Resident Evil 5
Hands-on with the Japanese 360 demo.
Japan may have gotten the jump on the rest of us with the Resident Evil 5 demo this month, but a fortunate alignment of circumstances found your humble correspondent in the right place at the right time with the right kit: Japan, last week, with an Xbox 360. The two-level demo gives us our best chance yet to see how Capcom's latest is shaping up ahead of its 13th March release on the Microsoft and Sony boxes.
The answer is, perhaps unsurprisingly, no different to what it was in October when Capcom essentially premiered the playable demo at the Tokyo Game Show. If you've been following the trail since we saw the game in action at Capcom's Captivate event in June, you'll know that two small sections have been deemed suitable for public consumption to date.
Without doubt the Big Thing in this long-awaited sequel is the emphasis on co-operative play. While 2003's GameCube-exclusive Resident Evil Zero dabbled in character-swapping and co-op puzzles, Resident Evil 5 brings the feature to the fore, with split-screen, System Link and online play available in the demo build. The star of the very first Resident Evil, Chris Redfield, returns for the latest adventure, this time as an agent for the Bioterrorism Security Assessment Alliance (BSAA). Called to investigate an incident in West Africa known as Kijuju, he hooks up with fellow BSAA agent Sheva Alomar who acts as his guide in the early part of the adventure.
With no time wasted on back-story, the demo thrusts players straight into action, wandering the narrow corridors of a filthy shantytown armed with a pistol, shotgun, sniper rifle and knife. You're quickly set upon by melee weapon-wielding natives, all apparently suffering the violent effects of the mysterious T-virus. The answer? Shoot them with laser-assisted pinpoint accuracy until they dissolve on the floor in a bubbling mass of goo.

Careful with the axe, Eugene.
With a control system inherited wholesale from the beloved Resident Evil 4, there are few surprises in terms of how the game looks and feels. The controls, in particular, share the quirks of old, which you'll either love for the panic and tension they infuse, or feel slightly irritated by, because of Capcom's reluctance to allow the same freedom of movement, aiming and camera control we get elsewhere. A total of four control mappings help cater for individual requirements, but by and large what you're faced with is identical to what was present last time out. Even hardened champions of Capcom's enduring series might feel a slight pang of regret that Resident Evil 5 is so doggedly true to past glories and hasn't seized the opportunity refine the overall feel.
As ever, the key to getting the most out of the game is to simply go with it, and rewire your action-adventure control habits to a series of unusual requirements. For better or worse, armed combat is still completely at odds with just about every modern third-person game out there. As it was in Resident Evil 4, aiming is a comparatively ponderous process with accuracy given priority over speed, so you have to be mindful of where you're shooting from to avoid being blindsided. With the emphasis on lining up headshots, it's as satisfying as ever once you're past the initial obstacles.
As for the co-op, the demo suggests teamwork will be an essential part of the gameplay, with players able to help each other out in a variety of combat- and puzzle-specific contexts. Sticking close to your partner not only makes it possible to share ammo and health items easily, but quite often provides useful melee support whenever, for example, one player find him or herself locked in a fierce tussle with an enemy that's pounced on top of them. Instead of the afflicted party having to furiously waggle the left stick to shake off their assailant, a swift roundhouse kick from the other character brings the situation under control as soon as the button prompt appears.
Beyond generally sticking together, each of the set-pieces shown off in the demo illustrates how important it is to keep each other alive at every turn, with one or the other player thrust into the position of arch defender. At context-sensitive locations you'll be offered an opportunity to provide an 'assist jump' to boost your partner up to otherwise-unreachable areas, which will then enable one of the duo to cover new ground. Predictably, these solo runs result in a zombie onslaught that requires the other to provide vital covering fire from afar - in the demo's case via a regulation sniper rifle with adjustable zoom.
In the climax of both demo segments, we also get the chance to do battle with horrendously powerful foes that directly reprise the leatherface bit near the start of Resident Evil 4. Now, as then, concerted attacks eventually present an opportunity to daze these colossal opponents and land a powerful blow - though the smartest approach appears to be to lure your unwary foe into the path of combustible objects and catch them with explosive force.
In terms of weapons, the demo throws up few surprises, with a fairly standard loadout of pistol, shotgun, machine gun, rifle, grenades and knife. While the weapons generally feel the same as they ever did, the enemies appear to drop more ammo than before. Evidently the currency-based system for ammo and upgrades remains in place though, with endless loose change discarded, although the shops are closed in the demo.
Built with a greatly enhanced version of the already awesome Resident Evil 4 engine, all the locations shown off in the demo convey the requisite rancid squalor you'd expect from a bloodthirsty shantytown in the grip of bioterrorism. Festering remains lie decaying in darkened corners of rickety corrugated-iron huts, while makeshift barriers and discarded boxes and tyres fill out a labyrinthine environment strewn with junk.

If all else fails, hide like a girl on the roof.
