RE5 has gotten a lot of flak for not being a survival horror game (the genre that RE games helped define). After playing a little bit I think I know why:
The ability of players to hop in and out online seems like a cool idea, but it changed the level structure based on what a joining player starts with. Let me explain, I can join a person's 1 player game that is already going on. That can only happen at the beginning of a level, and when it does I come in with practically no ammo and only a pistol (in true RE fashion I only need a pistol and a knife [ . . . and this chair!]). This seems like a great idea because it allows people to play co-op without interrupting their original game. We already know that co-op makes a game (in theory) more fun, but in this case it breaks the single player game. If a person is going to jump in with no ammo, then ammo needs to be readily available during the game (otherwise the joined player would be pointless with only 10 bullets before they die). But making ammo readily available strips out one of the core principles of survival horror, ammo management. The first three resident evil games were great because Jason and I had to figure out how to maximize out ammo. After all, RE was about learning how to kill with one shot to the knee and then stabbing the zombie on the ground. Ammo management was even part of the level design since much of RE was in a house that offered multiple paths so you could avoid zombies in particular rooms. I distinctly remember that after the mansion became filled with Frogmen it was almost certain death to enter this one room because the camera angle was shitty and the Frog would be on top of you in no time.
SO because of the plentiful ammo it isn't a survival horror game. There are no big surprises that send your heart racing like a dog jumping through a window. The multizombie fights you get into have to be dealt with using guns, not the clever tactics of old. I really shouldn't be all that surprised. RE4 wasn't survival horror either, but we were all so stunned by the over the shoulder perspective and beautiful graphics on the Gamecube we didn't really notice.
Here is the other way that the game (like so many before it) fails. I have recently reached a point where me and my AI partner (Sheva) are in a tunnel that is dark. Luckily I found a lantern, which means that just like Crystal Chronicles someone has to be chalice bitch. Unfortunately, at first inspection it HAS to be me. My computer AI partner says that she is going to cover me . . . but it leaves me wondering why I am playing a game where I am going to light the way while the computer shoots people. If Jason were playing with me it would be no big deal, but his 360 red-rings so I'm left playing lantern-boy for the computer. So I put the game down for the time being. It is a shame.
I'm also toying around with My Japanese Tutor, Bully (360 edition), Lost Planet (sucks!!), and soon Dead Space (a truer survival horror). Lots to play for spring break.
This is Chowning and my 1 year anniversary! We spent last night having a wonderful diner at Rathbun's Steak. She headed up to Chicago today to attend a conference for work, while I am left here on spring break. It has been a great year, and we are looking forward to another next year.
The ability of players to hop in and out online seems like a cool idea, but it changed the level structure based on what a joining player starts with. Let me explain, I can join a person's 1 player game that is already going on. That can only happen at the beginning of a level, and when it does I come in with practically no ammo and only a pistol (in true RE fashion I only need a pistol and a knife [ . . . and this chair!]). This seems like a great idea because it allows people to play co-op without interrupting their original game. We already know that co-op makes a game (in theory) more fun, but in this case it breaks the single player game. If a person is going to jump in with no ammo, then ammo needs to be readily available during the game (otherwise the joined player would be pointless with only 10 bullets before they die). But making ammo readily available strips out one of the core principles of survival horror, ammo management. The first three resident evil games were great because Jason and I had to figure out how to maximize out ammo. After all, RE was about learning how to kill with one shot to the knee and then stabbing the zombie on the ground. Ammo management was even part of the level design since much of RE was in a house that offered multiple paths so you could avoid zombies in particular rooms. I distinctly remember that after the mansion became filled with Frogmen it was almost certain death to enter this one room because the camera angle was shitty and the Frog would be on top of you in no time.
SO because of the plentiful ammo it isn't a survival horror game. There are no big surprises that send your heart racing like a dog jumping through a window. The multizombie fights you get into have to be dealt with using guns, not the clever tactics of old. I really shouldn't be all that surprised. RE4 wasn't survival horror either, but we were all so stunned by the over the shoulder perspective and beautiful graphics on the Gamecube we didn't really notice.
Here is the other way that the game (like so many before it) fails. I have recently reached a point where me and my AI partner (Sheva) are in a tunnel that is dark. Luckily I found a lantern, which means that just like Crystal Chronicles someone has to be chalice bitch. Unfortunately, at first inspection it HAS to be me. My computer AI partner says that she is going to cover me . . . but it leaves me wondering why I am playing a game where I am going to light the way while the computer shoots people. If Jason were playing with me it would be no big deal, but his 360 red-rings so I'm left playing lantern-boy for the computer. So I put the game down for the time being. It is a shame.
I'm also toying around with My Japanese Tutor, Bully (360 edition), Lost Planet (sucks!!), and soon Dead Space (a truer survival horror). Lots to play for spring break.
This is Chowning and my 1 year anniversary! We spent last night having a wonderful diner at Rathbun's Steak. She headed up to Chicago today to attend a conference for work, while I am left here on spring break. It has been a great year, and we are looking forward to another next year.
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