Beneath the Ashes was very mediocre, hardly strayed away from what was offered on the disc, and was not worth $10. Lara’s Shadow is a completely different animal, thanks to the new gameplay elements added. Lara’s shadow can use superspeed and hand-to-hand combat against the undead creatures of the underworld. Natla is trying to restore herself using the machine she used to create Lara’s shadow, and then the tables turn…
Lara can now run up walls using her superspeed. This makes gameplay very fast, extremely quick, and also a lot more fun. She can shimmy walls super fast and can even slow down time to avoid fast-moving obstacles. You also have a kick and punch button, along with a few super attacks. You have a superkick and punch, and you can fire your guns super fast as well, and all of these are very effective.
The fighting is responsive and works very well; it’s just not very deep at all. For $10, this is all you can expect, but I expect Eidos to expand on this with more expansions. What I mainly loved in Lara’s Shadow is the fact that navigating levels isn’t as difficult as it is on the disc. Since you move so fast, you have to navigate quickly, and you don’t need a walkthrough this time around to find out where to go.
I did find some obstacles too hard to avoid since you have to have perfect timing, and this can be very frustrating. I also found that if you fight too close to an edge, Lara will just fall off thanks to the spotty collision detection in the game, and you will die lots of times due to this. Everything else is pretty much the same; while I love Shadow Lara, I just wish there was more. 3–5 hours of gameplay is not that much for $10. If you really love Underworld, I promise you this will be an excellent buy.
Call of Duty is probably the best WWII FPS series ever made, and there are many reasons why. If you rewind back about six years, when Call of Duty was released on the PC and console, gamers envied this exclusivity. CoD offered cinematic gameplay, great characters, and amazing visuals. At the time, the Medal of Honor reigned supreme, but not for very long. With Medal of Honor, Brothers in Arms, and Wolfenstein being the top competitive WWII FPS games, CoD always remained on top. With each new sequel, CoD added better graphics, a more realistic cinematic experience, and overall great multiplayer. Throughout CoD’s six-year life cycle, Activision has used many developers to keep the series going strong, and it was also the first WWII series to stray away from WWII and lean towards modern warfare (no pun intended, really!). Now that CoD is back on the WWII front line, it finally hit the nail on the head, and this is what CoD should have been years ago: World at War.
I thank the WWII gods who listened because we finally, for the first freaking time, got to go through the trials and campaigns of Japan and not just the bombing of Pearl Harbor in Hawaii. The game starts out in the jungles of Japan with banzais rushing after you with bayonets, strange rifles never seen before in a WWII game, amazing visuals (a slightly updated Modern Warfare engine to be exact), great enemy AI, and just absolute mayhem. The first thing I noticed were the new weapons. Yes, you have the Kar98, MP40, Thompson, BAR, MG42, Springfield, Enfield, etc. What I picked up was an Arisaka, a variation of the Kar98, a flamethrower?!, a bayonet?!, the ability to toss motorheads like grenades, molotovs?…insane. I couldn’t believe this. Someone actually added something new. Not only are the graphics amazing and extremely cinematic, but the level design is also awesome. There are cool sniping missions (think of the one in MW), tank missions (they drive great for once, by the way), and missions where you run through Japanese mortar pits and just torch the hell out of everyone. How fun is that? Well, let’s just say it’s so fun you won’t want to use another weapon during those levels.
You don’t just fight in Japan; you also fight on the European front as the Russians overtake the Reichstag all the way to planting the flag yourself. If this isn’t enough to sell you, try out the air mission, where you’re shooting down Japanese boats and pulling in survivors of the Pearl Harbor bombing on your way back home from Japan. If that’s not exciting enough, oh boy, I don’t know what is.
What makes the return to WWII so great isn’t just the new content or the cinematic gameplay. It’s the detail put into the level design, the characters, the ambiance, the dialog, and the voice acting; it’s all top-notch, and not even the first CoD had this much detail put into it. After playing WaW, you will want more WWII games, and this is the revival we’ve all been dying for (sorry, MoH Airborne was terrible). If single-player isn’t enough to sell you, how about multiplayer?
While I didn’t get to try it, I was involved in the beta multiplayer, and it was pretty amazing. It’s just like Modern Warfare but set in WWII instead. There’s plenty of incentive to go back and play the game again, thanks to its fair difficulty and amazing visual experience. World at War has so much detail put into it that I wouldn’t be surprised to see another MoH, BiA, or Wolfenstein copy any of it. Thank you, Treyarch and Activision, for reviving this great series. Now everyone shuts up.
