Resident Evil 5 Review

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mushroomyakuza

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Sep 18, 2008
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Any game that's the sequel to a game in my top 20 is going to be under monumental pressure, but none more so than the sequel to Resident Evil 4', which is currently sat high as my 2nd Favouritest Game Evar. So, after YEARS of waiting, Resident Evil 5 is finally here. And it's awesome.

I'll get the burning question out of the way first: is it better than Resi 4? Well, in a word, no. I don't think so. Resi 4 was such a move forward for the series, completely changing the formula and really re-inventing itself that it was gonna be very hard for its immediate sequel to live up to the same expectations. Resi 5 does come close, but not quite. This is for several reasons, which I will divulge...now.

First off, as you're almost certainly aware, Resi 5 is a co-op experience. Or at least, it should be. Playing the game through on my own felt somewhat empty after I'd beaten a solid chunk of the game with a friend on split-screen co-op. This is because Sheva's A.I. was designed by a retarded squirrel who, rather than using the most aptly sized nut, flings the smallest in its collection away like confetti until it has no choice but to use up the really sizable ones. Sheva's tactics are essentially that of her maker: you could be fighting a horde of lickers with the ferocity of a horny rhinoceros, but Sheva will adamantly stand there and blat-blat her handgun at said horde while you get your limbs eaten off by the faceless wonders. Only when she's exhausted her handgun ammo does she consider pulling out the shotgun, which she will then aim with the precision of a monster-truck. As far as zombie-horde combatant sidekicks go, I'm thinking Stevie Wonder would be a decent upgrade from Sheva Alomar. For an African chick, she's also in possession of a suspiciously English-sounding accent. Should you get the chance to play online with a friend though, I highly recommend you do so. It's the way the game was meant to be played (clearly, or they'd have made Sheva slightly more practical) and this way also saves you from compromising half your ammo to the computer, who will show no hesitation in wasting it. Elika, she ain't.

I was truly saddened to learn of the loss of one of the staples of the Resident Evil series. A true hero of a character. Eyes squinting furiously, hands slightly stained from the years of chain-smoking, cloak billowing in the wind, his cockney rasp of a voice will be eternally missed. Yes, it is with great regret that I confirm the Merchant is not in Resident Evil 5. Buying a handcannon will never be the same again without the Merchant's approving "Stranger, stranger! Now that's a weapon!" Half the reason you worked so hard to upgrade all your weapons in Resi 4 was to hear what gem of a phrase good old pink-eyed Merchant would throw at you. Who can forget "What are you doing with that Stranger! Hunting an elephant?" Whoever thought to take him out of the series after Resi 4 need be ashamed. What's taken his place is a rather generic upgrade menu that works almost the same last time, only without the Merchant's commentary. Cash is just as hard to come by in this installment, perhaps even more so, although being able to select chapters and play through them again, collecting Africa's treasure as you kill its inhabitants and pillage the villages does somewhat defeat the object. On several occasions my friend and I simply went back to earlier levels and replayed them, for the sole purpose of amounting capital to use on upgrades. It's a lengthy but beneficial process, and the producers at least had the sense to limit your upgrading capabilities depending on your progress throughout the game's story mode. On the whole though, I'm slightly underwhelmed by the weapons in RE5. The handguns are all modern, and none have the presence of RE4's Red9. The shotguns are by and large the same, except for the cool-as-fuck Hydra which is so indescribably bad-ass that your character even holds it differently to other shotties. Machine guns have been improved upon though, and it's no longer simply a toss-up between the blat-blat of the TMP or the kaCHINK-kaCHINK of the ridiculously overpowered Chicago Typewriter; variety has come to town, but once again the guns are all modern and somewhat unsatisfying. The rifles, as always, are a thing of beauty, particularly the pure sex of the S75 bolt-action rifle. I purposely did not upgrade the reload speed of that gun just to observe the gorgeousness of it being reloaded. The Grenade Launcher is an interesting addition with six different variants on ammunition, it is, for once not the overpowered gun that you always intentionally leave in your inventory and never use, and it's actually a great deal of fun to use - particularly with the acid rounds.

