Resident Evil: Dead Aim. A "halfway through" review.

I’m only about halfway through, but I think I’ve played enough to make some relatively solid judgements.

Pros:

Fun (provided you like RE style games).

Immersive.

Light-gun aspect definitely adds to it.

Good challenge level: hard enough but not too hard.

A few cool GFX, but I won’t spoil them. Suffice it so say you never could have done some of this stuff on the PS1.
Cons:

Levels just too damn dark. You absolutely must play this game in a dark room to enjoy it at all. I mean, heavy curtains and almost nil ambient light. Playing during the day without heavy curtains is pointless. You won’t be able to see a damn thing, or hit a damn thing, and you’ll be zombie food very quickly.

Need a big TV. It’s only barely tolerable on a 27". I have to sit about 4’ from the screen. Though it’s a nice consolation prize that I can turn the TV on and off with my toe without having to move my ass from the chair.

Control scheme not so great. They got close, but just didn’t quite get it right. There were obviously some tradeoffs that had to be made, but they also obviously decided against letting you do certain things (like look up or down) on purpose that you really ought to be able to do. To be fair, it’s not as bad as I thought it was at first. For creeping through darkened hallways and taking the occasional potshot at a zombie, their scheme is pretty darn good. For boss battles though, it’s absolutely loathesome.

Totally pointless without the GunCon2. The game is almost purely an unoriginal rehash without the shooting element.

They very blatantly stole one or two ideas from Silent Hill.
You have more or less infinte ammo for your handguns in this game, as you can pick up as much handgun ammo as you can carry in your inventory at every safe room I’ve seen so far. However, ammo is still catch as catch can for the better guns in the game.

Surprisingly, infinite handgun ammo is actually pretty nice, and not nearly as game unbalancing as you might think. Health has very much been the greatest limiting factor for me so far, so infinite ammo hasn’t ruined the game at all. I think this is mainly because it’s not as easy as you might expect to hit zombies consistently with the light gun - at last not without getting munched on. The zombies stagger and sway a lot in a very exaggerated fashion, and they move around jerkily enough to make your life fairly difficult.

Now, you can just shoot for center of mass and you’ll hit them almost all the time. But you’ll also have to empty about two clips into each zombie. Shooting for the head is much better, but it’s MUCH harder to hit consistently. There is also nothing sweeter than sneaking up on a zombie so it doesn’t notice you and then hitting it with a sniped shot right to the head. SPLAT! It goes flying across the room, splatters its brains on the wall, and you only had to use one bullet! You have to have pretty darn good aim to pull it off though. Some zombies seem more vulnerable to it than others, too.

Level design wise, the cruise ship is pretty cool. Feels fairly original. Later on in the game you start to get a little more bored with the “we’ve seen this a hundred times before” corridorry/laboratory levels, so enjoy that first 1/3rd on the ship.

Bosses. Hm. Hard to say as I’ve only been through 2 of 4 so far. Fat Blind Tryant was a little bit easy, but that’s only because I read a FAQ and learned the strategy to make him easy. By contrast, the first boss (Tentacle Tyrant) is too hard in my opinion. He takes a tremendous amount of damage to kill, has long range attacks, and does plenty of damage up close too. And you’re under a pretty short time limit to take him out. Add in those controls that don’t work well at all for boss battles, and this is a tougher fight than the first boss should be.

Speaking of controls, let me tell you how I would have done it. My big gripe is mainly that it’s impossible to turn around quickly. This is very important for Tentacle Tyrant. It would have been quite easy to implement a Devil May Cry/Spyro the Dragon/PS2 Shinobi style control scheme, where whatever direction you push the stick, that’s the direction your character goes. This would have made it trivial to turn around quickly - just tap the stick back. Instead we’re stuck with the typical RE “push left or right until your character manages to face the direction you want them to, then push forward to go.” By the time you get aligned, you’re boss food. :stuck_out_tongue: This is real annoying and it would have been pretty easy for them to do it better.

My only other gripe, and it’s a small one, is that you have to pull the trigger on the light gun to get into shooting mode. Look guys, the PS2 quite obviously KNOWS when the gun is pointed at the screen and when it isn’t. Go to the “aim” option in the options menu - see the PS2 telling you right there whether you have the gun pointed at the screen or not? When the gun is pointed at the screen, you should be in first-person shooting mode. You could of course still use the control pad to move around. When the gun is not pointed at the screen, you’re in third-person movement mode. These two things together would have made this game significantly easier to control, and therefore more fun since you wouldn’t be fighting the game engine to get where you wanted to go, or blaming it for losing you a boss fight six times in a row. :stuck_out_tongue: Some might object that doing this would screw up things if someone were to have the gun in their lap, pointing at the TV. All I have to say is that anyone playing that way can almost instantly adapt to putting the gun cross-ways in their lap. It’s actually faster and easier to pick up that way, too.

