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Resident Evil 5 Versus Review
10 out of 15
The master of stop-n-shoot multiplayer
Date: Thursday, April 23, 2009
Author: Brian Rowe

  • Game: Resident Evil 5: Versus
  • Platform: Xbox 360; PS3
  • Publisher: Capcom
  • Developer: Capcom
  • ESRB: Mature
  • Genre: RE5 DLC
  • Players: 4


  • What's Hot: Mercenaries with the ingenuity of real opponents, frantic battles with roaming Majini, refreshing take on deathmatches


  • What's Not: Quirky scoring system, archaically aggravating lobby system, $5 for what amounts to a new rule-set



  • Review by: Brian Rowe

    By now you have probably run across at least one or two rants heralding the injustices of Resident Evil 5’s new downloadable content, Versus, for not coming prepackaged with your store-bought purchase. I’ll admit paying $5 for a 1.8MB download on the Xbox 360 or a scant 351KB on PS3 feels suspiciously like nickel-and-diming. Still, if you’re among the throngs with a Mercenaries addiction, Versus is practically mandatory.

    I mention Mercenaries because Versus is more or less the same game with a few alterations to the rules and three other humans thrown into the mix. The two modes within, Slayers and Survivors, and their team-based variations, share the same eight maps, cast of characters, and basic premise of pumping up the scoreboard before time expires. The human element makes all the difference. Getting flanked by two or three opponents in the middle of a combo, or giving up that combo to save a gasping teammate adds chaotic urgency that the methodical tactics of Mercenaries can’t touch.

    The goal in Slayers is to kill encroaching Majini and other players quickly and efficiently to keep your combo running. It’s easier said than done when your opponents cause a ruckus and pull the hordes to them, or when the opposition finds you helpless in an executioner’s grasp and ripe for a free shot. The Majini are still in full-force in Survivors, but only damage to players counts. Unlike traditional deathmatches, killing your opponent isn’t a necessity. Each successful hit adds points based on the type of weapon used, with bonus points for kills and losses for the damage you take.

    I like the theory behind Survivors, but I can’t comprehend the logistics of the scoring system. Weaker weapons such as handguns and knives take time, skill, and cunning to use effectively, but are only worth 100 points per hit. Meanwhile, magnums and rocket launchers rack up 1,500 and 3,000 per hit, respectively, and that’s before the 3,000 for the successful kill sure to follow. Survivors is still a lot of fun, but as a stalwart believer in strategy first and noob-tubes second, this hits a little below the belt.

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