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Resident Evil 5 [Hands on Preview]
atheistium | 7:03 AM on 02.15.2009 28 comments


I was invited (on behalf of consolemonster.com) to Capcom Headquarters in West London to check out a near to final build of Resident Evil 5. Setting us up from the start, in co-op campaign mode, was Ben LeRoutetel, Head of PR at Capcom, who offered up some tips and tricks in tricky situations as we were given free reign within the game.



I won’t go into detail about the story line because it would really ruin the game but the basic jist is that you (Chris Redfield) have just arrived in Kijuju to investigate and meet up with Sheva, your new partner. Walking through the streets, you can see there is certainly something wrong with the situation, the people are brutal, beating down creepy body bags with nail covered planks, and even though there is no real threat (since you are currently unarmed) there is this aggressive atmosphere in the air. The people don’t want you there. Obviously, you are there to find out what is going on, and as you know, kill a lot of ‘infected’ people!

The control system is very familiar to fans of the series; maybe those new to Resident Evil will find the stop and shoot tactic a little uncomfortable but not something too difficult to understand. It’s when a large horde of infected start to group around when quick thinking and control is needed. Oh, no there is no ‘Gears of War’ styled ‘action’ controls as rumoured before, I just wanted to clear that up.

Quick time events are back but only as an occasional affair. Gorgeous cut scenes aside you’ll need to really be concentrating for the buttons appearing on your screen, co-op mode also has features where only one of you will be pulling off certain QTE moves. One cut scene had Chris pushing Sheva out of the way with a button press and then Sheva shooting her gun at just the right moment to cut him away from a chain dragging him across the floor. They are done in a tasteful manner where cut scenes have taken a long turn. This really keeps the player engaged and keeps up the tense atmosphere throughout the game.

Co-op play runs rather smoothly and is particularly more enjoyable than alone with an AI partner. I was previously concerned with how this would affect the ‘horror’ aspect of the title but for some reason, relaying on someone else to help you is even more terrifying than being on your own. A great example would be when traversing around pitch-black tunnels – you can’t see anything if you both head in weapons ready. There is a lantern available but it takes out your ability to fire weapons, one of you must lead the way while the other protects. This causes a lot of panic while one of you is trying to protect and the other is trying to alert you of the infected appearing behind you at the same time. It’s that chaotic feeling that brings a new lease of life into Resident Evil 5. While RE4 has been hailed as the ‘best of the series’, many people complained it had too much action and not enough horror – RE5 seems to have worked around this with putting you against the odds too many times. Even the most experienced team will have to learn how to run as ammo is in short supply.



The combat has not changed dramatically from the forth instalment, its stop and shoot game play keeps things frustrating and frantic as usual. There seems to be a larger variety of weapons available this time around and they certainly feel much more comfortable to shoot. Get used to marking up your shots and don’t always rely on head-shots at the start of the game, they just don’t work until you have started upgrading your weapons. Logic would dictate you to pump as much lead out into the infected, but with such shortage for ammo it’s advisable to try getting the infected down to the floor with a swift blow and then stabbing them while they are down. One pet peeve I experienced was having to quickly stab the body, while a horde was around me, as well as being at a right angle to get the knife in. There were also occasions where I had stabbed the body just as it was getting back up only to have my knife drive through it and no damage occur. Of course, this was not a retail build of the game so I can safely assume it’s been fixed in the final version. Other frustrations included knowing when you could use your combat moves; a button will appear on the screen informing when you can use kicks and punches, but when being attacked by a group of infected it became hard to judge when to use this move. It becomes available when an infected has become dazed by a shot, leaving themselves open for close combat, it’s just being able to tell when that has happened when you have a variety of enemies around you is quite a challenge.

While you lack the ability of buying directly from a certain ‘merchant’, each chapter ends with a chance to purchase, upgrade or sell items/weapons that you have picked up. Now the gold and diamonds make complete sense. This also lets you organise your inventory so you can select what items go into your quick switch slots, which you select with your d-pad. Before heading into the shop section, my advice is that you sell any diamonds and treasures you have picked up along the way, most of which offer a hefty amount of gold.

