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Resident Evil Dead Aim



It's been awhile since a Resident Evil game graced the PS2. In fact, since RE CODE: Veronica X, the GameCube has seen all of the Evil love. Now the series makes its triumphant return to the console with Resident Evil: Dead Aim (called Gun Survivor 4: Biohazard in Japan). It's a light-gun game, and the best in a series that stretches back to the PS One days.In the game, you play as either Bruce McGivern (and sometimes the darling Fongling), once again ridding the world of the menace of the Umbrella Corporation. This adventure begins aboard a cruise ship, an eerie and welcome change of scenery in the Biohazard/RE universe. The same skills that you've always needed--item management, quick wits and a keen eye--will be tested here, except now, you'll need to be handy with the steel... er... orange plastic.IGN Guides will help you lock and load. Our tips and strategies will provide the blueprint for survival in a grimy world of evil. Our full walkthrough will point the quickest and most efficient way through the game, making sure that you get all the items and waste no ammunition in the process. The boss tips within this guide will help you tame the mutated beasts you encounter and the Q&A will shed light on some of your most pressing questions. The seething hordes of undead await. Let's send them to their final rest together. IGN, your trusty GunCon, and you...




Resident Evil Dead Aim



But before we go overboard with astonished praise, let's take stock of the Resi situation in 2003. As any passing fan of the series will wearily acknowledge, Capcom's stubborn commitment to the original 1996 template in all five 'proper' Resi titles is possibly the only truly evil thing about the series these days. The utterly hopeless controls, enemies you can't see, rubbish save system, door opening animations, scarce ammo, tired endless locked doors, hammy sub-B movie acting and so on. It'd be akin to Id bringing out FPSs where you couldn't jump or look up and down, but somehow Capcom has got trapped in its own personal time warp.


The story begins with the theft of the dreaded T-Virus from the Paris branch of the shady Umbrella organisation, and the hijacking of a luxury ocean liner, which also happens to be owned by Umbrella. Basically, the evil Morpheus has a bone to pick with Umbrella, and intends to finish the work he started. As per usual, it's up to you to put a stop to this meddling via a procession of zombie VIPs, and assorted mutated slime balls.


But, inevitably, there are moans. The main one is the fact that it's really not that big. In fact, a hardened blaster could lick it in four hours - depending on the difficulty level, of course. The other main criticism is the rather pedestrian middle sections which are about as unimaginative as you can get. Someone clearly had a deadline to meet.


The earlier Resident Evil games were structured around the Umbrella Corporation being the big bad, which suits the mix of horror and conspiracy thriller themes that the series encompasses. The Umbrella logo became synonymous with evil big tech with zombies and other mutated creatures being the result of Umbrella's recklessness or malice. As the series progressed, Umbrella's power and presence deteriorate in lieu of more focus on the protagonists of the series, with Umbrella serving as mostly an easter egg in Resident Evil Village. The series maintains many of the same themes today, though, replacing Umbrella with other shadowy organizations.


Resident Evil: Dead Aim offered maybe the greatest zombie-blasting action the series has ever seen. While not the only game in the franchise to use a light gun, this one offered just the right mix of exploration, action, and fear to really shine. There was just something about using the Guncon 2 to skulk through the halls of an undead-filled ship that created a horror experience that was fun, exciting, and frightening. 041b061a72


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