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Has Resident Evil 5 become a classic by now?

RE4 used it in all of, what, two rooms?

The dynamite room right at the start (strictly optional, a lot of people miss it, the room last for all of 30 seconds) and right at the end in the warzone (again, optional I believe).

edit: Himu, you really need to play RE4 again. Every single damn boss in that game is a classic.

edit2: nevermind, misread the last sentence in your post.
 
Boney said:
This is false.

Really, when you come out of cover to shoot would it put you right back into cover. It was used so sparingly in RE4, I forgot. I remember it felt different than RE5 in some way, RE5 was easier to use.
 
MiamiWesker said:
You do realize that RE4 had cover as well and it controlled the exact same way except you couldn't pop out and shoot. Remember the ducking behind a dumpster as ganado threw dynamite at you. Same thing as you are talking about. he difference is at the end of this game there are enemies that shoot at you but again, it only happens a few times, very very few compared the majority of the game.

I still have no clue what you are talking about narrow corridors, RE5's areas are HUGE. The public assembly, the dock, the mines, the mountain area with the giant bat, the GINORMOUS swamp, the huge tribal village, the giant underground tombs, the open factory, elevator ride, licker temple, the large boat deck. What game were you playing? There are almost no corridors in RE5, it is mostly giant area after giant area.

I came here to say this, basically.

Blue Jihad, I appreciate you taking the time to write all that. However, all the same critiques you leveled at RE5 could have been leveled against 4. It seems like you wanted Gears of Evil, a complete reworking of the controls and mechanics from RE4. Whereas personally I loved the control scheme of 4, and I was very happy to see it return in 5.

See heres the thing that you don't get. The controls in RE4 and 5, they are not that much different from the original games. Play Lost in Nightmares, and do the easter egg where the game goes into the old camera style. You'll realize that the controls were almost the same all along. The only thing they really changed, was the fact that you can aim all around, and of course melee attacks and over the shoulder cam. It's still very much Resident Evil. Don't let the 3rd Person view trick you into thinking this is Gears of War. It's not. It's still the same old Resident Evil you've played since 1996. Mikami really pulled the wool over peoples eyes. Trust me you'll understand what I'm saying after you play LIN with the special mode.

Not every game has to follow every single genre convention. Makes me think of Lost Planet, which basically shits on genre conventions and does it's own thing. Game has more in common with Street Fighter than Gears of War. Topic for another day though.

As far as the cover system, yeah, it's not great but I had not problems with it really. I agree the segments with cover are kind of throw away, but how ridiculous would this game have been if they had tried to implement a Gears-esque cover system. The game would sees being Resident Evil altogether. No offense but I kinda stopped taking you seriously when you suggest RE needed a roadie run. I'm sorry that's just hilarious.

Most people who criticize the game want the exact opposite, they see the series as too much action and want a return to slow paced horror, ala the classic series. I'd say Lost In Nightmares was Capcoms answer to those fans, and it was a pretty amazing download. In contrast, Desprate Escape brought back the feel of being in a village in RE4.

I've said it before, but I enjoyed 5. No problems with the bosses, AI, anything like that. Obviously, people expecting completely revamped controls from 4, or a complete Gears of War type of evolution were let down.
 
Arpharmd B said:
See heres the thing that you don't get. The controls in RE4 and 5, they are not that much different from the original games. Play Lost in Nightmares, and do the easter egg where the game goes into the old camera style. You'll realize that the controls were almost the same all along. The only thing they really changed, was the fact that you can aim all around, and of course melee attacks and over the shoulder cam. It's still very much Resident Evil. Don't the 3rd Person view trick you into thinking this is Gears of War. It's not. Trust me you'll understand what I'm saying after you play LIN.
0_0'
 
This thread makes me want to play RE4 Wii. Clocked it on GC a long time ago when it first came out, and haven't really played it since.
 
Himuro said:
I don't know what he's talking about either and that's a part of my problem with the game. I wish there were more moments like the licker area where you cramped up in a tight hallway.

Same here. one of my biggest complaints about RE5 is that its too open. RE4 had that perfect right spot where the areas are open enough but small enough to create perfect level design for each section. RE5 areas get so big that the combat sort of gets sloppy at times and I wish it had more dedicated small areas for close encounters.

For me the biggest issue with Desperate Escape was that the second to last area was too huge. I was being shot by enemies who where like a mile away. This is a damn RE game, why am I being shot at from a distance, why is this area so huge.
 
Rez said:

It's true though. Playing Lost in Nightmares with the camera in the classic style, it's pretty much playing a smoother RE Remake.