I remember when the first BloodRayne came out. I stared at the ad and drooled. I never knew vampires could be so sexy, and right there, she became one of my top 5 favorite female video game heroines ever made. Of course, being younger, I wasn’t allowed to play such games, so in the end, I never got the chance to play the first BloodRayne. When BloodRayne 2 came out, I had to play it, so I rented it for my PS2, and it was great—not amazing, but pretty solid—but now, well, time ages things.
BloodRayne 2 has you playing as the half-human, half-vampire Dhampir Rayne, who is trying to kill her father Kagan (who survived the first game) and kill all his children and demon spawns. Through this escapade, Rayne runs into his new minions, Kestrel, Ferril, and Ephemera (who hate each other). While they are almost as sexy as Rayne, their attitudes make up for it. BloodRayne 2 has pretty decent voice acting, and Rayne’s attitude is just something you have to love.
BR2 is very gruesome, with lots of dismemberment and gory death traps. There are two types of enemies in the game: unarmed weapons (that you can freely feed off of to get health) and armed enemies with melee weapons that will push you down if you try to feed. You just knock their weapons out of their hands before doing this. Yes, I realize there are only two enemy types, but this is why the game could have been better. The designs for them are neat, and they look cool, but seriously? You will run into sub-bosses an awful lot, and most of these are just elite henchmen or giant minotaurs. This is where one of my biggest gripes comes in, and that’s the fact that boss fights are all luck and no skill. It doesn’t help that the game is a button masher and there’s no skill involved whatsoever. You just hit X for blade attacks and B for kicks, and that’s it. The blocking never seems effective, and you are constantly relying on your powers.
Powers range from astral feeding, temporary invincibility, time freeze, and aura vision. These take up a lot of power, so you have to constantly kill them to keep your meter up. You can level up to extend this, but it never seems enough. You also have your Dragon Pistols, but you can’t level them up, and you only get very little ammo, which feeds off your health. You have to kill to keep your ammo up, but this thing never seems effective until you get different ammo types.
You also have a harpoon that you use to throw enemies into deadly death traps to unlock different parts of levels, but later on, enemies in Twisted Park can block this, and you have to use your time freeze or super speed to get behind them, but sometimes THAT doesn’t work. See what I mean? The game is so frustrating later on—so much, in fact, I had to use God Mode through the last 25% because they threw way too many larger enemies at you and not enough people to feed on. There are some acrobatics involved, such as sliding down rails, swinging, and climbing poles, but this is troublesome since the mechanics are so finicky and everything has to be aligned perfectly.
Don’t get me wrong, BR2 is worth a bargain bin purchase; you just have to look past its many flaws. When it comes to graphics, the game is decent at best. The characters look good, and so do the environments, but the pre-rendered scenes look cheap and crappy. There is also a lot of slowdown throughout the game when too much is going on on-screen. With button mashing, no skill involved in fighting, unbalanced everything throughout, and weak acrobatics, there is just something about this game that makes you want to keep playing, and it’s probably Rayne herself.
Now that the third (but most certainly not final) DLC is out, we get the best of the bunch. Broken Steel adds an extremely hard quest, a level 30 cap raise, new powerful foes, and one mean Tesla Cannon. I also highly recommend, if you haven’t bought any DLC yet, buying BS first because it picks up two weeks after the “Project Purity” quest when the game initially ended.
This quest, of course, is for the Brotherhood of Steel, and you must help cut off the rest of the Enclave forces by blowing up a radio control tower that they are using at the Air Force Base, which is a whole new location. Before you do this, however, you must steal a Tesla Coil for the Scribes (they are scavenging Enclave tech after all), and you get a brand new awesome Tesla Cannon that is probably the most powerful weapon in the game now. This thing will kill almost anything in one to a few hits, and after impact, the electricity keeps eating away at health. This thing will also take out vertibirds in one fell swoop. Yes!!! Thankfully, it uses EC cells and not special ammo, so there’s plenty of it.
Walking around these two new locations is actually extremely tough, so just make sure you’re at least level 25–30 before even attempting it because you have Hellfire Enclave and new Ghouls that take forever to kill. Make sure you take a good 30–50 stimpaks with you because you’re going to get hammered in probably the most enemy-populated area in the game. When Bethesda said harder quests and enemies, they meant it. Now, this doesn’t mean the DLC is impossible to beat; it’s just extremely challenging.
