by staff - 02.02.09

There’s been a fair deal of conflicting opinion regarding the recently released Resident Evil 5 demo, and for my part, I’m not entirely sure what side of the discussion I fall into. Is Resident Evil too mired in its past for its own good?

It’s strange, seeing so many people in the gaming community at large arguing about not being able to move while shooting, I immediately considered that nobody had that issue with RE4, and if RE5 is more of that awesome best thing ever, what’s the problem? I mean, Resident Evil tries to cast you as a common person thrown into dangerous situations, and pulling off a running headshot is indeed unrealistic for that kind of protagonist.
So the demo was released to the masses and, still very excited about the game, I dove into it. I wouldn’t say I was disappointed, but the experience has tempered my anticipation for the game. Reflecting on it, I came to think that perhaps my experience with EA’s Dead Space has changed what I believe this genre of so-called survival action can do. Where it could have been argued that RE5’s control restrictions were necessary for the pacing and intensity of the game, Dead Space had no such limitations.
Another thought that came to mind is perhaps the westernized control scheme in RE5 has had a negative impact on the perception of the game. The new scheme is very smart, including things like a gears of war-style roadie run, but where in RE4 both movement and aiming were handled on the left stick, you aim with the right stick in RE5, which has the left stick completely freed up during aiming, but also totally inactive.
I’m also frustrated by the knife-turret control, where you hold down the left bumper and then have to slash with the right trigger. It’s just one step too much for a quick low-damage short-range attack. It’s analogous to how it was in RE4, and it was an issue in that game too. What really bugs me about this is that they fixed this on the Wii version of RE4, where you simply shook the nunchuk to have Leon automatically aim and slash the knife.
There’s been lots of comments about the inventory system as well, but given the new co-op nature of the game, they had to devise a simple real-time solution for inventory management, and for their part, I think they’ve done a fair job. You can map things to the d-pad, quick select items with the left trigger, etc. You can’t break up packs of ammo though, you either give your partner the entire stack or nothing at all.
In spite of all these considerations, I still did have a lot of fun playing the demo cooperatively online, enough to replay the two brief levels repeatedly. I have concerns with the AI’s capacity for handling your partner in solo play, which seemed to act with an impressive degree of intelligence at first, but it became somewhat frustrating to manage as the intensity of the combat increased.
It’s important to remember that this is a demo and is not entirely indicative of the final product, but the simple reality is that this demo has had the opposite of the intended effect, and while I can certainly say I enjoyed the demo, my anticipation for RE5 has been tempered considerably.











I dont feel alone in this game.
Kannon - 02.02.09 11:30 pm
I feel the same way. RE4 was fantastic, but it’s been a long time since I played it on the GC and RE5’s controls just feel slow and clunky. Add to that the almost-requirement of having someone to play with co-op due to the lackluster AI, and what excitement I had for the game has dropped considerably.
Apfhex - 02.02.09 11:48 pm
I was kind of let down too, but at the same time, I’m certain the final product will turn out fine… I mean, the main things I care about in RE games were not present there. It really didn’t do anything more than show off what the AI system will be like and how you can shoot things.
When I can be involved with the story and run around the different environments and so forth then I will make that judgment. I think this really amounts to a kind of poor demo that would have been better suited to a trade show than home use.
I do think the new control system that lets you strafe sounds much better, either way.
Tony - 02.02.09 11:58 pm
Also, I have to say I found Dead Space incredibly hard to get into simply because of control reasons. It seemed like the game went out of its way to make doing simple things difficult and being super precise with aiming wasn’t exactly a joy for me. Maybe I’m misunderstanding you, though.
Tony - 02.02.09 11:59 pm
this game it’s a fu…..ing joke is resident evil 4.5
claudio - 02.03.09 1:40 am
I’m not disappointed in the demo, so to speak, but I feel like there are WAAY too many similar elements to RE4 that just don’t seem like they’ve done much with the game.
