Why the hate for Resident Evil 5?

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DetectiveSparky

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Jul 16, 2009
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I didn't hate RE5, I just love RE4 a little more, but just a little. I liked what RE5 brought to the table (co-op mostly), but I disliked that it took away what little suspense RE4 had. RE4 had that absolute feeling of dread during that time you first fight the regenerators, if RE5 had more moments like that, then I would love it just as much as RE4.

With that said, if we look at the addition of Lost in Nightmares to RE5, I freaking loved what they did with it. If they could bring that kind of atmosphere and dread to the whole game, it would be one of my top 5 games. So that little piece of DLC actually makes me rank RE5 the same level of love for RE4. (That and I got to play as Jill...)
 

pretentiousname01

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Sep 30, 2009
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Oh I have this argument all the time.

The part you hadn't come to yet is the last 2 chapters give up all pretenses of being a horror game. It becomes a very bad 3rd person action/shooter. Could you imagine trying to play gears or uncharted with that control scheme?

Bringing me straight into my next point. The controls are awful. Years ago on the ps1/2 days you could kinda get away with it. Now? no sir its been to long and to static. Adding insult to injury is dead space uses a very similar scheme only improved. Basically what RE should have been.

Rolling forward, usually people say the controls are intentionally bad to make the game harder or scarier. This being one of the worst things to say. I could take a ball peen hammer and crush half the bones in your dominate hand to make a game harder for. Good game design doesn't use bad mechanics or artificially increase difficulty.

I'm not saying the game is "too human" its just not good. Antiquated gameplay only mars the experience.

While it does improve significantly with a buddy, mostly because you both get money for upgrades. Its time has past.

also captchas suck
 

DanielBrown

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Dec 3, 2010
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As far as I know, a lot of the hate comes from it taking a shooter-direction instead of the horror-shooter it used to be. RE5 was my first RE-title and I loved the game(apart for the QTE's).
 

similar.squirrel

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Mar 28, 2009
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The story, characters and the voice-acting were abysmal. It was the first Resident Evil game I had played, so I was ignorant of just how weak the franchise is in those areas.

Also, the QuickTime event during the final battle against Wesker was impossible. I had to let the AI take over, after over 15 failed attempts.
 

Arsen

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Nov 26, 2008
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Because the entire series needs to go back to it's roots:

- Bring back the original control scheme. It made the game challenging to a certain degree.
- Bring back the HORROR elements to the game that aren't God of War boss fights.
- Make the ammo, health items, etc...LIMITED IN QUANTITY. You should have to run away from enemies, not mindlessly blast away at them like it's an arcade shooter.
- Bring back the zombies. Actual zombies. And the Tyrant creatures. Be creative with the designs oncemore.
- No more uber-powerful weapons. That was the appeal of RE 1-3. You had average guns in dealing with an otherwise out of this world encounter with menacing creatures.
- Bring back the glorious architecture we saw in RE 1-4.
- Make the series semi-serious again, like Resident Evil 1-3 were.
- Make me feel a sense of danger in only being equipped with certain guns and items. No more of this "We've fought these creatures for so long that we're experts at it" shit.
- Bring back Barry Burton.
- Make it a requirement to where you have to solve puzzles which infuriate you. Make it so that the puzzles have no set solution so people can't just look it up on the internet.

And alas, here is what we need to improve the series. This folks, is the bread and butter of the RE series as a whole.

You pick up a sword from the statue.
Break the hilt off. Run the hilt to the statue at the other end of the location you are at.
Give the hilt to the other statue missing a hilt.
Swap hilts...take the other hilt back.
Give hilt to the statue you previously got the first hilt from.
A door opens.
Inside is a medallion. Open it.
There is a jewel inside.
Take the jewel to the statue you put the first hilt on...

Now you have a key to an area where you can do more puzzles.

/thread
 

EzraPound

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Jan 26, 2008
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Super Toast said:
It failed to fix the problems present in RE4 (not being able to move and shoot? Really, Capcom?), the friendly AI was absolutely shit-tastic, some battles became an absolute grind, and it has the worst inventory system I've ever had the displeasure of using. If a game has all these problems, I fail to see how it could be considered good.
1) What problems were there in RE4? Obviously, not being able to move and shoot, jump, etc. were deliberate design decisions made to maximize the tension, since herding (or being herded) is so essential to the action. The game isn't supposed to be Half-Life 2, and the kind of categorical "improvements" you're talking about could've easily take away from what makes the game unique.