Playing as Fongling is fun. If you’re playing on Normal difficulty, enjoy her assault rifle when you have it, since you may not get it at all as Bruce - not having finished the game I’m not sure yet. (Apparently you do get it fairly early on playing at the Easy difficulty level.) However, remember that you’ll play Fongling several times in the game, and her inventory carries over, so don’t waste ALL your assault rifle ammo the first time you play her.

As far as the GunCon2 goes, I was pleasantly surprised by the weight and trigger pull, among other things. The GunCon1 was nose-heavy, leading to wrist fatigue after extended play. (Yes, I suppose that IS more like a real gun, but humor me…) The GunCon1 also had a fairly long-travel trigger, which left you sore on the inside of your forearm after long periods of play. The GunCon2 is smaller, lighter, and the trigger pull is short but still crisp. Nicely done, Namco.

Some people have complained that the game is too easy, too short, etc. I haven’t found it too easy, myself. See that whining about Tentacle Tyrant up above there? Too short? Well, I’m not a fan of 100+ hour RPGs. PS2 Shinobi was just about perfect in my opinion, perhaps even one or two sub-stages too long. I have played Dead Aim for about 10 hours so far, though some of that was reloading and redoing bits. If I’m a little past half, I should wrap this up in just less than 20 hours. Not too bad. If this game isn’t worth the $35, then in my opinion it’s because of the poor control scheme and recycled level designs, not because it’s too short or too easy.

And that’s about it for now. I’ll post a quick wrap-up review when I’m done with the game…
-Ben

Just out of curiosity, don’t the Resident Evil games have a nice “press run+back for automatic turn around” option? I always found that very useful for running away fast. Just remember that back is still walk back, so as soon as you turn, push forward again, or you’ll walk right into the tentacles.

It looks like a fun game, but then again, I love all the other Resident Evil games. I just love zombies, and they did a wonderful job of being creepy and using the genre well. What’s the actual storyline, though? How’s that play out, and how are the cut scenes?

Pretty much of the same mind as I was before. The only thing I think of as different now is the dodge move. It took me until the battle with Morpheus to master it. I thought it was useless, but actually it appears to be quite useful, maybe even too powerful.

Everyone says Morpheus was a bitch, but I beat him second continue, and only used two tablets doing it. The trick for me was the same as the trick with the frog hunters - wait for him to dodge first, then quickly fire. That and mastering the dodge move.

What do I think overall? I like this game, and it’s fun, but not worth $40. When it drops to $20, buy it. I think the UI concept is quite good in theory, though again I still don’t necessarily like the way they implemented the controls. Devil May Cry style control would have been better, and then they could have taken out the dodge move. They also should have remembered that L3 exists, it would have been very useful. (L3 is the button you’re pressing when you press the left joystick axially into the controller.)

Last thing - when you polish off Morpheus’s second form, watch in the FMV as the bullet comes out of Bruce’s gun. Notice that the back half is deformed into a hexagonal cross section. As it so happens, this is very accurate, because the gun Bruce is holding is a Desert Eagle, which is unique for (among other things) having a hexagonally rifled barrel, unlike normal spiral rifling.

I finished the game in 6:49 play time, about 15-20 hours over three sessions. But then I’m very thorough and careful. I think I killed every single zombie in the game, and almost all of the other creatures too. The only ones spared my full wrath were the glimmers - those guys are just too fast. I still think infinte handgun ammo is very nice, and not too unbalancing at all. Oh, I was terribly disappointed when the plasma rifle stopped working right after the Morpheus battle. I wanted to toast some zombies! Also contrary to my last review, you do get the assault rifle as Bruce, but quite close to the end. So enjoy it while you can!

El Elvis Rojo
Just out of curiosity, don’t the Resident Evil games have a nice “press run+back for automatic turn around” option?

I don’t remember that in 1. Not sure about 2, possibly that did. I don’t think this one does, as there is no “run” button - you run by default. There’s a “walk” and a “walk-strafe” button, and these work as normal even when you’re in first-person shooting mode. I’ll check things out and post what I find. Quick turnaround would go a long way towards making the controls tolerable, for Tentacle Tyrant especially…

It looks like a fun game, but then again, I love all the other Resident Evil games.

You’ll probably like this one, then. It really is very classic RE, except you actually have to aim and hit with the light gun!

What’s the actual storyline, though?

