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Hello to Project Café, Nintendo’s Next-Generation Console

April 18th, 2011 Nathaniel No comments

Nintendo is on the verge of announcing their next-generation console which looks to be something that will knock the socks off more traditional gamers and reclaim portions of that market that defected to Microsoft and Sony after the launch of the casual-centric Wii.

The console’s development nickname is Project Cafe, and a number of rumors have surfaced over the past week about what the console will be like.

Confirmed (supposedly) is an integrated touchscreen in the controller itself. The earlier speculation that the controller would be some sort of tablet seems to have been squashed with numerous sources confirming that the controller will feature two analog sticks, at least two triggers and a 6-inch touchscreen in the center of the frame. A new rumor is that the screen will have HD resolution although the fact that Nintendo has always made money on their hardware makes it seem unlikely that a controller would have such expensive components.

Also confirmed (supposedly) is that gamers will be able to stream entire games from the console onto the controller so the gamer can take their games with them on the go.

Concept mockup of the Project Cafe controller

Concept mockup of the Project Cafe controller

Sources have reported that the console will be significantly more powerful than both the Xbox 360 and the PlayStation 3 (which simply means to me that when Microsoft and Sony introduce their next machines they will be even more powerful than Nintendo’s), and that the company has already started showing the machine to third-party developers so they have well over a year to design and implement compelling software for a potentially huge hardware launch.

Nintendo seems very much focused on winning back the trust of a lot of gamers who felt burned by the lack of support with the Wii for many of the fans who supported the company through the years. While I still enjoy the Wii quite a bit and feel that the new experiences offered by the system have been a refreshing change in the console world, I’m also excited at the prospect of a heavier duty device that will finally allow gamers to play those legendary Nintendo franchises in truly HD glory.

Time to start saving up…

Video game review: Desperate Escape DLC for Resident Evil 5 (Xbox 360)

October 13th, 2010 Nathaniel No comments

Resident Evil fans can be generally split into two groups: players who enjoy and embrace the action-oriented third-person game play style of Resident Evil 4 and 5 and those who prefer the old school puzzle solving with a more moderate dose of zombie killing action.

Desperate Escape, the second piece of downloadable content for Resident Evil 5, is clearly geared more towards the action fans in contrast to Lost In Nightmares which, while offering a lot of cleverly crafted nostalgia to gamers who grew up with the earlier entries in the series in the 90’s, feels like a completely separate entity instead of an expansion on the main game.

In Desperate Escape, the player takes control of recently saved Jill Valentine (or can use Sheva Alomar’s comrade Josh Stone after beating the episode once) on a side journey that details just how Jill and Josh ended up in the helicopter during the final cut scene of Resident Evil 5.

Whereas gamers who have no history with the Resident Evil franchise may get thrown by the drastically different game play style of Lost In Nightmares, they’ll easily transition to Desperate Escape which uses characters, enemies and environments from the main game. The episode fits perfectly into the world, and the very basic story complements the campaign proper which makes for a better, more seamless experience.

Desperate Escape is basically more of everything players loved (or hated) about Resident Evil 5 so the gamer knows exactly what they’re getting when they plunk down the $5 for the download (the content is also available as part of the Resident Evil 5: Gold Edition package for those players who were late to the game).

I think both pieces of downloadable content are worth playing for long time fans of the Resident Evil series, but if I had to choose one to recommend I would suggest Desperate Escape in a heartbeat since it’s a much more exciting experience that is truer to Resident Evil 5’s heartbeat.

Final score: 4 out of 5

Parent to parent

Like I said in my review, Desperate Escape is more of everything that was great in Resident Evil 5 which includes the gore and the violence. I wouldn’t recommend the main game to young children, and I certainly wouldn’t recommend this expansion.

Experience this for yourself!

Video game review: Lost In Nightmares DLC for Resident Evil 5 (Xbox 360)

October 13th, 2010 Nathaniel No comments

I know I’m not alone in wishing for a remake of the first (and second for that matter) Resident Evil games using the new perspective and game play style employed by Resident Evil 5. That may be a pipe dream, but for now players wishing to take a stroll down memory lane can do so by playing Lost In Nightmares, a downloadable episode available on Xbox Live (or as part of the Resident Evil: Gold Edition available for both Xbox 360 and PlayStation 3).

