The opening area is pretty much an extended love letter to the original Resident Evil - like we don't have enough of those - but it's smart enough to play with expectations. It's set three years before the events of RE5, as Chris and Jill go after Ozwell Spencer.
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It's the closest that the series has come to genuine horror in years. It's really short and can be finished in about an hour if you know what you're doing, but it manages to create an atmosphere of oppressive dread that's well beyond anything in either RE4 or RE5. "Lost in Nightmares" is the other scenario, which is actually impressive. Even better, the entire stage is riddled with snipers and distant enemies in rocket turrets, so you really need a rifle in order to progress smoothly … and it's entirely possible that you just won't get one. It isn't very well-designed, though any new weapons you find in the level are badly randomized, so it's easy to find a lot of ammunition for a gun that will never appear. It's mostly Jill Valentine and Josh Stone teaming up to get from point A to point B, with remarkably little story to speak of, but it can get very challenging. The first, and the less interesting, is "Desperate Escape," set between chapters 5-3 and 6-3 of the main game. The levels have been adjusted somewhat for Reunion as well, which makes the mode a lot more fun overall. All of them have some kind of heavy weapon or at least a strong focus on melee combat Josh can at least punch somebody's face clean off their head, and Rebecca compensates for weak melee attacks by having a tricked-out Jackhammer shotgun. The Reunion characters seem somewhat better-suited to Mercenaries than the original cast did, for a variety of reasons. Oddly, Capcom has also added in Barry Burton and Rebecca Chambers from the first Resident Evil, marking the first time either of them has appeared in the games for years. This includes two new outfits for Chris and Sheva, as well as Josh Stone and Excella Gionne. The simplest addition is Mercenaries Reunion, which adds eight more characters for the Mercenaries minigame. On the PS3, all of the content is right there on the disc.
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On the 360, you get a card in the game case that allows you to download all of the content, which means you'll want to delete anything you've already bought from Xbox Live, as trying to access something that's on your hard drive twice over will cause a disc read error. What you're paying for here is the ability to get all of the game's DLC at once. It's still 18 chapters of co-op shenanigans, starring Chris Redfield as he wraps up most of the loose ends of the main Resident Evil story line. When you pick up RE5: Gold Edition, the main game hasn't changed at all, for better or for worse.
It works fairly well on the fly or when you're playing in co-op, but every time you run into an encounter where you need a specific weapon and you don't have it, the game gets irritating in a hurry. RE5 has a lot of cheap hits, instant-kill attacks, and enemies with guns compared to RE4, which is further compounded by its arbitrarily limited inventory system.
Playing through it again for this review of Resident Evil 5: Gold Edition, what jumps out at me now is what feels like an artificial level of difficulty. The game's biggest problem is still living up to its predecessor the game's second biggest problem is being the most ridiculous case of pop-culture racism since " Tintin in the Congo." It's a passable action-horror game that rapidly devolves into a cover-based shooter during the last few levels, although playing it with a partner in co-op mode covers up a lot of the weak spots. I still have a lot of the same problems with Resident Evil 5 now as I did a year ago.