Today, I, Deadly Neurotoxin, am going to be reviewing
Resident Evil 5. There are no plot spoilers in this review, but I do discuss game mechanics and settings.
Well. I got this game when I bought my red
XBOX 360, and honestly wasn't all that hyped up. Before I bought the
XBOX I was intending to rent the thing to see if the graphics were as good as they were bragged about, then let it be. I started playing it right when the
XBOX was plugged in out of excitement, and was . . . extremely disappointed.
HOWEVER, this review isn't negative! First impressions were mostly "Oh look at the fancy AI . . . where are you going!?" as she ran into other rooms just to stand in the middle of them like a lost child. Cleverly, I hooked
Supercake into playing with me to
alleviate this, which changed the game into a no-holds-barred thrill ride! Kind of.
The first boss seemed unique and interesting, even mildly creepy. Then I realized that there was absolutely
no creativity put into the boss monster designs at all. The majority were "big slithery tentacles! Those are scary!!" to the point where I was rolling my eyes. Soon, I didn't even feel like I was in Africa anymore, and it makes me wonder why they even bothered to place the game there. Sure, the first two levels seemed quite African, but then as we got into the oil machinery, a giant cave, underground research facility, Aztec booby traps straight out of Indiana Jones,
volcanoes, and giant boats, I was expecting the next level to be King Leopold's camp for the believability they were giving me! Point being, I wanted to see more African style bosses and settings. After a late night of playing,
Supercake and I turned on some Africa
Xtreme on National Geographic, and there was plenty of scary bugs and even rituals that could have been inspiration for game things. I think it's a waste. They spent so long trying to avoid the racism they sidestepped the cool ideas that could have come from it, too.
As for the co-op, I must recommend it. There's plenty of fun to be had, whether requesting herbs just to hear
Sheva say "I need an
aab" in her accent. Also, since
Supercake and I are really dumb, running around shouting "COME ON!" "ROGER!" "HURRY!" "OKAY!" all the time was worth a laugh. Our problem was we always said whatever the reaction command was
out loud. So anyone walking in wouldn't hear any communication, only "dodge! help! heal partner! jump down!" We're special.
The game plot was so ridiculous, though. It tried to take itself so seriously that I could only laugh. Chris' pathetically cliche lines such as, "Not on my watch!" and "We must avenge our fallen brothers!" not to mention reiterating the enemy's goals every chance he has as if it's new information.
Sheva, for her part, wasn't as stupid as she could have been, though it was obvious from the beginning that she was there for the
boobage. Even if nobody could decide on how to say her name (
Shuva? Shiva?
Sheva?
Shava? each
cutscene was different!).
I guess I could liken it to being fond of them for their flaws. "Oh Chris you loving idiot, you can punch a boulder to make it move, but you can't swipe two
keycards by yourself on opposite sides of a door." "Oh
Wesker, I think if you took your sunglasses off you could probably see us in the dark." Nothing in this game is unexpected. From
Sheva and Chris' very first heart-to-heart, you know exactly what will happen. So the game fails there, but I can't say it wasn't fun along the way. There's always the beef that people seem to be having: the horror element of Resident
Evil's survival-horror has disappeared. Good or bad thing? I don't know.
Overall:Gameplay: Strong point!
Plot: Pathetically weak
Creativity: Not
aesthetically, but . . . well, can you really call reaction commands creative?
Enjoyment: I liked it quite a lot actually, even when it got challenging.
Replayability: Unlimited ammo and new costumes are the only thing making me want to replay. (I really just don't want to do the stupid sunbeam puzzle again.)
Tune in next time!
- Deadly Neurotoxin