30Mar2009

Review: Resident Evil 5

When it comes to subjective experiences, expectations can mean everything. Resident Evil 5 proves this axiom in an interesting way, because it breaks from its roots quite thoroughly. Yes, there are zombies, and no, you cannot run and shoot. But the game is hardly survival horror, and in that respect it has more in common with Gears of War than it does its prequel. By what standard is such a game judged?

What Resident Evil 5 aims to be, fundamentally and surprisingly, is a co-op experience.

Surprising, because the expectation for a third-person game with guns involved is that it is either a single player experience with co-op tacked on or a deathmatch experience with single player tacked on. Resident Evil 5 is neither, and at this point I should stress that my experience was entirely with a friend. Single player is possible, but it pales in comparison to playing with a human. So to say that Resident Evil 5 is a co-op game is not to criticize it. It is to explain what it aims to be, and those aims shall be its standard.

It might explain why the game (successfully but merely) flirts with series staples like scares and puzzle solving in lieu of more action. Thankfully, the action does not ruin the experience, but, via co-op, is rather the most fun I have had with a game in recent memory. And there are scares, to be sure, which is only to the game’s benefit. Death is never that far away; chainsaws and axes will kill you in one hit. The sound of a chainsaw motor and the hefty footfalls of the executioner will get your blood pumping. There is an utter need for reliability on your partner here, and the fights quickly become more tense than any Gears deathmatch.

Through all of it, the gameplay remains more than solid. Tension is rewarded with carnage; every bullet hit has an effect. This is not only key to survival, as you shoot zombies to interrupt their attacks, but makes combat visceral and satisfying. When you kick a zombie, you hear the thud of boot on flesh, and the camera reacts appropriately. One boss fight (for players: the one on the boat deck) had me literally cringing at the explosions on screen. It is rare to play a game so contextually sound, and the difference is exhilarating.

There is also the Mercenaries mode, which is unlocked after the first story playthrough and is comparable to Gears of War 2′s Horde mode. Mercenaries boils the game down to its essentials. You are given a perpetually limited stockpile of ammo, a few weapons, a partner (if you so choose and be ready to rely on them if you do), and an endless stream of enemies. It serves as testimony to the quality of the gameplay that my partner (the Sheva to my Chris) and I wasted an entire day on this mode.

But a Resident Evil 5 review cannot be complete unless it mentions the controls, sacred to series fans but anathema to many: I have no complaints, only praise. I am not a Resident Evil fan either, as this game was my first encounter with the series. My fiance and I acclimated ourselves immediately, despite being fans of more “modern” games like Gears of War 2. So many of the complaints baffle me. Aside from being unable to move while shooting, the game controls like any other contemporary shooter. The infamous “tank” controls, where the left stick controls turning as well as moving, are present but not the default setting. And as for the stop-and-gun, it increases the tension but not in a bad way. It is the tension of being in a gunfight, of taking a position and firing - not of being frustrated with an obsolete control scheme. In other words, I found them suitable for the game. Your mileage may vary.

To be fair, the game is not perfect for a score card. Sound effects build tension, but the music is most effective when it is silent. Before the game is over, you will have had quite enough of the only combat theme. Additionally, while the story moves you through the environments, it does little else. It is too serious for camp, and too ridiculous to take seriously. It invokes plenty of mythos, and Resident Evil aficionados may appreciate the appearances of classic characters like Chris Redfield and, later, Resident Evil lore. But beyond that, the story offers what you might expect from an action movie: a madman bent on world domination with a weapon (another virus - something like a dozen are mentioned in the game) that will destroy all human life. Stop me if you have heard this one before. Except that the story is not the point, which the Mercenaries mode goes to some length to illustrate. See above.

But let us return to expectations. Resident Evil 5 may have a surprising goal (co-op), but it is saying something to note that the game does little to hinder its goal. So comes my final score. Yes, the story is laughable. No, the game does not innovate as its prequel did, and no, it does not quite fit into the Resident Evil space. None of this changes how absolutely entertaining the game is. If you expect Resident Evil 4 taken to the next level, or a deeply horrific game, or even a deeply innovative game, you will be disappointed. If you can settle for exceptionally fun times with a friend, however, this game is absolutely worth your money and time.

scorecard1

Gameplay: 10
Story: 4
Visuals: 10
Sound: 8
Replay Value: 10
Overall Score: 9

[This review pertains to the Playstation 3 version of the game.]

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Spawn Kill

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5 responses to "Review: Resident Evil 5"

  • JDiPierro says:

    I completely agree with your review. I played the entire game co-op with my roommate before even attempting it single player and it’s not even comparable. I highly recommend that anyone looking into this game play the entire game in co-op.

  • JDiPierro says:

    I completely agree with your review. I played the entire game co-op with my roommate before even attempting it single player and it’s not even comparable. I highly recommend that anyone looking into this game play the entire game in co-op.

  • Graham says:

    The truth is, if this game didn’t feature the classic control restrictions, like not being able to shoot and move at the same time, then there would be very little to separate it as a Resident Evil game. I personally loved this game. The graphics were gorgeous, the voice acting (I thought) was solid, and the action was awesome. The only thing I didn’t like about it was the single player experience. The AI is retarted. And I didn’t care much for the inventory system either.

    If it ain’t broke, why fix it? Very nice review!

  • Graham says:

    The truth is, if this game didn’t feature the classic control restrictions, like not being able to shoot and move at the same time, then there would be very little to separate it as a Resident Evil game. I personally loved this game. The graphics were gorgeous, the voice acting (I thought) was solid, and the action was awesome. The only thing I didn’t like about it was the single player experience. The AI is retarted. And I didn’t care much for the inventory system either.

    If it ain’t broke, why fix it? Very nice review!

  • Review: Resident Evil 5 « Two Bits says:

    [...] at 12:06 pm (1914) Belated but no less the worse for wear, my Resident Evil 5 review is now up on Spawn Kill. Check it [...]

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