E.G. Review: Resident Evil 5
It is hard to admit you are wrong. No matter how strong you feel about it, when you are wrong, admitting that you are is the adult thing to do. I was wrong about Resident Evil 5. Instead of being this disaster I thought it would be, RE5 delivered a truly fun and exhilarating experience.
To my credit, the demo of RE5 did a disservice to the actual game. In fact, I wouldn’t even call it a demo. A demo is a “demonstration” of what the full product will offer; it is a sampling or a vertical slice of a pie to whet the appetite of future customers. In that case, the RE5 demo did a terrible job.
Before I get into specifics, let’s go back and take a look at RE5’s predecessors. RE1 was a ground-breaking albeit not the first horror game. RE2 introduced a dual system in which the paths of the two main characters interact with each other. RE3 introduced many gameplay innovations including a quick, 180-degree turn and, of course, introduced the concept being hunted throughout the game. RE: Code Veronica introduced dual wielding weapons and real-time backgrounds. Resident Evil Zero introduced a non-playable partner that would influence RE5. Resident Evil 4 was the most ground breaking of all with its introduction to 3rd person perspective and innovative weapon upgrade system.
Looking back at it now, all the Resident Evil games brought something new to the table and weren’t simply rehashes of previous titles. RE5 follows the tradition by introducing online co-op mode. Honestly, although it is a substantial change to the series, RE5 doesn’t offer much that is different from the previous title, a fact that is both its asset and liability.
Its insistence to not change most of what RE4 introduced is stubborn but smart nonetheless. RE4, at the time it was released, was incredibly innovative and fresh; it was a much needed reboot for the fatiguing franchise. Although not perfect, it made some very smart changes that really evolved the series. Granted, I would have liked to have the ability to move and shoot; however, I felt at the time that it had already made so many drastic changes that I could overlook it. Unfortunately, I don’t think I can do the same this time around.
The restriction of movement during combat is RE5’s greatest deficit. The inability to move and shoot is not only illogical and unrealistic but also incredibly frustrating. RE5 is a counter-intuitive experience. If you were surrounded by hostiles wielding pitch-forks and machetes, would you stand statue-esque, ready your weapon, and brace for impact, or would you cock your gun and move and shoot, avoiding flying axes, malatov cocktails, and melee attacks? I would hope for humanity’s sake that the latter option is chosen when such an occasion rises.
Unfortunately, Jun Takeuchi feels, adamantly, that the INABILITY to move and shoot is the hallmark of RE. If you could move and shoot, the classic RE tension would not be there according to Takeuchi. It is short-sighted design. Game design has evolved much since RE4’s release. Certain standards have already been established. These standards exist because they work. The industry embraces what pushes the envelope and makes games better and trashes what doesn’t. For instance, I am not the only one who feels that control mapping for shooters have been perfected between Gears of War and Call of Duty 4.
Takeuchi decided to buck current standards and regress to the familiar and safe. As a result, RE5 feels so fresh yet so old at the same time. RE5 looks like a cuurent gen game. It sounds like a current gen game. RE5 just doesn’t play like one. This doesn’t mean that RE5 is not a worthwhile experience. Although the mechanics are dated, it doesn’t mean they don’t work.
RE5’s basic gameplay is exactly like its predecessor with a few new tweaks. Who wouldn’t like being surrounded and chased by zombie-like hostiles and blasting them with your weapon of choice? How about adding some co-op for extra zombie-killing zing? Add active weapon switching and you have RE5 in a nutshell.
The online co-op, ironically, really changes the feel of RE. However, having a friend help you fight off hordes of nasties is truly fun. Playing RE5 with a friend is a must; although competent, the AI’s shine definitely dulls by the end of the game. Co-op also extends to the Mercenary mode, the basic premise of which is “all you can kill in x amount of time.” RE5 is built for interaction with a buddy; as a result, it creates a great new experience but, unfortunately, also pulls out the fear from you since you have active support.
Although I take immense joy in killing zombie-like hostiles, I also enjoy weapon upgrading which allows me to kill more efficiently. RE4 introduced the concept of currency and using that currency to buy and upgrade weapons from a shady, traveling merchant. Said merchant is nowhere to be found in RE5 and is replaced with an impersonal upgrade system that is available inbetween chapters. I miss shady weapons guy.
RE4 created a mini-game-like item management system which I really enjoyed. For instance, there is an attache case available in RE4 that allows you to move your items here and there in a Tetris-like way. Sounds inane but was oddly enjoyable, especially for people who love organization. Also, treasures that you found could have been combined to create something worth more than its parts alone (e.g., a crown with jewels). Sadly, all these things have been taken out of RE5. If you were gonna take heavily from Re4, why not the item management system?
Speaking of which, RE5 now has active weapon switching which is mapped on the d-pad. This is a welcomed addition in an environment which almost requires quick access to weaponry. This mechanic should sound familar if you played Gears of War. Interestingly, RE5 borrows heavily from GOW. And why not? GOW took heavily from RE4 so why not return the favor? In a nod to GOW, RE5 introduced a cover system, weapon switching, and even one special weapon that is very unique to GOW. Unfortunately, RE5 didn’t take the most important part: the ability to move and shoot.
If RE5 did have the ability to move and shoot, would it put off the balance of gameplay? Only if the enemy AI was kept at its near-retarded level. If the enemies were made smarter and faster, the ability to move and shoot would balance the gameplay and deliver an incredible experience that would be worthy of the mantle, “Game of the Year.”
Despite the setbacks, RE5 delivers a satisfying experience. Its greatest strength lies in its pacing, always bringing you to the edge but never really pushing you over. Truly, there wasn’t a single dull moment nor where there a lot choke points. As a result, RE5 is one of those rare games that have replayability and longevity, a good thing since the game can be beaten under 9 hours. Add the Mercenaries mode and you have plenty of reasons to keep coming back for more.
-jj

I just cant bring myself to spend $60 .. i listened to your whole review… just cant do it.
I can understand. The whole stop and shoot thing is a huge turn off for some people. That’s ok…we can always play GOW2