Lost In Nightmares is the playable version of the flashback in Resident Evil 5 where series protagonist Chris Redfield recounts his mission with ex-partner Jill Valentine searching the European mansion of Umbrella Corporation chairman Ozwell E. Spencer.

The setting is deliberately reminiscent of the Arklay Mountains mansion in which the first Resident Evil game takes place. In fact, the entire chapter is essentially a throwback to that first game with tons of tiny little homages to the one that started it all. For instance, when you open doors in Lost In Nightmares, the view switches to a head-on perspective of the slowly opening door just like in the original game. There are also little winks and nods involving shattering windows, ceiling traps and Beethoven’s Moonlight Sonata.

The only problem is that for the most part the episode is really quite boring. While it’s nice to see puzzles that are very similar to the ones gamers enjoyed back in the 90’s when the first game came out, the near utter lack of action sequences is quite jarring after having played the action heavy Resident Evil 5 main campaign. It’s true that Resident Evil didn’t boast non-stop gun fights, but Capcom seems to have swung to the completely opposite end of the spectrum with this DLC.

This isn’t to say that there’s no action anywhere in the entire mission, but what little there is seems somewhat mundane. Gamers meet a brand new enemy about halfway through the episode, but aside from the final boss fight that new enemy is the only type you encounter.

There are no zombies, no infected dogs, no Majini, etc. so there’s really no traditional combat sequences because the new enemy is one of those “very dangerous but very slow” types that you can almost always avoid fighting altogether.

Just about the only part of Lost In Nightmares that feels like it’s part of Resident Evil 5 at all is the final boss battle in which you face an enemy you battled in the full game by using the same strategies and techniques. It’s very frustrating for me personally that this is the tie-in since the game play style for this particular boss was my least favorite in Resident Evil 5.

Despite all of the issues I had with Lost In Nightmares, I still recommend it to die hard fans of the series (or at least the first game) since there are a lot of little Easter egg type details that fans should enjoy. I’m torn on this download myself because while I enjoyed the nostalgic aspects, I found myself incredibly bored with a good portion of the episode. Perhaps I need to recognize that my tastes have changed and to stop wishing for what Resident Evil was so I can focus 100% on my enjoyment of what Resident Evil has become.

Final score: 3 out of 5

Parent to parent

While this is an expansion for a game that I would not recommend for children, the significant lack of combat almost allows me to offer an opinion that the episode is child-safe. However, what the new enemy does to your character if it manages to get a hold of them is easily as gory as anything you’ll find in Resident Evil 5. Further, you would need to purchase the main game in order to play this expansion so there really isn’t any reason a child should ever be playing Lost In Nightmares.

Experience this for yourself!

Video game review: The Signal DLC for Alan Wake (Xbox 360)

October 13th, 2010 Nathaniel No comments

The Signal is the first of two downloadable episodes for the magnificent Xbox 360 exclusive psychological horror thriller Alan Wake. People who purchased the original game brand new received an insert in the package with an Xbox Live code to download the content absolutely free, which is an awesome bonus to a superb gaming experience. Unfortunately, The Signal doesn’t quite live up to the expectations set by the main game despite using the same game engine, the same game play elements (with a clever new twist) and the same lovingly crafted world. Maybe it’s because of some of those things that the episode shines less brightly.

After loading up The Signal, you find yourself once again in control of Mr. Wake essentially right after the events of the main game. However, the action in this episode takes place entirely within the mind of our titular hero, who is experiencing a mental breakdown thanks to everything he endured at the hands of the Dark Presence. Thus while you find yourself navigating the town of Bright Falls in which the game proper took place it’s not exactly the same Bright Falls but rather a mental representation of it, nor are the enemies you face or the items you discover anything more than figments of Alan’s demented imagination. In fact, there are no standard item drops at all but rather Alan’s typed words floating in the air waiting to be realized with the shine of the flashlight and an explosion of light and typewriter sounds. It’s a creative departure from the “real world” and really effective in conveying the idea of the nightmare existence Alan is stuck in.

The problem is that it really seems like you’re just backtracking through environments you’ve seen (in some cases many times) before. Because of the nature of the scenario, the designers are able to speed you from location to location without a lot of the more rudimentary exploration aspects from the original game (which would be pointless in the episode since as I said before you’re not really discovering much of anything new) so the action sequences seem much more frequent, but that doesn’t leave much room for plot development which is one of the things that really makes the main game so great.

