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OPM gives Resident Evil 5 5/5, review scanned

Monday, 2nd February 2009 06:25 GMT By Patrick Garratt

residentevil5a7.jpg

The US OPM’s given Resident Evil 5 top marks in its review, as you can see in these scans.

The text’s a little small on those images, but not so much that you can’t see the glow. There are negatives, however.

“If there’s any quibbling to be done about Resident Evil 5, it’s that much of the game content and scenarios are derivative. You’ll recognise ‘influence’ from Matrix, Indiana Jones, Star Wars, Metal Gear, Tomb Raider and probably every monster-related vehicle ever made, but it’s the way that RE5 reinterprets, reconstitutes, and just plain reuses them that distinguishes the game.”

It’s out on March 13.

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25 Comments

  1. Blerk

    Finally trying the demo on Saturday night, nothing had quite prepared me for the disappointment I felt roughly 15 minutes later. It’s awful. Like, terminally broken.

    I realised that Chris was built like a brick shithouse, I didn’t realise that would mean he’d steer like one as well.

    If they’ve rated it 5/5 then I hope the demo is actually absolutely nothing like the full game. Because at the minute I can’t imagine even buying it “when it gets cheaper”.

    Gutted.

    #1 6 years ago
  2. patlike

    I’m going to look at it this morning. You’re not the first person that’s said this, though.

    #2 6 years ago
  3. Blerk

    It’s obviously been tailored specifically for co-op play, too. The AI Sheva is as dumb as bricks. :-(

    #3 6 years ago
  4. Panipal2005

    You can change the control options you know. I recommend ‘fastest’ aiming speed and Type D control option.

    With those options the game plays fine.

    #4 6 years ago
  5. Mike

    http://www.videogaming247.com/2008/10/28/eurogamer-expo-resident-evil-5-playtest/

    “We have to be honest: the camera really labours movement. It constantly snaps back to your starting point and makes turning 90 degrees a real pain in the backside. Chris and Sheva were lucky the zombie in the window didn’t attack, as we would have been powerless to do anything about it in a hurry. Instead, we had to hold down the right trigger (aim), turn slowly to the right, pick our spot, and fire.”

    #5 6 years ago
  6. Blerk

    I was already using Type D and fastest speed. The other options are just completely unplayable.

    #6 6 years ago
  7. DrDamn

    Some fans of the series love the controls as they are what makes it Res Evil. I’m in the “they are a load of bollocks and ruin a great looking game” camp myself. It used to work – just about – in a fixed viewpoint Res Evil, but has no place for me in a a full 3D camera environment. I just feel like I’m fighting the controls all the time rather than enjoying the game.

    #7 6 years ago
  8. Jaggy H

    I think everyone coming off the back of gears and other fps’ will take a dislike to the RE5 controls. I must admit to feeling like Chris had lead weights on his feet. Can’t walk backwards while I aim? What nonsense! That said, this is the way all RE games have controlled so I stuck with the demo and replayed the first stage a few times. Once you are comfortable with the setup then it’s actually a very different experience. You *MUST* get used to using the 180 turn and how to use the knife when in a tight corner. Plus there is a ton of ammo and health in the crates around both stages. Fourth time through the first stage and zombies (are they? Not sure) were dropping like flies. You come into this expecting roadie running and Cliffy B mechanics then you’re going to be disappointed.

    #8 6 years ago
  9. Mike

    But surely if they’re giving the general feel and attitude to the game a make over, the controls should have been done too?

    #9 6 years ago
  10. Blerk

    I totally agree, they should have completely redone the controls from scratch.

    And I’ve not even played Gears.

    #10 6 years ago
  11. Gekidami

    The demos on the Japanese PSN btw, DL’ing it to see if theres any massive difference.

    #11 6 years ago
  12. Jaggy H

    Not sure. Lets be honest here, if you could move and fire like Marcus Fenix then no zombie would have got to within 30 feet of me. Out the window then with any suspense or tension as 40 crazed villagers stumble towards me. Do the controls make combat a little more nerve-wracking? Yes! You want to avoid most foes close range and you got to keep on the move. Those axe-wielding nutters really are scary bi*ches but not if you could plug them with 30 rounds from half a level away while skipping across rooftops looking backwards. Once you’re familiar with the setup it does control so much better.

