pragmatic insanester
12-27-2005, 03:22 PM
i thought the first segment of the game (the village) was executed perfectly for the new style of enemies. all the houses provided a large variety of places to hide, hold down, and defend from an onslaught of rabid civilians. the problem, then, comes when we move from such a perfect location to much more linear and less interesting ones. the castle enviroment wasn't as fun to participate in (except for the one large room which became swamped with the monk-esque baddies). the military zones were the breaking point, imo, as they treaded into generic industrial settings that resembled a very straight-forward action genre. i know capcom was trying to keep people from being kept in a repetitive location (like the majority of prior titles). i hope re5 remembers that a defensive shelter is the backbone to seperating horror-themed action to true survival-horror.