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Submitted by Chris Leyton on February 5 2009 - 12:44

We have our hands on the full version, but you'll have to suffice with the first three chapters for now...

Following Shinji Mikami's successful attempt to reinvent the classic survival/horror series he delivered over ten years ago with the 2005 release of Resident Evil 4, his subsequent departure from Capcom's office left a slight concern over the future direction of the series.  Obviously not a franchise to leave hanging around for too long, Resident Evil 5's announcement followed soon after with the confirmation that responsibilities would hand over to Jun Takeuchi.  Where would a new lead take the series without Mikami-san at least casting a watchful eye?  We finally have our hands on the full version of the game and can begin to reveal the answer - although for the sake of this preview we're only able to talk about the first three chapters from the six that feature in the game.

The initial sequence as Chris Redfield and Sheva Alomar arrive into Kijuji sets the tone perfectly.  Resident Evil 5 promises to closely follow the twisting storyline and gameplay dynamics from its predecessor.  A sinister new pharmaceutical company to rival Umbrella Corp is here (although that's not ruling Umbrella out of the equation), along with new and familiar faces, and one or two surprises.

Without wanting to wade too far into the racial debate that surrounded Resident Evil 5 last year, there's little doubt that Africa provides a suitably different setting for the iconic series.  The sun-drenched plains of Africa create an intriguing contrast for a series traditionally renowned for dark corridors and creepy scientific labs.  The opening sequence finds the player in control of Chris (and Sheva if you're playing with a friend) as they begin their first tentative steps into unfamiliar territory.  From the very first moment there's a tangible sense that you shouldn't be there, fittingly portrayed by the locals halting their attempts to beat whatever's tied up in a bag and glaring at both the BSAA members as they step closer. 


Los Ganados, Manjini... They're All Zombies To Me

Quite quickly the action heats up and the game puts you into familiar territory.  Like Resident Evil 4 before it, Resident Evil 5 places the emphasis on action, and it's not too long before you're introduced to the harrowing way in which Kikuji citizens are being subjected to the virus that provides the backdrop for RE5.  Cue plenty of frenzied attacks from what were zombies, then became Los Ganados, and are now known as Majini.  It's all very similar to the first few sections from Resident Evil 4 when the Los Ganados quickly made their thoughts about Leon S Kennedy known.  So much so, that a quick assault on a building you're stuck in (moving cupboards against the windows) is brought to a head with the appearance of an oversized brute wielding a colossal hammer in a similar manner to the Chainsaw Man's memorable introduction in RE4.

Handling your items and ammo still manages to provide the link to the original Resident Evil titles, ensuring that despite the increased action this can't be considered an out-and-out shooter.  What could be considered clunky and slow seems to be a deliberate and effective way to dramatise the tension and supplement the co-op design.  It's the same case of mixing herbs and reloading weapons without ever affording a timely pause in the action.  A considerable range of weapons and different types of ammunition to purchase with hidden treasures feels similar to Resident Evil 4, but unfortunately without the amusing "What aaar yaa buyin?" soundbites.  The vast majority of weapons can also be upgraded with enhancements to reload speeds, capacity, power and a varying special attribute.

Not only does it continue to provide one of the few legacies towards the traditional Resident Evil, but also highlights the impressive AI at work if you're playing in single-player.  Sheva will smash crates and barrels to stock up on ammo without instruction, give ammo when you're running low and come to the rescue with a first-aid spray just when you're about to keel over.  The AI is so incredible at times that it's hard to believe you're not playing with a friend, something that easily puts examples such as Army of Two to shame.


Chris & Sheva Sitting Up A Tree...

Throughout the first three chapters Chris and Sheva are largely attempting to track down Irving - a strange character even by Resident Evil standards.  Although the vast majority of Resident Evil 5's initial three chapters is spent bringing death to the Majini that are in hot pursuit of Chris and Sheva, occasional changes in gameplay punctuate the action; quick-time button sequences make a stylish return from Resident Evil 4 at a satisfying rate, although puzzles are a little on the short side.  With co-op play underpinning Resident Evil 5 many of these chapters employ split paths and one or two sections that break up the duo completely.  The introduction of Resident Evil 5's slightly more emaciated take on the Chainsaw Man highlights the opportunities that co-op brings.  As Chris helps Sheva to jump across onto the nearby rooftops to unlock the door below, a sudden attack forces the split duo to work closely as Sheva finds herself a little too close for comfort while Chris attempts to assist from afar.  Hopefully Resident Evil 5 will continue to push this concept throughout the remaining chapters, as it's the co-op design that expands upon the RE4 format.