Much of the sound effects are from RE4 (I noticed it immediately in selecting things from the menu). The enemies, outside of being more African than Eastern-European, don’t really act all that much different. When examining things, it uses the same kind of camera style and description text.
Really, outside of the co-op (which I like, even though she can be kind of dense), the new inventory screen (which I hate, even though d-pad usage is a plus) and the setting (which really doesn’t matter to me) the game basically feels practically the same as RE4. It’s not that bad, but you’d think that after more than a few years it would be different, or at least FEEL different. I’d expect something like this if it came out in 2006, but it’s been a lot longer than that and the formula isn’t holding up as well as it once did.
MisterSmith - 02.03.09 1:41 am
Yeah, loved RE4, but this demo makes the game feel like a step backward. It’s awkward, clunky, and for f***sake why does the inventory menu NOT PAUSE THE GAME!? That’s one staple that I thoroughly ENJOY in this series. Now, don’t get me wrong, I understand they had to change it; the “mandatory co-op” element makes it impossible to have inventory pause in this game, but the game is already badly designed enough that this is just frustrating in its stupidity.
Also, why the hell do all the “action” icons involve Chris using super-human strength to throw Sheva places? This would be a fun game mechanic if throwing her places didn’t equate to a “MAKE SHEVA DEAD” button.
Sorry RE5, but I will have to pass.
Howard Roark - 02.03.09 2:18 am
I’d have to say overall I thought the demo was pretty sweet, but I have to say that I fucking HATE the new control scheme. It’s god awful. I disliked it so much that I almost quit playing halfway through the first area. I switched to the RE4 style control that simplified things and made it playable, but it still felt really inferior to RE4: Wii edition’s controls.
I am a huge Resident Evil fan, so I’ll definitely watch my friend play through it (just like with MGS4 which also had shitty controls). However, I’m really not dying to play it myself anymore. It’s a pity that there’s no Wii version of RE5. Sure, it would only look as good as RE4, but the controls would be worth it.
Juja - 02.03.09 3:24 am
I want to like this game. I really do. But it just feels like a clunky, barely updated RE4. Dead Space did it better. If RE5 played like Dead Space, I’d buy it. As it is, it just feels like wasted potential. I don’t give a damn about Ashley v2.0 (Sheva - Ashley with guns) either. I just want game that feels like an evolution, and this doesn’t do it.
Anon - 02.03.09 3:36 am
The co-op in resident evil 5 seems stunted and tacked-on. Given the option, I would have prefered to keep the game a solo play experience like the originals.
And yeah, Dead Space has showed me the way a real survival horror game should control. Its hard for me to say so as a long time resi fan but dead space was a better resident evil game than resi 5.
Johnny WashNGo - 02.03.09 4:28 am
Resident Evil never starred “common person into dangeround situation”. All the playable characters are either members of special forces, police or at least got some military training (most likely the case with Claire, seeing how well she adapts to the situation in RE2).
Trotsky - 02.03.09 6:14 am
I want Wii Remote control. I just can’t seem to get into the game while fighting the controls on a regular gamepad these days.
It is Capcom, we are bound to get a remake sooner or later for PC or Wii 2 with better controls if Wii never gets a version.
Kenofthedead - 02.03.09 8:57 am
I’d have to say overall I thought the demo was pretty sweet, but I have to say that I fucking HATE the new control scheme. It’s god awful. I disliked it so much that I almost quit playing halfway through the first area. I switched to the RE4 style control that simplified things and made it playable, but it still felt really inferior to RE4: Wii edition’s controls.
Quoted for truth.
eM - 02.03.09 10:05 am
The bad: The game plays like Resident Evil 4, essentially (without Wii-mote controls
).
The good: It plays like Resident Evil 4. With co-op.
I honestly hated the controls when I first booted up the game. I haven’t played the GameCube version in years, and fell in love with the Wii version and the fantastic Wii-mote control scheme. When I first started out, the controls were anything but intuitive and I didn’t remember the GameCube version be so frustratingly complicated. To put things simply: There’s a learning curve. It hasn’t happened to me in ages, and wasn’t expecting this when I booted up the demo.
