Remains below expectations - Detailed, realistic review

Remains below expectations - Detailed, realistic review

Resident Evil 5 (uncut) (Video Game)

Customer Review

Now I finally played through it yesterday, the Hype 2009 title par excellence, as in 2008 FarCry 2, and 2007 Halo 3 were. After the excitement and tension was growing in the last few weeks and months with me, I bought the game right at Releasdate, and barely got home plugged into the console. Now I would like you to provide a detailed report on whether the game is really great, as they say, where it wins, where it loses - and why it's against his predecessor, Part 4, do not stand a chance.

Chris Redfield, hero from part 1 should examine in West Africa in the autonomous region of Kijuju mysterious events that should be available, according to his employer, the BSAA, with illegal and as in Resident Evil usual pretty ghastly bioterrorism in conjunction. Just arrived in Kijuju, he found and out his new partner Sheva Alomar, that on this patch of earth everything has gone to hell pretty much what could be described in advance as a healthy and vibrant: The villagers only unfriendly but harmless, gather themselves suddenly together , and go to the teeth with knives and Molotov cocktails armed going on the two agents. Since initially helps only one thing: escape! When they also need to look more at how one of its contact men is executed on the marketplace, it is clear to both partners that they have to do something. So the guns out, and off you go with just over 12 1/2 hours of pure non-stop action, optionally also in the Co-Op.

The story is, to be honest, once again frighteningly simplistic, but otherwise it is also not accustomed to Resident Evil. Chris and Sheva are hordes of parasitic enemies against which to why fathom, and at the end neatly spank the bad guys responsible ass. Point. Sounds boring, it's actually also. In fact, this rather meager plot menu is presented in such a delicious that rarely monotony arises in this regard. Resident Evil 5 lives to a large extent by his charismatic, very atmospheric cutscenes. There are a total of more than 70 minutes as much as before in anyone yet part of the series.

The gameplay can be, to be honest, really inscribedable just as breathless - but that does not necessarily mean bad. Quiet running passages and massive skirmishes against hordes of opponents alternate in a regular rhythm. It happens rarely that you will be really surprised by an opponent. Either the next enemy troop is revealed through a most effective mini-sequence, or is the classic "calm before the storm" feeling that creeps over the player.

This already is also the biggest selling point for Resident Evil 5. The game is staged absolutely kollossal, consistently applies: Terror instead horror! If suddenly against storms up to twenty enemies from every corner, you have to make lightning-fast decisions - What enemy is fighting next? Where are the emergency exits? Sneaks up behind as a? And most importantly: Have I had enough ammo in my gun? Too often it happens that you have the bloodthirsty mob runterdezimiert just in half to start when a start the balls. Then helps only the foolhardy escape, if necessary even on the roofs or somewhere else, the main thing is WAY!

Is also very commendable to note that the developers of Capcom have given very hard to make the enemy line varied, so they have eliminated one of the biggest criticisms of its predecessor. Had they then feel the respective area is inhabited only by four men, two women and their clones, there are many more opponents designs in Part 5. In addition to a little more than a dozen men and women in Kijuju City the game also boasts as many soldiers, and very funny, natives, which in turn make the swampy marshland uncertain. In addition to the human opponents, the game then provides a few monsters, locally related animals such as dogs and alligators, and of course, a dozen raid bosses that not always able to convince. I'm getting now.

Many fans have already pointed out that regarding the RE5 game mechanics 1: 1 served its predecessor. Some call it brazen, I say, why try something new, if well-tried working? Some criticisms I have but then, and unfortunately they are incredibly serious God.

On the one hand there's the - like so silly it sound - death animations of enemies. For that were, you might not believe it, just taken from the fourth part of the series. That is, the defeated opponents fall exactly the same order as that of its predecessor. You could call the bleating at a high level, but I have with something, like many other fans probably also, my principles.

Now to the Endbossen. They are usually far greater than that of part 4, which is already saying something, and seen graphically, the old against the new Obermotze course anstinken not. But I find it brazenly what Capcom as marketed for granted, namely that there are a few of the bosses were already in Part 4. For example, the "El Gigante". The was simply transferred to the fifth part! Just his name here "Ndesu" and has a goatee. Probably Capcom has thought: "Sure, we lead indeed the parasite story from Part 4 continues, so we can also build the ollen giant with the tentacle beast in the back again!"

With what I already had in combating the bosses: In Part 4 of the main character Leon S. Kennedy had rarely really solid arguments against his formidable opponent, and had to almost always come up with something to squelch or stop the huge monster, unless the flaw was pointed from the outset. In Resident Evil 5 on the other hand actually potentially incredibly impressive Boss Fights degenerated into boring shooting orgy. Most bosses have namely a weak point: your body. Yes, exactly, the whole body of the respective boss monster is a single point in which it applies reinzupumpen as much ammo - at some point the cattle are already croak. Of course, this does not apply to all the battles, but all too often it is unfortunately the case that you pressed gets a special Megawumme with infinite ammo in their hands, and with the then so long it holds until the opposite to its knees - here I have again refer to the fight against the giant, who has lost in my eyes all the charm and panic factor of Part 4.

This brings me now finally to the last part of my review: panic factor? Did I really just "panic factor" written? So in the sense of "fear" or "horror"? Indeed. Then I have to probably re-confirm: Resident Evil 5 is not scary. The entire game is a single colossal Baller orgy, so powerful, that it seems almost rude. But creepy or scary? No. At no time. Many people have already Anno 2005 said in Resident Evil 4, the game is not scary. Was it also not particularly - but atmospheric, and especially towards the end it was still pretty gruesome. Part 5, however at no time leaves the way of shooting iron, and that's the terrible mistake that Capcom has committed. The studio has not managed to find the golden, stunningly good middle ground as its predecessor. Even simple puzzles in Part 4 are virtually no available, but at least ten times as many enemies and twice as many weapons with appropriate ammunition in different styles. The characters are, apart from the two heroes and one of her few helpers incredibly pale, and only serve to strengthen the position of the respective situation - apart from the fact that they are almost all burned one after another. The game time is less than a third than its predecessor, although there was much running. The individual areas are indeed designed stunningly beautiful and detailed - but true stress never comes on. Time you walk through a twisty research base, sometimes with another ghetto, and sometimes you go with an airboat so so freely by a fairly large marshland area full walk of small islands that one almost wonders if the now Resident Evil or the next Mafia Mission is in Grand Theft Auto.

CONCLUSION: Resident Evil looks good, because there is absolutely nothing to complain about. The graphics are detailed without end, the character models and explosions look absolutely stunning. This piece of software maintains the basic principle decent, yet it has no chance against his predecessor, which is mainly due to Capcom overtightened self-confidence and the colorless, dull characters. In addition, the stress factor is completely shot into orbit, because you always have a partner at your side who can protect one and save. The resulting possibilities for challenging puzzles, however, has used in any way Capcom. So is Resident Evil 5, which is already FarCry 2 was last year: A uninspired slaughter which fails due to their own ambition. But one thing is undoubtedly ingenious: The Soundtrack of Kota Suzuki. Listen:

The perfect marble run! Rank: 5/5
December 26
Price / on top! 6 Rank: 5/5
January 10
The sound of silence Rank: 5/5
February 27
Terrible 18 Rank: 1/5
May 22

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