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Resident Evil 5


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Resident Evil 5 Christmas Update

 

Will it be nothing more than Resident Evil 4 in Africa? Is the co-op mode simply a tacked-on gimmick? Is it all a bit racist? These have been the main questions levelled at Capcom’s latest instalment in the increasingly-not-actually-about-zombies-any-more survival horror series. We’ve seen a bit more of it in action this month, so here are some answers.

 

First and foremost, yes, it’s quite similar to Resident Evil 4 in its general approach, but when you consider that that game was developed, canned, and started over again countless times in order to generate such a winning formula, there really are worse things to use as a basis; think of it in the same way as Resident Evil 2 built on the successes of its predecessor but still managed to feel fresh, new, and highly original.

 

A large portion of this revitalising shot that potentially sets Resident Evil 5 aside from its progenitor is, in fact, the co-op. Replacing the screechy and useless Ashley Graham is a fully capable female partner for Chris Redfield, who is more than a match for his skills and creates some decidedly interesting teamwork moments, both playing with a friend or under A.I control.

 

After his appearances in the original Resident Evil and Resident Evil: Code Veronica, Chris Redfield is now working for the Bioterrorism Security Assessment Alliance. He’s been sent to Africa to check out some kind of growing biological threat and soon teams up with his counterpart Sheva Alomar while following the mystery. Good old Albert Wesker’s involvement with all this is “yet to be confirmed”, but a more immediate concern comes in the seductive form of Excella Gionne who, being the CEO of pharmaceutical company Tricell Africa Division, might have more than a little to do with the local virus outbreak…

 

As Chris’ African BSAA colleague, Sheva Alomar can be depended on to save his a*s in all manner of hellish situations, though she’s not invincible, and Chris still has to be there for her too.

 

Obviously, this camaraderie that now lies at the heart of the Resident Evil experience feels heavily reminiscent of Gears Of War’s similar mechanism, but then that feels like a pretty fair trade when it’s already so well-known how powerful the effect that Resident Evil 4 had on Cliff Bleszinski. It was, after all, his inspiration for so many of the elements that composed Gears of War.

 

While we’re talking Gears, the similarities don’t end with the buddy system. The new, somewhat concessionary ‘D-Type’ controls introduced to the game have apparently been dubbed the “Gears of War controls” by developers. This allows strafing on the left analogue stick and camera controls handled on the right, with the left trigger aiming your weapon, controlled with the camera stick, and firing with the right trigger. Sound familiar? That’s because it is.

 

Developers have stated that, apart from the obvious Gears influences, they were also keen to bring in the rather more accessible controls in order to please fans who had come to the Resident Evil brand via means other than the games: say, the film series. You have to wonder if the main aim there is to gain wider acceptance by Western players: they would doubtless be more likely than native Japanese audiences to have watched the Paul WS Anderson movies or played a lot of Gears of War in the first place.

 

And, finally, to the “racism”. While we’d never seriously for one minute suggest that the game and its infamous early trailer were ever meant to contain racial undertones, it looks like Capcom took note of how bad some of the connotations were looking. Since then, we’ve had the obvious revelation of Sheva, a strong black female lead for the game, as well as clear evidence of white enemies in the preview code, and even hints at the possibility of a foe of Japanese origin.

 

The possible risk of taking Resident Evil out into the sunlight is now clearly proving to have had no effect on the scare factor. In fact, as designers have pointed out, increasing the light also increases the amount of shadow, and its stylistic possibilities appear to be being well-utilised by Capcom.

 

In one example, the gigantic axe man can appear silently behind you, raising his huge axe over his head to blot out the sun. Casting a wide shadow over you, it’s possible to work out his next movement and dive swiftly out of the way. We can imagine this kind of innovative use of lighting working well in all kinds of other situations too.

 

Meanwhile, when leaving or entering levels of high or low light – for example, the transition from indoor to outdoor areas – Chris now has to adjust his eyes, causing a visible amount of blurring and disorientation in the game’s visuals. You can bet that all kinds of infected nastiness will use these crucial few moments of blinded helplessness to strike out at you from the shadows.

 

Going outdoors also provides scope for the jeep chase section you can see in the screenshots. While we’re still unsure just how heavily this driving/shooting scenario will feature in the finished product, a bit of vehicle-based mayhem is always nice, particularly when properly executed in co-op with a friend, as Halo has taught us.

 

All in all, Resident Evil 5 looks hot, heavy, and filled with a foreboding and potentially panic-inducing atmosphere at its finest moments. We’re going to carry on rabidly salivating all through the wait for its PAL release next March and keep you updated on any and all new developments as they come in.

 

Source - Gameplayer

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This allows strafing on the left analogue stick and camera controls handled on the right, with the left trigger aiming your weapon, controlled with the camera stick, and firing with the right trigger. Sound familiar? That’s because it is.

 

There you go, the last shackle has finally dropped. Say goodbye to the RE that we knew (and loved), and welcome the new Resident Gears of Evil War ;)

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LOL ;)

 

There are other ways to control pacing and tension. Maybe they haven't shown us all their cards yet.

 

That said, I'm going to be seriously disappointed if the whole game is frantic run-and-gun like the demo. RE4 did well to with variation, but they don't have sunglasses mikami calling the shots anymore. RE5 might just turn into the DMC2 of this generation if they aren't careful.

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There you go, the last shackle has finally dropped. Say goodbye to the RE that we knew (and loved), and welcome the new Resident Gears of Evil War :)

 

He meant the strafe and camera movement which already is in the preview build / demo.Nothing new there

 

and tbh , that article doesn't come close to the term " Update " rather being a compilation of info scattered around ;)

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He meant the strafe and camera movement which already is in the preview build / demo.Nothing new there

I thought he meant strafe while aiming and shooting, like how Dead Space does. Still, how do you balance gameplay when one control scheme lets you walk sideways, but other one (preferred by RE veterans) locks you in one place?

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