I am one of the few. Is Resident Evil 5 really Resident Evil 4.5? Possibly. Does that diminish from my experience? Not really. True to form, Capcom's demo (released several days early for Xbox Live Gold users. Sorry, have-nots) is short and to-the-point, showing off two fairly intense scenes from the game. The unfortunate thing about the Resident Evil 4 style is that it's not very conducive to being cut into a demo. What made the game great was it's unparalleled sense of pacing; the player was constantly put into different situations with a solid sense of when to play it slow and when to ramp up the action. In that sense, I think the more frantic moments in Resident Evil 4 were best taken as part of the whole. That's what this demo is: two scenes, both of which are essentially kill-rooms (or, in the first one's case, a timed kill-room). While I think both are well done, I feel Capcom could have done a little more to show of the variety that I'm sure will be in the game. Sure, they probably don't want to spoil much, but we've already seen videos of Chris and Sheva fighting off zombies on a truck; couldn't we have played some of that?
It feels weird to say, but this demo combined with the previous trailers have really made the quality of the game a foregone conclusion to me. It's roughly the same team working on a similar game to one of my all-time favorites, and if the videos are any indication, the sense of variety and pacing, what made the game truly great will certainly be there. The menu's are refined, and now support in-game weapon selection (a feature the series has needed since it started.) The enemies, while not all that different from Los Ganados, are still every bit as good at creating that sense of a mob bearing down on you. The numerous message board complaints of the game feeling outdated by it's "walk or shoot" controls worried me. Then I played it and remembered that the limited controls were one of the best parts. Having to pay attention to when to stop, fire, reload, and get out of the way added to effectiveness of the mobs of enemies who weren't all that fast. People seem weirded out by the idea that controls they consider "bad" were made that way for a reason.
It also feels weird to admit that, honestly, the only true innovation we've seen (and now played) so far is co-op. I have to admit that without the addition of multiplayer in the demo, I probably would have been more soured by the same-ish content. The old adage of "games are always more fun when you're playing them with other people" holds here. Not to say that Resident Evil 5 isn't fun on it's own; it's just that the cooperative play fits so well with the Resident Evil formula. I've played through the demo's two stages with multiple people, and already the moments of shared panic and elation rival some of my favorite Left 4 Dead stories. The second stage (Shantytown) involves taking down a tenacious, chainsaw-wielding psychopath amidst a mob of zombies. The level design deserves praise; we were able to find multiple strategic points within the area and, after dying several times, we actually took the time to plan out the attack. After multiple close-calls (the chainsaw is a one-hit-kill) we managed to take him down with my last pistol shot. It was epic; a fantastic moment made far better with a friend playing and shouting out internet high-fives.
When it comes down to it, I'm more excited about Resident Evil 5 than I was when I saw the first trailer. I was expecting"more of the same", however fantastic that "same" is; what I got was "more of the same that I can share with a friend". And that makes a difference. Co-op made Too Human bearable for me. For a most-likely great game like Resident Evil 5, it'll make it that much better.
Tuesday, January 27, 2009
Subscribe to:
Post Comments (Atom)
No comments:
Post a Comment