Here's a secret about me: I've read Versus Books' The Completely Unauthorized Resident Evil 2 Perfect Guide at least 100 times over the course of my life. I can barely stand to play Resident Evil 2 anymore, but I still love reading about it. The version of the game that exists in my memory is a lot better than the game that Capcom actually made. It's this imaginary version of the game that the strategy guide triggers in my brain.
Here's another secret about me: I wasn't too crazy about Resident Evil 5. For a variety of reasons, it just didn't meet my expectations. It's a great game, but it's not the follow-up to Resident Evil 4 that I wanted.
Why am I telling you so many secrets about myself? Well, it's partly because I'm totally interesting, but it's mostly because The Art of Resident Evil 5 is where my love of Resident Evil strategy guides and my disappointment with Resident Evil 5 combine. This book lets me relive Resident Evil 5 in a way that's actually better than the real Resident Evil 5. It also gives me a glimpse at the game that Resident Evil 5 could have been, which also happens to be better than Resident Evil 5. It's like getting two imaginary games in one.
If The Art of Resident Evil 5 and Resident Evil 5 were both drowning in shark-infested waters, and I could only save one, I think you know which one I'd choose.

The Art of Resident Evil 5
Writers: Capcom and Udon
Publisher: Udon
Released: August 25, 2010
MSRP: $39.99
This is a big book -- 205 pages long, to be exact. It consists of polygon-based renders of in-game characters, a lot of hand-drawn artwork, loads of comments from the game's artists, a couple of interviews, and even a few photographs. Most of the renders won't be new to fans of the game, but thankfully, they're greatly outnumbered by hand-drawn stuff. Capcom may not produce as many hand-drawn-looking games as they used to, but their behind-the-scenes 2D artists are as talented as ever. Character design, creature design, background design, storyboards -- it's all hand-drawn, it's all real, and it's all spectacular.
In most of Udon's "The Art of [insert game]" books, there's a section in the back that details unused designs. That's always my favorite section, because that's where most of the new stuff hides. Not so with this book. The new material is all over the place. Almost every character and creature has at least one unused design. Other than the Gatling gun Manjini and few of the other more straightforward enemies, everyone has an alternate look. Most of the time, they looked even better. Chris's arms were almost normal-sized. Sheva and Excella were even hotter. The Executioner had a knife through his head (which is not explained). There were seven different types of Lickers. The list goes on and on. I want to describe it all to you, but this paragraph is already way too long. Suffice it to say, the book is packed with Resident Evil ideas that you've never seen before. There is enough new content here to fill a whole new Resident Evil game, maybe two.

So why was all this awesome stuff cut out? That's explained in the multiple interviews with the game's designers and producers. There, we hear firsthand how Resident Evil 5 transformed from a more traditional single-player survival horror experience to the co-op-focused action/horror hybrid that was released at retail. You can sense that an enormous amount of passion and creativity was poured into the game, but that it was met with equal amounts of pressure to both please series fans and pay off at the mainstream gaming market. It also sounds like the game's producers caught a case of Hollywood fever. There's a section in the back showing the fully costumed motion capture actors. It looks like they're filming a Resident Evil movie, potentially a good one. It's both cool and depressing at the same time.
Right before that section, there are 26 pages of other material that was totally scrapped from the game. There are storyboards for a completely different storyline, background designs for areas that never made it to the game, gameplay concepts left unfulfilled, and tons of unused enemies. In these 26 pages, you can see a totally new game, a game that in many ways resembles a fantasy I once had about a Resident Evil 5 remake. Traditional Romero-style zombies; infested American-looking cities; multiple NPCs to save (or see slaughtered); bizarre, genuinely scary new creatures; and even the Resident Evil super-boss, the Tyrant; they were all supposed to be a part of Resident Evil 5 at one point. It's hard to imagine how the game would have been worse off for their inclusion.

The art that that went into the Resident Evil 5 that Capcom released, and the art that went into the game that they almost made, have one major thing in common: it's all awesome. The craftsmanship here is exceptional. Any budding artist that dreams of working on a triple-A game needs to buy this book. You will learn from it. From backgrounds to costume design to creature design to storyboards to 3D models and textures, it doesn't get much better than this.
The only downside here is that none of the design work from the Resident Evil 5 DLC made it into the book. It would have been cool to see the creature from "Lost in Nightmares," or Barry Burton, make a guest appearance in these pages. Maybe we'll get an addendum sometime down the line that will meet that need.

It doesn't feel totally fair to hold that complaint against Udon. The Art of Resident Evil 5 delivers. I can't imagine a more complete and compelling look into the process behind the creation of this monumental blockbuster title. The best part is, the book makes me like Resident Evil 5 more, and it shows me how much better the game could have been. The only downside to it all is that my predictions (and expectations) for Resident Evil Revelations are now even more overblown than they were before. Will the game have a Tyrant, a huge arena battle featuring multiple El Gigantes and vunerable NPCs, and devilish hallucinogenic-gas-producing octopus-headed maniacs? If even a few of these unused concepts in this book make it into that game, it could result in a new Resident Evil classic. The game can't come soon enough.
I think I'll read this book another 50 times while I wait.
Score: 9.5 -- Superb (9s are a hallmark of excellence. There may be flaws, but they are negligible and won't cause massive damage to what is a supreme title.)

