Review by ClawsOfSteel

"Resident Evil 5 Takes Bold New Jumps Forward, Succeeds"

In a world where we have preconceived knowledge of what a game is supposed to be; where most games seem to borrow generic elements from each other; where people have their expectations of what a shooter should be, and what an action game should be, Resident Evil 5 stands out above the masses of redundancy by tying together many game-play elements from past RE games, while simultaneously bringing us everything we would expect, and a whole bunch of things we never couldn't have.

In order to review a game like Resident Evil 5, it is practically necessary that you compare it to its predecessor, Resident Evil 4, since the majority of people who buy this game are more than likely owners or previous players of the game.

Resident Evil 5, like 4, has a constant over the shoulder third-person view, which, while initially putting off RE purists, will become a comfortable method for viewing the world of the game. For those familiar with the Game Cube and PS2 versions of RE 4, the 360, and presumably (hopefully) Playstation 3 versions of Resident Evil 5 have controller schemes that should be pleasing to all parties. It should be noted that the greatest difference between the control schemes is that two of them use an analog stick for swinging your view around, like in RE 4, while the other two incorporate the new strafe mechanic. This game is friendly toward all play style and should become comfortable in any gamer's hands withing a play session or two.

Ironically, while appearing like a reloaded version of RE 4 on the outside, Resident Evil 5 quickly proves to be a whole new experience. The enemies, unlike in RE 4, are not restricted to ladders, and will climb the sides of buildings, walls, etc. The enemies are also more varied, capable of dealing damage up close, and from a long enough distance to present challenge for the player, fortunately, most elements of the game do not have a frustration kind of challenge to them, and you should have fun even if you replay the same sequence four or five times. The only complaint I could have is that some of the enemy encounters themselves were so unique, that you are kind of left feeling they could have employed them more by the end of the game.

The environments are varied without feeling typecast, you have the dilapidated town, the sort of tech demo-ish level of the game, the swamps, wherein you'll encounter a plethora of surprises, the mines, covered in a blanket of shadow and suspense, among other stages. The stages encourages cooperation, be it with an A.I. partner, or with a friend, utilizing RE 5's new feature.

It seems this time that the makers wanted us to feel even more immersed in the game, seeing as how they embellished RE 5 with amazing graphics, that look good even on more primitive television screens, and a top-grade orchestral soundtrack. The game almost feels like it's trying to be a movie, as it creates a very visual and aural experience.

Resident Evil 5 is also jam-packed with content. The 8-level dozen character Mercenaries mini-game feels almost like a game in itself, and it makes up for being the only mini-game by fixing every bother from the previous Mercenaries incarnations, while also bringing in larger scale levels and a sense of freedom among the time-based elements. Be wary, though, for if you found RE 5's story mode challenging, you will only find this harder, as the enemies seem to have immediate knowledge of your whereabouts, and they tend to come in hordes.

When you beat the game once, all weapons that you maxed can have infinite ammo purchased with exchange points, a sort of currency that is earned through game sessions.

In summation, Resident Evil 5 not only brims with content to counteract it's 12-hour span, but is also delivered in as stylish a manner as possible.


Reviewer's Score: 10/10 | Originally Posted: 03/23/09

Game Release: Resident Evil 5 (US, 03/13/09)


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