Resident Evil 5 Demo (Second) Impressions
Written by Ryan Hewson   
Monday, 02 February 2009 07:34
RE5

My man Mark Peachey detailed his RE5 demo impressions when it debuted on Xbox Live last week. What follows is my own take on the RE5 demo. The PS3 version should land on the Store some time today (Feb.2). I played both versions, but I noticed no significant difference between the two. All impressions below are from the single player levels.

The African village re-creation looks really fantastic, and I like the general direction of having the player move between blinding daylight and dark, cramped interiors. The usual Capcom attention to detail is present as always, in the heat waves and dust particles. It's not state-of-the-art by any means (take a look at any door texture), but it certainly gets the job done. The look of the game owes everything to its superb art direction and colour palette. Music is appropriately moody, if a little forgettable. Cutscenes such as the one opening the Public Assembly level are well-directed, making heavy use of the handheld camera style.

So, the setting is great. Unfortunately it rapidly falls apart as soon as you start shooting things.

A quick mention of RE4 is in order, just so you know where I am coming from. I didn't play through more than the first 45 minutes of that game. The control scheme was a dealbreaker; I simply can't get used to the lack of any walking, or even slow strafing*, while shooting. I know it this scheme has its fans, and if you are one of them, then some of the following criticisms will not necessarily bother you as much as they did me, because RE5 is RE4 in a new setting, with a partner character.

Like RE4, you can't move at all while your gun is aiming. The aim button causes you to plant your feet and go into turret mode. When the bad guys get too close, you execute an instant 180º spin, run a few steps, spin again and repeat. This was kind of clunky when RE4 came out, and it's really stupid today.

Furthermore, because you can't move while aiming, this fact has forced the developers into some truly contortionist tactics regarding the animation of the enemies. They will shuffle toward you at a ridiculously slow pace. In groups they will walk up to you and dutifully wait until you shoot some of their friends in the face before setting upon you. Sometimes, hilariously, they will sprint up to about 10 feet away from you, then resume the zombie shuffle. Most of these zombies can take 3-6 shots to go down, sometimes even in the head. They will stagger around for several seconds at a time holding their face until they resume their determined, snail-like pace.

The new partner character, Sheva, is not very effective. She gets in your way quite often, begs you for your (precious) ammo, and likes to get into situations where you need to help her right away. She definitely helps with the shooting, but between the slow zombies and the fact that she will "spend" your ammo at will, she's just as much of a liability as not having her there at all. I imagine it changes significantly when you have a co-op human partner playing as her as well, although this is only available when playing online. (The PS3 demo allows free co-op online play.)

The old Resident Evil contextual items are back: when approaching certain ledges or windows or doors, Chris can move over/through it by pressing the right button. Sometimes he will help Sheva onto a slight fork in the game path. You can't actually tell where these magic "moments" are until you are actually standing on them, which can lead to some frustration.

But the biggest offender, by far, are the controls. They are needlessly cumbersome and difficult in ways that are frankly indefensible. To run you hold down a button and move the stick, otherwise Chris walks. There is no reason to walk anywhere. At all. To use your knife, you must combine a chorded 2-button combo with the shoulder buttons (upper left and lower right on both consoles). That 180º spin that you must use so often? No button for that. It's not even mentioned anywhere within the game's pad control scheme: I had to look it up on the net to make sure it was even in there (it's down on the left stick while pushing the same button that also reloads, or opens doors, or runs). I mean, seriously: there's a dedicated button for "show minimap", a dedicated button for "look at Sheva", but for the crucial and oft-used knife attack or 180º spin? Nope. Inventory management is ridiculously clunky and poorly designed, but runs in realtime, so you need to fuck around with it while zombies shamble forward, and sometimes involves a menu structure that is 2 or 3 levels deep. Haven't combined the herbs you picked up? You're probably toast.

I set the scheme to type D, which was the least offensive of the bunch, but still a far cry from – I have to say it, a normal new-gen shooter. Dead Space had a control scheme that literally disappeared when I played it; I spent no time thinking about how to do something, just what I wanted to do. The aiming (which I set to "fastest" – there are only 3 settings) was still like moving underwater. Chris literally cannot turn with anything approaching normal human speed. Outside of videogames, I have fired a real gun exactly once, and even so, I feel quite confident that if Chris Redfield were to somehow materialize and come after me in real life, I could fuck that guy up without much of a sweat. All I'd need to do is step around him.

My demo experience ended with a giant dude with a chainsaw and a bag on his head. I shot him in the face 5 times then threw a grenade (6 button presses to make that happen, btw) for good measure. He shook his head then killed me. I turned the game off and walked away.

It's just not scary. And the controls suck ass.

My recommendation would be to play Dead Space or Left 4 Dead instead. They're both a lot scarier, and control beautifully. It's a shame really, after all the talk of "western-friendly controls" being added to RE5, I thought maybe this is one I would enjoy. The designers seem to be hamstrung by their own dogged insistence on outdated control schemes.