That said, this book sounds like it would just make me cry. RE4 was damn near perfect in my opinion and it looks like at one point they were headed in the right direction with RE5. I can't believe they cocked it up so bad.
Please don't ever play/comment on a Resident Evil title ever again. THANK YOU!
as a resident evil fan, i'll buy it. =).
great review.
This book seems fantastic. I really wanted to love Resident Evil 5, but it lacks so much goodness. I might pick up this book.
I think that if he "hates" anything, that would be others' idea of what isn't fun being treated as gospel. Because I'm sure people find outdated gameplay conventions "fun", god bless their hearts, but that doesn't really make them brilliant in and of themselves.
Besides that though I love it 300+ hour across all 3 versions all 100% complete.
Please give an example of a save system and/or inventory that tickles your fancy, then.
For me, being able to arrange items based on size (and not having an egg take the same amount of space as a damn rocket launcher) seems pretty intuitive. As for typewriters in random places, sometimes immersion is broken for the sake of smooth gameplay mechanics. Boo.
I can pause and reflect about how the system, to put it kindly, works. Actually, it would have been great in the first Deus Ex.
Except, if we're talking intuitive for a system still so hopelessly based on the earlier games, why can I shuffle items in the inventory, mix and combine herbs, but not reload *from* the inventory? On the other hand, why keep the "Discard" option when you can drag it into the right side netherworld? It's a mess.
Although, on second thought, here's one for "immersion" - what's better at inducing fear in players? An inventory that suddenly whisks me away from the action into a comfort zone where I can take my time healing, or an inventory requiring me to make a quick decision while zombies are still moving my way? I'm sure we'll disagree, but the gospel of RE5 crapping on RE4's intimidating "atmosphere" never worked with me for things like that.
"As for typewriters in random places, sometimes immersion is broken for the sake of smooth gameplay mechanics"
Which is why an egg (a weird comparison since it's predicated on an exception) can occupy a slot like a rocket launcher. It's not about space, but about logistics and deciding on the best equipment to carry at all times... And letting us access it without further lays of abstraction.
Still... Typewriters were smooth play mechanics? Seriously?
Also, Holmes is helping any with his stunning now-I-gotta-buy-it book review. Double damn.
Honestly, part of me wishes that I didn't even write a review. I could have just written a list of all the unused stuff found in the book. It would have been just as long.
Jesus, man, how much time did you really need to spend in the inventory system? Once you arrange your items for the first time, there's really not much of a need to go back into your case and futz with everything unless you pick up a new item (which isn't so much that you have to spend hours playing "Tetris). The whole "one items equals one space" philosophy is ridiculous to me, and doesn't create tension anymore than being able to arrange your items how you see fit destroys it. And you talk about how much the inventory makes everything too safe, but then knock it when you can't reload from the screen? Doesn't that kill some of your precious tension? As for the discard option, how is it a bad thing to be able to something in two different ways? That hardly seems like a mess.
Regardless, I feel like you're arguing from a place that seems to think the Resident Evil series is still based on horror, when it's common knowledge at this point they're catering to the action crowd. There wasn't a single scary thing about RE4 or 5. That's why a "safe" inventory system didn't bother me in RE4. It made sense in regards to the game world that was presented. RE5's system on the other hand, was a jumbled mess. You can't pretend that item swapping from character to character was in any way smooth, especially for a game so reliant upon co-op (and don't get me started on how stupid your partner could be).
You're also looking at the typewriter aspect far too literally. Whether it was a typewriter, a beam of light, or a logbook, some form of save point in random spots in a relatively open world made for a far more enjoyable experience than having set levels, in my opinion. RE5, to me, seemed like the product of someone who wanted to make changes to a formula to set themselves apart but ended up neutering the experience. I'm glad you enjoyed it, mate, but I didn't.
I wasn't arguing that the logistics of the inventory were adding to the tension, just how the inventory itself was used (taking/not taking me away from the action). Of course it wasn't "smooth", but it made me mindful of how I played. It didn't give me time to think, but forced me to make a snap judgement. In a game series that's concerned with creating some tension on players, I find it better implemented than RE4's. It was a mess because it was simply giving - or taking away - functionality that made little sense.
That many complained about how RE5's inventory, and movement in the game itself, required a stop-act-move-stop cycle is weird: wouldn't actually move and shoot at the same time make it more of a shooter? The mindset seemed to be "we want it to be more like a shooter so we can complain it's more like a shooter".
Thanks for the review Holmes!
@john johnson......yer, its such a shame that destructoid dont review the latest stephen king books isnt it? Thats what we all want.
Also, Holmes is helping any with his stunning now-I-gotta-buy-it book review. Double damn.
[url="http://watchscarymovie5.com/"]Watch Scary Movie 5[/URL]
Also, Holmes is helping any with his stunning now-I-gotta-buy-it book review. Double damn.
[url="http://watchscarymovie5.com/"]Watch Scary Movie 5[/url]
Also, Holmes is helping any with his stunning now-I-gotta-buy-it book review. Double damn.
Watch Scary Movie 5