Resident Evil 4

Resident Evil 4

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Atty Mar 28, 2023 @ 9:37am
The evade system is infuriating
What kind of ♥♥♥♥♥♥ design is it assign crouch/stand/evade all to the same input? Press evade a fraction of a second too early or too late and guess what, Leon ♥♥♥♥♥♥♥ crouches, as a result slows down to a crawl, gets his face smashed in, then you gotta press it again to stand up and finally regain your mobility. It's ♥♥♥♥♥♥♥ 2023, how can developers still not design a functional control scheme?
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Showing 1-12 of 12 comments
Goodfella Mar 28, 2023 @ 9:44am 
It is a pretty appalling design choice, I agree.
Atty Mar 28, 2023 @ 9:51am 
I smell console limitations
vukotlak Mar 28, 2023 @ 9:52am 
I think you got the answer in your complain.

Press too early or too late and you are in trouble. That is problably the design philosophy behind it. It's the same way in many other games. Dark souls for exmaple. try to parry if you got the wrong timing you get your head smashed.
ice Mar 28, 2023 @ 9:54am 
it's fine seems like a skill issue
Piranha Mar 28, 2023 @ 9:54am 
If you keep mashing the QTE dodge button, even if you animated into a crouch, you will still dodge, so long as you're not facing backwards.
InstableMonster Mar 28, 2023 @ 9:58am 
Originally posted by vukotlak:
I think you got the answer in your complain.

Press too early or too late and you are in trouble. That is problably the design philosophy behind it. It's the same way in many other games. Dark souls for exmaple. try to parry if you got the wrong timing you get your head smashed.
But parry is a dedicated button in dark souls, it doesnt suddenly not do a parry but a crouch which then lowers your movement speed, the comparison doesnt stand as the thread is about the button being used for a lot of things when the game you try to compary ut to as a dedicated button for the dodge, another for parry, another for crouching (er)
Atty Mar 28, 2023 @ 10:39am 
Originally posted by vukotlak:
I think you got the answer in your complain.

Press too early or too late and you are in trouble. That is problably the design philosophy behind it. It's the same way in many other games. Dark souls for exmaple. try to parry if you got the wrong timing you get your head smashed.
If you evade too late in Dark Souls your dude doesn't suddenly slow down and do something entirely different. Evade too late in this game and you crouch, then you gotta stand up again and then you gotta press the run button again because after you stand up you're back to walking speed. I can accept your argument that dodging too late is a skill issue but there's no defending the design where bad timing makes you do something entirely different.
Star Rain Mar 28, 2023 @ 10:44am 
Set crouch to hold instead of toggle, problem solved?
InstableMonster Mar 28, 2023 @ 10:49am 
Originally posted by Star Rain:
Set crouch to hold instead of toggle, problem solved?
not really some things can be dodge by crouching you're just transferring the problem elsewhere since now the input to dodge those has become longer
Big Perm Mar 28, 2023 @ 10:53am 
Originally posted by Atty:
What kind of ♥♥♥♥♥♥ design is it assign crouch/stand/evade all to the same input? Press evade a fraction of a second too early or too late and guess what, Leon ♥♥♥♥♥♥♥ crouches, as a result slows down to a crawl, gets his face smashed in, then you gotta press it again to stand up and finally regain your mobility. It's ♥♥♥♥♥♥♥ 2023, how can developers still not design a functional control scheme?

I've mentioned this in another thread, but there's some simple workarounds to this type of issue, and it also makes it a little braindead.

If you're holding the run button and moving you can't crouch, but you can still evade.

If you're aiming you can't crouch but you can still evade.

If you're holding the knife out then you can't crouch, but can still evade.

Now what does this mean?

Well the simple answer is just hit your parry button and crouch button together, and now not only does it option select the correct answer (I.E. it parries the attack if parryable, or it will evade if it's evadable), but you can't crouch.
Last edited by Big Perm; Mar 28, 2023 @ 10:54am
Big Perm Mar 28, 2023 @ 10:55am 
Originally posted by Big Perm:
Originally posted by Atty:
What kind of ♥♥♥♥♥♥ design is it assign crouch/stand/evade all to the same input? Press evade a fraction of a second too early or too late and guess what, Leon ♥♥♥♥♥♥♥ crouches, as a result slows down to a crawl, gets his face smashed in, then you gotta press it again to stand up and finally regain your mobility. It's ♥♥♥♥♥♥♥ 2023, how can developers still not design a functional control scheme?

I've mentioned this in another thread, but there's some simple workarounds to this type of issue, and it also makes it a little braindead.

If you're holding the run button and moving you can't crouch, but you can still evade.

If you're aiming you can't crouch but you can still evade.

If you're holding the knife out then you can't crouch, but can still evade.

Now what does this mean?

Well the simple answer is just hit your parry button and crouch button together, and now not only does it option select the correct answer (I.E. it parries the attack if parryable, or it will evade if it's evadable), but you can't crouch.

Also worth noting that this is actually something I consider to be a bit problematic when the easiest option is the best option in every case.

The good news is that Professional requires you to only do perfect parries, so while you should still always hit these buttons together, you can't just spam them 100% of the time and guarantee avoiding everything.
Funpire Mar 28, 2023 @ 10:56am 
No system is perfect. Don't play on console. Rebind keys or just git gud and learn to play with it. IMO, the evade system isn't nearly as offensive as the parry system, but w/e.

I can't expect FromSoftware level attention to dodge/parry from Capcom.
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Date Posted: Mar 28, 2023 @ 9:37am
Posts: 12