I’m trying to think what’s spoilers and what’s not…
Letsee, Umbrella develops a new T-virus/G-virus hybrid. It builds a cruise liner (big ship) to show the resulting bioweapons off to prospective buyers. But one of their scientists(?)/agents(?), Morpheus T Duvall, goes renegade on them. He hijacks the ship and threatens to launch missles that will throw huge amounts of T-virus on (at least) the USA and China unless they pay him ONE BEELYON!! dollars.

You play as FBI(?) agent Bruce McGivern, a blonde, soft-spoken southerner who has chased Morpheus to the ship. The first cut scene in the game begins with Bruce confronting Morpheus on the ship’s outer deck. Things are going badly for Bruce, when a young Chinese woman pokes her head over the railing of the next higher deck, and tosses a grenade! Bruce gets away unscatched, but Morpheus is significantly injured. You have to then track down Morpheus through the ship. As one might suspect, some T virus has gotten loose on the ship (doesn’t it always?) and there are a lotta zombies around…

I’ll stop there. There’s more than that, but it the game would be less enjoyable if you knew everything that was coming.

How’s that play out,

Like I said in my halfway review, I really like the ship setting. I found it both novel and atmospheric. There are also some less original settings in the game, but they’re really not bad, just kind of familiar. The sneak and kill aspect of the game is fun, be sure to calibrate your GunCon2 very well. And aim for the head whenever reasonably possible!

Some people have said that they think the game was kind of rushed. I can see it, I suppose. There are some places where the play seems more monotonous than interesting due to lack of original or interesting enemies. (The sewers come to mind…) And there’s one cutscene at one of the several helipads in the game where you’re just fast-forwarded to the next area, when you probably should have been able to walk there yourself. Of course, the same technique is used in a much better way earlier on in the game, so I guess I shouldn’t complain too much…

how are the cut scenes?

Graphically they’re nice, though they definitely MPEG compressed them too much - they’re kinda blurry in some places. The dialog is cheesy once in a while, but hey this is RE - part of the reason we play these games is to hear laughably cheesy dialog! I always had to turn the volume up for cut scenes, if I kept it up that high during normal play, the gunshots hurt my ears. That’s what I get for sitting 4’ from the screen. The subtitles don’t match the real dialog very well at all, though I found it more amusing than distracting since I’m used to it from shitty fansubs. You also have to specifically turn subs on in order to see them, so no big deal. The voice acting is surprisingly good, and the voice cast all have unique voices and accents. Pretty enjoyable if you’re a conniseur of that kind of thing like I am from listening to anime dubs with a critical ear.

Character design and animation is pretty good on both Bruce and Fongling (she’s the Chinese woman mentioned earlier). The zombies actually have shreds of personality too, though like most RE games this one re-uses the zombie character models quite a lot, so you end up potshotting at a lot of zombies with the same exact suit, for example. Weaponry is not terribly original, but it’s original enough, and the first-person perspective and light-gun aiming lend it enough novelty to not be boring. As before, infinite handgun ammo takes out a lot of frustration and I think actually enhances the fun factor of the game without unbalancing it.
All in all, this game has a lot of potential, and I certanly had fun with it. I just wish the controls were a little less clunky for boss battles. I have a huge pet peeve with bad controls, probably because they’re fairly common in many otherwise worthy games. I think poor control is either a sign of developer negligence, or a cheat so that the game designers don’t have to make fun new challenges for the player. You have to use most of your reflexes and intelligence working around the bad controls trying to get your character to do what you want, instead of concentrating on playing the game.
-Ben

I have no idea why the RE designers insist on using their assinine control schema, but they do, and thats the single biggest reason why I cannot play this game. I know I would locve the RE series if they didn’t use it. Still, thanks for letting em knwo they went and screwed up an otherwise great game with it before I ever thought about buying it. Cheers.

The “quick turnaround” is to tap the d-pad back twice quickly. And OH MY FREAKING GOD what a difference it makes. I’m probably seeing things a little skewed because I’ve won the game, but I went back and played through the ocean liner again (as Fong Ling this time) knowing the controls well (quick turnaround and escape) and damn what a difference! The characters feel downright agile now. The zombies feel like what they are - slow and stupid. I’m getting good at bullseyeing them too. It’s very different game the second time around. No more running back to the safe rooms every three minutes for ammo.

I was going to say don’t buy this game until it’s $20, but now I’m almost convince it’s worth the $38. Maybe let it drop to $35. And get a used guncon2, they’re freaking expensive new. (Though I’m having a good time with Time Crisis II - they’ve added a lot of new stuff above and beyond the arcade game.)
-Ben

You mention GunCon 2 a couple times - is the game incompatible w/ GC1? 'Cause I have two of those. :slight_smile:

Sadly no, KKBat. I don’t know why, either. It’s not like they take advantage of all those buttons on the new GC2. About the only cool thing they use is the button on the bottom of the handle, which does a reload…
-Ben