There is also one other side quest they go through in there called “Aqua Pura,” and this is located at the Ghoul hideout in the Museum of History for those of you who want to know. Now there’s no interesting, unique atmosphere like The Pitt, so it’s just like what’s on the disc, except with new locations. I highly recommend players pick up Broken Steel, especially for the level cap raise and the new perks. The only problem is that this DLC is still too short, with about 4-6 hours of play, but the level cap raise makes up for it.
Well, here is part 2 of the Fallout 3 DLC, and boy, is it a huge improvement over the last one. I’m not going to explain much about Operation Anchorage, but it was linear, stripped away most features, and was kind of boring (check out reviews elsewhere). The Pitt actually adds a whole new city, which is post-apocalyptic Pennsylvania. You are to free slaves there and find a cure to the rad poisoning that’s getting to everyone and turning them into “trogs.”. Yes, trogs are a new creature you’ll discover and are even creepier than those ghouls.
The Pitt is fairly large, and you start out on a bridge that was once a freeway that led into Pennsylvania, so you’re right on the border. Once you cross the bridge, you lose all your equipment (don’t worry, you’ll get it back!). and talk to these poor people and fight in a gladiator arena to win an audience with a man named Ashur. I won’t go any further since this will spoil stuff, but The Pitt has an awesome new weapon and, mainly, a great story and new setting.
The Pitt is very industrial, with a huge steel mill and a steelyard that goes hundreds of feet above the ground. To get an idea of how big The Pitt is, you need to take the Citadel, Rivet City, and the whole area around the Capital Building (you know, with the Washington Monument and that huge lake), and you have The Pitt. While most of it is indoors and in the steelyard, you’ll spend a good four hours exploring this amazing place.
Thankfully, there are reasons to go back here (which I won’t reveal due to spoilers), so this setting isn’t a one-shot deal like Operation Anchorage. The Pitt is just very gritty, more dark and mature than the Capital Wasteland, and much more dangerous. The whole place feels scarier than the Wasteland (which just felt really lonely), and this place feels haunted. There are raiders everywhere, and there’s no way you can fight them all off like you can at the Falls. The new weapon added is the Auto Axe, and boy, is it sweet!!! This thing spins a deadly blade and will do almost a one-hit kill in V.A.T.S. I highly recommend buying this, but also buy Broken Steel for the level 30 cap!
Fallout 3 is just one amazing experience, one of the best games I’ve ever played, and one of my top ten for this generation. I’m not going to write a review for Fallout 3. This review is really for Fallout 3 fans who paid $10 for this addon and for those who are thinking about it.
Operation Anchorage is the liberation of Anchorage, Alaska, from the communist Chinese. You’ll be helping out the Brotherhood Outcasts and will have to travel a great distance from the downtown metro area to get there. Once you help some outcasts fight off some super mutants and help escort them to their bases, you enter a computer simulation of this liberation. This is where Fallout 3 goes weird and doesn’t really feel like Fallout anymore. Everything is covered in snow, first off, and second, it turns Fallout 3 into a linear FPS. You still have everything, like your Pip-Boy and your RPG bits, in tact, but there’s no looting or anything like that. You have health and ammo dispensers spread throughout, and you’re only allowed the weapons the simulation wants you to have.
You have to help these people infiltrate the Chinese base in the mountains and disable three AA guns. After this, you have to take out a listening post, a tank depot, and then a pulse field to finally get into the headquarters. The DLC feels very derivative, with only two new enemies and one or two new weapons. The only new weapons I saw were the awesome Gauss Rifle, which uses microfusion cells (yeah, you actually use those now!) and is a one-shot super sniper rifle. The other was a Chinese officer’s sword, but I think that might be old. You can get troops that can help you battle things out, but this was a weird turn of events for Fallout 3.
On the plus side, though, you have realized this is a simulation, and it helps ease the pain for people wanting to wander the Capital Wasteland. The whole purpose of this DLC is to unlock some pretty sweet loot (I won’t spoil it!) in a vault that can’t be accessed unless the simulation is completed. You can complete this DLC in about 3–5 hours, depending on your play style, and it’s not worth the $10. I would honestly skip this one and go get The Pitt and Broken Steel. If you really want more Fallout, then pick up OA, but Bethesda’s first foray into DLC wasn’t a great one.
These indie games just keep getting better and better and more like full-budget titles. Zeno Clash is no exception, with an original, wonderful art style, fun gameplay mechanics, and a very intriguing story. ZC puts you in the mind of Ghat, a runaway man who is hunting his “Father-Mother” and wants to release his or her secret.