People who thought that Alan Wake didn’t have enough action or maybe had too much “downtime” in between combat encounters will probably enjoy The Signal very much. I’m not one of those people, though – the wonderfully disturbing story and the way the plot progressed are core reasons I enjoyed the game so much, and by the time the episode is complete you’re essentially right back where you started. The Signal is a fun few hours for sure, but it’s really pointless fun.

Final score: 3 out of 5

Parent to parent

This is just an expansion of Alan Wake, so my recommendation is no different than it was for the main game. This is not a game for young children.

Experience this for yourself!

Video game review: Splinter Cell: Conviction (Xbox 360)

October 4th, 2010 Nathaniel No comments

Let me start off by stating emphatically that Tom Clancy’s Splinter Cell: Conviction is not a game for hardcore Tom Clancy’s Splinter Cell games. By this I mean that if you’re looking for the same rigid, trial and error, “one mistake and you’re gone” type of stealth game play that the earlier Splinter Cell games on the previous generation of video game consoles are famous for, you should just keep moving on.

If you’re one of the die hard fans who was married to that overly restrictive, old school kind of game play, you really should have taken this title off your radar the first time Ubisoft officially announced the game in May 2007. That original version of Conviction eschewed the series’ traditional game play style in favor of an alternate kind of stealth more in line with Eidos’s critically acclaimed Hitman series with Sam Fisher losing the advanced Third Echelon gear and dark hallways to instead disappear in broad daylight by blending in with crowds.

Don’t get me wrong: I love the game play style of the earlier entries in the Splinter Cell franchise. Those games were amongst my favorites of that generation, and that Microsoft’s Xbox console got the first game before any other platform did really cemented it as my system of choice.

I’m also a bit miffed like many of the Splinter Cell devotees that the game play style is seemingly missing in action in this generation so far, but I’m holding out hope that Ubisoft sees the value in perhaps branching off the franchise – or creating an entirely new one – to utilize traditional style. Until that announcement, fans at least have the rumored Thief sequel to pine after.

For now, however, fans of the Splinter Cell universe who aren’t so focused on old game play styles should revel in the new and improved Sam Fisher complete with emotional baggage and a more fiery personality. He may not do splits halfway up a narrow corridor or perform upside down neck breakers, but he doesn’t have to now that he can give Jack Bauer, Jason Bourne and Daniel Craig’s James Bond a run for their money in the marksmanship department.

Indeed, the new Sam Fisher feels a lot more bad ass with the new “Mark and Execute” feature by which the player can “tag” up to four enemies (the actual number depends on the equipped weapon and its level of upgrades) to instantly kill in very “secret agent” like ways with the press of a button. I’ve read posts by many fans complaining that the game is too easy when you can just auto-kill enemies left and right, but the fact of the matter is that you can’t even activate this ability until you’ve taken out at least one enemy in hand-to-hand combat and you have to earn it again each time you use it.

I can understand the viewpoint that Ubisoft should have used this in another intellectual property – perhaps an adaptation of or homage to 24, the Bourne series or the James Bond universe – but then what could they have done with the Splinter Cell series, which was clearly struggling at the market due to the gaming market shifting predominantly towards heavily action oriented, “run and gun” shooters?

Another new game play feature is the “Last Known Position” mechanic in which enemies focus on where they last saw Fisher should he escape quickly enough. This is realized on screen by a “ghostly” silhouette of Fisher in that location, giving the player the opportunity to circle around and take out the misinformed goons.  In some cases, this can help in escaping a sticky situation, but I’ve always used it to just set up more creative executions.

It’s this ability to mix things up between more stealthy tactics and cinematic action that makes Splinter Cell: Conviction a winner in my book. It’s still stealth, but it’s a more mainstream and more palatable type of stealth that doesn’t make this entry in the series any better or worse than the others. I, for one, would like Ubisoft to continue with what they’ve done in Conviction while also considering some sort of return to the series’ roots so that there’s something for everyone in this really cool universe that they’ve created.

