The feeling of reloading by hitting the button at the base of the grip really ramped that feeling up. With a little fear to add to the excitement. While I felt more fear overall in playing most other Resident Evil games, this one felt more built around fun. Mingling that excitement with the fear as enemies grew near created a sensation that the other games never quite matched. Physically having to aim the gun made you feel more involved in the experience. Pulling the trigger to shoot the zombies made the experience feel more connected to you as the player. Squeeze in your shots when you could.Īnd there was a definite thrill in the gunplay in this game. This lead to many chilling boss fights as you’d dart around to avoid hits. To compensate, the game would throw more enemies at you, or faster ones. Being able to aim just by pointing a gun meant your character could move faster. It also gives players time to move and take aim more effectively. This gave the zombies time to make you nervous with their presence. Past games in the series up to this point (this game came out after Resident Evil Zero, but before Resident Evil 4 really changed the series) often featured slow foes. With the ability to swap between views and aim directly using the gun, Resident Evil: Dead Aim also gives you some quicker enemies to deal with. And I’m still in big trouble from the five or six zombies trudging my way. I’d have to hit a button to mess that up. If something startled me while playing previous controller-based games, that rarely threw off my aim. Getting a bead on an enemy could always be challenging in other games in the series, but having to physically aim the gun yourself added a layer of difficulty to it. You might find yourself scrambling to aim at a weak spot as one of the bosses bears down on you. If you have shaky hands when you’re nervous (I do), this can result in some of your shots missing the mark. This can play with your aim in interesting ways. This worked quite well in Resident Evil: Gaiden, but it’s tremendously frightening here. While you normally watch this happening to a detached avatar, here, they’re walking towards you. You get to really take in their gory details as they get close, allowing for a bit of panic to settle in as you fire away. ![]() When the zombies are coming at you, you’re seeing them in first person. Resident Evil: Dead Aim just makes the experience feel more connected to you with this control scheme. Now, shooting at lumbering zombies makes for tense, yet exhilarating gameplay in pretty much all Resident Evil games. You tap this button to do a reload when your ammo’s run out. Finally, there’s a button that sits where you’d load the magazine on a real firearm. The trigger will pull you into a first-person viewpoint so you can aim by pointing the gun. There are buttons along the side of the gun to access your menu and use items. This allows you to use your thumb to move the character around. There is a D-Pad where the hammer would be on the gun. What’s different, and makes things far more exciting and involved, is doing so with the Guncon 2. If you’ve played the earlier PS1 releases, these controls will be familiar to you. Left and right turn you in those directions. Your character controls like a tank as well. Your character moves around in third person, letting you see when trouble is nearby. Tight hallways, luxuriant rooms, and lots of zombies roaming the halls. Resident Evil: Dead Aim feels pretty similar to many earlier games in the series. The pair of you, and a few thousand rounds, should hopefully be able to shoot all of the dangers on the boat and save your respective countries. China isn’t keen on Duval’s actions, so they send their own agent, Fong Ling. ![]() So, the US calls upon Bruce McGivern, a member of an anti-Umbrella task force. The usual Resident Evil gang is a bit busy, though. ![]() Duval also intends to launch the virus all over the place, causing all sorts of trouble for everyone. Morpheus Duval, a former Umbrella employee, has stolen samples of the T-virus and contaminated a ship with it. 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. 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. Resident Evil: Dead Aim offered maybe the greatest zombie-blasting action the series has ever seen. Resident Evil: Dead Aim – Excellent Light Gun Zombie-Blasting Mayhem
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