VI - The 13 Highlights (trial version)
+ Great novelty for some, and very inevitable for others, the cooperation will provide a unique gaming experience. Already experienced in Resident Evil Zero, Capcom has taken the legacy of such a system Journal & Thursday corrected for our greatest pleasure, the AI (Artificial Intelligence) is more perfect and more independent than ever, making the switch between Nos. 2 heroes in the most favorable terms possible (If you lose your teammate standpoint, you can always find using the L2 trigger). And if you lack ammunition, you can always exchange arms and / or ammunition with your partner misfortune (Really Cup hat for Capcom).
+ Online mode re-emerged (RE Survivor 2 - Code Veronica), while the Offline mode to control the second character at any time during the game (or leave room for the AI time to go little corner).
+ Although still far from competing with Gears of War, through the 5th episodes of the series Resident Evil, the main characters can finally move lattéralement (which still provide some attacks enemies hidden behind a wall). Nostalgic for the first name you do not faitent, configuration "Classic" was conserved, and will be offered with either configuration "Action".
+ Excellent Achievement on all possible points of view, qualities & cinematic scenarios impeccable (despite a vague resemblance to MGS4, but what pleases have not had the chance to know me, Papy Solid Snake).
+ Just before dying, the vision of our heroes is disrupted (Motion Blur & distorted vision finally appear on the screen turning red blood). We can only pray to have enough ammunition to get out alive, or at least until our partner comes to our rescue!
A + GPS real time is finally available to our heroes (activated with a simple press of the trigger R2, it will nevertheless remained press this button to display either the time. Well yes, we don ' not only lead to her GPS, we need batteries economy, and enhance the realism. Chapeau for this initiative !!!). It will replace the old treasure map of Uncle Brady which was accessible only by the pause menu, not rotating above all, what Horror!
+ The inventory will also be accessible in real time, and will comprise only 9 objects up, it will have the effect of reinforcing the dumping of players in the universe stressful to the next title.
+ We can now complete an enemy ground with the "Action", and each of our 2 heroes have a range of 5 different shots to try to Ko Un enemy.
+ We can finally climb a wall of more than 2 meters without having to use a ladder, and guess what? The enemies will also do so, otherwise opt for a vision of owl at 180 °!
+ We have waited for so long, but it is finally here. Who? Physics in a Resident Evil of course, the blast of an explosion will go off objects of decoration was already seen this with an empty basket that can be moved anywhere ...
+ Immense computing capacity, including through the MT Framework "Made in Capcom, which has already demonstrated it in the excellent Devil May Cry 4.
+ For much longer shelf life RE5 future, developers have the initiative to plunge players into the hellish parts Mercenaries (Survival Mode). So rather difficult in its experimentation in RE4, I let you imagine what it will be playable at 2, and with the ability to calculate the legendary Dark Knight Legendary Mode of DMC4. Of pure stress guaranteed, or at least, fun galore.
+ Determined to conquer a wider audience with the 5th Section, Capcom as if a good enough game does not propose 3 small months before the release of its forthcoming blockbuster, an excellent 3D animated film called "Resident Evil Degeneration." It will seek to recall the events that led to the fall of Umbrella Corporation (7 years after the explosion Raccoon City), and enable new Survival Horror fans, be familiar with the game in this category the best known in the world. Realization impeccable, if somewhat lightly on the edges, but each remains indispensable if we want to be totally immersed in the world of RESIDENT EVIL 5.
VII - 30 Points Low (trial version) If I do not praise your game, because I have all my life to do so, on the contrary for defects, it's now or never.
- The survival is not at the heart of this 5th episode (less ammunition, more precisely).
- Shooting ally is not the essence of the game (and free his / her partner will become a breeze with any angle).
- There is no opportunity to make through with some weapons (or balls), as can be done with the magnum or the sniper, so that we can reach more than one enemy at a time.