During your meeting, you meet a few interesting characters, and you play through flashbacks occasionally. The game is an FPS/melee game with some pretty deep combat mechanics. You use your fists by using the left mouse button and right mouse button (for strong attacks), which you can lock on by using E and using space as a block. While you’re blocking, you can dodge attacks by hitting D or A, and if you time it right, you’ll get a slow-mo queue to punch. You can create combos, and then when the enemy is stunned, you can knee-bash them or throw them around. I found the best tactic was to charge your strong attack while backstepping and then let it go. This is a bit repetitive (just like the whole game), but it’s effective and works when you are up against four-plus enemies. All enemies have a health gauge, and so do you; thus, having to eat orange flowers will give you health.
Sometimes you’ll get weapons to use, and these are neat little things that can be used to shoot the enemies, causing massive damage. Most guns have no more than a few shots in them (this game has a tribal theme to it), so you’ll have to aim very well since reloading can take longer than you want (sorry, this isn’t Call of Duty). While most of the game consists of this pattern: Run, fight a batch of enemies, cutscene, rinse, and repeat. Thanks to the short length (about 5–6 hours), you won’t get too bored. One level, however, is a lot different from the rest: You are running through a foggy plain (the fog will kill you since it bites!) and you have a crystal torch. You must keep it lit with candles littered throughout the level and use it to shoot fireballs as shadows that come after you.
Zeno Clash has a wonderful premise to all of its gameplay, but ultimately it’s all the same and can actually be really frustrating towards the end. If there are too many enemies, you can get boxed in and beaten to death, and I found the most frustrating part about the game to be that if you get hit while you have a weapon in your hand, you drop it. This usually happens during a reload and can piss you off a lot. There aren’t too many weapons, but you have a single-shot rifle, a dual-shot crossbow, a sledgehammer, a bone bat, and a grenade launcher. But these are tribal-looking weapons, so everything is made from what you see around you, which is pretty slick.
The game uses the Source Engine (the updated one, not the old one), and the graphics are just bizarre and way out there. The creatures are something straight out of nightmares, and some of the speech is pretty odd too. Nonetheless, it makes the game even better, and the visual splendor is probably what saves this game. If you think there’s something to come back to (there isn’t), you can play challenges, and there are a bunch of Steam achievements to unlock. I highly recommend Zeno Clash to any FPS or indie game fan.
I don’t know how else to put this, but Eternal Sonata is probably one of the best (if not THE best) RPGs of this generation (yes, next-gen is now this gen; it’s been almost four years now, C’mon). The best part about Eternal Sonata is the graphics, story, music, and unique battle system.
To make this as easy as possible to understand, I’ll start with the story. ES does something different that I’ve never seen in a game before, and that uses a fictitious story with something that’s nonfiction. ES is about the famous pianist Chopin from the early 1800s. ES follows the life of Chopin when he was struck with tuberculosis and left Warsaw, Poland, due to the war with Austria at the time. While the real Chopin is sick in bed, you enter into his mind and into the world that he created while trying to recover. Chopin is now Frederic, and you run into several unique and lovable characters while trying to defeat the evil Count Waltz. Forte Castle (where Waltz lies) is supposed to represent Austria, and Chopin wants to go back and defeat the evil leader so he can go home. The reason why Chopin runs into these colorful characters is that they all have separate reasons to see the count (I won’t explain why due to spoilers). After you beat each chapter, stills of Europe will play, as well as a piece of Chopin’s music and pieces of his life will be told. Everything flows and ties in perfectly, and it makes it one of my favorite RPG stories of all time.
Now I’m going to go right into the battle system, with this being the meat of the game. ES doesn’t have a random battle system (thank God!) since I think we’re finally beyond that. Every enemy you see is in real-time, and you can avoid them if you want (like in numerous other RPGs). Instead of having magic, ability points, and some sort of super attack, ES does away with all that. You have a battle counter that lets you decide what you need to do. After this runs out, your action counter (about 5 seconds) counts down when you start moving, and you use the A button to attack with your main weapon. Magic, Special Abilities, or whatever you want to call them, are on your Y button, and you can use them as many times as you want throughout your turn. So, if you attack until your turn is just about up and then hit the Y button, you can do some devastating damage. Of course, you have items that heal, poison, and revive KOs, and there are tons of them, but there’s nothing special about these that you haven’t seen before. When it comes to guarding, you have a “chance” button (B), and if you hit the button when it appears on screen, you will block the enemy’s attack, greatly reducing the damage by about 90%. Sometimes the button will stay longer than other times, but it’s all about timing, and this helps keep the action up.
