The Resident Evil series has come a long way since the original burst onto the gaming scene back in 1996. The graphics have improved, the cut scenes have become more cinematic, the character models have become more expressive, the plot has become more complex, and the voice acting has... well, pretty much stayed the same. But the series has also lost some of its freshness along the way. Resident Evil 4 did a lot to rebuild the series' credibility, combining the very best graphics that could be squeezed out of the Gamecube with a decent plot and pulse-pounding action.
So, here we are in 2009, and it's time for Resident Evil 5 - a game that's been several years in the making, laced with controversy and burdened by sky-high expectations. Does it live up to them?
Taking place in an unspecified African state, Resi 5 follows series stalwart Chris Redfield (now looking like he pours steroids instead of milk over his cornflakes in the morning) as he's sent in to investigate a potential bioweapon outbreak. Needless to say, it's not long before things go wrong, and he's soon fighting off hordes of angry villagers and mutated bioweapons as he tries to uncover the truth of what's going on.
Astute readers will notice I never used the word `zombie' anywhere in there, which brings me to my first gripe about this game (don't worry, there's plenty more to come). I sort of understand Capcom's reasoning for making their enemies more intelligent and hence, more threatening. Resi 4 began this process with the Ganados - semi-intelligent villagers infected with parasites that make them highly susceptible to suggestion, capable of using simple weapons, and therefore effective killing machines. The problem is that zombies are at the core of what Resident Evil is supposed to be about, and removing them is a bit like having a strip club where none of the women actually take their clothes off. It's just not right.
And this pretty much sums up Resident Evil 5 as a whole. It's dropped so many elements from the original that the two games have virtually nothing in common now apart from their titles. Gone is the puzzle solving (apart from a few rudimentary switch-flicking affairs), gone is the exploration and the excitement of unlocking new areas, gone are the tough choices between carrying weapons and key items, and gone is the subtle tension of finding out what lies beyond the next corner. Instead, what we're left with is a highly linear third person shooter with unsatisfying controls, uninspired boss fights and frustrating gameplay mechanics.
Oh yeah, and you've brought a friend along for the ride.
I've always been against the concept of a partner in the Resident Evil games, for all the reasons I highlighted in my Resident Evil Zero review - it kills the tension, it serves no purpose from a dramatic point of view, and it frustrates more than it helps. Not content with making this mistake once already, Capcom set out to do it again in Resi 5. Sheva Alomar is a BSAA agent sent to help you, and forms your backup for the majority of the game.
This sounds like a great idea, which is only hampered by the fact that she's a complete idiot. Her AI often prompts her to target distant enemies, ignoring the mutant dog that's busy chewing her leg off. She also seems to feel so attached to you that she insists on standing DIRECTLY IN FRONT OF YOU during every battle, lending new meaning to the expression `friendly fire'. Lastly, she's incapable of prioritising her weapon use, meaning she'll happily blast away at super-tough bosses with her trusty pistol, despite having an arsenal of grenade launchers and assault rifles at her disposal.
But Sheva's not the only character to annoy. Chris' long-time partner Jill Valentine pops up for about five minutes, only to wander off again with a vague "You're the only one who can stop him" explanation. Really, Jill? Maybe you could increase my odds of stopping `him' by - oh, I don't know - helping me out? Considering I just saved your life and everything? No?
Perennial baddy Albert Wesker also makes an appearance, this time serving as the game's primary antagonist after years of lurking in the shadows. It's a welcome addition, since everyone knows he's pretty much the best villain of the series, and yet it seems like something's missing. He doesn't seem cool or menacing anymore - he's become a pantomime villain.
The inventory system is another big gripe for me. Resi 4's briefcase, while far from perfect, was at least a decent stab at creating a realistic depiction of a character's carrying space. Resi 5 completely abandons this system, instead relying on the simple grid system from the first game. So once again we're left with the ridiculous situation of a herb taking up exactly the same amount of space as a rocket propelled grenade launcher.
I really wanted to like this game, but it just keeps turning me away. The story is lacklustre, simplistic and uninvolving. By the end, I had no more of a clue what was going on than I did at the start, and felt cheated an unsatisfied. Like a bad sexual experience, Resident Evil 5 always feels like its building up to something great, but never quite gets there.
The characters are bland and wishy-washy. And worse, they never have any time to interact with each other. Sheva has the potential to be interesting, but we're never given much insight into her character. Chris, likewise, remains stoically silent throughout most of the game, squandering golden opportunities to use what he learned in previous adventures to his advantage.
Overall then, Resident Evil 5 failed to light my fire. It displays the occasional flash of brilliance, but nowhere near enough to live up to its predecessors.