Final score: 4 out of 5

Parent to parent

Sam Fisher does some pretty violent things in this game. In earlier Splinter Cell games the player could avoid killing anybody 99.99% of the time, but in Conviction the body count just keeps piling up. Fisher is a man on a mission, and he’s willing to take out anyone who stands in his way, which is probably not a great lesson to teach the youngsters. I cannot in good conscience recommend this game for anyone who isn’t at least in high school.

Experience this for yourself!

Video game review: Alan Wake (Xbox 360)

October 4th, 2010 Nathaniel No comments

Originally intended as an Xbox 360 launch title when it was announced at the Electronic Entertainment Expo in 2005, Alan Wake finally arrived in May of this year to hordes of anxious fans. Okay… well… not hordes of fans, or even very many at all (less than 750,000 copies of the title have been sold worldwide in nearly 5 months on the market).

However, just because the general gaming public didn’t take to the game doesn’t mean that you shouldn’t… depending on the type of gamer you are. While Alan Wake employs a fair amount of combat, it’s not really an action game at its core. The game has a more psychological feel to it with a rather eerie atmosphere, much more reminiscent of Silent Hill (another game series that hasn’t done very well at retail) than the blockbuster Resident Evil series.

In Alan Wake, you take on the role of the titular character who is a former best selling novelist looking for some inspiration to get past his two year writer’s block in the quaint Pacific Northwest town of Bright Falls, Washington. As expected, Alan’s life is turned upside down when his wife, Alice, disappears from the remote lake island cabin they rented and he is blamed. Strange, nightmarish things start happening, leading Alan to believe that there’s much more going on than a simple kidnapping, and he must work with his agent and the local sheriff to stop an evil from engulfing the whole town.

It’s an interesting premise that is superbly realized on the screen by a combination of clever writing and beautiful art direction as well as some engaging game play elements that fit perfectly with the game’s decidedly dark atmosphere.

Unfortunately, the more cerebral nature of the plot probably dooms the game to a lifetime of abstinence from the more trigger happy segment of the gaming market looking only for the next Call of Duty or Gears of War title to grace store shelves. It’s understandable that they would be turned off by the more slow paced game play and fantastical elements of the story when all they really want to do is frag their buddies in online deathmatches.

I’m sure the lengthy development process also turned off a lot of gamers who may have been truly excited for the game back when it was first announced or when it was “coming soon” for the first several years of the Xbox 360’s life. The game does look like it was developed earlier in the generation: the art direction is wonderful, but the graphics technology is obviously dated. Great graphics don’t inherently lead to a great game, but it’s entirely understandable that some people have trouble ignoring the visual wonders of titles like Uncharted 2 and Red Dead Redemption when looking at the preview stills from Alan Wake plastered all over gaming websites.

Nevertheless, gamers who decide to pass over this title in favor of the next frag fest or action extravaganza are most certainly doing themselves a disservice as Alan Wake offers a unique game play experience coupled with a disturbing yet enthralling story line all wrapped up in a chilling atmosphere that would make Stephen King proud. Indeed, playing Alan Wake is likely the closest thing to playing a good video game adaptation of a King novel, complete with the accompanying paranoia and week long aversion to walking down into the basement by yourself.

Final score: 5 out of 5

Parent to parent

This is not a game for children. There are some mature themes in play during the course of the game, and the gamer is required to engage in quite a lot of violence against enemies that are essentially representations of the townsfolk they meet early on.  The dark and supernatural aspects of the experience certainly don’t help. Enjoy the game yourself, but spare your kids the nightmares.

Experience this for yourself!

Video game review: Nelson Tethers: Puzzle Agent HD (iPad)

October 4th, 2010 Nathaniel No comments

Nelson Tethers: Puzzle Agent is quite a departure from developer Telltale Games’ modus operandi. It seems like the game is just the first episode in an ongoing series, much like many of Telltale’s other projects such as the Sam & Max and Tales of Monkey Island series. However, instead of being a point-and-click adventure game in the vein of such classic titles that pull at many a gamer’s heartstrings like King’s Quest and Leisure Suit Larry, Puzzle Agent is more like the critically acclaimed ongoing puzzle game series Professor Layton, exclusive to the Nintendo DS platform.

Theoretically, this is a good thing, but Telltale’s sincere flattery falls far short with rather rudimentary graphics that have an inconsistent performance, overly simple puzzles that barely bend the mind, and a rather convoluted plot that tries too hard to be witty and smart but ends up being messy and pointless.

