The first scenario drops you in a small building in a shantytown village somewhere in Africa. Hordes of zombies have blockaded you inside and you as Chris Redfield along with your new partner Sheva are poised to take potshots at enemies outside the window. Sounds strangely familiar to Resident Evil 4, where Leon Kennedy was trapped in a similar fashion and had to block entryways in order to keep a deranged bunch of villagers at bay. Following in Leon’s footsteps, Chris decides to follow suit by closing all entryways with obstacles, readied his shotgun, and prepared for the onslaught that is to become from the one unguarded window.
This is where the improvements from Resident Evil 4 to Resident Evil 5 become apparent as you no longer have the briefcase item management screen but instead replaced by a nine-slot inventory system in which knives, rocket launchers, and everything occupies one slot a piece. Arranged upon a 3-by-3 grid, items are mapped to a directional button on the controller allowing for quick swaps between weaponry.
Sheva is demonstrated in a similar fashion as an AI, armed and equippable with up to nine items, she is a force to be reckoned with however might require an assist or two when the situaton goes awry. Cooperative play will work in a similar fashion with on screen indicators to alert players of their companions status and location, whether if they are grabbed or incapacitated. Provided if Sheva is close in range, her inventory can also be managed as she can be given weapons, ammunition, equipment, and healing items. Likewise, she will also help you out when you’re running low.
The second scenario reminsces in a different part of the world with a new character, giving altogether that Resident Evil 4-like environmental feel with your camera placed closely behind your shoulder constantly checking around for overlooked enemies or sudden intrusions. Or even the sound of a chainsaw –more frightening, the sound of a chainsaw behind you.
Tension is ramped up by a simple game changing mechanic, inventory is managed in real-time, if you’re going through your inventory during the middle of a fight, the game will proceed with or without you and you will pay the consequences…of DEATH.
Co-op play that was demonstrated at the E3 Microsoft Conference was not shown, though one can infer that the game is built for cooperative play as levels are designed for the presence of two people that include key positions for one partner to provide support and the other to be on the frontlines. Even broken split apart, the game offers ways to enhance the co-op play experience. What we have seen so far is only a taste of the game and moving towards future press events such as the Tokyo Game Show, we are certainly to see more of Resident Evil 5 in its progression.
Gameplay demonstration video can be found here.
Resident Evil 5 will be coming to Playstation 3 and Xbox 360 in a simultaneous worldwide launch on March 13, 2009.