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Preview: Resident Evil 5

by Sam Naylor on November 5, 2008 at 1:49 pm

It might come as a surprise that Resident Evil 5 was playable at the Eurogamer Expo, as it certainly was for me when I saw it. There were only 3 screens playing it, one 360 and two PS3 (I played the PS3 version)- not much when you consider how anticipated the game is. Since the game is expected to be released in March of 2009, it was certainly a pleasant surprise to be able to play the game months before the release date. Hit the jump for my thoughts.

Fans of Resident Evil 4 have no doubt been anxiously awaiting the fifth installment of the series, and I can safely say Resident Evil 5 is shaping up to be at least as great as Resi 4. The first thing one notices is the visual difference between the two games. The level I played was set in a dusty junkyard, and while there were plenty of infected villagers, the bright sun and light coloured floor meant that the dark, creepy atmosphere from Resident Evil 4 is changed. The absolute contrast might seem like a mistake, but the brightness adds a certain eeriness to the location, and the wavering heat is portrayed brilliantly. I actually felt like the sun was beating down on my back as I played, and that just made me more tense as the waves of infected started rolling in.

The controls have barely changed from Resident Evil 4, although the ‘run’ and ’shoot’ buttons have been reversed, which took some getting used to. Of course, the controls were fantastic in Resident Evil 4, so no complaints in this department. The guns feel pretty similar too, especially the shotgun, with it’s satisfying knockback effect. One thing I did find happening was losing ammo. I ran out of shotgun shells pretty quickly, and once my handgun ammo had gone, I had to rely almost completely on the knife (it’s bigger than Leon’s, more of a machete actually) and Chris’ combat moves- kicking the enemies as they are stunned- which really adds to the feeling of desperation.

Another notable difference is that in Resi 5 you switch weapons in real-time, instead of the game pausing to let you sort out your inventory. It’s a nice touch for immersion, adding to the manic feel, but again, it takes some getting used to. The (useful) companion that follows you is another brand new feature; contrary to what you might think, she’s pretty useful. She helps out with the horde of infected, but best of all, she gives you ammo and health. I felt compelled to save her (unlike Ashley in Resi 4), because she would thank me with precious ammo, and she might carry on shooting the huge infected in an executioner’s outfit (complete with oversized axe) shuffling towards me.

Resident Evil 5 seems to be the logical progression of Resident Evil 4. Nothing drastically new, but why fix what isn’t broken? I’m confident that this game will be worth the wait until March (and I’m thankful it’s not coming out soon, actually- I’ve bought 5 new games in the last two weeks). Oh, and if I haven’t convinced you yet, just take a look at who’s back:

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