Review by oldbill

"It aimed for my head, but got my heart."

Resident Evil has long been a staple of every survival horror junkie's diet. Recently, however, Capcom has experimented with its wildly popular series, ultimately turning it into a mere shadow of its former self. Resident Evil: Dead Aim is not the popular developer's first foray into the world of light guns, but I'm happy to say that it is by far the best attempt they've made. While it isn't exactly the breath of life the zombie infested games needed, it's still a worthy contribution to any fan's library, and one that will have you quaking in terror, just like the old days.

Dead Aim opens with an exciting movie sequence, as per usual. Here we meet the three main characters of the game as they struggle for control of a mysterious cruise liner owned by the notorious Umbrella Pharmaceutical Company. The American with the backwoods accent is Bruce McGivern, and his Chinese partner in crime is known only as Fong Ling, a sassy, sultry young woman. Both are agents for their respective governments, who have sent them on a mission to stop the dubious actions of Umbrella's elite before they can cause an international disaster using the highly volatile T-Virus. The task at hand won't be an easy one, as they both must contend with the walking dead, who are present in large quantities. There is also another danger that lurks through the bowls of the dead ship, the monster that was once a sadistic Umbrella executive, Morpheus.

One thing that will quickly become evident is the effort Capcom made to create the most ghoulish visuals to date, including some really extraordinary lighting effects as your flashlight illuminates the carnage in the elegant, plush carpeted residential area. You'll frequently encounter hanging bodies, and blood stained rooms, both of which create a sense foreboding that is almost tangible. You have every reason to be anxious, of course, as the trademark zombies are back and ready to chow down on our poor protagonists. Randomly stumbling and lunging, the unpredictability of the walking dead is one of their most horrifying features. Some will be content to walk casually towards you, while the more energetic zombies will charge you at a rather fast clip. I often found it impossible to keep my cool when a particularly hungry zombie was bounding at me with arms outstretched; a result of the massive amount of detail given to their rotting bodies. As usual, the monster designers used their twisted imaginations to create new abominations that will raise your pulse and your bile. Players will also delight in the incredibly well rendered characters and the spectacular texturing. I am happy to say that Capcom has created a visual masterpiece, and has utilized motion-capturing technology to its full potential.

Though the visuals are extremely refreshing, the audio department is lackluster. The zombies are still moaning and groaning, and the monsters still gurgle and grunt. Sure, it works, but it would have greatly enhanced the overall effect of the well designed environments if Capcom had gone above and beyond the call of duty to provide an aural experience that equaled the optical one. Some ambient music would have been nice too. The voice actors are merely adequate, but at least there is no mention of "the master of unlocking". For the ending credits, the usual dramatic orchestrated score is conspicuously absent. It its stead is some of the most grating heavy metal I've heard anywhere, much less in a game. When it comes to Dead Aim's sound, it's simply everything you've come to expect from any Resident Evil title, sans the excellent music.

Sadly, I must admit the controls are like a shot to the spleen. While the Guncon itself is quite compatible with this game, the entire setup feels about as clumsy as a zombie on a tilt-o-whirl does. Head shots send your moaning foes flying against the wall in a bloody spray, which is considered a critical hit. Oftentimes I hit the head dead on, only to have the monster get right back up and start walking again. This can be especially frustrating when you're trying to eliminate a room full of zombies by going for the brains. The dodging is a joke; the characters never move any faster than a slow walk, which can be frustrating during battles with larger opponents. This problem is somewhat forgivable, however, as there is an emergency evasion feature that is very similar to Resident Evil 3, though not nearly as sophisticated. You should also know that a Guncon is nearly a requirement for this title. The standard controller just doesn't cut it. Despite these issues, the controls are serviceable, and the stealth element isn't half-bad. There's nothing quite like sneaking up on a swooning zombie and blowing its brains out, or creeping around a cargo area while being tracked by a gigantic beast who listens for your footsteps.

Though the main quest can be finished in a laughable period of time, an hour and a half on average, Dead Aim has quite a lot to offer. Most noteworthy are the ranks and hidden goodies that are rewarded upon a well-executed completion of the game. There are moments where your thoughts will be delirious with fear, and the arsenal, though limited, is certainly entertaining to unleash on your bloodthirsty enemies. Fans will find a lot to love about this game, and can easily see past the flaws to the candy-coated center. For Guncon enthusiasts and Resident Evil devotees, I highly recommend adding this to your collection. For everyone else, a rental will suffice.

Reviewer's Score: 7/10, Originally Posted: 05/31/04

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