It’s never easy to live up to expectations.
Although some are keen to criticise
franchise titles because they essentially
attempt to move a game on slightly for a
high price, there’s a lot of pressure on a
developer when it knows it has to deliver.
Capcom must be feeling this strain more
than most. Resident Evil 4 is still considered
by some to be the greatest videogame ever
made; how does anyone go about topping
that? Although no one should be surprised,
the Japanese giant is on course to not only
succeed, but go one step further.
Sitting down to play the first hands-on
version of the game, it’s near impossible
not to gawp at how pretty Resident Evil 5
is. Both Chris Redfield and his co-op partner
Sheva Alomar are stunning and at the right
angle look almost lifelike. The same can
be said for the environments. On a scale
not seen before in a Resident Evil game,
the shanty towns of Africa are ludicrously
detailed. Without wanting to push the point
too much, this could easily be the best
looking game on the Xbox 360.
After pushing our jaws back to their
normal resting place it was go time. Stuck in
a small shack with our lovely partner, a group
of zombies started to infiltrate our position.
Smashing in windows, breaking down doors,
it’s instantly intense and doesn’t allow even
a second for you to get your bearings.
Some sharpshooting (which is exceedingly
similar to Resident Evil 4) frees up enough
time to shut off some of the entranceways
by pushing a huge bookshelf against the
door. Again, 5 takes numerous ideas from
the past and simply introduces them again;
all work near perfectly. It only takes a short
while before our foes have broken down
the barricade and continue to come in huge
waves. Unfortunately, this soon becomes
the last of our problems. Already feeling on
a knife edge, a hooded gentleman comes
crashing through the wall wielding a huge
axe! There’s no doubt about it: one hit
with that and we’re dead! Thinking quickly,
we sprinted out the man-made exit into
another swarm of zombies. A few satisfying
headshots later and it’s clear this is going to
be somewhat of a test, especially with the
axe-brandishing madman constantly trying
to behead us. Thankfully, a communications
message from the Bioterrorism Security
Assessment Alliance, the group Chris works
for, says help is on the way... we just have to
wait it out! Eventually our saviour does fly
in to save us and we leg it from the violent
mess knowing that more awaits us around
the corner.
With only a few minutes on the clock it’s
already obvious this is an evolution of the
series rather than a complete overhaul, but
what’s here is so good (as it was previously)
that you can’t help but be wowed. It’s also
a reminder about how refreshing Capcom’s
take on the third-person shooter is. The
slow, methodical method asks you to be
intelligent and reserved with weapons and
ammo, making every shot that touch more
rewarding. Fire away with little regard
and you’ll find yourself out of bullets and
probably on the floor within seconds!
The next section we’re allowed to play is
still situated in the town made famous by
the numerous trailers doing the rounds.
The difference now, though, is the focus
on co-op. At any time you can push the Bbutton
to call on Sheva to help you out but
there are also context-sensitive situations
where working as a team is essential. At one
point we hoisted her onto a ledge before
fending off potential assailants with a sniper
rifle to ensure she remained safe. With a
clear path to now walk, Sheva opened the
previously locked door from the other side of
the building... nice! Your beautiful colleague
will also help you out when possible by
replenishing health and exchanging weapons
with you. She was kind enough to lend us
her machine gun, even though it left her
with nothing more than a pistol. Now that’s
trust! Obviously this will be incomparable to
having two human players controlling the
duo, but even at this relatively early stage the
computer AI is up to the task.
Of course, it’s only a matter of time
before yet more loons begin their attack.
Upon reaching a locked gate, the new
and, we guess, improved, Resident Evil
chainsaw fanatic comes swinging towards
us. Although we’re told multiple projectiles
will take the extremist down, there’s also
far easier ways to bring him to his knees,
namely blowing up red barrels, grounding
him before hitting the psycho in the face.
True, the idea of having to shoot a glowing
container may seem slightly clichéd, but
other off-the-cuff events guarantee it doesn’t
feel contrived. For example, as we fled the
insane beast we, cleverly, got trapped in an
alleyway with nowhere to go. As our friend
approached us, we braced ourselves for the
end and some sniggers from the audience
who had been watching our every step.
Instead, a well-time step to the right meant
we didn’t lose our intestines; it did, however,
provide a nice gap through the wall as the
lunatic thrust his weapon into it. Following
a frantic five-minute period we had bested
our foe... which unfortunately meant our
playtime had come to an end.
Along with the previously mentioned
highlights, it was a delight to see how varied
Resident Evil 5 can be played. While we
decided to stay grounded and meticulously
take out foes, others scaled the rooftops
to gain a height advantage. Better still, this
was the perfect opportunity for Capcom to
show off its extremely smart AI. Adversaries
will chase you constantly, including on top
of buildings, and even try and jump out
the way when they realise you’re aiming a
gun at them. As is necessary, it keeps the
atmosphere tense, refusing to allow any
time to settle. Making this worse (or better,
depending on how you view it) is the new
inventory system. Rather than enabling you
to slowly pick a new weapon or replenish
your health by pausing the game, your menu
pops up in real-time (thanks to a quick press
of the Y-button) and forces you to make your
decision at a ridiculously fast pace. While
it does add to the tension we fear it may
become frustrating when you keep getting
your ass handed to you for taking too long.
To try and compensate for this you can now
change weapons without accessing any
menu whatsoever so, fingers crossed, the
two will work beautifully with one another.
While some may argue that Resident Evil
5 needs to scrap its ‘dated’ control system
and evolve, we feel slightly differently. It’s
true the third-person shooter genre has
made significant steps since number four in
Capcom’s franchise was released. However,
the developer’s reluctant stance allows 5 to
feel unique, disciplined and makes certain
you’ll be terrified while playing through.
Although a Resident Evil where you could
move and shoot at the same time would
make more sense, we’d bet the series would
lose its edge and some of its charms too.
Fans of the series should already be well
aware of what the next step in the saga will
deliver, but considering how well received
Resi 4 was, we have a feeling not too many
people will care, and you can include us in
that bracket too!
Imagine Publishing Ltd, Richmond House, 33 Richmond Hill, Bournemouth, Dorset, BH2 6EZ
Registered company 5374037 (England) : VAT No 864 6042 18
Directors: Damian Butt, Steven Boyd, Mark Kendrick, Alistair Ramsay, Harry Dhand, Andrew Hartley, Sam Watkinson