Hands-on with Resident Evil 5
The March 13 release of Capcom's Resident Evil 5 for Xbox 360 and PlayStation 3 (actually something like the 12th game in the series) makes it easily the highest-profile new video game of 2009 so far, and marks the end of the typically dry post-holiday game season.
We've been playing through a preview version of the game for more than a month now, and found it to be a largely successful mix of familiar and new elements. Like all the Resident Evil entries, this is essentially an action game where a somewhat generic protagonist has to travel through creepy houses, compounds, cities, or secret bases, shooting zombies, madmen, and other monsters along the way.
Two key elements separate games of this genre (the awkward Japanese translation is "survival horror") from straight-up shooters. First, there are occasional brain-twisters to solve, such as deciphering a puzzle to open a door; secondly, ammunition for one's firearms is relatively scarce, so making every shot count is important. However, RE5, like its immediate predecessor, Resident Evil 4, tones down both of these gameplay factors, at least compared with earlier games in the series, opting for a more fast-paced (some would say mainstream) approach.
What distinguishes RE5 from its forbearers and imitators is a change of scenery, moving the action to Africa, and trading the traditional Resident Evil look--dark, shadowy nighttime tableaus--for brightly lit, outdoor villages, where sunlight offers no guarantee of safety. This change throws a wrench in the classic "fear of the dark" instinct that we automatically fall back on in movies, video games, and real life.
We found the change of pace refreshing, but were sometimes frustrated by the controls. Despite some major tweaking, and several different control set-up options, we still felt like we were driving a human-shaped tank at times. More seriously, the inability of these trained combat veterans to walk and shoot at the same time makes for a major disadvantage when the screen is mobbed with machete-swinging psychos.
More successful is a new co-operative mode, where a secondary character named Sheva fights alongside you. The computer controls her when playing solo, but a friend can join your game via Xbox Live or the PlayStation Network and take over her character for any period of time. It's a nifty little addition that one can chose to ignore, or make a major part of the RE5 experience.
Editor's Note: Much has been written about accusations of cultural insensitivity in the game's setting and characters (it's essentially a Japanese game about Caucasian guys shooting semizombified African villagers), but I'll always have a soft spot for the Resident Evil series, because it's largely responsible for the last 10 years of my career.
Back in 1998 I was a lowly Assistant Editor at a trade magazine called Beverage World, with no aspirations to write about video games or technology. After seeing a TV commercial for Resident Evil 2, I marched down to my local video game emporium and purchased an original first-generation PlayStation and the then-new RE2 game. Mere months later, I was working at video game Web site UGO.com (now owned by Hearst), and the rest, as they say, is history.
Related: See Jeff talk about RE5 on Loaded.
Also: More about video games every week on the Digital City Podcast.
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New York native Dan Ackerman, a former radio DJ turned journalist, has written about technology and music for publications including Spin, Blender, The Hollywood Reporter, and USA Today. He hosts the weekly Digital City podcast and the New York edition of Editors' Office Hours. Dan's new album, Tales Out of Night School, is available now. E-mail Dan.







Former radio DJ turned
journalist Dan Ackerman grew up in the Bronx and now lives in
Manhattan. He’s covered music, technology, and video games for
more than 10 years. His latest album, Tales Out of Night School
is available now.
Joseph Kaminski,
when not juggling the dual demands of parenthood and HD gaming, is a
life-long Manhattanite and can be found testing the latest tech in
CNET’s Lab.
Julie Rivera grew up
and currently resides in Brooklyn. When she's not deejaying,
bartending, or fixing gadgets for friends on the outside, you'll find
her testing, troubleshooting and developing benchmarks for laptops in
the "fish bowl" known as CNET Labs.
Scott Stein, CNET's
newest laptops editor, was born in Queens and grew up a Long Islander -
and is now raising a kid in NYC. In addition to covering games and
tech, writing screenplays, and performing improv in seedy downtown
establishments, he's also a die-hard, season-ticket-holding Jets fan.


I think there should be a game for hunting and virtually killing child molesters, rapists and Tellatubbies.
In the demo zombies all around you and I found my self running away from them to get some distance in order to shoot at them. If I could move and shoot, I'd only have to backup or circle them slowly while shooting them but no I had to keep running around for no reason other than they apparently haven't seen third person action games lately, like Dead Space.
i get the complaints about not being able to run and shoot, however it would take away the unique tension from this fighting mechanic
either you like it or you dont
my 2 cents
i literally shut the console off after about 20 minutes of getting caught in the same corner and not being able to shoot and run (like ANY HUMAN ON EARTH COULD DO) just f'd things up.
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by BrandonPoe
March 15, 2009 10:33 PM PDT
- I remember capcom saying that there is an option in the final version to change to a, what they called, "Gears of War" type setting where you can run and gun.
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by redsketch
March 16, 2009 11:46 AM PDT
- I don't think you can jump in Gears of War!
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