DISCLAIMERS:
- the reviewer has not finished the game with 100% completion
- the game was played on the Xbox One S using the version of the game intended for United States audiences
Four years after the release of Resident Evil 4 on GameCube, Capcom released a followup with Resident Evil 5 for Xbox 360, PlayStation 3, and Windows. This new entry into the Resident Evil series took the third person shooter gameplay from Resident Evil 4 and put it into a co-op setting. In this review the 2016 rerelease of Resident Evil 5 for Xbox One and PlayStation 4 will be judged on its own merits.
The main focus of Resident Evil 5 is its co-op campaign. It can be either played alone with a mostly ineffective and sometimes betraying AI controlled partner or with a friend either online or in split screen. This co-op mechanic is surprisingly well implemented, even compared to other co-op focused games like the Gears of War franchise and Halo 5: Guardians. Some objectives must be reached by both characters to proceed, health items heal both characters if they are close together, both characters can share items with their limited inventories between each other, and characters are often separated and forced to do separate tasks. All of these co-op mechanics also make the game more re-playable, as completing the game allows the player access to the other character in single player and in multiplayer both players must choose different characters. However, playing on the highest difficulties can make allowing the players AI controlled partner do certain tasks an option that will certainly result in that partner dying, forcing the player to restart from the previous checkpoint.
Every mode features the same third person shooter gameplay that was slightly changed from Resident Evil 4. Besides the knife strangely requiring both a bumper and trigger, and a camera reset to preform and the item menu being clunky to use quickly during combat every controls well enough. Running around is an easy way to avoid damage, and contextual animations almost always make the player invincible, so the unconventional controls compared to more recent third person shooters don’t make the game frustrating to play. Aiming and shooting involve standing completely still and aiming a red laser rather than the middle of the screen at the enemy (unless using a gun with a scope). This greatly adds to the tension of the game, as shooting requires a large commitment that the enemies don’t require, making both positioning and quick and precise aim more important than most other third person shooters.
Three times per chapter or every time a character dies, the player gets the opportunity to visit the store. This allows the player to buy new guns, items, and most importantly, upgrades. This adds greatly to the replay value of the game as the player should invest most of their money into a few weapons for the most effective playthrough, leaving most of the guns neglected. These upgrades and the rest of the player’s inventory carry over into subsequent playthroughs so over time the player will be able to experiment with every gun and even unlock the use of infinite ammo for each one. There are also many other unlockables like costumes and filters that help to make the experience different with each playthrough. The co-op gameplay makes playing with different people worth a completely new playthrough, too.
Two DLC missions are included, with one being a throwback to the original Resident Evil and the other being more of the action from Resident Evil 5. Both are well made and can easily provide additional hours of enjoyment after the main campaign. Other modes include a rather unappealing versus mode, where players battle with the shooting mechanics that were obviously not designed for shooting other players, and The Mercenaries mode that plays mostly similarly to its appearance in Resident Evil 4 where the player must defeat as many enemies as possible within a time limit. The Mercenaries mode in particular makes the game nearly infinitely replayable for players who find enjoyment in that kind of challenge.
The sounds in Resident Evil 5 are generally well executed. Voice acting is well executed, besides a few cases of strange voice direction. Sound effects are average in quality, with the most glaring issue being some guns sounding rather weak compared to how they should. The music is mostly generic action movie music, but it is well made. Overall the sound is far from a highlight of the game but it is still well done regardless.
The quality of the port is overall a bit above average. The game is rendered at a higher resolution and the frame rate is now unlocked, but it is absolutely not a stable 60. Most of the models hold up with few exceptions, and the graphical effects are implemented well. The game has relatively little detail overall in its environments compared to many current generation games, but this does make moving around and aiming at enemies easier than in many other current generation games. The art design and the variety of locations and enemies from the original still hold up. Overall the port is rather faithful to the original, but still a good upgrade.
The plot of Resident Evil 5 is far from the focus. It tells a story involving many characters from previous Resident Evil games that will probably go over the head of players who are not already familiar with Resident Evil lore. The writing is obviously trying to emulate a cheesy action movie, which it does well. Besides some strange voice direction in some places, the writing overall achieves what it attempts well, even if what it is attempting is not particularly ambitious.
Overall this remastered version of Resident Evil 5 is easily worth the price for people who have never played the game before or want to experience it again in higher quality. Even if only the original There are plenty of unlockables to collect and different modes to experience. People who didn’t like the original probably won’t have their opinions changed much by this remaster, though.
Overall the reviewer would give the game an 8 out of 10.
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