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Vomit
In The Streets |
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WRITER || |
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BAD |
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DATED || |
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04.22.2009 |
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I've been
playing Resident Evil 5 since launch day, and it's great.
For me, the game is pretty-much everything I thought it would
be. No disappointing theme song (like Street Fighter IV),
and no guys wearing girl-pants (like Devil May Cry 4). I think
the length isn't quite as long as RE4, but still about as
long as the older entries. For those who enjoy multiple plays
through, there are a ton of weapons, items, and secrets to
discover in each run. The game is huge, and you can see the
four years of production in every aspect of the game. Though
it would have been nice if Capcom had expanded on the Los
Illuminados and their plans to take over the world, it still
delivers, nonetheless. That, and the item management scheme
are the only things I'd really even change; all the other
stuff (we loved) from RE4 made the cut, so the game plays
just as well as its revolutionary predecessor. Not the same,
but just as well as its predecessor in regards to evolution
and roots. Since hands from the original RE were recruited
for the production of RE5, elements from those earlier entries
shine through in a fusion that makes RE5 unique. Uniquely
nostalgic but newly evolved.
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But the
interesting thing is how the game is said to have gotten criticism
from creator Mikami of RE4. Sources report him saying that
it's not the game he "would have made." Even though
the Resident Evil - Outbreak series failed to deliver, Capcom
must have felt that it had some redeeming value to it, because
they implemented two gameplay elements from it; the useful
item exchange system, and the inconvenient real-time item
management. Is that one of the things that he was referring
to when he said, "it'll just cause me stress if I play
it?" I haven't read the full interview because I don't
have access to it (only to articles about it), but if that
is one of the reasons he won't play the game, then it's understandable.
The art of real-time item management amid crisis has an incredibly
high learning curve that can defeat the purpose of wide appeal
(to the casual audience that the rest of the game aims for).
It can make the game more stressful than fun in some parts.
One look
at the rest of the game, however, and it's apparent that everything
else was taken from his creation, RE4. RE5's creators themselves
even said that they used RE4 as a foundation and built RE5
accordingly. In a prerelease interview with ComputerAndVideoGames.com,
RE5 producer Kawata said that, "Resident Evil 4 broke
the boundaries of the franchise," that there were things
they wanted to do in RE4 that would be in RE5, and that it
would not be a "revolution," but an "evolution."
It should be an honor for Mikami that they are expanding on
his original concepts and ideas. This might seem like uninspired
imitation, but they really did expand on RE4's system by addressing
fan requests; for the game to retain what made RE4 and its
predecessors unique and successful. It's a hard balance, but
I think they succeeded in addressing the cries spoiled players
around the world.
They expanded
on Mikami's original control and gameplay mainly with the
cover system. It's like Gears of War, but no blind fire for
the player (only enemies can use it). Many were skeptical,
but the addition really does help the player evade otherwise
fatal traps that were in RE4 (especially when enemies stroll
up with rocket launchers). It's an anomaly, though, how such
a valuable element of the evolved gameplay is absent in multi-player
versus battles. Speaking of multi-player, both co-op and versus
are fun and unique (with friends or the CPU).
Essentially,
it's another Outbreak characteristic that they learned from,
then took and made better. Interaction between you and your
human teammate is much easier with the headset (or a few useful
ad-lib commands for those who don't have one). Giving items
is more convenient, and you don't always have to have a healing
item to save your partner from dying (particularly useful
in versus battles). There's been a lot of controversy about
the pricing, release window, and practicality of the Versus
mode update, but it does add that unique RE flavor to the
world of arena deathmatches. There's nothing quite like the
startling surprise of a monster sneaking up from behind and
latching onto you just as you were about to snipe someone.
This happens often, and it makes things pretty crazy when
everyone is in the same spot trying to kill each other while
fending-off hordes of monsters coming from every direction.
Overall, it's pretty fun, but with all the copycat Wesker
players out there, it easily becomes a stressful experience.
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But RE5
isn't just about the co-op support of your friends online,
it's also about the co-op support of your CPU partner when
your friends are all offline. Yet another Outbreak series
element that they improved for RE5 was the AI. There are idiots
out there who say the AI isn't good, but that's horseshit.
Why? Because not a single fan of the series can say that it's
not a definite improvement over the finicky partner AI from
the Outbreak games. In RE5, your CPU teammates actually help
you and even evade traps and other environmental hazards.
An example of this would be in the Ruins, where your CPU teammate
evades lasers the same way you do; by finding the nearest
place for cover. This impressed me, considering the fact that
AI in most games probably wouldn't have found cover while
following me to the destination. One time, when I approached
a room with two entrance points, she actually ran back to
the opposite door and stormed through it at the same time
so that I could take advantage of the diversion. And take
advantage I did; I was able to shoot that rocket-wielding
lunatic that was waiting for me in the back! Some big magazines
and sites praised this aspect of the game, and they were right
for it. I wonder what Mr. Mikami thinks? I hope this isn't
one of the areas that makes him ill, because they did a pretty
good job making the CPU a solid bodyguard.
And for
that nostalgic value that some players were begging for, Capcom
dug up a few things from the earlier games to haunt them.
Chris, a mystery female character, that asshole Wesker, those
pain-in-the-ass Lickers, and the good 'ol Grenade Launcher
to kill them with. The Drain Deimos and Brain Suckers from
the awesome RE3 haven't been resurrected for RE5, but it looks
like they inspired the design of the incredibly deadly Reapers.
Then, we got Wesker and his new bio-weapon Uroboros, named
possibly in relation to another blast from the past (as we've
investigated before with Devil May Cry 2). Wesker himself
still looks and talks like a 1970's porn star, but the RE5
design staff deserves much praise for making Chris look like
a complete badass all these years later. Now that the "Christmas
ham" joke is played-out and has run its course, we can
get back to looking at the awesome detail they put into his
triceps. And for those who haven't played the game yet, you'll
be pleasantly surprised at the makeover one of the classic
female characters received in her "conversion."
This is one area I bet Mr. Mikami wasn't happy with (considering
the overhaul).
They also
brought back and improved upon the design of some characters
introduced in RE4, and it's another thing I think Mr. Mikami
could appreciate. El Gigante, "swirlie heads," "chainsaw
man," and the "gatling gunner" all have meaner,
more brutal counterparts in RE5. The craziest is probably
Ndesu, a grandpa version of El Gigante with spiked shackles
and dead bodies hanging from his waist. The "chainsaw
man" and "swirlie heads" also look more sinister
now, but the "gatling gunner" hasn't changed much
since his RE4 appearance. The infected, crazed-out soldiers
from RE4 return, as well, and they look just as cool as they
did back then (with candid little taunts).
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Old or new,
the leading female characters in the game look very nice.
New characters Excella and Sheva are eye candy amongst all
the other sick crap you see in the game, and the Mystery Woman
with the bird mask spurs the imagination. Excella, in her
simple design, was modeled and designed incredibly well. I
don't know about Mr. Mikami, but she's my personal favorite
female character in the game, and it was painful to see her
fate unfold. Too bad we didn't get to see more of her before
then. The sexy makeover they gave the returning female character
is also a welcome addition. One really positive thing I noticed
was that the supporting black characters didn't die in RE5
(as in Dead Rising); of course, those who call the game "racist"
probably don't address this contrast, do they? The question
of racism is a whole other "kan uv wurmz," though,
and I probably won't open it for a while; I've got cans of
"whoop ass" to open-up in RE5 Versus, first!
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