"Bigger-err & Badder-err"
That's what was going through my mind as I walked returning protagonist Chris Redfield through an ominously empty town in Africa, along with his soon to be comrade-in-arms Sheva. Mere minutes later, we were stuck in a house, surrounded by an angry, infected mob, also known as Majini, that were dying to get in through all possible entrances. I proceeded to cover up openings with shelves and literally popped a couple heads with my handgun. But it wasn't enough to hold them back. Next thing I knew, I was running around outside in a panic, climbing up ladders, kicking them down, and being chased by a crazed, masked figure with a deadly weapon.
"Oh. This game wants to be Resident Evil 4. That's not so bad."
Or so I thought. The devs really wanted Resident Evil 5 to be a bigger and badder version of its predecessor, but somewhere along the way I think the devs forgot what franchise this game belonged to. Early in, enemies attack and rush aggressively, to the point where trying to aim precisely is a joke. If these outbursts occurred in any prior game in the series, they would have been tense moments; however, the presence of a co-op partner, that can also attack, greatly changes the vibe for RE5. When a buddy is constantly watching your back and keeping most Majini foes at a distance, they feel more like nuisances. Sure, crowds can pin players into corners a couple times and ammo consumption is sometimes a worry, but the dread is gone, because enemies are no longer legit, freaky threats.
Community review by pickhut (October 12, 2016)
These Dragon taglines are too easy.
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