Friday, March 20, 2009

The Replayability of Resident Evil 5

I think the review we have up for the game sums it up pretty nicely, but I would like to briefly expand on the controls. If RE4 retooled the formula, RE5 perfected it. The game gives you the ability to strafe while walking around, and honestly, that's all it needed. I don't ever feel the need to move and shoot - the game is built on the fact that you can't - and if I could, it would make it far too easy. As it stands, though, the combat is intensely gratifying, and there's no mistaking it for any other game. The controls, as they are now, are a defining aspect of the series, take it or leave it. If you leave it, it sucks to be you.

So let's move on to what I really want to talk about: the replayability of RE5, and why, after about 50 hours in, I'm still planning on playing all weekend long.

If you finish the game on Veteran difficulty, you'll unlock Professional mode. Let me tell you, it's aptly fucking named. Pretty much everything is a one-hit death for you, and at one point early on, I was freaking out because I was being killed by a chicken. If that's not a measure of difficulty, I don't know what is. Also, enemies take a LOT more damage, and good luck finding any ammo. You'll find a few rounds for the handgun, but that's about it. It seems like Professional is built to be ran through with infinite ammo, or a lot of punching and slitting of throats. It's a great ramp-up, but it probably won't be the difficulty I play most often. Veteran is just right, so if you play a ton of shooters, that'll be the way to go on your first play-through.

I say first, because I've completed it on Amateur, Normal, Veteran and Professional, and I'm still playing through various difficulties for specific reasons. The higher the difficulty, generally the more money you'll collect, and you'll also get more exchange points at the end of each chapter. The exchange points are used to buy extras once you've finished the game, and they range from novel items like figurines to essentials like infinite ammo for every gun in the game. Of course, you have to buy infinite ammo for each gun separately, and the cost ranges from 10,000 to 15,000 per gun. I have almost every gun, and I'm still working on buying the infinite ammo for all of them. Currently, I have it unlocked for the M92F, H&K P8, AK-74, Ithaca M37, M3, H&K PSG-1 and S&W M29. I have basically every situation covered, from up-close and personal douches with stun rods, to attackers shooting flaming explosives from 30 yards away.

And that's the joy I get from this game: I can continuously replay the same shit over and over again, but each time find a new reason to do so. Like I said, I still need to buy infinite ammo for a ton of weapons, and I'm going to try and get all the figurines. Right now, I'm working on trimming my play time on Amateur to under five hours so I can unlock the infinite Rocket Launcher and beat even more ass. That, by the way, is something I really appreciate about the game. Ok, so you have to beat the game in under five hours to get the launcher. Fair enough. But the great thing about it is that once you beat the game, you can go to the chapter select and see how long each chapter took you to finish. You can then decide which ones you could trim some time from, and just play the ones you want to. You'll see the overall play time on whichever difficulty you go through becoming less and less, and eventually you'll hit the magic five hour mark. Bravo, Capcom, that's some high-level genius shit right there. I'm at about 6 hours on Amateur and 6-and-a-half on Professional, so I still have some work to do.

Making it seem less like work is the massive arsenal I've stockpiled, and it's pretty amazing how different every gun feels. Even the three kinds of magnums have their own strong and weak points. There's the classic Dirty Harry .357, which does massive damage but has a lot of kickback and a slow rate of fire, and the more modern Desert Eagle, which does slightly less damage but fires about three shots a second and is really shiny. Apply the same comparisons to all 18 guns, and you've got yourself a lot of choices, and a lot of different ways to play the game.

Another high-level genius move by Capcom was to allow all your inventory to be available across every difficulty, both single player and co-op. This has let me acquire mass amounts of ammo, grenades and herbs to the point where I now laugh in the face of death as I piss in its mouth. Most bosses go down in under 15 seconds, and that's only because I lack the infinite Rocket Launcher. Once I get that, go ahead and reduce the boss fights to one-hitter quitters. Simply put, there isn't any better possible way to approach the design of this type of game. No matter what I'm doing, everything I pick up and achieve counts. Whether it's finding gold for buying more weapons and upgrades, or tallying up exchange points for unlockables, it all stays constant with my profile. What more could you ask for in an action game?

And let's face it, RE5 is an action game. It's not scary in the classic sense by any stretch of the immagination. So in that respect, you could argue that RE4 is superior. On the other hand, by giving you so many different weapons that can all unlock infinite ammo, in my book that equals Oblivion-like hours of decapitations and bloody mayhem. RE4 gave you the Chicago Typewriter and infinite Rocket Launcher, along with one of the greatest costumes in any game ever. But once you got those, there wasn't much else left to work towards. Which, mind you, I had no qualms about. I played through that game 4 times spanning 2 systems, so that's obviously not a complaint I have against it. But once you realize the sheer amount of options RE5 gives you in terms of firepower, if your jaw doesn't drop, it must be wired shut. Name me one other game that lets you play as a girl in an Amazonian bikini shooting zombies with a longbow. No, the one in your head doesn't count.

Last, but definitely not least, is Mercenaries mode. This mode completely changes the gameplay (it actually reminds me somewhat of The Club) into a fast-paced race against the clock to score as many points as possible by killing everything that moves as quickly as you can. Killing different kinds of enemies, along with the way you kill them, adds points to your score total. There are time extenders located throughout the maps, and you break them open to get, durh, extended time. You can play by yourself or co-op, and it's just insane how intense this thing can get. It really is like a separate game; the tactics that worked for much of the campaign simply don't hold up to the number and ferocity of the enemies in Mercenaries. The best way to go about it is to stick and move, killing a few guys at a time before relocating to a totally different spot. I think there are a total of 8 maps, and you have to rank at least an "A" on the previous map to unlock the next one. Once you do that, the main goal is to get an "S" rank, which, in co-op, is 150,000 points. To put that into perspective, the first time my friend and I tried the mode out, we scored about 45,000. We've yet to get over 60,000 (tip: dead chicken = 2,000 points). It's a total blast to play, though, and the drastically different gameplay is what makes me love it so much.

With everything now laid out, I really won't accept you not loving this game. If you don't, you've either been deceived somehow, or you're a charlatan with ulterior motives kept secret from the ever-prying eyes of your enemies. I am one of those enemies, and I don't like you. However, if you like shooters, and RE4 in particular, then this is a no-brainer. It's everything that made RE4 great, improved upon. That's high praise right there.

1 comment:

  1. "I NEED A CAN OF FIRST AID SPRAY!"

    This game grew on me the more and more I played it. Part 4 is still my fave, but I do find myself wanting to go through this game multiple times to unlock all the fun and prizes. The co-op makes this Rez Evil a truly unique experience.

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