The story is....oh wait sorry, wrong game. This is Resident Evil. There are zombies, they are bad, they want to eat us and we SHOOT THEM. The depth of the story is as follows: Chris and Sheva are GOOD, Wesker is BAD and is armed with yet another world-destroying virus and an English accent (which is perhaps the best English accent in a video game since Metal Gear Solid's Liquid Snake). The writers actually went to the length of trying to keep the "mysterious figure" in the beginning of the game an actual mystery, which makes for "suspense" that is at first hilarious and then later just plain tear-inducingly bad. WE KNOW IT'S YOU, JILL!! The dialogue is as magnificently shit as ever. Chris Redfield's heroic bravado is the rhetorical one-dimensional cack that plagued an entire decade of action-movies, while Sheva's whiny-princess-with-an-axe-to-grind is the perfect accompaniment. In one seriously cringe-worthy scene, Chris recounts the tale of his last encounter with Wesker to Sheva as they skim across a river into the African sunset on a hover-craft (as if that wasn't enough). After, Sheva reveals her parents died in an accident related to Umbrella "and someone has to pay for that!" She calls Chris a superhero to which he replies "I'm no superhero" with a downward shake of his head, and the two of them resolve to "make a stand for our fallen brothers!" It is quite horrifying. But would I have it any other way? Hell no. There's a certain charm to the unbreakable cheese of the game, and it just wouldn't be Resident Evil without it.

On the other hand, the files and information you unlock through playing the game are surprisingly intriguing and actually make for interesting reading - a shame that whoever wrote these wasn't also charged with the task of improving the dialogue. Here you can actually find a degree of depth to the history of Resident Evil and its characters - it feels like Capcom put this stuff in for the people who want it, and only put the bare minimum of genuine plot into the actual game so that the assumed majority can skip ahead and pop zombie heads. It's a shame they didn't try to enrich it a little more, but I suppose that's not the RE way.

The graphics are great, and there isn't much more to say. RE4 really pushed the Gamecube and PS2 to its limits, but RE5 feels like a product of its time - the next-gen graphics aren't anything to shout about anymore, they are simply next-gen.

The difficulty of the game is hard to gauge - normal mode is a little too easy and veteran is fine until you get to a mission without the use of your guns, such as the Sahara chase with just your gattling guns and your frustration. Beating the Il Giganto is frustratingly hard at this level, and my friend and I ended up just quitting and going back to normal. I look forward to seeing Professional mode though, and I will undoubtedly play it through at least once on this level. What kind of gamer would I be if I didn't? On normal mode at least though, I've been disappointed by the bosses. None of them have really pushed me and I hope things are more challenging on veteran.

The unlockables in the game are excellent motivation for multiple play-throughs, and I intend to get everything - RE just inspires the must-have-it factor that other games somehow lack. Even if you complete the game in a day, which is entirely possible, you'll have plenty to go back and get the second, third and even fourth time. And then you have The Mercenaries to play through, which is obviously going to be excellent.

My only real quibble with the game is one that many other gamers have been waving the flag about, and that is the scare factor. I haven't been scared in Resident Evil 5 once. At no point have I genuinely had to brace myself before going around a corner. Whether this is due to the new co-op mode, I don't know, but I think it's quite possible. Having a friend to play with does eliminate the feeling of being alone with some THING, and you have each other to rely upon. But I don't think co-op is solely responsible. It just feels like they aren't trying to scare you anymore - RE5 has been turned into a fully adjusted action game in a horror setting - minus the horror. RE4 still managed to make the transition while maintaining some truly shit-your-pants moments, like stepping into a dark room and hearing the raspy, stuttery breathing of the Regenerators and knowing what's waiting for you round the corner but not having the stones to face it. Or running through the sewers and hearing your enemies all around but not being able to find the bastards before they were mounting you and savaging your face off with acid-cum. In RE5, the closest thing I've encountered to scary is the crocodiles in the Marshlands level, but the problem is there is no real need for confrontation - you can simply run around them and as a result, the panic is fleeting and never sustainable enough to really enjoy.

