Reviews from

in the past


This review contains spoilers

A fully dogshit story, I can't help but have fun in coop in 5 though. I think time will be kind to this entry because of that coop xfactor it has. Sheva is a solid partner, and I wish they'd bring her back into the Canon.

Wesker has never been sexier, until he turns into a lava booger and dies.

Pretty fun coop game, It would have been cooler though if it had a boss fight where you’re on a train and a giant evil zombie meat dog who is actually an evil billionaire runs beside with a biolical minigun attached to its back, just a thought though idk.

(Originally played on console)
While still not a big fan of the games shifting toward coop for with this game, 5 is still an unforgettable game.
When the inevitable remake for it comes due to modern Capcom's inability to have fun with anything, you can ignore that in favor of this.

There's a section of black African zombies throwing spears at you....Yeah, I know res games got corny with their camp over the years as the franchises went downhill but holy fuck this game is racist as hell. Chris punching a boulder had me crying though. That was peak but other than making me laugh from the ridiculous nonsensical garbage ending this game was ass.

- Enjoyed it on release, kinda doesn't hold up after a while.
- The combat, movement and alright doesn't present any major issues.
- The setting is interesting until issues present itself in it.
- Chris is JACKED.


La que me prueba se trama vuelve y se programa, mujeres en rama
Me llama pa que apague su llama, se trama vuelve y se programa
Mujeres en rama me llaman pa que apague su llama

muy entretenido!!! no dio miedo pero la pasé bien q es lo importante. el menú (? lo q aparece cuando abres el juego) es lo más cool y perturbante que he visto en un juego dios mío

Normally, thinking about a sequel to Resident Evil 4 is thinking it to be as simple as copying the system again and being done, how could a bad game come out of there? Even better, smooth the system to focus on combat: more melee options and dynamic inventory management limited on what's important without stopping the action.

Turns out that it was also important to know how to design and place enemies and scenarios, to be put against the ropes depended not only on the system but in always feeling surrounded and having to reposition constantly. Because of this, Resident Evil 5 starts by looking at some of the best ideas of 4, the moment inspired by the first raid at the village appears shortly in an open survival arena where enemies will keep appearing. Obviously, it's a highlight, nothing more is needed to feel constantly cornered.

The way is lost at every other moment. Whether it's trying to take advantage of splitting up and covering your backs in co-op, fighting in a cramped incinerator against a monster almost immune to gunfire, or navigating the dark of the mines, the game doesn't come even close to the tension of its predecessor. On top of that, the slapstick tone is much more blurred, seeming almost accidental, as in the possibility to melee combo some enemies together with your partner. Casual exceptions aside, the hits have lost impact and the cinematography style, there is an identity crisis due to a mishmash of trends of the period between military shooter, giant aliens from Gears of War and Matrix scenes that do not fit at all with what Resident Evil 4 was. It seems that it wasn't as simple as replicating a system and hoping that everything else could hold up.

It's no surprise then that the best part is the mercenaries mode. If Resident Evil 5 looks at the village raid to build its best moment right out of the gate, it can also look at the mercenaries mode derived from that sequence. Here disappears the clumsiness of trying to confusingly replicate without understanding and without genius. It goes the roughest way, to survive enemy waves in the system that could not fail, even with the Frankenstein erratic mashups still well in sight.

CMON CMON CMON CMON CMON CMON SHEVA SHEVA SHEVA SHEVA HURRY!!!! HURRY!!!


Fantastic coop experience

Here's the deal. If you don't have someone to play this with, this game is shit. But let me tell you, this game two player is a fucking riot. You truly can embrace the stupidity with another person, every hilarious moment is amplified to the point that it doesn't really matter if the gameplay is old and the story doesn't make sense. Chris is punching a 5,000 ton boulder and we are laughing our asses off.

All games are products of their time, even ones which "bucked trends" or "were ahead of their time" are only so in comparison with their contemporaries. RE5 is interesting historically because it definitely screams 7th gen : the color grading pejoratively described as the "piss filter" of brown environments assaulted with bloom, the co-op multiplayer focus of the days where such things were starting to become mainstream in the console market, the mowing down of hundreds of racist caricatures by a buff white guy, the fact that Albert Wesker's tailor discovered normal maps and is really excited to absolutely plaster them on his jacket etc.

Its hard to avoid noticing the main two things which jump at you when playing re5, namely that its RE4 but not as good and more racist. Asset reuse is fine, honestly, even mechanics recycled from re4 arent unwelcome but its the rehashing of re4 set pieces whilst doing them worse that lets re5 down. Similarly, the ingenious inventory management mechanic of the RE4 attache case : equal parts survival horror resource management and tetris space allocation is replaced by a dull 3×3 grid whose ultimate depth involves exchanging shit to your ai partner to reload a weapon before exchanging it right back.

The multiplayer aspect makes re5 have kind of an absurd difficulty curve based on your luck in finding partners. Some sections with the Ai partner were a bit patience testing, given their passive nature and limited commands, but then Id get randomly paired up with a god on their fifth playthrough who'd hand me 300 bullets for the machine gun and absolutely tear mfers up with endgame weapons. Very funny to me as well, how certain doors and weights and stuff require the cooperation of chris and sheva because of course its too heavy for a guy whos built like a brick shithouse, he needs help from a small framed spinning instructor to move it.

That being said, its got its bright moments and thankfully the multiplayer aspect made the use of QTEs for custcenes impossible so it does have that over RE4. In all honesty, its not an AWFUL game gameplay wise. There are a few levels which are quite striking visually, namely the temple areas and the faster arcadey nature of it all makes it not better but different to the pace of RE4. The implementation of a cover system and gun wielding zombies is as stupid and unwelcome as you'd expect, and the smoking gun for me that the island in RE4 is not only the worst part of that game but an incredibly ill omen of things to come for the franchise.

I suppose I should mention the elephant in the room : the game is set in "Africa". Not very specific where in Africa except the locals speak French so theres about 20 countries that could apply to. The spectre of the war on terror looms large as the intro depicts an american leading a counter terrorism operation and soon we see Akihiko from Persona 3 doing an arab accent get executed by frenzied locals riled up by a preacher. And sure, like in re4 the reason for it all is a parasitic infestation but the visual language of the game borrows a lot from contemporary wars that its hard to miss. There are heroic black characters like Sheva and her captain buddy but they seem there more as a pre emptive defense at criticism.
Admittedly, considering the state of AAA games at the time, RE5 is not THAT much more racist that the other shooters about doing imperialism in thr global south; that is until you get to the chapter where the enemies are all black people wearing grass skirts and chucking spears at you. And im sorry but zombie or no zombie, that sequence made me surprised to find out that Rudyard Kipling's ghost didnt have a writing credit in the game.

Smarter and more personally invested people than me have already talked about this aspect so I won't go much deeper into it except to say that its an odd obsession with studios who thrive on schlock and silliness to try to delve into more serious or thorny subjects that they are not equipped to handle.