There's plenty of subtle lighting and intricate texturing to help, as terrifying, slavering zombs with glowing red eyes lurch in your general direction out of the gloom. Armed and dangerous, they howl for backup, pound down doors, vault fences and smash through windows to get to you. Shooting them might throw then off their stride for a moment, but it's game where the headshot becomes an all-important tactic - not only to save ammo, but to save time. The sooner you can dispatch a lumbering enemy, the sooner you can turn your attention to the three other frothing lunatics stumbling in your general direction.
For now though, there's little more for us to go on than these two vignettes, which last little more than ten minutes apiece. For a game reportedly clocking in at over twenty hours, it's way too early to judge quite how the full thing will play out, but we like what we've played. Newcomers to the series might find some of the control, camera and combat quirks a little jarring, but those who regard Resident Evil 4 as a classic will be right at home.
Resident Evil 5 is due out for PS3 and Xbox 360 on 13th March 2009.
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Comments (56) Latest comment 3 years ago
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Should have done what the 'clever' people did. Pretend to be in Japan, by creating a JAP LIVE account and download it. Alternatively, just download it from the tinternet.
For the record, I wasn't impressed with the demo. It's Res 4 with 'knobs' on. Also, features some horrible tearing at 1080P.
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The co-op is a bonus I keep forgetting about. The game might be a bit escort missiony again, but at least this one isn't some useless bitch who can't use a gun at all.
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I quite liked it, but found it slow to get ammo or give ammo to a partner. Or use the menus to select different weapons etc.
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Oh no! Dont mention the screen tearing or Darren will be in here like a crazed Big Daddy!
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As a crack STARS operative, we are going to arm you with this knife, this pistol, and these ten rounds of ammo. Let us know when you are back.
Enjoyed the demo at the expo, but had to rewire my brain to the controls, as mentioned in the article.
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I say that because I found the controls very clunky after playing other third-person shooters like Gears of War 2... Chris Redfield feels slow and cumbersome in comparison. The controls feel a little dated IMO and only feel work when there's a few enemies onscreen. As soon as there's lots then it became an exercise in frustration for me. The real-time inventory system is a pain too... preferred the old-style one from Resident Evil 4 myself.
Everything else is great though and the graphics are outstanding.
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Brilliant. Actually made me laugh out loud.
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Good demo though. First part made me think same old same old - "shanty town" sold it to me, esp. when i could see the co-op working (splitting up to do this or that - or giving a character a foot up to a vantage point while you storm on ahead etc etc)
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b) having to use the lt trigger to be able to shoot means you can only shoot standing still and zoomed in. Wasn't that problematic before but now with loads of QUICK zombies, very very annoying.
c) Don't know if you can switch weapons with the d-pad. If you press Y though you get the menu, go to the weapon en select equip.
d) EVERYTHING is in English. It's even called resident evil 5 instead of biohazard 5. Why it's a japan only demo is just stupid.
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You can and not just weapons. You can assign any usable item (health, for example) to either up, down, left or right via the inventory window.
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aside from 5 has strafing.
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As someone else said.. it's not much more than Resi 4 by the looks of the demo (by that I mean i've played it not watched it). Still as slow and cumbersome, but a little more fun. Might buy it for co-op!
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Resi would lose most of what makes it Resi (originally a horror game meant to be scary) if the controls were like Halo or GoW. It would become a run'n'gun with black zombies.
I think Capcom made the choice to tune down the controls (ie, make them less good) to make it a better game. This may be hard to fathom for people who grew up with the ps2, but please think one step further before you spew your disgust all over the comment section.
Im not a big fan of the Resi games, but I do like em for what they are; Not an FPS/3p shooter.
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RE4 was brilliant up until the scary knights room, where I just felt the game had gone on a little too long. Hopefully this is more than just a graphical upgrade, otherwise I'll probably tire of RE5 that little bit quicker.
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I agree with you, sadly. I hate co-op when included, or forced, in single player games, and I wasn't blown away by the demo, nossir. Add the fact it's basically a third person shooter and there's no scary atmosphere at all, and we have another decent/good next gen title ruined by stupid decisions
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Definitely looking forward to this.
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I agree. RE4 was clunky as hell so to not improve on that was silly.
For me 5 is total rubbish. I even gave it another try because it is Resi but my good what a dull game 5 is. (I'm sure many will disagree and think it's great)
Interest in this has been steadily falling anyway with more and more footage but after finally trying out the demo for 5 RE is dead to me now (well except for the wicked CGI movie, which at least has some zombies). I may still pick it up cheap 2nd hand just to run through the story next year but not excited in any way now sadly. RE4 was a good shooter four years ago but things have moved along in the 3rd person shooter world Capcom and sadly, no matter how pretty it is, from the demo it looks like you haven't. Stick to Survival Horror Capcom you're good at that....
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/signs out of XBL
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At this stage I'm even willing to bet the demon shop guy makes a re-appearance!
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I mean, i'm looking forward to RE5, but 4 is unbeatable, i've just been hoping for a similar at least half as good as RE4.