At it's heart it's actually quite similar controls to the games before it. I would have never thought that until I played the Lost in Nightmares DLC. It's actually rather shocking when you do the trick.
 
leng jai said:
This thread makes me want to play RE4 Wii. Clocked it on GC a long time ago when it first came out, and haven't really played it since.
Don't do it less you want to find yourself groggily looking at the clock on your wall realizing that seven hours have passed.
 
Arpharmd B said:
It's true though. Playing Lost in Nightmares with the camera in the classic style, it's pretty much playing a smoother RE Remake.

I think everyone knows this, or I hope they do by now. The RE control scheme has yet to change, its the same it has been since 96.

Unless you play with that horrible dual analog scheme in RE5, ugh.
 
Arpharmd B said:
It's true though. Playing Lost in Nightmares with the camera in the classic style, it's pretty much playing a smoother RE Remake.

At it's heart it's actually quite similar controls to the games before it. I would have never thought that until I played the Lost in Nightmares DLC. It's actually rather shocking when you do the trick.
I thought everybody realized this.
 
I read the post as 'the controls are the same, it's still Resident Evil just you can aim right'.

Might not have been your intention, but the amount of points that notion was missing was crazy.
 
MiamiWesker, you're about to get your mind blown.

MiamiWesker said:
You do realize that RE4 had cover as well and it controlled the exact same way except you couldn't pop out and shoot.

You CAN pop out and shoot there.

Remember the ducking behind a dumpster as ganado threw dynamite at you. Same thing as you are talking about. he difference is at the end of this game there are enemies that shoot at you but again, it only happens a few times, very very few compared the majority of the game.

And it is not the same thing I'm talking about, because the part you're referring to happened once in RE4 and the game didn't belabor the point. It threw an interesting mechanic at you and moved on. The cover-shooter mechanic there did not overstay its welcome with clumsy late-game implementations and borked character movement. Most importantly, the mechanic worked in RE4 because they were throwing grenades...unlike RE5's later sections, where there was an entire squad of jackholes with rifles coming at you.

I still have no clue what you are talking about narrow corridors, RE5's areas are HUGE. The public assembly, the dock, the mines, the mountain area with the giant bat, the GINORMOUS swamp, the huge tribal village, the giant underground tombs, the open factory, elevator ride, licker temple, the large boat deck. What game were you playing? There are almost no corridors in RE5, it is mostly giant area after giant area.

Visually they're huge. In terms of the raw gameplay real estate, however, they're thin corridors. Outside of Public Assembly, the actual gameplay portions take place within tight corridors. Look past the pretty visuals and all the "open" air and you'll see what I'm talking about. Docks? Fences and thin walkways over water with enemies funneling through. Mines? They're a series of linear caves. Mountain area? It's a large walkway from Point A to Point B. The swamp is nothing more than a collection of straight-line islands...don't let the water fool you. The tribal village is better, but it's too little, too late. Underground tombs...again, you're talking a series of linear caves with one of the worst, pace-breaking puzzle segments I've ever seen. The factory is another series of long hallways filled with enemies.

Are you getting the picture? When I say "corridor" I don't mean a literal straight, gray, stone rectangle. "Corridor" doesn't only refer to stuff like the lower basements of Shadow Moses in Metal Gear Solid 1. "Corridor" describes a lot of Half-Life 2. It describes a lot of Uncharted. It describes a lot of most FPS. It describes a lot of Gears of War, which ironically enough, appears to have been the main inspiration for RE5.

"Corridor" here refers to the fact that much of RE5's levels boil down to you shooting at enemies in limited space with limited cover with limited mobility.
 
This thread is actually making me nostalgic for RE5. The middle bits with the tribal Majini, the ruined temples and traps were fantastic.


The Blue Jihad said:
"Corridor" here refers to the fact that much of RE5's levels boil down to you shooting at enemies in limited space with limited cover with limited mobility.

That's kinda the point of the redesign and why they kept the controls the way they did. Control and use of space, setting up bottlenecks etc. It's how you control the horde and make your bullets count. It's part of the genius of it all.
 
MiamiWesker said:
Really, when you come out of cover to shoot would it put you right back into cover. It was used so sparingly in RE4, I forgot. I remember it felt different than RE5 in some way, RE5 was easier to use.
Yeah it does, no biggie though, since it's barely used.
 
Arpharmd B said:
It seems like you wanted Gears of Evil, a complete reworking of the controls and mechanics from RE4.

