We sat down this weekend to spend some time with the new versus mode in Resident Evil 5 and present you with our take.
It's a bit of an overstatement at this point but prior to the release of a new Versus mode for "Resident Evil 5", there has already been plenty of talk regarding Capcom's first RE DLC. Anger was the initial response from the fans, but then controversy transitioned to outrage over the possibility of that this content already existed on the retail disc. At this point its feels like, regardless of Capcom's intentions, its all spun utterly out of control (and this time race has nothing to do with matter), with most people having already chosen sides.
But one fundamental question remains: is the mode worth it?
"Resident Evil 5" did ship with one mode we've sunk a bunch of time into as of this writing: Co-op. Working with our partner we panicked, nefariously planned, and executed the destruction of countless enemy Majini's and other freakishly contorted creatures. The move to co-op in "Resident Evil" made sense overall, even if it slightly subtracted from the traditional atmosphere of the series, known more for it's tension filled environments and lonely corridors. But part of that very tension was produced because you played the game alone. No AI partner or human buddy could jump in to save you. Yet, it seems Capcom is looking for more ways to extend that buddy experience.
So versus is a new thing for the series. One that veterans, like me, seem to smirk at, ultimately unsure if it makes any sense. Sure, we've spent countless hours fragging Spartans and Elites, or blew away plenty of other iconic heroes and villains in competitive online multiplayer, but how does this mode work in "Resident Evil"? And, more importantly, should we care?
Playing it made slightly more sense of the new versus mode, and its really keen for people looking to get more playtime out of "Resident Evil 5". Or at least, more game for $5. Think of it as an extension of Mercenaries, except now you can shoot other humans, too. In Slayers, player's build a high score by defeating the most enemies possible within an allotted time frame. Chaining Majini and other boss kills for higher combos is the best way to get the highest score, but you can also defeat rival players as well to slow down their score. Survivors is more slayers, but this time dropping rival players is the only way to score. And each time a player is beaten in Survivors they drop a random item from their inventory, so don't get too attached to that machine gun. Every player begins survivor mode with a pistol and then finds upgrades as they play through each level - all of them based on locations from the main game.
As with any standard multiplayer these days, the matches in RE5 Versus come in two varieties: ranked and player matches, team based or free-for all, and almost obligatory leaderboard support.
The one bonus of this versus mode that seems designed to entice players to keep playing is that they use their points earned in the this mode and main campaign to unlock other playable RE5 characters. Players can unlock multiple versions of Chris, Sheva, Jill, or Albert Wesker - complete with a very deadly Magnum and triple barreled Hydra shotgun combo. Wesker sports an almost unfair combination that slightly detracts from the competitive experience found in Slayers. His powerful arsenal makes him a mainstay for any Slayer match (we've seen at least two of him in every game of versus we've played) and this seems like a foolish design choice if the designers intended to balance the game.
In fact, the balancing here in versus mode feels partly neglected. For example, the default versions of Chris and Sheva have weapons ill suited to taking out Wesker up close. He's not unbeatable, it just means that to take him down you have to use a different set of tactics. It's possibly more frustrating than the developer's may have predicted. The game does grant you other weapon drops (like the occasional magnum drop) immediately after defeating a boss character, so you have a fighting chance but the situation seems unbalanced to begin with. Basically if you're not picking Wesker and someone else did, prepare for an uphill battle since his weapons will kill Majini's (and you) a lot faster than yours.
Tactics are still present here in RE5 Versus. Plant a mine before you're retired in Team Surviors and leave a nasty surprise for careless opponents, or lead other characters into a nasty partner ambush. Better still, sneak up carefully to rivals and flank them while they're distracted by Majini's. Anyway you look at it, it can still be sort of fun in it's own I-can't-shoot-and-move-at-the-same-time sort of way, but if you're considering this DLC as a purchase that's probably a non-issue.
We'll never know what directly lead to this mode's existence, if it's already on the disc, or what Capcom's intentions were, but we do know this: You're basically looking on a tacked on mode built competitive types that enjoyed mercenaries and don't feel shackled by RE5's control set up. The focus here is on teamwork using tried-and-true RE 5 cooperative gameplay mechanics. Overall, it's a take it or leave it thing where the barrier to entry is $5.