Rumours are circulating that the next Resident Evil game will be a series-reboot, ala Batman Begins, but the 'style' of RE4 and RE5 would be kept - meaning action orientated. I can see the benefits in some ways, but part of me thinks if it ain't broke...all I'd ask for is the re-establishing of the scare factor and an improved A.I. team mate. Plus, we'd be losing our favourite characters and the history that someone (not the dialogue writer) went to the effort of making - personally I'd love to see Ada in the spotlight for once with her signature red dress pumping rounds into mofo's. Oh, and that it's not quite as long a wait this time. No need to go putting the next game on the PS4 or Xbox 720 - just get the damn thing out here.

In the mean-time, I'm going to get started on Professional.
 

Internet Kraken

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Mar 18, 2009
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I'll try to give you some constructive criticism, but keep in mind that I myself am not very good at reviewing so my advice may be useless. But I know how frustrating it is to make a review and have no one comment on it, so I figured I would try to read this.

My biggest problem with this review is that you seem to assume that the reader already knows about Resident Evil. You don't establish the setting and analyze the characters until later in the review, and by that point anyone who did not already have knowledge of the game would be terribly confused. Though you did attempt to talk about the plot, I feel like it would have been better if you spent more time on that section and moved it to the beginning. Had I not already known about Resident Evil 5, I wouldn't have the slightest clue as to what you were talking about.

Though there are some good things I noticed in this review. It seems like you put effort into proofreading your work as I didn't notice any glaring spelling or grammar mistakes. You also made mention of almost every component of the game, though at times all the details did feel extraneous.

Lastly, I have 2 nitpicks I feel that I should mention. First, you should probably consider putting some pictures into your review. It helps to dissuade the feeling of "Wall of text" that a person will often feel when looking at a review, especially one of this length. Second, try to avoid putting spoilers in your review. If you feel that you must mention them, at least put them in a spoiler box. People don't like it when a review spoils the game's plot, no matter how obvious it is.
 

Internet Kraken

Animalia Mollusca Cephalopada
Mar 18, 2009
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LordCuthberton said:
I feel like the only person who liked the AI.
Honestly I don't think the AI was that bad in Resident Evil 5. Considering how hard it is to make good AI, it could have been a lot worse. I had bigger issues with smaller things, like the games abysmal inventory system.
 

Always_Remain

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Nov 23, 2009
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Internet Kraken said:
LordCuthberton said:
I feel like the only person who liked the AI.
Honestly I don't think the AI was that bad in Resident Evil 5. Considering how hard it is to make good AI, it could have been a lot worse. I had bigger issues with smaller things, like the games abysmal inventory system.
I don't get why everyone bags on her all the time. I gave her a pistol and she actually pulled her weight through the whole game. Besides the Wesker Fights.
 

Internet Kraken

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Mar 18, 2009
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LordCuthberton said:
Internet Kraken said:
I had bigger issues with smaller things, like the games abysmal inventory system.
Yeah, I liked that too though...

I actually prefer 5 to 4. Should I be shot?

Then again, I also didn't mind Dead Rising and the save system they had!
Yes, you should be Of course not. Though I don't get how you could prefer the inventory system. It's just to god damn small. And when compared to the inventory system they had in 4, it just feels terrible.

I didn't mind the save system in Dead Rising either, once I got used to it.
 

Cherry Cola

Your daddy, your Rock'n'Rolla
Jun 26, 2009
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LordCuthberton said:
Internet Kraken said:
Yes, you should be Of course not. Though I don't get how you could prefer the inventory system. It's just to god damn small. And when compared to the inventory system they had in 4, it just feels terrible.
It's so late and I'm tired so don't take this as the exact reasons.