- SUPER EXCLUSIVE FLASH ==> In 2009, the Hero of a video game is still obliged to move swivel on the spot in a 3D (just like the way the Maze Windows 3.1, as it would be to initiate travel known in the Doom-like). Since Resident Evil 1, the default is still there, the ability to move laterally with the joystick right has been announced by the Producer of the game, but was not visible anywhere in the video-games. Clearly we can say that Capcom has kept all the negative sides of the Saga for over 10 years (Chapeau, artists!). Even if the lateral movements are not yet in the program, just remember that they deprive us of an important field of vision, and they will remain fair compared to conventional movements, provided that the AI is well managed that.
- The Producer officially announced that the playability of RE5 was empreintée a Gears of War (what disaster !!!), especially for scenes shot in coverage. Recall in passing that the gameplay of Gears of War is plagiarism perfect game "Kill Switch" released on PS2 in 2004.
- Why can not hope to sow some enemies, hiding behind a desk or other time to sort its inventory & well on top of all its weapons?
- If we could get to without being detected covered ... It was fun to create diversions with a ball that we withdraw our shipper manually and then run against a wall, which attract the attention of a small horde of enemies that on us, right?? (Just how Solid Snake with FHM Magazine). But here, I think I dream a little ...
- And Why the concept of prosecution is not in the program? I explain: "we have all the memory is smaller than when we play cat (meow), and there was continuing, there was always afraid to look behind us and see guess who ... THE CAT! " It is interesting that developers are able to convey this sadistic emotion through our 2 heroes in this next episode, as they had sus do with the appalling Nemesis in Resident Evil 3.
- There is absolutely no bullet impact on enemies, and no bloodstains on their bodies, are you sure that you are on Next-Gen console? For what the game ISLAND *** *** DEAD will really point level impact of bullets in 2009, yet never before seen on video games.
- The viewfinder pierced the body of an enemy once his life bar reaches zero (it could render an angle more difficult before falling to the ground, which might make every move Chris / methodical Sheva) .
- How is it that the enemies stop when they are close to our heroes, while it does not cover with a weapon? It would be very interesting to have to interrupt a shot to stop the race having an enemy.
- The enemies have the unfortunate feature of all time react sooner, or a time too late, but never when we went to get us caught in time (after it falls on the syndromes: "If I advance while you back How do you want me t'enc ... ???"). Moreover, we see no animation in the process make us catch from behind enemy while a second opportunity for us to a small blow in the mouth or stomach, but the foot is the second enemy that we break a glass bottle on the head, provided that it is equipped or picked up the (a dream and a requirement of realism).
- You can not shake the enemy, as can eg be in GTA IV (who pitched in True Crime: Streets of LA, but good ...). Then remains undetermined priority over the person who has the most speed, and when we find in a cul-de-sac, it may escape without having to slalom between enemies already too reactive !
- After an enemy has given us a sudden, it fell by 3 steps back ... I know that we must let our hero breathing, but this is too advanced.
- In the same idea as mentioned earlier, why Chris / Sheva can only do they not give shots without necessarily that this is contextual actions?
- The ax of the executioner make permanent collided with the scenery, which is destructible or not. As can already be seen with fences or walls destructible, where we see the Ax pass through the scenery before it was destroyed (latency of a few tenths of a second improvement).
- Chris & Sheva Why does not hurt when they pass in front of a chainsaw running? Note that it would be very interesting to have a chainsaw to extinguish the floor of random movement (with the help of the "action", or a shooting), and also to draw a ball in the a chainsaw engine to stop either temporarily or permanently. And why the enemy with this chainsaw, can he not tear the bodies of other enemies who pass through the blades of this weapon? And why does our hero can not use a chainsaw, once on the ground, just a tiny minute (before it, history can get out of really difficult situations?
- You can not use the objects on the ground, such as axes of our enemies, a chainsaw, planks of wood, etc ... This would be an alternative or to avoid going directly to combat with the knife (which in addition, the same pace coup since the first Resident Evil released in 1996 on PlayStation, what a shame). It would be logical that the more the player presses the button to fire, the more time given to the minute is important, fatigue management should be a good compromise to avoid this type of combat, though risky.
Last edited by Knightz; 10-23-2008 at 01:31 AM.
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