See heres the thing that you don't get. The controls in RE4 and 5, they are not that much different from the original games. Play Lost in Nightmares, and do the easter egg where the game goes into the old camera style. You'll realize that the controls were almost the same all along. The only thing they really changed, was the fact that you can aim all around, and of course melee attacks and over the shoulder cam. It's still very much Resident Evil. Don't let the 3rd Person view trick you into thinking this is Gears of War. It's not. It's still the same old Resident Evil you've played since 1996. Mikami really pulled the wool over peoples eyes. Trust me you'll understand what I'm saying after you play LIN with the special mode.

No offense but I kinda stopped taking you seriously when you suggest RE needed a roadie run. I'm sorry that's just hilarious.

*slaps forehead*

Are you even reading what I've been saying? At what point in any of my posts has it seemed like I've been positive about them implementing a cover system? At what point in any of my posts have I seemed like I wanted Gears of Evil? At what point did you seem to think that I haven't realized it's nearly the same control scheme as the PSX days, after I've discussed at length the original titles, and clearly have some basic understanding about how they work?

If anything, what you're implying that I've been saying...is the complete opposite of my larger point

And what's my larger point, you may ask?

1) It's that Resident Evil should not try to be Gears of War.

Further:

2) If Resident Evil wants to try to be Gears of War, at least do it correctly.

THAT. Right there. Those two bolded bits. THOSE are my points. Those two points are what my entire posts have been expanding upon.

Himuro said:
I can get behind this but I just don't see how that's any different from RE4. It's not like you have more cover in RE4, or that you have more mobility. Are you referring to the cover system sections specifically?

...it's different from RE4 because RE5 is throwing exponentially more gun-toting enemies at you in tighter, more limited spaces when your character's mobility hasn't been sufficiently evolved.

Also how can you pop and shoot in RE4? :o

Uh, yes. lol.
 
The Blue Jihad said:
MiamiWesker, you're about to get your mind blown.



You CAN pop out and shoot there.



And it is not the same thing I'm talking about, because the part you're referring to happened once in RE4 and the game didn't belabor the point. It threw an interesting mechanic at you and moved on. The cover-shooter mechanic there did not overstay its welcome with clumsy late-game implementations and borked character movement. Most importantly, the mechanic worked in RE4 because they were throwing grenades...unlike RE5's later sections, where there was an entire squad of jackholes with rifles coming at you.



Visually they're huge. In terms of the raw gameplay real estate, however, they're thin corridors. Outside of Public Assembly, the actual gameplay portions take place within tight corridors. Look past the pretty visuals and all the "open" air and you'll see what I'm talking about. Docks? Fences and thin walkways over water with enemies funneling through. Mines? They're a series of linear caves. Mountain area? It's a large walkway from Point A to Point B. The swamp is nothing more than a collection of straight-line islands...don't let the water fool you. The tribal village is better, but it's too little, too late. Underground tombs...again, you're talking a series of linear caves with one of the worst, pace-breaking puzzle segments I've ever seen. The factory is another series of long hallways filled with enemies.

Are you getting the picture? When I say "corridor" I don't mean a literal straight, gray, stone rectangle. "Corridor" doesn't only refer to stuff like the lower basements of Shadow Moses in Metal Gear Solid 1. "Corridor" describes a lot of Half-Life 2. It describes a lot of Uncharted. It describes a lot of most FPS. It describes a lot of Gears of War, which ironically enough, appears to have been the main inspiration for RE5.

"Corridor" here refers to the fact that much of RE5's levels boil down to you shooting at enemies in limited space with limited cover with limited mobility.

Sure a lot of segments of those areas are made of linear areas but you can still move about them rather easily and they are still far larger than most of the areas in RE4. I understand that RE4 has better level design, but its not cause RE5 is a linear shooter, in fact RE4 is more of a linear shooter than RE5.
 
Himuro said:
I can get behind this but I just don't see how that's any different from RE4. It's not like you have more cover in RE4, or that you have more mobility. Are you referring to the cover system sections specifically?

Also how can you pop and shoot in RE4? :o

There are like two times in the game where a cover icon appears over something you can take cover behind, its just like RE5.
 
HK-47 said:
Wow CV bashing. This is my new favorite thread.

Code Veronica is terrible. I don't have any idea what the hell Mikami was thinking with Alfred Ashford. It was good for the "WHOO~ 3D ENVIRONMENTS" tech-demoing of the Dreamcast, but that's about it.

