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If you do most optional stuff you will have an overload of money, which in the end you can only spend on useless upgrades with minimal to no value. Some upgrades are down right useless, like 0.1s increased reload speed. The Bad: * The game economy mainly revolves around upgrading weapons. * Didn't notice a single bug other than the LOD issue. * Great level design with lots of exploration and optional areas. * Great performance even with maxed out settings in 4k. There is some LOD issues in the village where occasionally some geometry like buildings switches from low poly to high poly when you're looking right towards it. There is some LOD issues in the village where occasionally some geometry like buildings switches The Good: * Great graphics in general. We also saw the standard and incendiary grenades in action, both of which seemed to be a bit more powerful than their RE4 counterparts.The Good: * Great graphics in general. Rather than simply exploding when they were shot, the barrels leaked flammable liquid that spread across the ground, setting multiple enemies alight. The effect of these weapons were almost identical to those in Resident Evil 4, although we did notice a few changes to the way you can use the environment to your advantage.
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As he was trying to escape from danger and eliminate as many enemies as possible, Chris used a number of different weapons, including a powerful shotgun and a submachine gun. We're hopeful that this was just a taste of things to come, as the boss battles in Resident Evil 4 were all very memorable. Thankfully, he actually gave Chris a little more room to operate, as his axe took out multiple enemies with each swing. While this didn't appear to be a boss battle in the traditional sense of the term, there was no doubt that he wasn't a garden-variety enemy. At one point, a hulking behemoth with a giant axe smashed through one of the storeroom's walls and began swinging it in Chris' direction. Like in the last game, you'll also have to take down some tougher enemies from time to time (not that swarms of terrifying creatures aren't tough). The AI appears to be improved a bit as well, as your foes will now dodge when and if they notice your laser sight on them. Your foes will be very aggressive, grabbing at Chris and attempting to snack on his neck with their gaping jaws.
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While there were plenty of moments in which a bunch of enemies came after you in the last game, there seemed to be a lot more this time out, and Takeuchi was quick to point out that the demoer had God Mode turned on. We didn't have long to admire the presentation, however, as it was only a matter of moments before our position was being overrun by the infected denizens of the shanty town in which Chris stood.
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Of course, that's not a bad thing, as it's obvious that the development team knew better than to mess with a good thing. It's a third-person action game, sure, but everything from Chris' stance to the camera position looked just like the previous game. The scene kicked off in a storeroom, and it was quickly apparent that Resident Evil 5 will look and control a lot like RE4. A unanimously positive cheer filled the room as the start screen appeared and the action began in earnest. Just when we figured our time with Takeuchi, Kawata, and Resident Evil 5 had come to an end, we were asked if we had any interest in seeing a little bit more.