Quantcast
Community Discussion: Blog by Tamz | Return and ResiRant EvilDestructoid
Return and ResiRant Evil - Destructoid




Game database:   #ABCDEFGHIJKLMNOPQRSTUVWXYZ         ALL     Xbox One     PS4     360     PS3     WiiU     Wii     PC     3DS     DS     PS Vita     PSP     iOS     Android




click to hide banner header
About
I love playing video games and writing about video games, that's pretty much it.

Currently writing for:
www.citizengame.co.uk (CitizenGame)
http://gamerhobo.blogspot.com (My blog - HoboGamer)

Currently Playing:

Burnout: Paradise (PS3)
Oblivion: GOTY Edition (PS3)
The World Ends With You (DS)
Call Of Duty 4 (360)
Wipeout HD (PS3)

Player Profile
Follow me:
Tamz's sites
Badges
Following (30)  

Tamz
4:49 PM on 02.06.2009

Exams are done and I've finally cut down the amount of hours I work per week, so guess what -- I'm back! C'mere....come give me a group hug....no? Nothings changed then I guess.......here's a rant:

Resident Evil 4 was phenomenal; few games have an impact on the industry as profound as what was felt after RE4, its legacy can still be in games released today with the likes of Dead Space, Gears of War and even Metal Gear Solid clearly drawing inspiration from it. With such grandiose achievements and the uniformly positive critical response in mind it's pretty hard to temper expectations into something realistic and attainable, it would be unfair to expect Resident Evil 5 be as innovative as Resident Evil 4 but it isnít unreasonable to expect the game to evolve. The demo for RE5 is now available on Live and PSN and for some it serves to further suggest the differences between RE4 and RE5 will be few, sure it's good to see the series taking a step in a different direction with the inclusion of online Co-op but other than that RE5 seems to be fundamentally the same, and honestly -- I'm not complaining.



Resident Evil 4 was born from desperation, with Resident Evil 1,2 and 3 Capcom had taken their particular brand of survival horror as far as it could go on the PlayStation and then even further with the various Gamecube remakes, everything from the tank like character controls, the awkward and unaccommodating camera positioning and the predictable enemy AI had been pushed to its usage limits, they created a new and innovative formula, established genre conventions and then bled them dry to the point that it could be argued that the development team had fallen into a one track mind in relation to game design, they seemed to have turned game design and development for Resident Evil into a standardized routine, this is supported by reports stating that the first Devil May Cry game, another Capcom title that bore unmistakable resemblance to the Resident Evil games and their various quirks , originally started life as Resident Evil 4, Capcom seemed to have backed themselves into a corner, their reliance on what had been established in previous titles in the series made them complacent and to be fair they had the right to be , the formula was more than satisfactory, it was successful enough to firmly position Capcom as the king of the survival horror genre in the eyes of many a game enthusiast, but when it came to Resident Evil 4 I think it was clear they needed something beyond the stagnant formula used in its predecessors, I'm sure that everyone will agree that what it became was nothing short of revolutionary.



This practice of incrementally updating titles for sequels is certainly not something new to the video game industry and I'm not suggesting that Capcom should be condemned for adopting the practice, I am merely drawing attention to the fact that this sort of exercise is something Capcom has used in the past and suggesting that while it is fair to expect new and innovative changes to each new installment in a Capcom series this isn't something that they have a history of doing, past practices suggest that innovations and evolutions such as those seen in Resident Evil 4 are pushed to their absolute limits in terms of usage before being scrapped, with Resident Evil 5 serving as only the second incarnation of the Resident Evil 4 formula the likelihood is that Resident Evil 6 will also stay close to the formula and conventions established in Resident Evil 4 and then recycled in Resident Evil 5.



The recent confusion as to whether Chris will have the ability to shoot while moving in RE 5 has caused some controversy, while some (including myself) are happy to play the game as it has always been, clunky shooting and all, and reason that the restrictive controls contribute to the feeling of pressure and are arguably an essential element to the Resident Evil formula others havenít taken too kindly to the realisation that former S.T.A.R.S Special Agent and current Bio-terror Assessment Group Agent Chris Redfield doesn't seemed to be trained in the art of firing a weapon while in motion. If my Red Bull fueled, wildly outrageous speculations are used to judge when Resident Evil will makes the jump into the next set of 'series innovations' it may be that the Resident Evil protagonists won't fully overcome the aforementioned inadequacies until Resident Evil 7, only time will tell, but until then we can rest safe in the knowledge that the current formula is still one of the most thrilling and enjoyable experiences video gaming has to offer.
Photo Photo Photo



Is this blog awesome? Vote it up!





Comments not appearing? Anti-virus apps like Avast or some browser extensions can cause this.
Easy fix: Add   [*].disqus.com   to your software's white list. Tada! Happy comments time again.

Did you know? You can now get daily or weekly email notifications when humans reply to your comments.


Back to Top




All content is yours to recycle through our Creative Commons License permitting non-commercial sharing requiring attribution. Our communities are obsessed with videoGames, movies, anime, and toys.

Living the dream since March 16, 2006

Advertising on destructoid is available: Please contact them to learn more