Unless you’re going to the San Diego Comic Con that is, in which case you can just stop by Capcom’s booth and take part in their RESIDENT EVIL: THE DARKSIDE CHRONICLES promotion where they’ll be giving a free shirt to anyone who plays a round of the Wii game in co-op. How insufferable.
In case you can’t tell from the picture, the shirt in question is of relatively inconspicuous design until you flip it over your head, at which point you’re instantly turned into a member of the T-virus’ horde (or whatever letter virus that series is up to these days). Yeah, you’d kinda look like a moron doing so, but, hey, I’m just waiting for a flash mob of people wearing the shirt to start dancing to Thriller.
Published and Developed by Capcom, 2009
It has been about four years since the near-masterpiece RESIDENT EVIL 4 hit shelves and changed the series and the entire survival horror genre (for better or worse). Leaps and bounds were made in terms of combat and pacing, replacing most of the puzzles and backtracking with faster paced gameplay and action. RESIDENT EVIL 5 has a lot to accomplish; not only does the game have to be as good, it has to reset the bar of standards in the horror genre. At the very least it succeeds with the former.
In order to properly look at this, I feel I have to look at it from two angles: The relationship to RESIDENT EVIL 4 and then the relationship to the rest of the series. In order to first view RE4 I had to put aside my biased perception of it regarding the lack of the RE universe “feel” and judge the game for what it was. I must now put aside my favoritism of RE5 regarding the return of the “feel” and look at RE5 for what it is. RE4’s visual style and graphics can’t hold a candle to today’s, but after four years they are still easy to look at. In the next four years the same will be said of this new entry. The environment and aesthetics are not only some of the best of the series; RE5 is one of the best games around in terms of creating an aura of immersion.
That being said, even though the series has certainly deviated from the first four entries (the fourth being Code Veronica), RESIDENT EVIL 5 definitely has the “feel” of a Resident Evil game (my main complaint of RE4). Also, several key plot points from those first four entries are discussed and Capcom has done a moderately good job of continuity linking the entire series up to this point. As I am sure I am one of the few people who cares about the mystique and conspiracy theories of Umbrella and the T-Virus, it was certainly welcome to be playing an actual RESIDENT EVIL game once again.
Published and Developed by Capcom. 2005
I can remember when I first saw the E3 videos for RESIDENT EVIL 4. Leon Kennedy was walking in a mansion when a humanoid apparition appeared before him, chasing him out of the room. While the first videos had their freaky moments, I still sighed. The concept of ghosts just doesn’t scream RESIDENT EVIL to me. My feelings were mirrored when this first was released. The enemies and bosses didn’t have the same feel as previous RE games. Hell, there technically aren’t even zombies in it(!), but I must admit; the game grew on me faster than I thought it would.
The RESIDENT EVIL franchise has always been synonymous with horror in the gaming world. Maybe nothing that has ever delivered pure terror, but horror all the same. This entry sticks with that formula, only with pacing that lends itself more in the direction of action over horror. That’s not to say the game lacks its share of the grotesque. The grunting and murmuring of the end-game Regenerator/Iron Maiden enemies still send chills down my spine whenever I give the game another play through.
You are Leon Kennedy, a protagonist from RESIDENT EVIL 2, sent on a mission to find the President’s daughter who may (or may not) be in a small village. After you break into a house and encounter a local who then immediately turns hostile (who knew?). After that unpleasant exchange you realize that something is afoot.
Developed and produced by Capcom 2006.
I have a confession. If a game has zombies, odds are I am going to like it. If the game gives me the opportunity to shoot said zombies, odds are I am going to love it. Thus I am lucky that Capcom loves killing zombies as much as I do, but much how the coach of a little league team judges his son’s performance harsher than the rest of the players, I feel I must do the same.
DEAD RISING tells the story of photojournalist Frank West. He was contacted to come to a small town where he’ll get the story of a lifetime. As he arrives by helicopter, he sees the townsfolk rioting and performing brutal acts on one another. Dropped off at the Willamette Parkview Mall, where you’ll brilliantly spend the rest of the game, Frank tells the pilot to return in 72 hours.
From here on out, you control Frank. After a few screens you enter the security room. The ‘plot’ is established and now it is up to you control Frank’s destiny. The entire game has a time limit. I believe it is about 1 minute of real time equals 15 minutes of the game. Game play itself is a sandbox world of interactivity. You can do (or not do) anything you want. You could run around the mall and find survivors, you could follow the plot quests, or you could do neither. You could literally stand in the safe zone of the security room until the three days are up, at which point you will receive the worst game ending possible.