I don't consider it part of the canon, despite the fact that Capcom does. :(
 
TheSeks said:
Code Veronica is terrible. I don't have any idea what the hell Mikami was thinking with Alfred Ashford. It was good for the "WHOO~ 3D ENVIRONMENTS" tech-demoing of the Dreamcast, but that's about it.

I don't consider it part of the canon, despite the fact that Capcom does. :(
Agreed*

CV was the least engaging game in the series with the possible exception of RE:0





*With the exception of the striked out comment (I don't remember that character...was that the er... villain with multiple personalities?)
 
The Blue Jihad said:
preaching to the choir

I think I dropped my controller as I muttered "what the fsck?!" when I hit the actual Gears of Evil sections once you hit that factory kind of area. Splicing Gears cover based gameplay into the RE4 mechanic didn't work well... I believe I had to slap myself out of shock and then retry the section, as I had died from dropping the controller. :lol
 
CV has like 14 chokepoints where you can just outright fail and have to start over. That's a lot--even for Resident Evil. The plot is a disaster, the atmosphere isn't as good as RE2, the Bandersnatch is the worst enemy ever invented in the history of ever, Steve is total crap, it's impossible to get through parts of the game without taking damage, it's possible to leave items behind that can seriously help you later in the game, it does the "A/B" scenario not as well as RE2, the password VERONICA is totally crappo and made me angry, the Alexia bossfight made me angry, the lack of Leon made me angry, and the list goes on and on.

It has interesting music and some cool environments. But, frankly, some of them almost border on fantasy, whereas RE1 and 2 (and 4, for the best part of the game--the village) have a sort of gritty realism about them that are unnerving and awkward. I mean Alexia's mansion?

CV sux
 
I played Code Veronica on the Gamecube, got to the second disc and lost interest. That boss battle on the plane confused me for some reason and I kept failing at it.
 
Gattsu25 said:
Agreed*

CV was the least engaging game in the series with the possible exception of RE:0

At some points, I found RE0 much more annoying to get through than CV simply because of the stupid stupid inventory system and zapping. With that said, I wish every RE game had a knife as powerful as CV's knife. At least I'd have another option of bypassing zombies instead of juking them like football players when the levels start to get RE2-esque corridor-ish.

... All this RE talk reminds me that I should just cave in and finish REmake. Or at least play RE4 for the PS2 so I can play Separate Ways for the first time (although, I already played the shit out of it on the GC, getting the Handcannon and all).

Black Rainbow said:
I played Code Veronica on the Gamecube, got to the second disc and lost interest. That boss battle on the plane confused me for some reason and I kept failing at it.

I just wish that there was some kind of feedback that pushing the crate at the Tyrant was actually the right thing to do. With the way he just shoves it back so nonchalantly, I thought that I had to start using my heavy hitting weapons.
 
Himuro said:
Ah, a defining example of someone who calls the latest entry to a long running, successful series or franchise shit: having no room for discourse and breaking out the ol' pal Straw Man.

What? I just played through RE4 again on Wii last week, and RE5 on PC again this week. 4 is the better game. I was just thinking-in-type about how it's odd I've kept current with a franchise for a change. I just hadn't ever thought about it before.
 
No, RE5 is not (nor will ever be) a classic RE game.
* The enemies were pretty much cookie-cutters from the ones in RE4.
* The game felt unbelievably linear.
* The AI was stupid, especially Sheva.
* The only scare factor the game had aside from a few jump scares (imo) was from the
overwhelming amounts enemies that were sent at you; and that still wasn't scary
due to the fact that you had a partner (co-op) helping you to fight them all off.
* It felt extremely uninspired (compared to RE4) making the experience come off flat.

Aside from that, the game was still a mediocre action game at best for me. But hey, at least Mercenaries mode was pretty fun.
 
When did this turn into a CV hate thread? :(


I still remember being confuzzled at the beginning. I was waiting for the obviously rendered cutscene to end, but nothing happened. "This can't be the actual graphics" I thought. I carefully tried to move the stick, and suddenly that perfect Claire model moved -- :O HOLY SHIT


But yeah, I'm the first to admit that it hasn't aged well at all.
 
Damn i hated CV, its when RE got really japenesey. Bringing back Wesker too, eurgh....

Also, nice hair, emo monster Steve ! -

Image106.jpg
 
I don't even CARE that the plot was about crossdressers. It wasn't just that it was too WEIRD. It was that it was not SATISFYING and it felt DECEPTIVE (and why am i typing in caps). It was like, "Hey, we can't surprise you or trick you using normal means, so we'll put in a crossdresser! Nobody will guess that!"