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Me? I stopped having trouble with the controls (setting A/D, haven't tried the others yet) after one, two, three tries and had some good fun in both levels. Of note is the low difficulty setting maintained in the demo, which is comparable to Easy in RE4 - the enemies take a long time to attack and they're very easy to run past. I've observed Mister Axe standing still for a loooooong time before he started moving again. You can also, for example, keep knifing at the windows in the first parts of level 1; you'll hardly ever get in trouble whereas in Normal/Pro RE4 type difficulties, you ought to be clobbered very quickly there.
It is therefore my humble prediction that Easy has been chosen for the demo to give everyone a good time - in the finished product, we'll sample what Normal/Pro (or similar) are all about. Story wise, after consulting the official site for a bit, I'm very curious as to what they will dish out.
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I gave it my first playthrough the other day and walked away pretty unimpressed. Couldn't get to grips with any of the six dozen (slight exageration on my part) control types. None of them felt "comfortable" to me, i'm happy to think at the moment that this is the first time i've played a Resident Evil title on the 360 controller...i happen to think it'll feel more natural on the PS3 pad when the time comes.
Either way, found myself dying a ton of times and not being impressed in the slightest with the game i was playing. The real time item selection is a huge let down, it doesn't even come close to how good Dead Space managed to make real time item selection. It never worked in Resident Evil: Outbreak, it worked so well in Dead Space, so why are Capcom so intent on pitching their tent on the middleground?
Anyway, went back to it tonight, and i'm much more impressed, but still have my doubts. Sheva's AI is fine, perfectly capable, but is no doubt likely to add fuel to the fire that RE4 begun (yeah, why couldn't that little girl handle herself in such a torrid environment?
The control scheme i've stuck with now is the "action" default, just needed to embrace the Gears-esque controls for what is essentially Resi 4 HD, it wasn't a hardship really when i'd gotten in the mood.
So...
Resident Evil 5 to me, looks like it's going to be a very good game. That's it. I personally don't feel the game has evolved enough from Resident Evil 4 to elevate it any higher than it being a very good game. Weapon damage not showing up on enemies, enemy AI disappearing in front of your eyes, these all might've been understandable, and acceptable shortcuts for previous generations, but it just doesn't cut it for me anymore.
At the moment, i see sales being high, but i don't see it receiving a critical reception anything close to likes that Resi 4 received. If anything, i'm sorta hoping that Capcom give the game a few extra months in development once they've taken on some feedback for the demo.
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Seeing weapon damage on the enemy's body? Is that an essential game altering element one searches for in a video game these days? Why, in games *with* weapon damage I don't see blood gushing out using fluid physics - oh my, this generation of games just isn't up to snuff! Personally, I'd rather search for depth in a game.
And in those two snippets, there are some interesting challenges to be found. Knife Axe Man to death before Kirk comes down, for example. Just take the demo for what it is - a modest sampler of things to come. If they fix the tearing, install Normal/Pro and keep the oil burning for 20 hours, this will be a blast. And if not, don't buy it, go play something else.
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It's not an argument, it's advice. Got something to whiiiiiiiiinnnnneee about so badly (let's see: controls, tearing in a demo, "it's not Survival Horror!", "They didn't do the thing from *insert game here*!", "They didn't reinvent!", No visible weapon damage, no real physics, essentials like those) that it's making the game unplayable for you? Then don't torture yourself, turn away and go look for your groove elsewhere. As simple as that.
If you look at the comments that have criticised elements of the demo, you'll generally find that they're tinged with disappointment: written by fans of the series (or, at least, RE4) who'd been looking forward to an evolution of a major videogame series.
I think RE4 was a good enough evolution of this series to warrant a closer look at how it can be expanded upon in a sequel. I don't want to re-roll the dice just yet. While playing RE4, I felt there was still a lot of untapped potential in this type of game, so let's see if RE5 can jack into it. Remember RE2? They didn't exactly reinvent the wheel there relative to RE1 (game wise) , yet it was a big success as Capcom tried to expand upon the potential of the original and did so quite well. Considering the changes in RE4, I'd give Capcom a chance to try and get their "second RE2" with RE5.
I've been keen on RE since the first shots of RE1 appeared in the Official Playstation Magazine - I was hoping for a AAA title. Repeated play has softened my stance on the demo, but it's still not AAA and I feel entirely justified in not being entirely happy.
As I wrote earlier, don't base your judgement on something which is only a small fraction of the entire game (with difficulty quite likely set to Easy - if it's cranked up to Normal/Pro in the finished game, things will be a lot more hectic, and it's precisely this pressure for survival which was one of RE4's strong points, so if they're truly carbon copying 4, it will be in there) , but rather enjoy it for what it is: a demo. Get a feel for the controls, try out a few small challenges, break the A.I., look for sweet spots, etc etc. For all we know, the other scenes (we didn't even see a boss battle yet) take everything to another level. Of course, the other scenes may include man sized dice games and replaying every area to double the game length. We'll just have to wait and see as more info and trailers trickle in.
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