Quite a departure indeed.

You play as the sole member of the FBI’s Puzzle Research Division who is sent to Scoggins, Minnesota to determine why the factory that manufactures the erasers the White House uses closed down. The FBI sends you because the only responses to their inquiries have been cryptic puzzles. The further you dig into the mystery surrounding the events at the eraser factory the weirder it gets, but I won’t spoil anything here as the revelation of all the strange plot artifacts is really the only reward you get for solving some of the easiest brain teasers I’ve ever encountered.

The designers of Puzzle Agent clearly tried to take a page out of Level-5’s book in the design of the game’s puzzles. Just like in the Professor Layton series, the puzzles are just straight up traditional mind benders wrapped within a fictional context so the gamer doesn’t feel like they’re being hit with a set of random puzzles. However, these puzzles play second fiddle to Level-5’s in pretty much every way imaginable from the quality of the creative writing used in the contextual preface to the order of magnitude greater ease in the solutions (only two or three puzzles in the entire game gave me any sort of challenge, and one instance was because the instructions weren’t clear).

Really, that’s the core gripe. When it comes to the artistic design or the story, one can easily cite the “eye of the beholder” defense, but there’s really no excuse for the overly simple puzzles that I continually breezed through. Ultimately, I play a game like this or Professor Layton for the puzzles: the extra fluff like plot and presentation are nice extras, but I want to feel like I was challenged when playing a game that is centered around what are essentially brain exercises.

Don’t get me wrong. Nelson Tethers: Puzzle Agent is not a bad game. If you’re a huge fan of puzzlers such that the fact you’re solving puzzles is more important than the quality of the puzzles – and the game surrounding them – then you won’t go wrong with this game. There are plenty of puzzles for gamers to go through. I simply feel that the Professor Layton series on the Nintendo DS is a cut above Puzzle Agent, and that your time would be better spent on those games instead.

Final score: 3 out of 5

Parent to parent

You can safely buy this game for your children to play, and to a degree it could be a helpful game in keeping their minds sharp (although like I said in my review the Professor Layton series would be a much better choice). The cartoony art style might be just up some youngsters’ alley, and the wacky and inconsistent plot might be appealing.

Experience this for yourself!

Television review: Psych Season 5, Part 1

September 16th, 2010 Nathaniel No comments

I started off the summer excited as I always am for a new season of Psych, but to be quite honest the first half of the season has been pretty disappointing so far. I just watched the summer finale last night with two episodes I missed still on my DVR, and I have to say that Shawn and Gus’s misadventures these past couple of months just haven’t done it for me.

I can’t fairly judge episodes 4 and 7 – “Chivalry Is Not Dead… But Someone Is” and “Ferry Tale,” respectively – yet, but at the midway point the only episode I really found funny was the penultimate episode of the summer season in which Lost and The Tick alum Nest0r Carbonell’s character – skilled criminal profiler Declan Rand – is introduced.

That episode – entitled “Shawn 2.0″ – had tons of successful bits that kept me laughing through most of the “hour.” My wife and I especially loved Shawn’s observation that Rand had “the most impossibly dark eyelashes on any man ever” because she had wondered aloud during past viewings of Lost episodes whether Mr. Carbonell wore mascara. Shawn’s misinterpretation of MBA as “a monkey basketball league” as well as all the back and forth around Shawn’s attempt to bring back “…not!” and “said the liar” were also hilarious.

Guest star Curt Smith from 80’s pop rock band Tears For Fears had some amusing scenes, but his more appealing contribution was an interesting interpretation of the Psych theme song played over the opening credits in place of the usual jingle.

The summer season finale – “One, Maybe Two, Ways Out” – guest starred German actress Franka Potente as a special ops agent on the run (an homage to her star turn in 1998’s Run Lola Run) and included a verbal nod to her major role in The Bourne Identity.  Other than that, though, the episode was rather rudimentary and fairly uninteresting – not a great cap to this first half of the fifth season of one of my favorite shows.

Halo: Reach beats Halo 3’s first day sales numbers

September 16th, 2010 Nathaniel No comments

The highly anticipated Halo: Reach raked in $200 million in sales after just one day on retail shelves, outshining Halo 3’s first day take of $170 million on September 25, 2007. That impressive total generated on Tuesday’s launch is far short of the current single day record of $310 million posted by Activision’s Call of Duty: Modern Warfare 2, which debuted on November 10, 2009 on both the Xbox 360 and the PlayStation 3.

