Amazingly polished, yet flawed in some ways.
The game stars two main characters, Chris Redfield which was the main protagonist in the original Resident Evil, whom makes a return in this latest iteration of Resident Evil. With Chris is a new character in the series; Sheva Alomar. Both Chris and Sheva never come off as particularly interesting characters but also not disinteresting; it’s a strange attachment that I personally have never experienced in… anything. They are neither empethisable, yet never apathetic, neither forgettable nor particularly memorable, it’s strange to say the least. You never feel detached to what is happening to either Chris or Sheva,

The story starts with Chris entering this fictional country in called Kijuju. Chris reintroduces himself as now a BSAA agent or Bio-terrorism Security Assessment Alliance. Chris is sent to investigate a possible bio-terrorism incident in the country, and assisting him is Sheva Alomar, whom is part of the African BSAA branch. The game starts off by you not actually shooting for a good while, instead, you walk through an area of the town with Sheva while the locals are giving a sinister looks. It’s a good way of introducing unease into the situation and adds a creative bit of tension. You’re then asked to

First and foremost, the visual presentation of this game is bar none some of the best in the business. The game doesn’t look realistic, but it has this stylized look to it that is accompanied by unparallel level of details in the models themselves. From the texture of Chris’s clothes to the skin complexion of Sheva, it all just looks amazing. This is also accompanied by some really amazing lighting that show off in the environment really well, there is one instance where you are in a dark cave, and you

The audio is also of top quality. The voice acting of Chris, Sheva, and Wesker all do great performances, Wesker standing out as having the perfect voice of the mysterious, egocentric mastermind. Obviously the dialog somewhat hinders the performances of these voice actors, but they do possibly the best job with the materials on hand. Very few times do they overreact or sound over the top, even in the situation they are in. The musical score is done really well but would have benefited to more use or more repetitious use of a theme to give it more of an identity, though what is there fits well with the setting and subject matter. The main theme echo’s Black Hawk Down similarly to the first few environments, while after that the music accompanies the tight tenseness and desperation of the setting. It’s not particularly memorable but it fits and blends together through the game and is dynamic towards the situation you are in. It’s an orchestral score that makes heavy use of minor key’s as any game of this type should, but what’s strange is the use of major key’s in some boss fights, this has the effect of making you almost feel empowered. It’s not bad or anything, but it serves to almost show the change in direction Capcom is making with the franchise. Most of the sound effects are re-used from RE4 and they still sound fantastic and add a sense of familiarity to the game, but new sounds could help not feel like it’s too recycled from the past, but the sounds of flesh meeting lead, and the explosive sounds of a shotgun making heads explode is still gruesome as always. The parasite infected citizens of Kujuju sound vile and angry with distant screams and violent yells, on many occasions you will see the parasite pop out of their heads with violent disarray and alien sounding cries. Overall the sound design and audio though has very high production values involving good voice acting, a well conducted orchestral score, and although recycled, still great sound effects.
But what’s on everyone’s mind is the gameplay. Resident Evil 5 serves as a strange mix of old and new that doesn’t exactly work out. It serves as an example that western game philosophy of change and innovation is not always a good thing. Resident Evil 5 plays very much the same as Resident Evil 4, though there have been many significant changes to the formula of the gameplay, the biggest addition to this is the addition of full-time co-op play. Sheva is always your partner whether if there is another human being playing or not. This serves as a detriment and a benefit to the gameplay as a whole, but none the less represents a big change. The detriment being is the game is no longer naturally scary as you always have someone else with you, the benefit being that there is an ability for multiplayer co-op as almost everyone wants co-op in every game.

I personally do not have a problem with the concept of co-operative function, however the way Resident Evil implements it is fairly flawed. The initial problem is that the co-op AI is not very good, or to be clear, is that the presence of an AI partner is a lot more punishing than that of other games. Many other games create an AI companion that is simply an extra arm or benefit to the player with little punishing weight to it, like Gears of War or Half Life 2, the AI companion has infinite ammo and generally large amount of health compared to yours requiring less taking care of to your partners. In this game, your AI partner is basically a copy of yourself, following the same rules of ammo, health, and inventory as you are. This stems the problem that you and her share the same amount of ammo and health, as to be expected, the AI partner does not exert the same amount of efficiency as “professional” players. Sheva will often exhibit very low efficiency by using whatever weapon to commit body shots, while a seasoned player will know that head shots coupled by a special attack will save ammo and is more effective crowd control in the long run. More problems stem as you cannot direct the AI to exhibit particular behaviors that you wish for it to do. There are only two basic combat commands you can commit to AI sheva, “Attack” and “Cover”. In cover mode, Sheva has an odd obsession with the pistol. Regardless if you give her a sniper rifle, shotgun or even rocket launcher, she will always stick with the pistol or the weakest weapon until she run’s out of ammo; however she will generally stay out of the way of being hit. Attack mode rectifies much of this by having her switch to the most powerful weapon but this causes a bunch of new problems. She becomes overly aggressive and often times with a shotgun, will attempt to run point blank range and get hit in the progress, and also wander far away from you. While using the pistol or machinegun, she will wildly waste ammo on inefficient bodyshots. There’s just not enough control on your partner to feel comfortable with her, it would have been especially nice if you could direct her to a pinpoint location and use a specific weapon as well as telling her to stay in a particular position. Considering ammo is more scarce then it was in Resident Evil 4, it get’s fairly frustrating when you are being punished for the AI’s behavior as you will easily see giving her a 100 pistol bullets go down to about 30 in 5 minutes. To it’s credit though, the AI does well in other areas such as searching for boxes and barrels that are missed, picking up ammo, getting out of the way of your shots, giving ammo to weapons you only use, dodging QTE’s, and healing when you or her health is low, she also is fairly good at pathfinding, only occasionally getting stuck in the larger open spaces. Though the AI is fairly incompetent and serves as a hindrance more than a helper, often times will you run into situations where you or your partner gets hit or outright dies because of stupidity on her part or her for some reason not helping you when you get grabbed from behind. A lot of the time, especially on the higher difficulties, you will most likely imagine that it would be better for you if Sheva was not there at all, and you were just alone.
So why not just play the game with someone else? True, that would rectify a lot of the problems that the AI generally has, but playing co-op easily destroys the immersive experience. The constant chatter of the low bit-rate mics come from Xbox Live only serves as a constant reminder that you are just playing a game. It very much destroys the singleplayer story experience, and not only that, it makes awkward moments between you and your partner when you’re watching an emotional cutscene. Even then, there are also problems playing it with someone else on your first playthrough, as you will frequently find 6 page documents and diary entries scattered everywhere, and your desire to read them may not be the desire of someone else on

