By
the default Japanese controls, X is the run button and it also
serves as the special ability button if you're in the "ready"
position (otherwise known as drawing a weapon in the previous
RE games). George will tackle an enemy (it's a charge move so
the longer you hold it, the stronger it is), Kevin will kick,
while Yoko crawls and so on. Aside from the button activated ability,
each character has additional abilities/unique characteristics
as well (some more than others). To give you a better idea, Yoko
has a backpack so she can carry 8 items at a time, while Kevin
and Alyssa have a sharp shooting ability and Mark handles melee
weapons well. George arguably has the most useful ability of preparing
the pills that stop the spread of the virus by combing an herb
with a medical kit he has.
Melee weapons are plentiful in the game,
varying in sizes and durability. They do receive realtime damage
and once they're completely worn out, your character simply throws
it at the enemy. Perhaps the biggest, though very subtle change
is that the weapon drawing button (R1 or R2) is basically the
"ready" position button, so if you hold it without equipping
a weapon, the special abilities still work and pressing the fire/action
button will result in a tackle. That applies to all character
but it's not as strong as George's special move tackle, though
it does make thing more comfortable when you're trying to conserve
ammo, or if you haven't found a weapon yet. It's worth noting
that with the exception of Kevin, every other character starts
off without any weapons.
As far the communication aspect goes, the
game has a preset list of sentences for each character that can
be used both offline and online. The square button triggers the
"random" comments including the occasional chuckles,
while the right analogue stick is used for more specific lines:
Tap the stick to the left to trigger a cry for help, right for
a "thanks" line, up to order partners to move, down
to shout out a sentence to get out of an area as a group (e.g.
"Let's go!" complete with a hand signal). The not-so
hidden R3 command is simply for obnoxious comments such as "Your
timing sucks!" and "Your worst than my ex-wife".
As
far as visuals go, the game won't disappoint, especially when
you consider the fact that it had to be designed with the limitations
of an online infrastructure. The game is fully realtime with some
great high resolution textures that make up very convincing and
detailed environments; in fact, those are some of the best textures
on the PS2 surpassing those of SH2 and 3. The environments are
very detailed, and aren't far behind pre-rendered quality, and
at certain points, they are combined with some streaming FMV.
The game was designed with a different approach than the SH games
with lots of prelighting and shadows in the backgrounds to allow
the best possible resolution (on the realtime textures) to mimic
the pre-rendered look (undoubtedly an approach that's used in
RE4 as well). The SH games rely on the other hand dynamic shadows
and lighting. Both approaches provide nice results without a doubt,
but as far as pure eye candy goes, I'd have to give a nod to the
first one. There are volumetric effects that are among the most
realistic seen in a video game. The character models are equally
impressive, and the designers managed to create extremely realistic
looking character from fewer polygons (than an offline game).
What impresses the most is that the game has the best animations
seen in the series; every character has his/her own unique set
of animations (for the most part), and they're very fluid. The
enemies are well animated as well, but the character animations
really outshine them. It's worth noting that the running speed
is similar to the recent Gamecube games, so it's slower, more
realistic running and the speed varies from one character to another.
In addition to that, the "blur" filter used in the GC
games is back as well, perhaps to add polish to the overall image
quality; the game does have the best image quality on the PS2
with very little artifacts. However, the visuals aren't without
any flaws as there is a noticeable clipping problem with the characters
and enemies, and some low resolution textures in the fifth scenario
that stick out. Once in a while, you'll encounter a momentary
lag in certain stages with volumetric effects; otherwise, the
game runs a very consistent frame rate (30 fps). To a minor extent,
it's a bit disappointing that there is no progressive scan or
widescreen support; we'll just have to wait for BH 4 for that.
The
intro CG movie is extremely well done with some stylish directing,
and the quality is excellent as well but certainly not on par
with the Onimusha series CG. The rest of the CG movies are a mixed
bag, and vary in quality from one scenario to another (since each
scenario had a different director), but the overall quality is
good though not spectacular.
The audio in the game is excellent all
around. The enemy, door, and menu sounds are all recycled from
RE3, but the samples are much crisper now, though the highlight
of the game's audio is the new set of effects. Almost every character
has unique footstep sounds (separate for walking and running)
and they're extremely crisp much like the footstep sounds in the
cut scenes of MGS2. There are also unique sounds for drawing/reloading
weapons (not unlike MGS2) as well as crisp environmental sounds
such as wind etc. The music in the game is well done as well,
though it lacks variety in some stages; the game's theme and ending
tracks earn high marks for being very memorable. With all this,
it's a pity that the game doesn't support any form or surround
sound, but we have yet to see a BH game to do so; again, one can
only hope that BH4 will be mixed for Pro Logic II setups.