    #12 6 years ago
  13. Blerk

    It’s not a case of wanting to dispose of everything with ease, it’s a case of “I’m supposed to be a trained special forces bad-ass, why am I stumbling around like a drunken tramp with all the grace and finesse of a fully-laden skip”?

    #13 6 years ago
  14. Robo_1

    Does it control differently to RE4 then? If so, is there no option to flip it back to that style?

    #14 6 years ago
  15. Jaggy H

    I felt exactly the same on my first attempt. Chris actually moves quite well, you have the run, can turn fast on the spot and the 180 quick turn. It only turns to sh*t when the gun comes out. This isn’t a problem if you have distance on a foe. Close range then it’s knife and run. All i can say is keep trying the first stage of the demo. If you still can’t stand it then you’ll have extra money for beer come march :)

    #15 6 years ago
  16. Blerk

    You can control it using almost exactly the same layout as Resi 4 if you want. The trouble is, the game is so much more action-based, it’s completely inadequate.

    With Resi 4 pretty much everything that attacked you came from the front, and you were almost always in fairly open spaces so you could easily back up or leg it. Not so here – the zombeasts come at you from all directions, even from places you already cleared, and there’s very little room for manoeuvre.

    Even if you do manage to get some space to shoot, the stupid AI will bust all its shots into a single enemy and then run straight up to the rest of them with no ammo. So you have to run in to rescue her all the time, completely negating the space you just managed to procure yourself.

    It’s a dismal mess.

    #16 6 years ago
  17. Gekidami

    The controls are probaly the same as RE4 (probaly because i’ve only played it on 360 and its pad is very different from that of the NGC and PS2), though it feels sort of out dated now that alot of other games have taken RE4′s gameplay and added to it whilst RE5 is some what ‘same old’, the only real noticable difference is that aiming feels abit narrow and awkward, in my memories RE4 wasnt like that.

    #17 6 years ago
  18. Robo_1

    Cheers for the responses. So going off that, it sounds as though they’ve moved the game into a more fast paced action title, and now the RE4 controls are insufficient to cope.

    Seems like a blinding oversight to be honest. It would be a real tragedy if after the thousands of man hours which have gone into the engine, the art, the design etc. that everything becomes unstuck because of the controls.

    Surely this is why they have Q&A? I wonder if there is any chance they’ll update the controls in time for the retail release?

    #18 6 years ago
  19. Blerk

    They did add some extra control methods, and the newer types are better than the old Resi 4-style controls. But not much.

    I’ll be interested to see the reviews. I can only hope that:

    a) the demo is not representative of the final product
    b) the controls are completely reworked

    and

    c) the reviewers can see past the fact that it’s Resident Evil and actually score it according to how good a game it is, and not “how much we think a super-hyped Resi game should score”. I’m looking at you, US OPM.

    #19 6 years ago
  20. Gekidami

    Just got of the PS3 version and the controls did feel more natural atleast to me because they’re nearly exactly the same as RE4 on PS2, other differences i noticed it that there was no screen-tearing probaly because the PS3 version plays at 720p whilst the 360 version upscales it (without knowing if thats true mind, just a guess), and maybe i’m remebering it wrong, but i’m sure the 360 version has less grain effect on the screen. Other then that i didnt notice anything big, the main difference is the pad but thats really up to peoples preferences.

    #20 6 years ago
  21. Psychotext

    No doubt the interwebs will be flooded with comparison screens fairly soon. Capcom have generally been pretty good with their multiplatform stuff though (Lost Planet being the exception).

    #21 6 years ago
  22. Blerk

    They were already flooded with comparisons when the Japanese demos came out. :-)

    Basically it’s much the same, but a bit blurrier on the PS3 with some effects and geometry missed out for good measure.

    The PS3 demo is based on an older build, though, which might explain some of the missing stuff.

    #22 6 years ago
  23. Psychotext

    I see. :)

    #23 6 years ago
  24. DaMan

    this game is going to be complete crap.

    and if I want to play co-op ‘action horror’ I will play Left4Dead thank you.

    #24 6 years ago
  25. crippledhooba

    The controls felt exactly like resident evil 4, and it definitely made the game harder and more nerve racking to play. You know the story is gonna be great, because its a capcom game so i’ll definitely be picking this up. Be warned though, you should plan to play this in co-op because its so difficult on your own.

    #25 6 years ago

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