Basically:

-It makes you less overpowered. That is good for balancing!
-More tactical, what do you choose to bring? Health or ammo?
-The lack of a pause feature when you use the inventory increases the "fight or flight" gameplay the game has built. Same reason you can't run and fire. How easy would the maze like chainsaw battles be if you could pause to get that grenade, instead of running about like a headless chicken desperatly trying to find that damn thing.

And I need my sleep now =P
Or you just hotkey the goddamn grenade bastard and be done with.


I wish Resident Evil 5 had more panic moments. It just wasn't fun when you knew how to play the game (weirdest complaint about a game ever?)
 

Flour

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Mar 20, 2008
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HUBILUB said:
(weirdest complaint about a game ever?)
Not really, if you don't enjoy speedrunning in a casual* form then knowing exactly how to play a game ruins it.

*Casual in this case shouldn't be seen as an insult. A casual speedrun is just something you do to make the game different from how you normally play. More serious than a 'playaround'(RE4's handcannon/inf.launcher run combined with trying to find glitches or bugs) but not as serious as an actual speedrun(restarting whole sections because it wasn't fast enough).
 

SnootyEnglishman

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Hey i played RE5 and at parts i enjoyed myself and other times, mostly thanks Sheva's lack of AI brain, i thought harming the other parts of my body with the game disc considering my eyes were already broken at certain sights. But still as bad as Sheva can be i'd still prefer her over Ashely who would die from a stock handgun shot to the foot

Edit: i just realized I'm talking bad about Res 5 and i have a picture of Salazar
 

jamesworkshop

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Sep 3, 2008
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Resident evil 5 rocked one of the best PC ports evar!!!1 gave Sheva (damm she's hot) a S75 rifle for the entire game and had no problems with now she has an infinite magnum
 

mushroomyakuza

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Sep 18, 2008
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Thanks for your "criticism" guys, but I didn't write it for you. I should have probably have titled it "Resident Evil 5 Rant", because "Review" isn't an accurate description, and I know that, but I'm not trying to get a job with IGN or anything. But thank you for the slightly patronising "Good attempt" comments.
 

FallenJellyDoughnut

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Jun 28, 2009
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jamesworkshop said:
Resident evil 5 rocked one of the best PC ports evar!!!1 gave Sheva (damm she's hot) a S75 rifle for the entire game and had no problems with now she has an infinite magnum
Yeah, I just gave her the AK47 with infinite ammo and she fucked shit up with no problems.
 

Tazzlefrass

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Oct 12, 2009
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As an action game, I would have considered RE5 a rental. The dodgy AI of the partner (using a handgun with ten rounds left over an smg with 1,000...why?) made me wonder why I even needed one beyond the laughable attempts at forcing co-op (dual levers next to each other to open the path and such).

Compared to Resident Evil 4 it makes me feel that the developers should be frowned at daily and maybe get a picture of a sad child on his birthday mailed to them once a week. Inventory system is a mess compared to the attache case, the game is significantly shorter, and at least RE4's plot-line was coherent. You're sent into a spanish country to rescue the president's daughter and a cult wants to send her back infected with a mind controlling parasite to rule the world BUT NOT IF YOU STOP THEM FIRST!

My biggest complaint of all though is the lack of exploration in the levels. Maybe that has to do with the co-op partner but RE4 had large areas with an interesting aesthetic for us to romp about in with several pathways to the entrance of a new area. RE5 was a straightforward affair and while the areas looked huge, the paths that we could run along felt like being trapped in a hallway with our baddies.

Plus, the replay value of RE5 is negated when we learn that if you fully upgrade a weapon, like the magnum, you can buy infinite ammo for it. Sure, it can be turned off, but at that point the game is pretty much done. I felt the same way when I bought the Typewriter for RE4 but the game made you work for it.

Ultimately, the game is a letdown for fans of RE4, and I would only recommend a only a rental of RE5 for those who never played Resident Evil's zenith (it was the one with a 4 on the end).