Some Thoughts on Resident Evil 5
I've been playing the "Resident Evil" series since the original was released for Playstation in 1996. I was hooked, as were most gamers of that era, by the absolute atmosphere the game created. Gamers can point to the first time the rabid, infected dogs came crashing through the hallway window, or the first time we encountered a licker in "Resident Evil 2," or any time we narrowly escaped Nemesis without dying (which was every time) as being generation-defining moments for video games released in the mid-to-late nineties. I regard the first three in the series, all released for Playstation, as undeniably classic video games, each of them in their own special way.
I chose Nintendo's Gamecube as my primary last-gen system for two reasons--the "Metroid" and "Resident Evil" series. At the time, Capcom, the owners of the "Resident Evil" series, had signed exclusivity deals which guaranteed all "Resident Evil" games to be released only for Gamecube. The first game was another undeniable classic, a remake of the original that was twice as good and, in my opinion, is the best refinement of the classic Resident Evil gameplay ever released. The second game was a prequel, "Resident Evil Zero", which was stale. The story was only marginally interesting and only so because of the involvement of Albert Wesker, one of the best villains in all of video games.. Most of all, the gameplay had begun to feel stagnant and overly complicated, and many agreed that the series needed to change in order to stay relevant.
Then came "Resident Evil 4" a game that changed everything about the series. In what might be considered a true Copernican revolution for videogames, the fixed camera angles that had been the singular, unique signature of the series had now become something entirely new--an over-the-shoulder perspective. Amazing. Slow, mindless zombies had now become frantic, enraged mobs of infected Spanish villagers. Awesome. The game's longstanding emphasis on item retrieval as a necessary means of progression had become idly rotating items within the space of a grid to manage nothing more than ammunition, first aid, and weapons. Wait a second. Frustrating escort missions, terribly easy boss battles, terribly easy action gameplay, and terribly absent puzzle-solving. Am I even playing the same game anymore?
The answer, of course, is no. I say "Resident Evil 4" was not a survival horror game, but an action game. It traded in careful inventory management and conservation of already scarce ammunition and aid sources for mowing down waves of enemies at a time. I was critical of "Resident Evil 4" when it came out to endless critical praise. After I had beaten it, I was wondering why everyone had so readily eaten it all up. It was, at its core, only an action game that lacked in depth or difficulty--two things I had come to depend on from the series. Only the story, I thought, made it a true "Resident Evil" experience.
The best news that any dedicated fan could hope to hear about "Resident Evil 5" is that, as an action game, the series has finally come into its own. Although I was openly pessimistic about the game leading up to its release, still reeling from my disappointment in "Resident Evil Zero" and "4", I can honestly say that "Resident Evil 5" is the title that made me love the series again. It is, without question, one of the highest quality games in the current generation, and as a side note...deserves recognition for being the first game since November to break my rampant Fallout 3 obsession.
It's perfect, really, how this game manages to be so well-rounded and oddly shaped in such a way that allows for almost anyone to love it. Do you like third-person shooters? "Resident Evil 5" is definitively a third-person game, more naturally and convincingly so than "Gears of War" could ever hope to be, but unlike "Gears," I wouldn't call it a shooter. The biggest difference between those two games is one of control: "Resident Evil," as a series, has never allowed the player to fire his weapon while moving simultaneously. So, guess what. Do you dislike third-person shooters? "Resident Evil 5" is such a distinctly different control experience than every other third-person shooter in existence, minus the broken fakes like "Deadspace," that even you can enjoy this game. The developers have truly crafted something engaging, difficult, yet widely accessible and immensely rewarding.
Deep cooperative multiplayer that has clearly been thought-through and successfully developed into a beautifully functional balance, a truly diverse range of intelligently designed enemies that includes a near-perfect blend of only the best in "Resident Evil 4" and older games such as "Resident Evil 2," four levels of difficulty that each drastically alter the experience, the deepest weapons cache to date in the series history, the deepest mercenaries mode in the series history with full-blown online cooperative play that only enhances the overall experience, and the highly addictive and balanced replay value that is driven by an infinitely rewarding weapon upgrade and collectible items system are what make this particular take on the core "Resident Evil 4" gameplay such a truly landmark experience. It resembles "Resident Evil 2" in much the same way as that game refined to near-perfection the unique formula of the game that preceeded it, and concretized it in a way that could appeal to nearly everyone while also carving out a very distinct, individual identity.
And Wesker returns as the central villain for the first time since "Code Veronica." What more could any "Resident Evil" fan ask for? Really.