Another staple element of the Resident Evil series is well represented through the initial chapters, with the appearance of numerous grotesque boss creatures to deal an unkindly end to.  The first is reminiscent of the leach creatures introduced with Resident Evil 0 against the backdrop of a furnace - we'll leave you to work out the possible solution.  El Gigante makes a return from Resident Evil 4 in an on-rails section that finds you hurtling across the African plains in a jeep while the Majini launch fierce attacks on trucks and bikes.  A bizarre cross between a bat and a scorpion await the BSAA agents in the entrance to the mines, before wrapping up things with a fight on the waterways with an even more deranged Irving.

Beyond the game that brought co-op to the series, Resident Evil 5 also appears to be the title that binds the bloated series together.  Loose ends promise to be tied and undeniably open up new ones.  The use of the Resident Evil timeline from Umbrella's beginnings back in the 1960's through to the events of Resident Evil 4, serves as the best concept to distract the loading times we've seen in quite awhile - it's almost a shame when the game loads too quickly and you've missed out on the last snippet of information.  The popular 'flashback' is also used stylishly to provide the real allure for long-term fans of the series.  Exactly what happened to Chris Redfield and certain others since Code Veronica is tantalisingly revealed during the course of events, so we're just desperate to get this preview finished and finally discover what happens to...

There's little doubt that Resident Evil 5 is going to adhere to its predecessor.  Gameplay is virtually indistinguishable to the acclaimed RE4 format; even the pacing and design seems to play suspiciously close.  However what RE5 appears to bring is a truly solid and well thought co-op design to the blueprint, something that only makes it all a little bit better.  Although we've yet to enjoy the last half of the game, it also seems safe to assume that the storyline and surprises are precisely what a Resident Evil fan wants.

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By: SegaBoy

Added:Fri 09th Oct 2009 13:14, Post No: 530

Score: 0

With the emphasis on action in Resident Evil 5, clunky controls are a bit of a problem.  I'll agree they are a trademark charatceristic of the series, but if Resident Evil is headed further down a Gears of War route, then it needs to be looked at.

Personally I'd rather they kept the controls and toned down the action in place of some added significance on the puzzle count...


User avatar
By: Anonymous

Added:Fri 09th Oct 2009 01:03, Post No: 529

Score: 0

What a load of abject [#@!?]e, "the clunky controls can be excused" theyre supposed to be clunky genius its how the resident evil games are meant to feel.  As are the menus. I for one as a die hard fan would be seriously pissed off if the controls and menus were changed. fair point about the puzzles tho, im guessing they were removed to allow for coop play.


By: SegaBoy

Added:Thu 17th Sep 2009 22:09, Post No: 528

Score: 0

Care to elaborate on why?


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By: Anonymous

Added:Thu 17th Sep 2009 21:15, Post No: 527

Score: 0

this is without a doubt the lamest piece of crap i have ever seen in my entire life.....no other game has dissapointed and failed just as horribly as this one.....and to be quite honest...im still in shock....god damn piece of [#@!?]!! game companies that produce this garbage should go bankrupt NOW!!!
DO NOT UNDER ANY CIRCUMPSTANCES BUY THIS GAME!!


By: SegaBoy

Added:Fri 03rd Jul 2009 15:01, Post No: 526

Score: 0

Try the demo - see if you like it or not...


By: izal169

Added:Fri 03rd Jul 2009 14:47, Post No: 525

Score: 0

I tried a new resident evil 1, 2 and 3.
I want to try resident 5. good or not?
seem more sinister and tense. I do want to try this game.


By: SegaBoy

Added:Thu 16th Apr 2009 15:45, Post No: 524

Score: 0

But surely a good story is like the icing on a cake?  I enjoyed RE4 more than 5, because I felt the intrigue of the series heading into new territory.  By comparison RE5 felt completely generic.


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By: Anonymous

Added:Thu 16th Apr 2009 14:32, Post No: 523

Score: 0

if you want to play space invaders you can but im not going to whinge about a story line when i buy a game to play.


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By: Anonymous

Added:Sat 11th Apr 2009 06:30, Post No: 522

Score: 0

"if no-one likes this game because of the story line get a book" then by your logic..we should just play space invaders!

 


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By: Anonymous

Added:Tue 07th Apr 2009 21:17, Post No: 521

Score: 0

Storyline - Good, Horror / Suspense - Good, Graphics - Awesome, Enjoyment - Ace


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