When you get your party leveled up, battle rules change from losing time on your counters to being able to chain special attacks to moving faster in battle. Every time you hit an enemy, you “queue” up power, and then when you use your special attack, it’s that much more powerful. Every character gets two abilities: light and dark. On the battlefield, you’ll see shadows and light areas; when you are in a dark area, you’ll use a dark attack, and when you are in a light area, you’ll use a light attack. This is really great and can help keep things mixed up. Watch out, though some enemies transform into stronger monsters when they are in the dark. The level design in this game can vary sometimes since some of it has labyrinthine dungeons that require a FAQ to even remotely understand how to navigate. A lot of these are partly due to puzzles that require a lot of backtracking that really gets under your skin. Now that the battle system is out of the way, let’s talk about production values.
Eternal Sonata uses some outstanding music, especially when Chopin’s pieces are used. The graphics are just absolutely gorgeous, with bright color palettes and unique architecture I’ve never seen in a game before. Eternal Sonata is also one of the JRPGs that also includes Japanese voice acting, and I highly recommend this over the American voice actors. Just turn the English subtitles on, and you’re good to go since the Japanese voice actors fit the characters better and are just superb. The game is easier than most JRPGs, but maybe this is a good thing. Everyone wants a stupidly hard RPG that takes over 100 hours to beat, and that’s not always necessary.
Eternal Sonata will take you 20–30 hours to beat, depending on your play style, and even has a “game finished” save so you can go back from the beginning at whatever level you finished. It’s sad to know Eternal Sonata got great reviews but had poor sales, so I hope you pick this up and experience the best RPGs of all time.
Before I start here, Dark Messiah suffered bad reviews because of all the terrible bugs that launched with the game. Now that 2 1/2 years have passed, Dark Messiah’s bugs have been pretty much ironed out, and you now have a pretty fun action RPG. Before I start explaining the game, DM uses the Half-Life 2 engine, so you can expect some wonderful graphics and effects. DM uses the HL2 engine very well, but the engine is a bit supped up, so you’ll need a fairly beefy rig to run this game. If your computer was being pushed with HL2, then your computer will have a hard time running this game. I also have to mention that DM felt a lot like Oblivion Lite in the sense that it is set in medieval times, melee combat is in the first person, and the art style is a little like Oblivion (not as unique, of course).
You play as a young protagonist named Sareth, and you must stop the evil Arantir from using the Skull Crystal and bringing the Dark Messiah back to life. You have a choice: either stop him yourself or let the Dark Messiah live on. The story is actually fairly interesting and will keep you on the edge throughout this 15-20-hour adventure. Now DM is a linear RPG (it’s not free-roaming like Oblivion), but it makes up for it with an intricate combat system. You have about 30–40 different item slots, and you can carry things from health, mana, weapons, magic, etc. As you progress through the game, you will earn skill points for completing objectives, and you can upgrade a variety of things from endurance, health, stealth, and archery skills to learn new skills such as heal, fire arrow, freeze, sanctuary, etc. There’s a lot to learn, and you won’t upgrade 100% in a play-through. You can either concentrate on being a knight, mage, or archer or just go down the middle.
There are a variety of unique weapons you can pick up throughout the adventure, such as the awesome rope bow (shoot an arrow at any wood overhanging and a rope will come down), ice staffs, flame swords, poison daggers, and even a cool electricity shield that stuns enemies when they attack you. Now there are no shops where you can buy things, so everything has to be picked up throughout the world. This keeps the action constantly going but will disappoint people who are used to having stores in their RPGs.
Combat consists of left-clicking for your basic attack, but if you hold it down, you do a power strike, and whether or not you strafe, move forward, or backward will determine whether it’s a sideswipe, impale, or overhead strike. This can let you easily dodge an attack and quickly strike back. You can use the right mouse button to block (and, when you get the ability), left-click to knock enemies back. Hit enough bad guys and you’ll get your adrenaline bar up, and this results in a gory, slow-mo instant kill. This applies to all weapons, and each of them has its own unique advantages. You have a kick button, and this is great when you are on a ledge, so you can just kick them off. Every so often, you’ll find spike beds on walls you can impale enemies on, and you’ll also find traps that can be kicked down to crush enemies.
While the combat is really fun and you can do a lot with it, it will get repetitive after about halfway through unless you use different weapons and toss things up. Every so often, you’ll find a blacksmith room where you can add bars of metal and forge your own weapons. Now, when it comes to enemies, there aren’t too many of them (knights, undead, spiders, necromancers, evil demons), and that’s about it. They are mixed up a lot, but you can still get bored of them after a while.
