Thursday, April 29, 2010

Resident Evil 5

You've come a long way, Resident Evil. We still remember your childhood as if it were yesterday. We laughed with you - yes, more on you, really - as you learned to speak, so as you train your first clumsy steps and never a second thought you would grow so much.

And now look at you the envy of all your mates and so very easy on the eye as well. But for all of your newfound strength and good looks, there is still a certain stubbornness about you that refuses to acknowledge or change those negative qualities that so many have pointed out, over the years. Despite this, however we can not help but love you - we just sucker for your ample charms, or are you just really that good? Hmmm ...

Resident Evil 5 is a confused game. Despite a degree of aesthetic splendor that puts most other games to shame, and bouts of very intense action the likes of which you will not find anywhere else, still Resident Evil's stars hit by the same curious affliction they did when the series first appeared - the inability to move and fire a gun at the same time. In the case of the first game, pre-made backgrounds made it and clunky tank controls almost a necessity, and it has been argued before that such a static firing was also a practical tool in light of heightening tension. But in the wake of games like Dead Space, our eyes are opened that it is entirely possible to recreate all Resident Evil's action-packed highlights without the need to cling to the anachronistic lows. But whether habit, laziness or misguided good intentions, they often criticized the control setup return here and will undoubtedly be the primary point of contention in most RE5-based discussions. But you know what? It works.

Initially, those who pour hours in other action games will be hardest hit by the almost retro control scheme of Resident Evil 5 It's not a bad setup per se, rather one that just feels a touch and clumsy in the light of the more precise and intuitive game to hit during last Christmas' deluge. When you accept to stand still to shoot is a design choice - no different from not being able to jump in Time Splitters, for example - and work around it, things begin to fall into place. Indeed, within an hour you will be so preoccupied with the relentless action, the problems you once had with the way the game controls will soon have faded into insignificance. Archaic it may be, but the move / shoot divide does still add to the stress and panic in a given situation, a little battered and faded sign honor that lets you know that despite great changes in other areas, it is still in much a Resident Evil game.

For these modifications, the most notable addition of a genuine partner character Shiva. If previous iterations - particularly Resident Evil Zero - have touched on this concept, RE5 embraces it as a core mechanic, and introduces a number of other new features to flesh it accordingly. However, perhaps the most striking aspect of having two main characters - once the initial shock of having someone on hand to back you up wears off, at least - is just how clearly co-op-focused everything is, especially compared to the simple nature-swap Zero.

From the fact that the case now runs in the background while you juggle herbs and bullets in your inventory to the way Shiva must be present to leave a given area, you're constantly given the impression that this is an experience that for two. This is even clearer in the early stages of the solo game, with Al Shiva come out to a very shaky start. She bleeds ammunition at an alarming pace, before Whining about how empty her guns are slowly improving as the game continues until you fight with a conservative and really helpful ally.

There is just so much more potential co-operative play here, not least when it comes to proper inventory control. While it's easy to load Shiva with First Aid syringes by dozen and use her as a healer and packing mules - she will not use any grenades or mines she wears - another human player is much less inclined to see this as a fair way to enjoy the game. That you have the right equipment for each area is crucial with only nine inventory slots each to play with. Main items for example no longer take up precious space in your three-three carryall, with keys, plates and other stock Resident Evil uneven door-opening instruments now only appears at the top of the screen when collected since you 'all never be far from the point where they are used.

Playing down the show's trademark puzzle elements are securely anchored in co-op part of the game. While a head-scratching moment is a good way to break up action on a solo experience, complex puzzle with two people could easily become confused, messy or just plain boring. Five Resident Evil has its own methodology to ensure a good pace experience that compensates plenty angry mobs ominously quiet moments or less populated is related to Left 4 Dead. These do every mass assault all the more impressive and overwhelming, while also providing the expected fetch quests and puzzles with gentle occasional break.

But with so many enemies attacking at once for most of the adventure ten-odd hours, the most terrifying scenes are those when you and Shiva must be split to achieve your collective goals. These are usually kicked off by giving the new girl a lift up to a high ledge or a hole, and once the two of you are separated, you can expect to get swamped in bad guys.

More often than not, one or other of you will have most of the attention, the driver of the other is to provide support from a supposedly advantageous position. It is a system that works well enough, but you long for a human partner in many situations, because just being able to communicate strategies, in addition to issue basic attack and cover commands for Al, will often be very beneficial.

It should come as no surprise then that bringing in another human player is just as integral part of the experience here as recruiting three other people from the real world, survivors of a decent Left 4 Dead session. Coordinating an intelligent attack where you have time to line up a headshot without your partner drop goal to its knees - usually just in time for your precious bullet that sail harmlessly by - is a delight, as is the melee combo system acting only in multiplayer. This will allow you to stun enemies with well placed shots and strikes, and then, just as in Resident Evil 4, follows up with a criminal melee finisher.

The main difference here is that after your finisher connects, an obvious partner because your battle with one of their own, which you can link to a great finale attack if you are still within reach. Against tougher foes, this is an invaluable way piling on the damage does not spread the ammo from the box load, even though co-op games are the only way to pull off these fancy combos with any degree of regularity.

Another laudable aspect is the severity that is constantly a challenge after a short initial period has never strictly unjust ... well beyond a single aspect that again relate back to our earlier statement in the least. While you are able to heal Shiva, she exceeded horde every time you do it results in fewer opportunities to save her if she falls again shortly after.

Capon is clearly aware of the challenge it has set for potential players - the once treasured First Aid sprays are now freely available to buy, what Amy of Two called 'mid-mission shopping, and they are handily affordable. Only a safe and the foolhardy would leave the menu screen without at least two or three of them on standby, especially given that the more you have on hand, the less chance there is for Shiva taking one hit too many at an unfortunate time and whisking you back to the last checkpoint. There, as it happens, will probably not be too far away.

There is not a typewriter in sight, so rightly saves only takes place between chapters, you'll be grateful for laudable charitable checkpoint system, which means that no mistake will cost you too much. This is particularly important with a couple of the more threatening enemies boast one-hit-kill attack, which would be undeniably broken without this system. It's still frustrating, especially when you suddenly cornered by such an opponent, and even more with those who are less well able to fatal blows, the first time they bust them out, but with an archaic save system, things would invariably be a lot worse.

And while there is a list as long as an explanation for all those who died in Raccoon City of things we can not mention in the story of what we can say is that fraudulent basic narrative soon opens up to fill some of the Resident Evil universe, more gray areas. The likely immediate daftness litter around - especially towards the end of the game - just as there always is, but the basic attitude and its ongoing explanation will certainly prove interesting for those who have been following issues when Spencer Mansion incident.

So there is little doubt that Resident Evil 5 is a really outstanding video game. It really is just that good and is arguably Capon’s most ambitious entry in the series yet - with Outbreak game best described as "delusions". Most of the criticism would be directed towards the new co-op part, but since we have already mentioned, can neither verify or Al ultimately Mar. such an intense and unrelenting action experience. Not only are the two questions highlighted as more serious than they really are - mainly because of the brilliance of the rest of the package - but also that they can easily be overcome by an hour-long refresher course and introduction of a new player, respectively. So the best Resident Evil yet? We will say this, if only a whisker.

No comments:

Post a Comment