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Weapons can also be upgraded to increase their firepower, ammo capacity and reloading speed. This ensures that both partners have exactly the same amount of money that they can use to purchase new weapons and armor between levels. Likewise, whenever one person picks up gold or treasure, the other person gets a duplicate of it in their inventory. Healing items, when used in close proximity with a partner, will heal both characters. If one partner is hurt badly enough, the other partner can restore him or her back to health. Often times, partners will almost literally be back to back fighting off swarms of enemies just dying to tear them apart. Players will also need to work together during many of the game’s enemy saturated fight sequences, where it is more than likely that healing items and ammunition will need to be shared in order to ensure success. Such activities make up the bulk of the co-operative aspect of the game. Sometimes both partners need to manipulate a set of mechanisms in order for both to reach their destination, such as raising a bridge, or clearing a path by moving a laser beam and allowing the other person to cross. The majority of Resident Evil 5 consists of simply moving from point A to B. It is this ridiculously simple layout that gives Resident Evil 5 its rapid fire pacing, and makes it a great co-op game. Other than that, there isn’t much to the game play beyond reloading, healing, and running. There are also sections where two players must work together by moving to a certain object and pressing the teamwork button. Aiming is done through a laser sight mounted on the weapon. When the player aims their weapon, the camera zooms in over the shoulder of the character. Being a combat focused game, players spend the majority of their time aiming and shooting at enemies. The player controls their character in a third person perspective, with the camera directly behind the shoulder of the character. RE5 plays very similarly to Resident Evil 4. The single most important thing of Resident Evil 5? You’ve got to have a partner to play with, preferably over the internet, since the split screen isn’t exactly the highest quality ever. Despite my reservations about the lack of horrendous dialogue, frustrating camera angles, and ingenious puzzles involving cranks, I placed my pre-order of the collector’s edition of the game. The co-operative style of the game intrigued me however, and I was delighted to find that superhuman emo badass wannabe Leon Kennedy would have no part in the game. It didn’t take, of course, and I spent the next year or so dealing with the fact that horror survival was pretty much dead. When Resident Evil 5 was announced, I was one of those people who prayed, unrealistically, that it would return the series back to the old school horror survival style. Despite this attitude, I must admit that I enjoyed Resident Evil 4, perhaps not as a Resident Evil game, but as a shooter. I was one of those few people who didn’t like the way that the game took the Resident Evil (Or Biohazard, if you prefer) series. Innovation doesn’t have to be good, right? That was what I first thought when I played Resident Evil 4. When Resident Evil 5 was announced, I was one of those people who prayed, unrealistically, that it would return the series back to the old schoo." "Innovation doesn’t have to be good, right? That was what I first thought when I played Resident Evil 4.
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