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Analyse de l'ergonomie de Resident Evil Revelations

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Expert review of resident evil revelations

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Page 1: Analyse de l'ergonomie de Resident Evil Revelations
Page 2: Analyse de l'ergonomie de Resident Evil Revelations
Page 3: Analyse de l'ergonomie de Resident Evil Revelations
Page 4: Analyse de l'ergonomie de Resident Evil Revelations

The game quickly immerses the playerin a story with a non intrusive tutorial

Page 5: Analyse de l'ergonomie de Resident Evil Revelations

The second character is actually nice to have with you and not a burdenanymore compared to RE 4 & 5

Page 6: Analyse de l'ergonomie de Resident Evil Revelations

Just like in old times, this resident evilbalances action with exploration

Page 7: Analyse de l'ergonomie de Resident Evil Revelations

Play session length is adapted to working audience

Page 8: Analyse de l'ergonomie de Resident Evil Revelations

The game allows different play styles

Fight or flight, explore or speedrun…

Page 9: Analyse de l'ergonomie de Resident Evil Revelations

Gameplay is varied across scenarios, with for each specific scenes, focus on different features and playing styles

Page 10: Analyse de l'ergonomie de Resident Evil Revelations

Top 5 usability / Playability issues

Page 11: Analyse de l'ergonomie de Resident Evil Revelations

Press start to pause the game during a cinematic skips important information

-1

4

9

14

Contr…

Visual …

Page 12: Analyse de l'ergonomie de Resident Evil Revelations

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

Page 13: Analyse de l'ergonomie de Resident Evil Revelations

Switching to the right weapon requires thinking….-1

4

9

14Consist…

Input …

Page 14: Analyse de l'ergonomie de Resident Evil Revelations

Possible solutions

Page 15: Analyse de l'ergonomie de Resident Evil Revelations

After the sequence where you fall and can’t walk, you can’t equip a shotgun you have. It’s confusing.

Page 16: Analyse de l'ergonomie de Resident Evil Revelations

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

Page 17: Analyse de l'ergonomie de Resident Evil Revelations

Input settings should be visible immediately

Control options should be more explicit-1

4

9

14Consiste…

Controls

Visual …

Page 18: Analyse de l'ergonomie de Resident Evil Revelations

Possible solutions

Page 19: Analyse de l'ergonomie de Resident Evil Revelations

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 …

Page 20: Analyse de l'ergonomie de Resident Evil Revelations

The game uses 2 different maps which can be confusing and adds unnecessary complexity to the game

Page 21: Analyse de l'ergonomie de Resident Evil Revelations

Possible solutions

Page 22: Analyse de l'ergonomie de Resident Evil Revelations

Possible solutions

Page 23: Analyse de l'ergonomie de Resident Evil Revelations

Possible solutions

Page 24: Analyse de l'ergonomie de Resident Evil Revelations

Possible solutions

Page 25: Analyse de l'ergonomie de Resident Evil Revelations

The scanner needs to be equiped to know whether there is something to scan

-1

4

9

14

View …Comm…

Visual …

Respo…

Page 26: Analyse de l'ergonomie de Resident Evil Revelations

The scanner sees through ceilings

Page 27: Analyse de l'ergonomie de Resident Evil Revelations

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

Page 28: Analyse de l'ergonomie de Resident Evil Revelations

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

Page 29: Analyse de l'ergonomie de Resident Evil Revelations

To improve further…

Page 30: Analyse de l'ergonomie de Resident Evil Revelations