Controls
- Stick: walk around RE4 style. While aiming weapon, allows camera look/pan independent of cursor, RE4: Wii Edition style.
- quirk: directly holding Down makes you walk backwards; holding Left/Right to turn, then immediately holding Down just makes you turn in-place.
- Z trigger: hold Z to run.
- quirk: no 180-degree quick-turn available.
- C button: hold C to ready/aim the projectile weapon with the on-screen cursor, independent of camera pan. No moving/strafing allowed, standing your ground in classic horror gaming fashion. This camera is positioned more like "behind the elbow" rather than "over the shoulder".
- B button: tap B to swing melee weapon during normal traversal; while C-aiming, tap B to fire projectile. Melee actions can collide with environment surfaces.
- Firing your weapon: it's like firing a flare gun, the projectile doesn't move very fast. The delay between shots is actually similar to the plain shotgun in RE4.
- D-pad Down: over the shoulder first-person look, forcing you to be stationary.
- Motion gestures: mostly diagonal swings and a forward-chopping swing (overhand) for both Remote and Nunchuk; used to perform specific ritual actions. Medium swing speed is sufficient, the speed not as necessarily fast as No More Heroes; going too fast might go unrecognized.
- Walking is a relaxed normal-people pace, so it's slow by gaming's stupid standards; by its animation it looks appropriate tho. Running is actually a jog, and that feels surprisingly slow.
- Pause Menu and item viewing is controlled with the IR Pointer.
Visuals
- Widescreen support, all screen borders are filled up.
- Framerate has so far been a solid 30fps.
- Textures aren't as sharp as Capcom's various Wii efforts, but definitely do a better job than House of the Dead: Overkill. Good texture variety and balance is exercised in the town environments, when opportunities for variety are present (ie. a snow-capped hillside won't present a whole lot, especially when the weather is meant to obstruct your vision). Objects won't be super-detailed over others, so there is an even level of detail distributed for the environments (and I guess it helps allow for the nice draw distance). The town is filthy and unpleasant. The mountain is clean with snow but harsh on visitors.
- A light grain filter helps the scene look grimey.
- Town traversal/progression has been completely seamless with no loading/checkpoint interruptions in walking or framerate. Indoor-outdoor transitions are seamless. You can hear the Wii drive go MAD NUTS.
- None of the trailers/videos I've seen have done the game's framerate and textures justice, which I'll attribute to bad video capturing.
- Nice application of particle effects blowing threw the scene, like snow scatter, dusty winds, "ghost world" dusty winds, and rolling fog that's knee-high or completely surrounds you.
- Animations are OK, more work could've been done to make the character more seamless between various actions. Ghosts and NPCs animate better, cuz they don't have to do as much as the protaganist, so they just look freaky and call it a day.
- Talkie-talk cutscenes have been motion still-art FMV sequences; video scaling doesn't look great.
- The mystical aesthetic is unique and is providing me an alternative to the vibe I got from Eternal Darkness's slimey gods and ghostly heroes (in every other game it's FLESHY UNDEAD MONSTER THINGIE).
Audio
- Audio is probably the most robust package of the game (less to mess up?). Much of the effects sound original (I might attribute that to the original setting), so I haven't been hearing the immortal stock sound clips that have been used throughout Resident Evil's 30-year history. A good thing.
- Ambient noises are appropriate for the environments and constantly heard. Some noises play from certain directions to cause alarm/nervousness.
- Music has only seemed to pickup during combat; any other time it's just environmental noises fear-inducing notes to make you anxiously listen for the unknown.
- Voice acting has been solid.
- quirk: No Dolby Pro Logic II surround support (what gives? it's annoying when a 3rd party includes many expected features, yet leaves out something DUR OBVIOUS. Tenchu4 and MadWorld don't have progressive scan)
I'm curious how the wider open areas handle scare tactics.