There are only a few weapons available to purchase near the start of the game, most of which you can pick up in certain area’s so you might not want to pour all your money into a new armoury just yet. While you cannot purchase any ammo, you can buy upgrades for your weapons. These included; Reload Speed, Capacity, Critical/Penetration Damage and Ballistic Damage. While capacity and reload upgrades were relatively cheap, others such as increasing the damage strength on the weapon cost considerably more. The ‘Critical’ upgrade was an interesting choice which I used on the N2fs (pistol), and it increased the chances on true head-shot instant kills.

So the game play feels solid, upgrade shop and combat system are enjoyable and the co-op is running smooth. What brings this all together so wonderfully? The breathtaking graphics and art-style. Okay, so graphics are not everything, but the detail on Resident Evil 5 is defiantly worth a mention. Just panning around Chris and Sheva was a real delight, certainly some of the most beautifully rendered characters I have seen. Resident Evil has always excelled in detailed character models and 5 is no-exception. Watching my co-op partner run off in front of me gave me real chance to see the hard work put in. Everything on the models seems to move, from hair to weapon holsters.



Character stances were realistic and stylish, even during combat. I particularly enjoyed the kicking animations used when saving each other and how Chris places a reassuring hand on Sheva’s shoulder while healing her – little details like that have really brought the whole experience together. While some details are a little over done, Chris’ ‘big gun’ arms for example, they are lavished with amazing detail. I couldn’t stop myself looking at the veins on his arms!

It felt strange to play a survival ‘horror’ type game in the blazing sun of Africa. It’s seemed to work in their favour however. Stale, maggot ridden corpses litter the floor only making your experience that little more uncomfortable. While we only got as far as mid-chapter 3 in our 2 and a half hour hands on with the game – each chapter appeared to progress the day along. Chapter 3 seemed to be getting darker as we hit desert like areas and motorcycle crazed infected. Environments were polished well and the whole experience was an enjoyable one.

I was lucky enough to experience my co-op play with someone who was new to the Resident Evil franchise. Seeing them enjoy the title as much as I did only confirmed the feeling I had an hour into the game. Resident Evil 5 has taken the success of Resident Evil 4 and added so much more. The horror is back, the zombie-dogs are back, Resident Evil is back. Against all speculation the co-op works and this is certainly a title well worth a purchase.



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28 comments | showing # 1 to 28

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Gibbo's Destructoid Blog
NOOO I NEED THE MERCHANT. Damn. Well I still can't wait.
coffeesash's Destructoid Blog
No merchant? ;_; So not buying this game now.
The GHost's Destructoid Blog
Agree with the sadness regarding the lack of merchant man :(

The game doesn't seem scary at all to me from what I've seen and played (I got my hands on a special extended demo a while back via a friend), but we'll see what the retail version brings.

I'm alright with straight up action if that's what this is, but I never liked the constant run, stop and turn nature of the combat :(

Informative writeup! Huzzah!
Y0j1mb0's Destructoid Blog
Great informative write up, Lauren.

I see you play Street Fighter. I challenge thee.
randombullseye's Destructoid Blog
No merchant man? What are they doing!?
Projectexodus's Destructoid Blog
No merchant? I was kinda hoping that Drebin would make an appearance...
Jonathan Holmes's Destructoid Blog
Great write up, told me a lot of things I didn't already know, some of which made me more optimistic about the game (ammo shortages) and some less (no merchant).

Overall, I still have a big hang-up with the required co-op. In the demo, I never felt like I had to "rely" on Sheeva, I felt like she made the advantage I already had over my opponents (guns > pitchforks) even greater (2 guns >>>>> pitchforks).

