Resident Evil 4 had some pretty impressive battles, but Resident Evil 5's
boss battles blow them out of the water. The boss battles about midway through
the game onward are quite a sight to behold. Some of them are more shooter-based
than normal but all of them feel unique and left me really excited throughout
the battle. Being a hardcore Resident Evil fan, there is one boss fight in
particular that left me extremely giddy throughout the whole battle since I
couldn't believe what I was seeing unravel before my eyes.
The overall game plays much like Resident Evil 4 for the most part. It has
plenty of newly added melee attacks that can be performed on an enemy by
shooting and stunning it in a certain way. Resident Evil 5 even changes some of
the melee attacks depending on the side of the enemy that your character is
facing. There are even some tag team melees that require teamwork and these can
be fun to try for while playing with a partner.
With melee attacks and many other actions, Resident Evil 5 still uses
Resident Evil 4's button prompt command system where a button will appear in
order to perform a certain action depending on the object, obstacle or enemy in
front of your character. This works pretty well for the most part but there were
still times where I'd accidentally perform a command that I didn't want to
because my character stepped out of a certain detection area for a button prompt
command. This is still only a minor issue though, just as it was in Resident
Evil 4.
Slightly early in the game, a button prompt cover system is introduced where
a character can stick to a wall with a tap of the action button. The cover
system plays out much like it was in a certain part of Resident Evil 4 where
Leon could take cover from enemies that tossed dynamite at him. Resident Evil 5
greatly intensifies the need to take cover as the game progressed however and
the slight cover feature in Resident Evil 4 is given much more emphasis making
its flaws more showcased. When your character takes cover behind a wall, that
character cannot move along that wall at all, which can be a slight annoyance
when you just want to simply move to the other side of the wall to get better
aim. With that said, the button prompt cover feature matches the gameplay setup
that Resident Evil 5 still maintains from its predecessor but a slight bit of
enhancement over the old feature would have made it feel much better.
The game still uses the classic Resident Evil tank controls but loosens them
just as much as Resident Evil 4 and provides the player with the same
over-the-shoulder view perspective that we are now familiar with. Resident Evil
5 has four different control setups. It uses the classic Resident Evil 4 control
style and a new style with a sidestep, a shoulder firing button, and the use of
the right analog for turning. The two other control types blend these two
together for a mix of the two controls. If you're starting this game right after
having played Dead Space then Control Type D is most likely going to be the one
for you, but if you're entering the game after having just played Resident Evil
4 then you'll most likely want to continue on using Control Type A's more
traditional setup.
In Resident Evil 5, you play the main game with one completely controllable
character and a partner. The AI partner in single player is both a blessing and
a curse. My main gripe with the partner system in single player is the limited
amount of control you have over your partner. Only two commands can be issued to
a partner - Attack and Cover. Under the "Cover" command, your AI partner sticks
close to your main character and equips the least powerful weapon in the
partner's current inventory. When in "Attack" mode, the partner will equip the
most damaging weapon in the character's arsenal and the AI will be more
aggressive and go off on its own to do battle with enemies or find items.
Thankfully, whether online or offline, you can keep track of your partner
through a mini map which can be displayed on the side of the screen.
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