It’s a rather auspicious start for the new first-person shooter game that chronicles the actions of the doomed Noble Team, a squadron of Spartan super soldiers stationed on human colony Reach during the massacre Halo fans know as “The Fall of Reach.”

I’m personally happy that Halo: Reach has done so well in just this short window of time as it proves that gamers can embrace a Halo game that isn’t just more repetitive schlock involving Master Chief. After the massive disappointment of Halo 3, Halo: Reach seems to be another breath of fresh air (Halo 3: ODST was a nice appetizer) that can put Halo back on my personal list of great gaming franchises.

Video game review: Resident Evil 5 (Xbox 360)

February 25th, 2010 Nathaniel No comments

Zombies have always frightened me. The idea of an easily communicable disease or pathogen that forcibly removes all sense of self and converts a person into an essentially mindless husk of what was once there disturbs me. The idea of a merciless, focused enemy horde that grows by virtue of whittling away the opposition, and the sense that as each day passes there are less of “you” and that many more of “them” is eerie. The thought that it’s really not a matter of if but when you become a snack for the masses, screaming in agony as a dozen reeking, rotting living corpses tear into your flesh while you’re still alive, while your blood is still pumping through your body (and now squirting out of your severed veins), is enough to make me shudder.

Yes, zombies have always frightened me. I am, and always have been, a huge fan of horror, especially films of the zombie sub-genre like George Romero’s classic Dead series so it really did not surprise me that it was love at first sight when I first experienced Resident Evil on the Sony PlayStation.

Capcom’s classic survival horror masterpiece was the first video game to make me feel pure, unadulterated fear. It arrived at a time when video games were only just starting to take on more mature themes with many people still entrenched in Nintendo’s rainbow parade of happiness. Mario and Donkey Kong made me happy and kept me smiling; I virtually peed my pants five minutes into Resident Evil when that first zombie dog crashed through the hallway window.

Even better, it kept up that level of tension throughout the whole experience. At no point in Resident Evil did you really feel safe because there could be a zombie hiding behind any door or a dog waiting to jump through any window, and since you didn’t enjoy the benefit of the bottomless backpack that so many video games of the time employed you couldn’t rely on the safety blanket of adequate ammo and medical supplies to ensure your survival through the next area.

Resident Evil 5 is quite a different game from its great, great, great grandfather. It’s not so much a survivor horror game as it is a survivor action game. The enemies aren’t reanimated corpses but they still act a bit like zombies as they stalk you; now, though, they’re hapless victims of creepy parasites that jam their way down your throat and turn you into bloodthirsty savages – they don’t want to eat you, but they hope to make you dead.

There are a lot more of them, too. In Resident Evil, you’d meet a zombie every few rooms or hallways – the anxiety of bumping into one around the next corner or behind the next door, especially when you were low on ammunition, was what kept the heart pounding. In Resident Evil 5, however, the tension comes from having to stave off a slowly advancing horde without being able to run and gun your way through like a super soldier.

You see, Resident Evil 5 isn’t a traditional shooter game despite kind of looking like one – Capcom decided in the previous game to change things up from the trademark fixed perspective of the series and make the experience a little more personal by putting the camera behind the player character just above the shoulder – because you have to set yourself and aim before you can actually shoot anything. It’s understandably a little disconcerting to gamers heavily invested in the typical first- or third-person shooter style of play, but it adds a little excitement and challenge to what would otherwise be a run-of-the-mill shooting game.

Adding to the tension is the new real-time inventory management system that doesn’t include a “pause” function. If you’re down to your last sliver of life and being chased by a chainsaw-wielding psychopath, it’s more than a little harrowing not to be able to freeze the game and take your sweet time deciding between one medicine or another. Thankfully, Capcom gives you a little bit of leeway by allowing you to set certain items to one of the four points on the directional pad so you can quickly equip that item if you need it in the heat of battle; good luck if you didn’t prepare beforehand, though.