My other complaint is one pointed out by everyone else who has something negative to say about the demo: Why can’t you move and shoot? They saw fit to add an animation to picking up items, an on-screen inventory that keeps you in the action, but not such a thing as walk and shoot? This is another thing I felt I should be able to do, especially in the first part of the demo, but I quickly got used to it (again).
My final word on the demo: Loved it. It might not do anything truly new in terms of the basic mechanics created for RE4, but co-op and tighter controls than the GameCube (and PS2) version make this one to look forward to.
Mune - 02.03.09 12:29 pm
@KENOFTHEDEAD
i believe a PC port is on the way. mind you, RE4.PC was released after RE4.Wii, yet held on to the clunky gamepad controls and ignored the mouse. wacky. i’m not hopeful.
also, hooray for worldwide brotherhood of Kens!
moo - 02.03.09 2:08 pm
Wow I guess I’m not alone. My biggest problem is still that the Xbox 360 button layout doesn’t match the SNES so I can’t figure out which button is which when they appear on screen, but moving the aim controls to the right-analog (even when the control scheme closest to that of RE4 is selected) added additional frustrations that made the entire experience very unpleasant. I REALLY wasn’t expecting to be so disappointed and am kinda sad about it.
Steven - 02.03.09 2:51 pm
My Xbox got a single red light while playing this demo, so that may have tainted it. I found the learning curve to be pretty step for a long time player of RE series. Especially since on 2 out of 4 control schemes, the right trigger locates partner (which is useless in solo). I vote no. Ill wait for the Wii version.
Brybox - 02.04.09 1:22 pm
When I first played it I thought it felt a little clunky, but I think that was only in relation to playing other games recently and being accustomed to being able to walk/run while moving my weapon. But having said that, just because a game controls differently doesn’t mean it should feel clunky from the get go and you have to get used to it. Dead Space I didn’t have to get used to, nor did I have to get used to Fallout 3 or Gears 2. They all control differently though.
I’ve since played the demo a few times and each time I actually like it more and more. I have faith that it’ll be a good game. The thing that’s most disappointing to me is the lack of mood and atmosphere. I still remember how freaked out I was with the tension and moody environment on the first RE game. That feeling is just long gone now. It’s an action game with darker elements now. Not a true survival horror game. I’m still picking it up day one, though.
I’ll think I’ll play through RE4 a third time through just for kicks, so great.
robotplague - 02.04.09 3:33 pm
I’m a bit iffy about this. I was hoping they’d make it more like the previous RE games with less ammo and strong enemies. Alas, the days for tank controls, stationary cameras, and actual survival are gone. It seems that RE like MGS has fallen prey to the shooter masses. It was at least unique for RE4 and fit the atmosphere. I feel like RE5 simply tries to duplicate this on every level. Also, the co-op is a ridiculous feature that further proves my previous points on its similarities to your average shooting game. I’ll still get it though because its Resident Evil and because I’m a sucker for Jill (dead or alive).
Lord of the Arcade - 02.08.09 12:42 pm
“Alas, the days for tank controls…” Haha, I don’t know why, but that made me laugh pretty hard. I can definitely relate, though, since I hate the new control schemes for RE5 and MGS4.
Juja - 02.09.09 1:15 pm
it took some serious distractions to ignore the burning anticipation for the next resident evil title after i completely exhausted the addicting re4 by 2007. and now here i am, lost once again in the smooth-as-silk re4 to fire myself up for next best thing finally arriving in march. then dropped the re5 demo… and holy hell what a mess. i may be alone in this, but i wanted to play this game alone. not with a friend or AI but but by myself, in the dark, scared as hell. congratulations Capcom, you’ve managed to kill the series by turning it into something manifested from Tom Clancey’s toilet.
Geoff - 02.15.09 7:09 pm