This post continues from my previous blog update in order to further develop my understanding of interactive features in computer and video games. Here I have selected Resident Evil 4 (2005) as my next example. The player assumes control of Leon S. Kennedy, a government operative in search of Ashley Graham, the presidents daughter. As Leon, the player must battle his/her way through the eastern European infected populous, confronted by infected followers of the games central villain, as well as many other mutated and infected creatures. The game has many interactive moments throughout game-play. On-screen commands are prompted to the player and the resulting outcome(s) are based on the players' reactions and input.
Here I have selected an interactive cut-scene/FMV (full motion video) in which Leon S. Kennedy takes on his old military comrade Jack Krauser in a knife fight. The player must hit the indicated on-screen commands or will be displayed the game over or 'You Died' screen as a result of Leon's death. The cut-scene will finish only if all commands are timed and entered correctly, encouraging the player to be ready to anticipate each on-screen command in order to stay alive and progress further in the game. The commands are unpredictable in nature, never repeating the same on-screen command, making the player more anxious. There are moments when commands are required to be hit multiple times or 'mashed' to depict a struggle or a fight for survival thus, adding realism to the interactivity within game-play. Finally there are times when more two simultaneous commands are required, both must be input correctly or again, this will result in a game over. These interactive features help me recognise that it is important to not be repetitious or constant when inputting (if any) interactive features in my 3D environment furthermore, encouraging further research towards the varieties of input methods in computer and video games.
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