
System: X360, PS3 | Review Rating Legend | |
Dev: Capcom | 1.0 - 1.9 = Avoid | 4.0 - 4.4 = Great |
Pub: Capcom | 2.0 - 2.4 = Poor | 4.5 - 4.9 = Must Buy |
Release: March 13, 2009 | 2.5 - 2.9 = Average | 5.0 = The Best |
Players: 1-2 | 3.0 - 3.4 = Fair | |
ESRB Rating: Mature | 3.5 - 3.9 = Good |
by Jonathan Marx
The highly anticipated fifth iteration of the Resident Evil franchise is finally here. Building off the formula established in Resident Evil 4, Resident Evil 5 (RE5) is an action-oriented, third-person horror shooter. The Resident Evil series has always been known as being part of the survival horror genre, but parts four and five have shifted the franchise away from the cramped hallways, stationary camera angles, and heart-stopping scares that previously marked the IP.
As such, this game might not be what Resident Evil fanatics were expecting. Still, the action in RE5 is a lot of fun and should make for broad appeal among a less-discriminating audience. Besides, this is one of the most visually brilliant titles Ive ever had the fortune to play.
Set in Africa, the story once again catches up with BSAA agent Chris Redfield. After being dropped into a rough and dusty village, Chris partners up with (yet another) female BSAA operative, Sheva Alomar. The beautiful African enforcer is paired with Redfield to act as a local liaison. However, trouble in the village quickly goes from bad to worse (think Black Hawk Down), and the newly formed duo will find they'll be taking on a new zombie threat unlike anything with which Chris has ever dealt. Fans of the series will be happy to know that a lot of loose ends will be tied up this time around, as the narrative in RE5 fully fleshes out the Umbrella story arc. In fact, gamers who haven't followed the series religiously won't catch the subtle layers of plot and may even be a bit confused. Nevertheless, the game is still very enjoyable even to first-time players, as the action depicted and crisp presentation are more than enough to keep anyone interested.
RE5 has a few ways to play through the campaign. For starters, loners can play through the entire game as Chris Redfield, feeling confident that the friendly A.I. embodied by Sheva Alomar will do a competent job dispatching baddies and covering their six. That being said, the friendly A.I. is not quite where I would have liked to have seen it. For example, Sheva is an absolute hog when it comes to both healing items and ammunition - she never seems to use these precious commodities efficiently. In a Resident Evil title, that is a real point of consternation. In truth, players can use Sheva's inventory for extra slots, but load her up with herbs and pistol rounds and chances are you'll be left with next to nothing. Consequently, players will be best served to ration ammunition to Sheva directly, or give her a weapon that's not the same as Redfield's. Unfortunately, rationing and inventory management of this sort is extremely cumbersome during a fight, and it gets to be tedious between action sequences as well. A more user-friendly inventory system and smarter, more conscientious friendly A.I. would have made playing solo a lot more enjoyable. Even so, the single-player experience is better than a lot of other top games out there.
Of course, playing with a buddy on the couch or across the country is where this game truly comes into its own. All of the previous complaints found in the single-player side of the title vanish once you hook up with another human - assuming the person you're playing with is smarter than the CPU, which may not always be the case. Nonetheless, going through the story with a real partner allows you to develop complex, cohesive strategies. Truly, the zombies you'll face will never know what hit them. This brings me to the one gripe I found with co-op play: the game's no longer scary. Having someone next to you takes a lot of the edge off. This may not be a factor whilst playing online but, even then, knowing a human is there making thoughtful decisions rarely allows your foes to get at you from behind or pop out at you unexpectedly. This lack of scare factor and unpredictability seems to take RE5 out of the realm of survival horror and move it more towards that of action-shooter. This is likely going to be the biggest grievance amongst the Resident Evil faithful.
On the other hand, this may also be what makes RE5 reach a wider audience, giving it more mainstream appeal. The fact is, RE5 is not a title cut from the cloth of RE, RE2, RE3: Nemesis, RE Code: Veronica, or RE0. Those games were undeniably scary and intense, but they suffered greatly from frustrating mechanics, making Resident Evil more of a niche series for true survival horror buffs. Resident Evil 5 is more akin to RE4, which makes it a much faster-paced romp that's easier for average gamers to sink their teeth into. For me, I much prefer the gameplay found in RE4 and RE5 compared to what was found in their predecessors, but I can definitely see how true fans might feel a little slighted by the action direction the devs have taken.
Even so, if RE5 is viewed as being purely an action title, it still suffers. Despite being fast-paced and action-packed for the series, action gamers will find the game plods along. For instance, the controls are very poor when compared to other games in the genre (more on that later). Also, having to pump multiple rounds into key parts before dropping an enemy is unsatisfying to shooter fans. Likewise, having to conserve rounds and not being able to initiate melee attacks whenever you want (or need to) can be trying. These are all mechanics leftover from the original Resident Evil titles, but they don't work particularly well with this new action-shooter format. In the end, I think there is a lot of quality content for everyone to enjoy, but the hybrid gameplay just might not be exactly what everyone wants.
After playing through the title, gamers will be treated to The Mercenaries mode. This mini-game, similar to that found in RE4, has players racking up points against waves of zombies before time ends. This free-for-all of sorts isn't much of a departure from what is found in the main game, but the fact that a timer has been added brings a level of anxiety to the mix that would have been much appreciated in the campaign. As such, The Mercenaries is not simply a superfluous add-on, it's a substantial addition that will allow players to wring a few more hours out of the title.