1 year ago
Good List Get! Resident Evil
Good List Get! is a new weekly article where I briefly discuss and list the Awesome and Not Awesome of a game. While I can’t possibly list everything that rocks or doesn’t rock about a game, I’d like to think that this list sparks some thought about game design.


This week’s game is Capcom’s survival horror action game Resident Evil 5.
Awesome:
The co-op play is absolutely incredible and the game wouldn’t feel complete without it.
The variety of weapons and the ability to level up them.
The gorgeous locales and variety of environments to explore.
Playing through the game again to collect the blue BSAA emblems.
The ridiculously sweet context sensitive melee attack system is so fun. Sucker punching zombies has never been more fun.
The exhilarating fear behind running up to a chainsaw Majini and upper cutting him.
Chris in a zebra print safari outfit.
Sheva in a Beyonce Knowles outfit.
The ability to request an item from your partner and the ability to move your inventory around to map it to the directional pad.
Saving your partner from getting their face ripped off by the Majini.
Looting and exploring the environments for treasure is boss.
Not Awesome:
The inability to combine or use an item without placing it in your inventory.
The ripoff that is known as Survivors mode.
Why can’t player two have full control over the Organize menu as player one can?
The fact that the zombies turn more into soldiers by the end of the game.
Not enough looting an exploring environments for treasure.
The merchant is gone. Why? Why? Why?
The strange and convoluted but altogether awesome storyline. Wait should this be an awesome?
Load times at the most inconvenient of times and the loading sadly breaks the mood and suspense.
The half-assed cover system. Why is it only an option sometimes?
The contextual active button cinematic system is broken sometimes and can cause for some pretty undesirable deaths later in the game.
blog comments powered by