RE6 plot: A broom dressed as a man is actually the bad guy
RE7 plot: Dinosaur a mastermind behind umbrella strategy
RE8 plot: ZVirus discovered, is caused by carnivorous cauliflower plant
RE9 plot: Return to the mansion, which has now been decorated by Bobby Trendy
 
Y2Kev said:
I don't even CARE that the plot was about crossdressers. It wasn't just that it was too WEIRD. It was that it was not SATISFYING and it felt DECEPTIVE (and why am i typing in caps). It was like, "Hey, we can't surprise you or trick you using normal means, so we'll put in a crossdresser! Nobody will guess that!"

RE6 plot: A broom dressed as a man is actually the bad guy
RE7 plot: Dinosaur a mastermind behind umbrella strategy
RE8 plot: ZVirus discovered, is caused by carnivorous cauliflower plant
RE9 plot: Return to the mansion, which has now been decorated by Bobby Trendy
I think that they were trying to go for Psycho with that. You know, crazy dude who dresses up like frozen dead female relative.
 
Y2Kev said:
CV has like 14 chokepoints where you can just outright fail and have to start over. That's a lot--even for Resident Evil. The plot is a disaster, the atmosphere isn't as good as RE2, the Bandersnatch is the worst enemy ever invented in the history of ever, Steve is total crap, it's impossible to get through parts of the game without taking damage, it's possible to leave items behind that can seriously help you later in the game, it does the "A/B" scenario not as well as RE2, the password VERONICA is totally crappo and made me angry, the Alexia bossfight made me angry, the lack of Leon made me angry, and the list goes on and on.

It has interesting music and some cool environments. But, frankly, some of them almost border on fantasy, whereas RE1 and 2 (and 4, for the best part of the game--the village) have a sort of gritty realism about them that are unnerving and awkward. I mean Alexia's mansion?

CV sux

Holy hell. Yes there are parts where you can get stuck, not 14 though. That is about the worst part of the game.

The plot was good enough, we are talking about RE here. Its far more interesting than RE3. The storyline is extremely important as it brought back Wesker, the main villain of the series. People don't like the Matrix angle, whatever, that game came out when Matrix was at its most popular, it worked.

The atmosphere is fantastic, is it as good as RE2, no but again RE2 is the best old-school RE game. It has way better atmosphere than RE3. The locations were creepy as hell and very memorable locations. Bandersnatch is awesome but cheap. Steve sucks but he gets killed in the most awesome way possible. Impossible to get through parts of the game without getting hurt, maybe, so, I never encountered a situation where I felt I couldn't avoid death. Yes you can leave behind very helpful items, this is a design issue, makes it more challenging.

The Alexia boss fight was awesome. Finally new mechanics other than run shoot, run shoot. You have first person combat. It was a great multistage boss battle, one of the better final bosses in the series. And the music, wow. No Leon, who cares this series has a revolving door of heroes.

After RE3 which was this odd action angle, CV returns to the RE roots and feels like the true sequel to RE2. It was epic in scope. It had great enemy variety, with a slew of new boss fights, to me the most interesting cast of bosses since the original. It was back to a mansion with maze like design, loads of puzzles and items to look around for. The ammo and health load outs were just right to keep the tension up. It had all sorts of cool new ideas like avoiding the camera things that would summon hunters and first person weapons. It had everything, it had a sort of zapping system, not as good as RE2 but still something interesting that has a clear impact on the game. It brought back major characters, it took you back to the mansion, it was like a love letter to the first RE while keeping the intensity of RE2.

At worst CV can be tedious at times, but that's it. It does everything else so well. Its my second favorite old school RE behind RE2. Coming after RE3 which was the first disappointment of the series, it was so nice to what was truly supposed to be RE3, the series clearly still had the goods.
 
RE5 will never be a 'classic' in the traditional sense.

It's just a fucking awesome game on it's own, and a serviceable RE title. If that makes sense.

I think Dead Space has more chance of being looked at as a classic later down the road.
 
Why do you compare CV to RE3? CV is the obvious sequel to RE2, which you admit. 3 is made by the D team. It was a rushed effort put out after the suits were like, "Holy shit, RE2." I mean, I personally think it's better than CV because I love the theme of pursuit, but 2 -> CV is a step down in every way.

I'm not talking about the final Alexia fight, btw. That was cool.

And CVX is more Wesker porn, who really showed with RE5 (I think) that his raison d'etre had long expired.


EmCeeGramr said:
This is not a good thing.

