Because you said the developers are aware of what fans are and respect that.
I'll give you a shocking fact, but separate teams with different directors, different writers, different art directors and so on are working on each title. They all have different perspectives on things and different visions regarding the series. So no, you can't point to Biohazard 6 or Biohazard 7 to explain why you don't like Biohazard RE:2. This game has nothing to do with these titles, nor with what I wrote to Mert about.
It expands the story pretty well and doesn't contradict the established mythology, so I don't see any reason why it's not canon.
My point was he call the action fans "blood lusters" and "trigger happy", do you understand how harmful was that statement and they can enjoy Umbrella Corps more?
I'm not sure I understand what kind of statement you're talking about.
In fact, the entire main Resident Evil series is a "Survival Horror" games, including action-oriented titles. Umbrella Corps is a departure from that, so it doesn't even have a Resident Evil title.
Not to mention that Capcom actually acknowledged the failure of Umbrella Corps and Kawata-san explained what caused this quality. It is not related to Biohazard 6 or Biohazard 7 in any shape or form.
"At the start of the project, a small team of mostly game designers started to create a prototype. Using the highly versatile Unity engine, the prototype was completed in a short period of three months. The prototype, which incorporated unique approaches such as 3-on-3 battles and zombies that interfere with the game, passed internal tests smoothly and was well received by their superiors. With this prototype as a foundation, they started full-scale development of the game.
This is where the first stumbling block occurred.
The first stumbling block, according to Mr. Kawata, was that they got greedy and started looking in other directions. 'The pride of having created a high quality prototype in three months made us think we could make it more interesting. As it turned out, it wasn't very interesting, so we had to revert to the original plan, but the scheduled development deadline remained the same. Because we were too eager to try something new, we spent a lot of time on trial and error, which resulted in delays.'"
I'm gonna give you a shocking fact, Horror is a Hollywood product, and what is wrong with having something Hollywood-like? I mean what would be the opposite of something well done that isn't Hollywood-like? I would love it if you elaborate on this statement because I doubt you people-watch independent movies.
I've watched different movies, you can be sure. From Dreyer with his lighting technique to a 1970s Belgian horror film where a man fell in love with a pig. And I know perfectly well what Hollywood is. Not to mention that I've watched many Hollywood movies, including the New Hollywood era and before it.
What I said is that Kamiya-san was focused on action films. RoboCop, Terminator, Speed and other popular action blockbusters were sources of inspiration for this game. For the same reason, the game became easier than the first part, as the developers intended to open the door for new players.
This is where "Hollywood-like" came from. This is the way people call this kind of blockbusters, and if you love movies and don't live in a cave to discuss movies with people, you obviously knew about it, but decided to play semantics with me.
And no, I didn't say that Hideki Kamiya's direction is something bad. In fact, this was the reason for the popularization of the franchise. The direction of action will always be more popular than the direction of horror, because horror is a niche genre.