analyse de l'ergonomie de resident evil revelations
DESCRIPTION
Expert review of resident evil revelationsTRANSCRIPT
The game quickly immerses the playerin a story with a non intrusive tutorial
The second character is actually nice to have with you and not a burdenanymore compared to RE 4 & 5
Just like in old times, this resident evilbalances action with exploration
Play session length is adapted to working audience
The game allows different play styles
Fight or flight, explore or speedrun…
Gameplay is varied across scenarios, with for each specific scenes, focus on different features and playing styles
Top 5 usability / Playability issues
Press start to pause the game during a cinematic skips important information
-1
4
9
14
Contr…
Visual …
Possible solutions
1. Start pauses the game as usual, and a second input allows to skip the cinematic
2. Start skips the cinematic, but it’s divided intoparts. For example, the tv show and the playerscenes are separate and « start » only skips the first. It’s unlikely the player will make this errortwice in a row
3. Show « Hold the start » ou « Press start to skip » for 5 seconds if the player presses Start the first time
Switching to the right weapon requires thinking….-1
4
9
14Consist…
Input …
Possible solutions
After the sequence where you fall and can’t walk, you can’t equip a shotgun you have. It’s confusing.
Possible solutions
1. Add a sign on the choice to show wether it isavailable or not (like on contextual actions)
2. Make clear that you lost it
Input settings should be visible immediately
Control options should be more explicit-1
4
9
14Consiste…
Controls
Visual …
Possible solutions
Details = X, square or triangleSwitch screen is L1 / R1 or with squareButton hint is at the bottom, middle right, upper right….
-1
4
9
14Consistency
Controls
Game …
Training …
Visual …
The game uses 2 different maps which can be confusing and adds unnecessary complexity to the game
Possible solutions
Possible solutions
Possible solutions
Possible solutions
The scanner needs to be equiped to know whether there is something to scan
-1
4
9
14
View …Comm…
Visual …
Respo…
The scanner sees through ceilings
Possible solutions
1. Allow the player to know whether he shouldlook for an item without needing to equip the scanner : sound, hud, vibration
2. Make it faster to open the scanner
3. Don’t detect items that are in other rooms
4. When scanning, give a sign that shows wetherthe item is in the same room as the player or not
5. When scanning, give a hint regarding the direction to look towards, at least up or down
Usability / playability improvementProblems found by type
-2
0
2
4
6
8
10
12
14
Consistency
Customizability
Artificial intelligence
View mismatch
Skip content
Input mapping
Controls
Game status
Training and help
Command sequences
Visual representations
Response times
Before
After
To improve further…