2) I'll confer that the AI has issues, but it's not that bad, and friendly AI has been a stumbling block for even the most talented developers from Ion Storm with Daikatana to Bethesda with Fallout 3. Anyway--if you're online, or have a friend around--you can just use split-screen or PSN/XBLA, so while the AI is unfortunate, I fail to see it being a deal-breaker for all but the most anti-social single-player enthusiasts, who are probably missing the point.

3) I don't know what your complaint about grinding is--the gameplay seemed fairly similar to RE4's, to me. Elaborate.

4) The inventory system was deliberately retooled in order to prevent it from requiring the same time investment as RE4's attaché cases--which makes perfect sense in a co-op game. This is the same reason you can't halt the game by pausing--it would break up the flow of gameplay in a two-player situation (to be fair, it might've made sense to let you pause the game in single-player).

All things considered, I feel mixed about the inventory system. On one hand, it's annoying, but on the other it forces you to plan your item usage ahead--rather than, say, just using a green herb when you have a millimetre of health left--and is thusly less noobish. But I think it would've been much, much worse to tolerate incessant pausing in two-player.
 

Manji187

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Jan 29, 2009
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omega 616 said:
Personally I think 4 & 5 aren't even resident evil games, not just 'cos of the the non-zombie people but 'cos there is no atmosphere and you can spray and still have plenty of ammo left over.

It has gone from the horror game to just another action game with Resident evil slapped on so it will sell well. It seems the new horror game is dead space, which I don't consider even close to the good resident evils (1-3, 3 being the daddy in my eyes. "stars!" still gives me chivers).

who didn't watch that and think "oh shit!" when they first saw it?
The greatest thing about Nemesis: after a couple of playthroughs you will know the places where he WILL show up and where he MIGHT show up. The latter are places where you pray that he won't show up. So you are a few steps into the scene...everything seems fine...OMFG there he is, run for your life!

The first time anyone plays Nemesis...is a total mindfuck. You don't know when he's gonna show up...and you don't yet know he can follow you through scenes.

That kind of suspense is the hallmark of true survival horror. It can actually come close to real fear. Plus the traditional ammo/ health tension worked wonders.

Basically: the player should not feel safe...ever. Even when he's full on health and sporting a full grenade launcher...he should know that all it takes is one misstep for his head to roll.
 

Syntax Error

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Sep 7, 2008
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yourbeliefs said:
I think it suffers from 4 being so great.
I agree with the whole post, but mainly, this.

Sure, "If it ain't broke, don't fix it" holds true here, but I would have held it in higher regard if only it allowed you to move while aiming (not being able to do so made the game feel antiquated). That, and the whole over-the shoulder thing was really clunky (even when you're not aiming). Not a bad game by any stretch, just it could have been better if they actually built on the foundation of RE4 (I do like the emphasis on melee attacks though).
 

Eternal_Lament

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Sep 23, 2010
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My problem with RE5 is that while alot of the design choices may have looked good on paper, they didn't end up working here

For example:
-while the game would need to have such a system in online co-op, the way the inventory system works is broken in single player. Sure, in a co-op game it would be anooying to have to pause every time in order to dig out a new weapon, and setting it up in a grid fashion makes it easier to transfer items, but in single player this just doesn't work. Considering the horde of enemies that come at you, not being able to pause while getting an item only makes the game unnecessarily harder (the worst case of this happening was in the mine area with all the Lickers and the Albert Wesker boss battles). Further, considering how RE4 changed its inventory system for the better, its a little dissapointing that the change it back to something that just doesn't work. Admitadly Dead Space had a similar inventory system, but the advantage with that is that access to your items in that game could be done without even having to open the inventory screen, meaning you could still shoot enemies and use items without having to stop and let them come at you every time. Further, the way armour worked was also a pain, in which while it would be useful certainly to transfer armours between players in co-op, there just isn't any reason why the armours couldn't be upgrades instead of things that took up space (how does that work?)

-AI is also badly done, but it seemed to have been done with the best of intentions. For example, if you look closely as to how it would work, defensively Sheva would use health items in frantic moments on you if it was known that you would probably need it by the time she gave it to you. Problem is that what qualifies as when you need it and frantic is somewhat badly done, as even small damage will be healed with large items if there is even just one weak enemy in the area, as it assumes the enmy will do massive damage and as such prepares for a weak threat. Combat is also a problem, as several of her mannerisms cold make sense but end up failing. As you probably notice already, Sheva uses her weaker weapons more. The reason for this is because the AI is designed to use weaker weapons first so as to save stronger weapons on stronger enemies. Problem is however is that this means she always uses the weakest weapons, even if the enmy at the time would need something stronger, yet because the AI is always in conserve mode she doesn't use her stronger weapons. Further the AI is also designed as using the stronger weapons as a last resort, meaning the AI will often try to find crates of ammo so as to continue the weak assault before having t switch to the big guns. Problem is however that since the way crates are dealt with, the occasionally respawn with more ammo, meaning the Sheva AI has no reason to use anything but the weaker weapons, as ammo keeps coming for it and the AI is designed to only use the stronger weapons as a last resort, which never happens. Sheva is also designed at times to take fire for the main character,n which results in her trying to guard the player, which unfortunatly means she always gets in the way of your own fire and as such you sometimes do more damage to her then you would the enemy.