The game opens with an introductory cinematic that gives you a little preview of things to come before dropping you in a dilapidated Kijuju shanty town filled with people who are no longer the welcoming type. You play Chris Redfield, the hero from the very first Resident Evil game, who is now a member of the Bioterrorism Security Assessment Alliance (BSAA) on a mission to apprehend one Ricardo Irving, a black market arms dealer attempting to sell a bio weapon of an undisclosed nature (fans of the series should easily be able to figure out what the weapon is).

Your partner on this mission is Sheva Alomar, a top agent in the BSAA’s African branch, who you can play as in subsequent playthroughs after you beat the game. She is quite a contrast to Chris from a design perspective: while Chris is enormous – he must have injected a ton of steroids because he makes WWE’s John Cena look like a skinny little nerd – Sheva is lean and svelte; while Chris is dressed like an operative, Sheva looks like someone about to go on a hike; while Chris pummels his opponents with brutal hooks and uppercuts, Sheva uses graceful kicks to incapacitate her foes.

Sheva is probably one of the best AI partners I’ve ever worked with in a video game. She rarely gets in the way, is quick to heal you when enemies have dealt the pain, keeps up with you quite well, and is quite competent in combat situations (she has saved my butt on more than one occasion).

The common enemy types early in the game are not nearly as competent. While you’re taking out their buddies alongside them, they’ll just keep advancing on your position. The challenge comes in their sheer numbers and ability to absorb damage. You don’t get more powerful weapons until later in the game so it’s not very difficult to get into a sticky situation where you’re being overwhelmed by a horde of infected rabble despite how slow they move when they get near you and how much more open the environments are than earlier games in the series. I’ve heard people vent in frustration about the nuances of the control scheme which prevent you from “running and gunning;” I’m of the opinion that the game is most exciting in these circumstances thanks in no small part to the particular gameplay style.

An especially enjoyable aspect of Resident Evil 5 is the high level of quality in the graphics. From both a technical and creative perspective, the game’s visuals are top notch to the point of being one of the best looking games of the generation. There’s an incredible amount of detail in every part of the game from the different textures of your characters’ outfits to the glossy sheen of the exposed musculature of a classic Resident Evil monster you meet later in the game.

As impressive is just how good each of the number of varied environments you visit in the game look. You’ll find yourself speeding across dusty savannah in a Humvee, wading through crocodile-infested swampland, exploring ancient, subterranean tribal ruins, and pushing through abandoned research facilities. Each environment is gorgeous to behold because of the amount of attention paid to the little details that make it look like a living, breathing place. As you race by the unkempt, decrepit structures in that first shanty town, you can imagine that the people hunting you down were stuck in a living Hell long before the parasites got to them.

The story builds upon events from previous Resident Evil games and even earlier as certain flashback scenes and many of the documents you discover touch upon the lengthy history and back story behind the entire franchise. Most notable is the clear revelation of the relationship between series villain Albert Wesker and the founder of Umbrella Corporation, Ozwell E. Spencer; fans are finally told exactly what Wesker’s motivation has been throughout the six proper games. I saw the story really only failing during one particularly cheesy cutscene just prior to a boss battle where one of your adversaries starts spouting grimace-inducing pop culture references before injecting himself with a mutagen.

Resident Evil 5 is certainly not for everyone. Fans of the series as a whole will most likely enjoy this final entry in the main series – producer Jun Takeuchi said that the sixth game would probably be a reboot, and Capcom estimated that the next game could take as long as eight years to make – and even gamers who were not enamored with the story of the earlier games might enjoy this one due to the changes in gameplay direction and a departure from the zombie premise. The people most likely to have an issue with this game are those accustomed to the more freeform first- and third-person shooter style of gameplay who might feel too restricted by this departure. Nonetheless, this is a game interesting enough to at least give a shot before making a final decision one way or another – give the demo a go: it’s a pretty accurate representation of what you’ll be doing through the rest of the game.

Final score: 5 out of 5

Parent to parent

If you’re shopping for a younger player, just leave this game on the shelf. There is a lot of violence and gore in this game with the player taking part in the killing of people who are essentially just victims of an evil corporation’s gruesome bio weapons experiments. The actual infection and transformation processes are depicted quite early in the game, but there is equally disturbing imagery further on as various people undergo hideous mutations into vicious beasts. This is definitely a “Rated R” type of game so act accordingly.

Experience this for yourself!