How would you make a sequel to something like Resident Evil 4? How will you make a sequel to the work that changed the way we look at third-person shooters and redefines the survival horror genre? How will you continue the work that is called as one of the best games in history? These are the questions that Capcom had four years to discover the answers to. In the end, the result was a work called Resident Evil 5, which is as much praised as it is criticized by many. Now here we will take a look at this game and check its different parts. The framework introduced in Resident Evil 4 has worked well for them. One of these is the visual effects and graphics of the game in general. The game was stunning when it was released, and even after all these years, it still looks beautiful. Resident Evil 5 is easily one of the best games of the early 7th generation, and few games in that time have done better than this one. The in-game visuals and pre-rendered cutscenes look great, and the cinematography is interesting in its own right. In fact, the game is a wonderful cinematic work.
Although there are some quirks in the gameplay, which we will
discuss more in the next sections, the control of the game has also
been improved. The guns are somehow more responsive than in the 4th
edition, and aiming with them is faster and easier. The PC version
has a less than attractive reticle instead of laser aiming, but at
least aiming with the mouse is fun unlike what we've seen in
Resident Evil 4's PC port.
Finally we have Ricardo Irving. Irving is the main antagonist of the first half of the game and is also considered one of the bosses of the game. He is also one of the strangest characters in the Resident Evil series and with his different appearance, crazy behavior and accent he reminds us of the Joker to some extent. He is a joy to watch whenever he appears in the game. In fact, it's a shame that this character didn't make more appearances in the game.
Definitely no such thing as a full game. It does not exist, and naturally, Resident Evil 5 is not an exception to this rule. This game has small and large problems, which we will address in this section, which are more likely to be overlooked. His problem is related to inventory. That said, instead of the box-like system we saw in the previous version of the series, you only have 9 slots per character, so you have 18 slots in total. The big problem with the new system is that the ammo, grenades, and healing items that used to take up so little space in Resident Evil 4 now take up as much space as a single weapon.
In fact, it's possible. is to find yourself in a situation where you have to choose between picking up a new weapon or saving ammo for another weapon. Although grenades only take up one slot no matter how many, health items do not and ammo has a limited capacity per slot. This makes trying to carry more than three weapons a nightmare as you have to factor in ammo and other items.
On the other hand, there is also the classic control of series or tank. Resident Evil 4 also used this type of control in some way, but used them to increase the tension of the horror scenes. On the other hand, it often pitted you against small groups of enemies and forced you to fight carefully and patiently. However, since Resident Evil 5 is more action-packed than its predecessor, this type of control is painful to use. In fact, your characters seem lazy and moving around is a lot of trouble. This system may induce more fear when fighting enemies, but compared to the controls of games like the first version of Dead Space, which was released in 2008, it seems outdated and unnecessary.
here This is where the Resident Evil 5 train goes completely off the rails. It can be said that one of the most important problems of the game is the artificial intelligence of the characters. With the exception of Resident Evil: Outbreak, all installments in the Resident Evil series released prior to the fifth game were single-player experiences. However, for some reason, Capcom decided to not only include co-op mode in the game, but made it the core of the game in such a way that the single-player game is not very attractive. Playing in co-op with a friend is fun with the systems in place, but in single player it will sometimes get on your brain due to the weak artificial intelligence of the characters.
Giving the AI health items means it will use it as soon as you get hit. On the other hand, if you give the other character a better weapon, he will use his weak sidearm until he has to. Also, giving him grenades and explosives is equivalent to your desire to quit the game. There are other issues related to removing landmines and ammunition from weapons they don't have. This might not affect the gameplay much in general most of the time, but it definitely gets on your nerves.
Action, action, action!
The problem is that the game focuses too much on the co-op part beyond things like artificial intelligence and the inventory system. The game Resident Evil 4 put a lot of enemies in front of you in limited sequences. Now imagine that the famous village scene is repeated many times in the fourth version. This is the essence of Resident Evil 5. Although there are parts where you encounter a few enemies and the need for tactics and planning is felt, but most of the game's combat is more action-based and you have to run and shoot alone. This has messed up the balance of the ammunition in the game and the element of survival is practically not seen much in the game.
Although most of the time you can easily deal with the enemies as their AI is very weak, these sections can be easily run around. The game also occasionally encourages this method by adding environmental puzzles. On the other hand, by doing this, you will save a lot of ammunition and you can use them in difficult times. In fact, the game also has difficult parts that sometimes require a lot of patience and planning.
The big problem of the game is that it is not a work in the style of fear and survival, but It tries to be like this. Resident Evil 5 desperately wants to be an action-oriented shooter like Gears of War 2 or Saint's Row 2, but because of the previous games, it considers itself limited to the roots of fear and survival and somehow its task is not clear to itself. If the AI was better, the controls were smoother, and it felt more like an action game in general, maybe the game would have worked better. In any case, in normal mode, the game has a lot of action and more of it would not make much difference in its nature.
Resident Evil 5 tries to act like the fourth installment in many of its moments, and sometimes it does. It succeeds, but generally fails because it doesn't strike the right balance between action and fear. Every exciting moment of the game is an attempt to recapture the greatness of Resident Evil 4 or what we have seen before in the classic versions of the series. On the other hand, when the game intends to offer something new, it just imitates other games.
However, Resident Evil 5 is not considered awful
even as a horror work. If things like the AI were better, this game
would be great as a co-op experience, but it's aimless and doesn't
even have a quality story on top of the many gameplay issues. It
should be said that this game is worth experiencing today only if
you are a big fan of this series.
Resident Evil 1 started the golden age of the
genre. fear and survival; Rise of the Dead
Resident Evil 2 is a shining diamond of horror and survival genre; In the hype of Raccoon City
Resident Evil 3 changed the approach of the series forever; A Nightmare Called Nemesis
Resident Evil Code: Veronica is a bridge between horror and action; Return to the past
Resident Evil 4 is the turning point of this series of horror games
Source: Goomba Stomp