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FEATURED VOXPOP whytenoiz ~~        When I was eleven years old, it was a very good year, and I can remember my daily routine vividly. These were the years before I owned a Sony Playstation, and I used to venture to my friends house - everyday after school - to watch him play through Final...

Resident Evil: Dead Aim Member Review for the PS2

By:
McCoy
11/27/08
PRINTER FRIENDLY VERSION
EMAIL TO A FRIEND
GENRE Action 
PLAYERS
PUBLISHER Capcom 
DEVELOPER Capcom 
RELEASE DATE  
M Contains Blood and Gore, Violence

What do these ratings mean?

I never thought I'd see the day where I'd say "This wasn't that good of a Resident Evil game." But here, I find myself saying that.

The graphics are good, story is okay, but everything else seems to be... well, not as good. The voices and dialogue are awful. It's not that the voice actors were bad, it's just that the voices were too low to even hear clearly at certain points in the game and they strayed totally off what the subtitles were. Whether the people who wrote the subtitles just got lazy and didn't write what was supposed to be written, or the voice actors were too stupid to say what they were supposed to say. Either way, it's a sign of laziness and some stupidity.

There were several unrealistic things in the game that bothered me... not the zombies or any of the enemies or scenario... the shooting for one thing. I know they probably didn't think of this, but the cursor doesn't move even a pixel to the left or right when you aren't touching anything. Nobody's hand is THAT steady when aiming with a gun. Though that's only a minor detail, not worried about that. Shooting the zombies... well, that's where it bugs me. A lot of times, if you shoot them in the head, they fly clear across the room and slam into the wall... going with the whole movie cliche of flying 10 feet from a bullet, which is completely impossible. Grenade launcher... slightly understandable... handgun, no. It's freakin' impossible to send someone flying across the room with a little 9mm. Actually, the entire concept of flying across the room is impossible. Physics denies it. So why did they do it? It just makes the game seem so unrealistic. Which they did a good job with.

Although the Wii was not out by the time Dead Aim was made, it would be a heck of a lot easier on the Wii, due to the fact that you could aim a heck of a lot quicker because it's frustrating using stupid little sticks to move crosshairs over the face of a shambling corpse shuffling toward you and by the time you actually get it up to their face, BAM, they're on top of you and munching on you. I can understand that they tried to incorporate a shooter game with a Resident Evil game... hey, it is a good idea, but putting it on a PS2 just does not work. If they ported this to the Wii (which personally I wouldn't waste the time doing it with this one) then it would be a much better shooter. Or heck, even the computer.

This is also the shortest Resident Evil ever. The quickest I've EVER played any Resident Evil was 3 hours. 2 is possible with the older ones if you're good enough. THIS one, on the other hand, is possible to beat in under an hour. I've witnessed my brother do it. I walked in the room shortly after he had beaten it one time and he had done it in about 54 minutes. I was astounded that he had done such a thing, but no game should be that short, unless, of course, it's a home-made game using Game Maker 7 or RPG Maker, but something like THIS?! This isn't a home-made game! It shouldn't be possible to beat in under an hour! Which means they clearly made a mistake by choosing a boat as the place of a viral outbreak. Resident Evil almost always encompasses more than one area... in this, it's just a boat. A very big boat, but they obviously didn't consider having other areas instead of just... a boat.

I'll honestly say I wasn't a very big fan of this Resident Evil.


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