There are other things as well, such as it being shorter than RE4, taking things directly from RE4, not being that scary, and the worst offender cinematic cutscenes with QTE's, cutscenes that based on their visualo style would imply that they are break points and as such often meads the player in a state of confusion and unprepardness to respond.
 

Brazilianpeanutwar

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Jul 29, 2010
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Am i the only one who likes keeping my inventory neat to the point of OCD?

.......i see..... >_>

Anyway i've never played Re5,it looked too arcadey and maybe not as deep as Re4.
Plus i hate co-op with a passion.
 

CheckD3

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Dec 9, 2009
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My biggest problem with it was that RE4 built up my expectations for one thing and the game didn't deliver that. The AI was eh for me, would have preferred it to not be there in the story, but Mercenaries was the PERFECT place to put it, since that co-op mode is a hell of a lot more fun than the actual story was

The hate comes from people expecting RE4-2, and the fact that it isn't even though it reuses a lot of things is the reason. The inventory bothered me personally, but whatever. It's an okay game, nothing spectacular, but nothing too bad. I think the fact that they TRIED to recreate RE4 a bit with certain elements lead to making the game actually worse. If they revamped the play more so I think it would have been better
 

newwiseman

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Aug 27, 2010
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Are you familiar with the parable of the Shit and Turkey Sandwich?

http://www.escapistmagazine.com/articles/view/comics/critical-miss/8501-Critical-Miss-A-Parable

RE5 tried to tie all the story together with a bow, and it failed; Pure Shit sandwich.
 

Ordo Rolanberry

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Nov 8, 2010
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My opinion of Resident Evil 5 is the same as my opinion of Resident Evil 4. Good games, but they are resident evil in name only. Gone are the days when ammo was scarce. When the each bullet was to precious to waste. Now ammo is a dime a dozen and each upgrade of a weapons ammo capacity comes with a free full reload.
 

Eclectic Dreck

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Sep 3, 2008
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I'd say that the problem with the game, if one were to look, is that RE5 wants to be an action game but it gives you the controls of a survival horror game. Add in unnecessary instant death quick time events (they might actually be necessary as I never died in the game outside of a cutscene) and you have sufficient design inconsistency to cause problems. Further exacerbating this is the fact that the game insists upon dragging around the bloated corpse of a story that the game has been mangling since the first game well over a decade ago. This is a process that has become so absurd that I'm increasingly convinced that the developers are trying to make some bizarre statement about zombies through retcon. The final problem with the game is that, while it is playable alone, the AI is only marginally functional making for a frustrating single player experience. Given that some people have no capacity to play with others for one reason or another, this is bound to cause a few complaints.

Of course, I enjoyed the game. The story was terrible as were the controls but playing through it with a friend was a worthy diversion for a time.
 

Ubermetalhed

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Sep 15, 2009
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It's a good game. I enjoyed it alot, sure it's not a survival horror anymore but it was a good resident evil based action game.

I of course would prefer that the game was like the original 3 masterpieces but hey I'm not complaining with 4 or 5.

Damn good fun. No reason to hate them at all.
 

purf

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Nov 29, 2010
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Not Hate, more like Ridicule.

(It would have been an alright horror shooter - without the Resident Evil bits)
(Devs, in general, you know, you need to make up your mind)
 

Dr. Feelgood

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Jul 13, 2010
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I wouldn't ask why people think RE5 is so bad, I'd ask why they think RE4 is so awesome. I personally enjoyed RE5 more than a lot of people did, probably because of the co-op. Overall, I thought RE5 was a superior game to RE4 in almost every way.
 

Wayneguard

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Jun 12, 2010
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I could never get the controls on console. I've played console games for a decade and a half and have conquered some of the worst control schemes ever imagined (Gex64 I'm looking at you) and I, for the life of me, could not play Re5 on the xbox. I loved re4 on GC and the REmake is in my top 3 games on the GC but I just couldn't do it. That greatly reduced my enjoyment. Sheva's ai is pretty bad as well.