to use.
Which is why I was so bothered by the menu system in Resident Evil 4, a game which was so polished and perfected in every other category. Using a sectional, tab-based system similar to Capcom's own "Devil May Cry", it tried it's best to be intuitive, but contained enough control inconsistencies to make a trip to the menu scarier than a horde of zombified Spaniards.
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Pretty scary. |
The Map screen is troublesome in many ways. It's the only menu item to have two means of access; the Z button when pressed in the main game heads directly to the map. However, this version of the map screen is not part of the main menu and there is no way to move to the other menu screens from it. Apparently the designers learned nothing from these same problems when they manifested in the new Ninja Gaiden (which is coincidentally also derivative of Devil May Cry). Why was the map made to work this way? I suppose Capcom just wanted to make the game even more familiar to the Metroid Prime crowd. After you've already borrowed the can't-shoot-while-moving mechanic, along with half the control scheme, you might as well put a map under the Z button.
There are also incongruences between the screens that agree. Treasures and Weapons, which use L and R to the best of their ability, handle the D-pad controls differently. Where as the Weapons screen will wrap around edges, Treasures will not. This is even more confusing when you consider that pressing up from the tabs when in the Weapons screen will move to the bottom of the Weapons menu, while doing so on the Treasures menu will do nothing.
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Artist's rendition of equipping the fish |
In conclusion, the worst part about Resident Evil 4 was that you couldn't equip the fish.

