As eagerly awaited as 4 and 2 before it, the almost three-year process is now at an end and the gaming world has finally welcomed the fifth full instalment of Capcom's series. But, with frontrunner and direct predecessor Resident Evil 4 representing something of a sizeable videogame elephant in this particular genre room will Resident Evil 5 attempt betterment through emulation or by striving for originality?

In actuality, has opted for the safe option by injecting its latest single-player adventure with a little of both. The familiar manifests itself through the return of stalwart muscle-bound hero Chris Redfield, the resolution of pivotal story points from a prior series entrant, and a basic gameplay blueprint that is every inch Resident Evil 4. The originality stems from geographical placement in Africa, a more generous inventory platform, and the introduction of AI-controlled partner Sheva Alomar.

Larger video: 1mb   HD

Set many years after events at Racoon City, the game's story sees Bioterrorism Security Assessment Alliance (BSAA) agent Chris Redfield braving the African sun to investigate rumours of Umbrella's nefarious presence on the continent. Needless to say, the oppressive heat soon becomes a secondary concern for Redfield and new partner Alomar when it becomes clear the company's deadly virus has already taken hold and hordes of infected natives hide a much bigger threat to the entire world.

Told through text documents and computer messages scattered across the game, and leant further momentum thanks to 52 superbly directed explanatory cut-scenes, Resident Evil 5's story moves along at a fair clip through around a dozen hours of over-the-shoulder and always manages to keep the player focused on gameplay matters. Also, a selection of easy-to-follow flashback sequences help prevent narrative misting and, more importantly, shouldn't tax the grey matter of those players who haven't already experienced the existing series title that Resident Evil 5 actively builds upon (embargo be-damned, it's Resident Evil 2).

The game's solid pacing is accented by a rich African game world thanks to stunning aesthetics that squeeze the potential of current-gen capabilities in order to provide a range of varied open plan exteriors and closely-confined interiors (hopelessly cliched final boss encounter notwithstanding) for the player to enjoy. And, adding to the immediate impact of its environmental canvas, Resident Evil 5 also boasts impressive character models, weighty animation, truly emotive facial capture, subtle light sourcing and particle effects, and a selection of grandiose beasties that more than earn their place within the Resident Evil canon - at least in a design sense.

Musically, the game's well-constructed orchestrations thankfully lean away from the shrieking guitar rock that Capcom occasionally embraces in its action games. Specifically, the core musical score, while always avoiding the realms of cheese and dancing on the right side of dramatic, takes a willing backseat to a mood-setting feature that results in the swelling of intensity and an increase in pacing whenever Redfield and Alomar are approaching or embroiled in dangerous situations.

Lovers of lead flinging and explosive firepower are suitably catered for in Resident Evil 5 (an improvement over Resident Evil 4) with a vast array of upgrade-friendly weaponry including revolvers, pistols, submachine guns, assault rifles, sniper rifles and rocket launchers along with devastating proximity mines, and various flavours of grenade. While the trusty shotgun is (again) likely to become the weapon of choice for most players, not least because of its worth when obliterating crowds of onrushing infected, Resident Evil 5 is notable for offering ammo hoarders a fresh avenue of opportunity. This comes courtesy of an inexhaustible electric power rod that's capable of mercilessly frying brains if the player is willing to get up-close and personal with the game's agile, weapon-toting rank and file - thus leaving plenty of ammunition stockpiling in Redfield and Alomar's shared inventory.

Following the old adage of 'if it ain't broke, don't fix it', gameplay structure in Resident Evil 5 faithfully follows the metronome beat laid down by the and Wii's superb Resident Evil 4. However, while hordes of relentless infected are in attendance and the spilling of Redfield's blood is their singular aim, Capcom has embellished trademark zombie dispatching and the frantic button presses of intermittent contextual events by hanging its hopes for success on the AI (or real-world co-op) assistance of female sidekick Sheva.

Comments

You can use BBCode

  1. blackdevil696 Unregistered 8 months ago

    Resident evil 4 was one of the best games ive ever played, its absolutely amazing, so i was looking forward to this for my xbox......But jesus christ this is dull.
    I finished it tonite and thank god because i never need to play it again.
    Amen

  2. Mariauk Unregistered 8 months ago

    Its not that bad! I just think that because Res4 was sooo good they would have had to pull something outstanding out the bag to better it i'm afraid... still playable

  3. casiio Unregistered 8 months ago

    decent game but too short and linear. deffinately not scary. bring zombies back!!

  4. Jimeee Unregistered 8 months ago

    Forced static shooting is an archaic game mechanic that worked very well for Res 4 only because the new over the shoulder view was new to us. Today it just seems dated.

    Using the argument that it increases the fear factor is flawed. This attempt to artificiality increasing the fear by limiting player control in fact inspires frustration in many players rather that fear.

    Nobody expects it to be a run and gun game - but to at least have the player walk slowly and reload or shoot is not an unreasonable request. Frankly it absolutely ridiculous to make the player do a 180 turn - run - 180 turn - shoot - just to back up a little from an oncoming horde.

  5. HippyDave 8 months ago

    Looks like the best Zombie game out at the mo is still L4D......

    I appreciate this isn´t really zombies, but it should be. Isn´t that what resi was always all about? Why not keep to the original plot plans, and update the game style? For example, what about a Resi Evil in the style of, say, Dark Sector? Or a FPS Resi, COD style? Or (horror of horrors) something along the line of Dawn of War 2?

    The gameplay style of resi died with the PSX, so why not update it?

    God, I miss racoon City.....

  6. Lon3wolf 8 months ago

    Well hopefully Capcom will address the issues by the above posters for number 6 whihc they say will be a complete reboot of the franchise. I amin the camp of the stopping to shoot in this day and age is not fear inducing but as mentioned above frustrating. Dead Space is a prime example of how a reboot should play like in my opinion.