How many times did you die per hour of play? If the answer is any less that three, I'm going to be worried that RE5 is just too easy to be scary.
Jack Kelly's Destructoid Blog
Great write up, you put into words exactly what i experienced, i personally enjoyed the lack of merchant, even though his gruff voice & unique vocab were entertaining the new system is more realistic. One thing that is very clear about the early portion of the game is that you are part of a focused special force and not a lone gun like Leon was in 4, this means that its a lot more realistic buying and upgrading weapons at a point when you have come back in contact with your associates like at the end of act 1 chapter 1. With regard to the co-op worries some people seem to be having, well after playing the game co-operatively all i can say is i wouldnt play it any other way, its not frustrating at all when your opponent lets you down because for every time they do there is a time when they save your butt with a co-op heal. My only concern for co-op is finding players who are at the same point in the game as yourself who actually know what they are doing and are not there to piss about, i think one may have to schedule play sessions with reliable friends to get the most enjoyment out of the game, perhaps even do the entire game with one specific friend.
randombullseye's Destructoid Blog
@Jonathan Holmes

Jump scares?
Aurain's Destructoid Blog
How does carrying on from where you left off in Co-op work, assuming you're going to play 1 co-op campaign with one person, and another with someone else?

Host (Chris) saves the game? Loads that save up next time they wanna play?
Jack Kelly's Destructoid Blog
Im not sure but i assume you either get to "host" or "join" if you host you choose your character and what part of the game you want to play from and if you "join" you get to browse the various games available and choose one to play. The question is whether you can only play parts of the game as a host with joiners who have gotten to or past the part of the game you wish to play themselves or whether a joiner can play any part the host has unlocked?
Half left's Destructoid Blog
I haven't cared about a resi game since nemesis, and that was a special case.

RE4 had me mildly interested for a bit.

RE5 does not. At all.
burglarize's Destructoid Blog
Nice write-up.

You've got me more pumped for this now.
RiotMonster's Destructoid Blog
Sadly, all I want to do is look at Chris Redfield and drool.
Jonathan Holmes's Destructoid Blog
@ Randombulleye-

JUMP SCARES!
NotAZombie's Destructoid Blog
No merchant is epic fail but it still looks fun. I'll definitely rent it.
EternalDeathSlayer's Destructoid Blog
I CANT WAIT ANY LONGER!
randombullseye's Destructoid Blog
@Jonathan Holmes


Mr Wrighty 987's Destructoid Blog
I want this so much! fingers crossed i get this early
NihonTiger90's Destructoid Blog
But, but, how will be sell things without our creepy merchant friend?
Artemus's Destructoid Blog
Helluva read, Lauren!
RE:5 in London... Lucky girl!
People keep saying this game isn't "scary" anymore... What justifies "scary"?! A zombie dog jumping out of a window? Done. Next.
This is the got damn fifth game in the series, it had to evolve... And it has!
The tension in this game is scary! Surviving the hordes of infected and relying on your teammate is pretty damn cool, in my book!
Capcom knows what they are doing! I trust them... Always have, always will.
Can't effin wait, guys! Co-op with a friend online is the way to play!
RE:5... 3/13!

And stop complaining about the controls already, damn you! If you want to run and gun, go play Gears of War or Call of Duty!
This is Resident Evil, son!


Kyousuke Nanbu's Destructoid Blog
Forced co-op is still a big no-no in my book.

I don't have someone at my beck and call 24/7 to play this and I don't wanna renew my account just to play this.
Hollie Bennett's Destructoid Blog
http://www.destructoid.com/blogs/pheonix-blood/hands-on-with-resident-evil-5-dtoid-style-121420.phtml

lol i posted mine on hamzakah and nobody saw it.

Co-op was bloody god fun (poor poetic justice had to be my co-op buddy), fun to a point where I'm scared that not playing in co-op will spoil the fun
Corak's Destructoid Blog
Good writeup, made me look forward to the game more now.
Clance's Destructoid Blog
Nice work, Lauren!

I was 50/50 on the demo, but repeat plays have made me really up for this game.

I wrote an article on why the control scheme is perfect. Have a read if y'all like here!
falinter's Destructoid Blog
Any word on if the new Mercenaries mode is as awesome as RE4's?
Pvt Marcus's Destructoid Blog
omg i was there with you! zomg!!!!! xoxox


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