Wesker is terrible.


MiamiWesker said:
Wesker > Umbrella

But again, its RE, story doesn't matter that much. At least Wesker brings something interesting to the table.

What does he bring to the table? He's a roided up super villain. He's not unique or interesting at all. His goals have always been obscure and/or stupid and his plans never actually make sense. Meanwhile, Umbrella is a villain that presents an unique setting and scenario that are very thematically related with the gameplay. And they're like proto-BP!
 
MiamiWesker said:
At least Wesker brings something interesting to the table.
Uhhhhhhhhh

Wesker was a douchebag with vague goals in RE1 (who gets killed by a naked man with his heart on the outside), and then a douchebag with vague goals in CVX (and gets beaten up by a pile of pipes and a psychic ant woman), and then made cameo appearances in one pointless game (RE0) and one great game (RE4) where he didn't really do anything at all.

Then RE5 comes out and IT'S THE FEUD OF THE CENTURY and he has the world's most laughably cliche and illogical plan ever.
 
Y2Kev said:
Why do you compare CV to RE3? CV is the obvious sequel to RE2, which you admit. 3 is made by the D team. It was a rushed effort put out after the suits were like, "Holy shit, RE2." I mean, I personally think it's better than CV because I love the theme of pursuit, but 2 -> CV is a step down in every way.

I'm not talking about the final Alexia fight, btw. That's was cool.

And CVX is more Wesker porn, who really showed with RE5 (I think) that his raison d'etre had long expired.




Wesker is terrible.

I feel like CV was scarier, harder, and it most definitely was a longer game than RE2. So its not a clear cut worst than RE2. I compare it to RE3 cause that is the comparison that has to be made, the two games will forever be tied together. One a disappointment, the other a great continuation of the kind of game we loved. I still put CV above all old school RE games besides RE2.
 
ALBERT WESKER LIST O' ACCOMPLISHMENTS

-Killing off parts of a mountain town SWAT team so he can get "data" (most of the team gets killed by birds, zombies, or dogs, not BOWs, so he's an utter failure there)
-While gloating about stealing a super-weapon (a big man with no genitals), he gets killed by it
-Gets into this mess because he failed in killing an old man by having armed soldiers shoot at him
-Slaps a young woman around and laughs
-Gets beaten up by a bug girl and runs away
-Kidnaps a little girl and then sorta forgets about her
-Kidnaps Steve Burnside's lame whiny corpse and then sorta forgets about it
-Gets a slight burn on his face and decides that even though he's an immortal super human he has to run away now
-Kills an old man in a wheelchair
-Thinks that it's still 1999 and leather and shades are cool
 
EmCeeGramr said:
Uhhhhhhhhh

Wesker was a douchebag with vague goals in RE1 (who gets killed by a naked man with his heart on the outside), and then a douchebag with vague goals in CVX (and gets beaten up by a pile of pipes and a psychic ant woman), and then made cameo appearances in one pointless game (RE0) and one great game (RE4) where he didn't really do anything at all.

Then RE5 comes out and IT'S THE FEUD OF THE CENTURY and he has the world's most laughably cliche and illogical plan ever.

He was the most awesome douchebag ever. RE was one of the first cinematic game experiences. He played the douche character that you loved to hate perfectly, it was so awesome to see that in a game. He was the villain of the first RE and that usually makes you the main villain of the series, you always have a special spot for the first bad guy.

CV brings back the fan favorite, and makes him a monster, perfect. Now you have a true antagonist for the heroes to face, not some faceless character less corporation. Not the villain of the week. You have a central bad guy and he is badass.

The story of RE4 about Leon and all that crap is not the real story, thats what Leon is experiencing but he true players are Ada and Wesker. Wesker is the one that sets all the events in motion that lead Leon there. Wesker is the character that ties the events in RE4 with the RE storyline, without him its just a random side story about fossil insects. Wesker is collecting viruses from around the world for some super evil master plot. Then Ada backstabs him in the end, I wish the storyline of RE5 actually continued with that plot cause I bet Wesker's revenge on Ada would have been epic.

RE5 forgets about Ada and finally brings Wesker's plan to the forefront. It was done in a cheesy way but again this is RE, its a B-movie. Wesker was a far more interesting villain, with far more presence and gravitas than Saddler, or Alexia, or Nemesis, or Birkin, or Marcus. He doesn't have much competition as you can tell but he is still the best they got and he has a history.

Now that Wesker is dead the storyline is basically over. They can do anything now. I say start over. Throw everything out and start from scratch.
 
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