* It has come to my attention after writing this that apparently you can sort of strafe left-right with one of the control schemes. I was unable to discover this. It's certainly not mentioned anywhere in the game.


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Comments (14)Add Comment
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written by Kevin Alexander, February 02, 2009
You mention "the usual Capcom attention to detail is there". I never knew this was something they are known for. It seems to me like control schemes (RE 4 & 5) and the ability to save (Dead Rising) would be considered "details".
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written by Ryan Hewson, February 02, 2009
What I meant by that was purely in terms of presentation. They really do put tons of effort into getting the "atmospherics" right (like a lot of Japanese devs). However, also like a lot of Japanese devs, they have some funny ideas about the things you mentioned.
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written by SuicideNinja, February 02, 2009
I think the controls are wonky as well, but haven't Resident Evil games always been that way? I didn't like any I had played prior to RE4 for that reason. The GC version that is...couldn't stand it on the Wii or PS2.

Sad thing is, if they applied FPS style controls to this game, it would be even less scarier than it already isn't (well, the demo anyway...based on RE4 I'm sure there are much better parts). The fact that you have to concentrate to shoot and can't just run around like a mad dog is how they managed a feeling of tension during fights. It's not necessarily the right way, but I felt RE4 was good enough to get away with it.

One thing I still applaud is the laser-sight aiming over the the standard reticule. It demands more precision, and makes headshots more satisfying.

I didn't particularly care for the shooting aspects of Dead Space (based on the demo), but it's certainly more "scary" with varying pace and audio work. I don't think L4D is scary at all after a couple levels...it's quite predictable.
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written by Ryan Hewson, February 02, 2009
I think they could have maintained scary tension with better controls by making the crowds of zombies more numerous and a little faster. Sure there are those who say proper zombies should shamble along but they also should break through walls and windows from different angles.
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written by JAred, February 02, 2009
You can strafe alright but you can't fire while strafing, use Control Set C or D
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written by Mark Peachey, February 03, 2009
BREAKING NEWS: During the latest Inside Xbox OXM Report on Xbox LIVE, Mike Webster, Director of Marketing at Capcom, stated that there will be a control option that will allow you to "move while you're shooting." He called it the "action controls".

Great news, as far as I'm concerned!
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written by Kevin Alexander, February 03, 2009
Why is a series allowed a free pass on shitty controls if "that's the way it's always been"?
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written by swiftwulf, February 03, 2009
Because Zombies are awesome
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written by Ryan Hewson, February 03, 2009
Yeah I think the Capcom guy misspoke. No one has found a way to shoot while moving. I did discover the left-right movement on D scheme, but as soon as you run it's back to tank controls again.

RE4 was widely hailed for breaking the old (horrible) control method of past entries in the series, so they should do it again, IMO. The die-hard fans will play it no matter what (see: swiftwulf)
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written by swiftwulf, February 03, 2009
Damn right!
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written by Kevin Alexander, February 03, 2009
And if they finally manage to break the control scheme and make it work they'll totally be caught up to the early 2000's. Congrats Capcom!
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written by Mookie, February 03, 2009
The controls are important, otherwise it would be like every other game. It's unique, the controls make it tough, you have to think about all your shots and placement, and the tension remains paramount. Really, do you want it to be like every other game.

Everyone mentions Deadspace, and yes, Deadspace worked, it was committee made game that took every other successful idea and threw it into one barrel. But what they did with Deadspace isn't what Capcom wants to do with RE5. Argue with me if you will, but I find the controls fine and will be enjoying the game immensely when it's out next month.
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written by Jay-Vee, February 08, 2009
I played the demo... the controls suck ass. I mean the ax-man can swing his ax faster than I can do a 180. The strafing I don't really care about, because I played MGS4. The strafing only screws me up, because when I start running all of a sudden it's all fucked again. Chainsaw man to easy to beat. I didn't even have to use the generator or explosive barrels to kill him. Get a friend to walk up the stairs, you stay back. the cut-scene will start without you. Then you said him in the face with a sniper rifle and your bud hits him in the face. just keep on doing that. Not being able to move with a knife? WTF.
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written by Eder RM, March 01, 2009
The controls are old and passé at best. Diehard fans - like our friend Mookie over there - say the tank controls adds tension and fear but they do not. They add frustration.

Some people don't realize that, as the devs restricts the player's freedom of movement, so they must do it to the enemies! It is just like the ganados in RE4. Usually they don't run at the player, must of the time they walk calmly at their target. Where's is the fear or tenson in that? It would be much more frightning if we had "standard" shooter controls but enemies that would chase the player at fast speed all the time.

All in all, I used to love the RE series, and I never considered the outdated control scheme the core of it. The most important elements of RE, to me, are the atmosphere and the puzzles. RE4 lacked both, most of the time. Unfortunately, RE5 seems to follow the same way.

And Dead Space didn't simply "took every other successful idea and threw it into one barrel". It is a well thought effort, a great piece of game design that don't rely heavily on old tricks (cough *tank controls* cough) to "keep the tension".

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