Every so often, though, you will get a great boss fight, and these are huge creatures that require key items in the environment to kill them. These are pretty awesome and very satisfying to take down. My biggest complaint must be the level design. A lot of times, you won’t find most of the hidden secret areas since they aren’t even in places you’d remotely think they’d be in. There will be times you’ll wander around for over 30 minutes in the same place wondering where to go, and this has to do with poor-level design. The levels are very linear, most of the time dark, and really hard to navigate. Other than this, Dark Messiah is a pretty good game, and you can even get it off Steam for $10! I highly recommend Dark Messiah to any action RPG fan.
I was waiting for this game ever since I stepped foot into RE4 two years ago (on the better PS2 version). For some reason, RE5 feels like RE4.5 since it feels so similar, and this was a big disappointment for me. Don’t get me wrong, RE5 is phenomenal, but all the similarities can make avid RE4 players quickly bored and/or not so impressed. Rewind four years ago to that pre-rendered still of Chris Redfield during the RE5 announcement and look (or remember) how amazing it looked.
Well, since it took so long to come out, RE5 now looks on par with most next-gen games. It is one of the best-looking games out right now, but what RE5 does that RE4 didn’t do is have amazing cinematic cutscenes. RE4 had a lot of interactive cut scenes, but RE5’s are very cinematic (buy the collector’s edition and you’ll see the new camera technology they used to make these amazing cutscenes). There are fewer interactive cutscenes (press the so-and-so button within 2-3 seconds), but everything else makes up for it. RE5’s controls and basic gameplay are exactly the same as RE4’s. Hey, if it ain’t broke, don’t fix it, right? There’s still the over-the-shoulder camera, along with the whole laser sight and the whole wonky control scheme. While it still works, it does feel dated, and I wish there were a more Gears of War-type control setup or even something more modern.
One of my main gripes is that your attached case is a whole lot smaller, and you can’t upgrade it like in RE4. Sure, you have a quick-select button, but I’d prefer more room for stuff, thanks. You get nine NINE slots, and they are quickly used up. Let’s say you have a vest, four different weapons, and four ammo types. There’s no room for health (yes, it’s still the stupid herb ordeal), grenades, or anything else. This requires a lot more sacrificing, but thankfully your sexy buddy, Sheva Alamar, has nine slots as well, so you can trade and exchange items with each other. Yes, there is a “buddy system,” and I think in a zombie-ridden Africa, the buddy system is great (don’t worry, it’s not a “bodyguard” system like RE4 Sheva actually fights). Sheva’s AI is pretty good. Sometimes she tends to try and shoot through you half the time and doesn’t like to keep up with you when you’re bombarded with enemies.
Rarely will you die from this, but if you do, you get mad. This is why RE5 is a better-played co-op, online or offline. This is great and even has a Left 4 Dead feel since you’re surviving zombie hordes while trying to stop…err…a really bad man from unleashing the new Uroboros virus around the world. Since this is a next-gen system, the boss fights are bigger, badder, and tougher, and boy, do I mean BIGGER!!! You thought the El Gigante was huge on the GC, PS2, and Wii tries shooting up a 30-foot flying B.O.W. or something that’s the size of a naval freight ship. A few new elements are added to certain boss fights, such as “key weapons,” and these are only good for that fight. You may have a rechargeable flamethrower, an RPG, or even a satellite gun, kind of like the Hammer of Dawn in Gears of War. While all boss fights are a major challenge, you can always do it in one try. There are a lot more weapons in RE5, but most of them are useless since they are slight variations of other weapons. It takes longer to completely upgrade weapons, and you can only do this when you start the game, die, and are in between levels. No, there’s no creepy British dude with stuff under his coat selling you things. I found this change a bad one since it may hinder some people when they need a weapon before a certain point. Upgrades cost a lot more and thus make unlockables harder to get.
Another great thing about being next-gen is that the levels are now huge and the puzzles are challenging but not confusing and scatterbrained. There are a lot of little goodies to collect and unlock. You can use points for achieving certain things (such as finding all BSAA emblems, beating certain levels, etc.) to unlock figurines, filters, costumes, etc. These add great replay value and can make the game more fun a second time. When you beat the game, you get a mercenary mode (like in RE4) that pits you against tons of zombies you have to fend off. RE5 is an amazing game, but it feels too similar for RE4 veterans and may hinder and bring down your expectations.
Try multiplayer. A lot of fun !