Granted even with all these problems, Resident Evil 5 still plays with the underlying conventions of Resident Evil 4, which is a game with great, solid, action mechanics. The way you deal with enemies, ammo management, and light tactical options still sets it apart from many of today’s shooters. Enemies will come at you 5 or 10 at a time and often surround you from many sides; giving the game a nice intensity that runs stimulates the “fight or flight” response. The light tactical options come from the games combat mechanics as well as the level design. Often you will use Chris or Sheva to execute a special attack either by shooting “zombies” in the arm, head, or leg to give a powerful uppercut or a slit to the throat. There have been changes to the melee combat mechanics from 4, which all you could do then was give someone a mighty roundhouse kick. You can now execute combos which take a fair bit of coordination, but very satisfying and an efficient way to make use of a single bullet. Sheva can shoot a “zombie” in the arm, which Chris can execute a hook, which Sheva can execute a mighty kick, which then Chris can end with a powerful straight punch to the chest. Other tactical options include the ways the levels are designed, some with housing for shelter, some with high ground, and some with obvious and not so obvious environmental kills. My main complaint about the level design is they are too “gamey” in a way. It’s too obvious sometimes that when you stumble across an area that these locations are obviously going to be “arenas” or “boss fights” or even scripted sequences, putting off some of the tension as you already know what’s going to happen before it even happens. It’s fairly minor though, and you can probably get past the fact that the level breaks the immersion a bit, by the fact it’s reminding you that it’s just a game.

The most controversial omission is of more westernization of the game, such as the fact that you still cannot move and shoot in this game. Personally, I would not have an issue with this, if the game was simply designed around this. Unfortunately, Resident Evil 5 fails very much in many cases of being too in-between keeping core game design, and new directions. The enemies may look, react, and even attack in the same ways that they did in RE4, however there are some slight tweaks to them that make them significantly harder to deal with. They are faster for one, they have new attacks which come from a longer distance, a lot of the enemies have more health than relative to the previous game, they come in greater numbers, and there are a lot less ways to dodge your way out of enemies than before. In design, this is probably compensated by the fact that you have another partner with you, especially if it’s another human being. This however is mitigated by enemies that you encounter later in the game which makes you think “why did you put this in, yet not make me move and shoot?” It’s a slight spoiler, but fair ways into the game you encounter infected people with AK-47s. These enemies really take out what makes Resident Evil’s combat special, and also makes the controls rear its ugly head. Instead of tactically picking out your shots and extending every bullet, you are forced to take them down by conventional means, and since you cannot move and shoot, it starts to become very irritating as you are trying to inch out the side of a corner so you can headshot one of them by pulling up the gun, realizing you haven’t moved enough, pulled down the gun, move a bit to the left or right, pull it up again and do it again until you see him, it’s frustrating, irritating, and totally unnecessary. There is a cover system, but it’s scripted cover meaning that you can only get into cover of things the game will let you in particular areas, and it’s not even that useful as you are restricted to one point and with limited ability to pivot and see around you, which can be a problem when facing a lot of enemies.
Another aspect that suffers from the lack of westernization or conservatism from the previous games is the inventory system. The inventory is dealt by using slots rather than the tiled blocks in Resident Evil 4. The advantage to this is the avoidance of playing Tetris with your items, but the system simply isn’t implemented well. The system is set up so that you can have 9 blocks of items and some items stack for each character making up a grand total of 18 blocks of items you can carry with you. This may seem like a reasonable number of items you can carry, but know that it also includes your weapons, ammo, grenades, healing kits, and even body armor. So let’s do some number crunching to see how much you can actually carry

Value wise, you are totally getting your moneys worth in Resident Evil 5. The story mode runs on an average length of about 7-8 hours, but there are tons of unlockables, hidden extras, and the mercenaries’ mode to take care of. Achievements are really well set and give you the impression that it’s highly plausible to get them all, so most likely you will most likely

Do all the problems make Resident Evil 5 a bad game? No, certainly not. As I said before it still plays on its predecessor’s footsteps and very much retains a lot of the qualities of what made Resident Evil 4 a tour de force back in the day. Things such as the way enemies react when they get shot, the light tactical options, and how boss fights are presented and how they work which still to this day shooters have a difficult time managing, are on par if not better than most games today. Add that with the amazing production values such as voice acting, cinematography, and sound design, and you just have a great game. The decision though of whether you want to buy this or not, solely depends on how much did you like the last game and what do you want and expect out of a shooter these days. If you want the next evolution of Resident Evil 4, then you should probably looking at a game like Dead Space, but if you can bear with the problems of westernization in Resident Evil 5, and willing to tolerate some of the problems with the AI, then you will most certainly find a great game, with great production values that is wholly worth recommending, just be sure that you’ll bump into a few issues.