YMMV / Resident Evil 5

  • Alternative Character Interpretation: A ridiculous amount of the things that Albert Wesker does make much more sense if viewed through the lens of him having an obsessive villainous crush on Chris Redfield. His using Jill Valentine against him instead of just killing her, his barely acknowledging Sheva Alomar's existence, his backstabbing of Excella Gionne and his refusing to kill Chris even while he has a gun to his head. It even explains his lack of shirt during the final boss fight. He's showing Chris what he's giving up by turning down the chance to rule as co-Godking of the octopus people.
  • Author's Saving Throw: Capcom responded to the accusations of racism and Unfortunate Implications leveled toward the game in a variety of ways. Along with the addition of Sheva, the game makes it clear very early on that the Majini you're gunning down are as much victims of the outbreak as the heroes, being infected with horrific Puppeteer Parasites and driven to madness against their will. The journal of a young boy you find in the swamplands only drives the point home, as he watches his tribe completely fall apart due to Tricell's mechanations before succumbing to the infection himself, making what would be shallow and crass stereotypes into yet another reason to loathe Albert Wesker.
  • Awesome Music:
  • Base-Breaking Character: Sheva generally is very polarizing with most Resident Evil fans. To some, she's a typical bland, one-dimensional, and uninteresting character whose main purpose in the game is to be Eye Candy and to push the new "partner" system in the game.note  A large number of fans also were quite disappointed she got to assist Chris in finishing off Wesker; an honor that many believed she was undeserving of and should have gone to Jill. There's also those who believe she was created simply to respond to the racism allegations surrounding the game before release.note  On the other hand, Sheva also has a few supporters who liked her characterization as a loyal soldier who had been pushed into a situation that was way over her head. She is completely locked out of Chris and Wesker's history and provides a fresh perspective against the monsters that Chris is so jaded with fighting.
  • Billing Displacement: Jill replaces Sheva on the cover artwork of the Gold Edition, despite the fact that she's only playable in the two unlockable chapters and doesn't show up in the main campaign until the end.
  • Demonic Spiders:
    • Lickers, as par for the series' course. Their regular claw attacks pack quite a punch, their tongue spear holds its victim in place, perfect for others of its kin to start a Cycle of Hurting, and if you miss the button prompt that repels their leap attack, you are guaranteed to die unless helped by your partner, no matter how much health you have. To put the cherry on the cake's icing, they always show up in packs. Also, their weakness is only vaguely hinted at, being acid rounds for the grenade launcher. Now you can buy and use them before the level, but they're one of the more expensive grenade ammo, and once again you're lucky if you know about them before hand.
    • Reapers. Giant, vaguely humanoid insectoid creatures that resist most of your gunfire, regenerate what you can damage, including their heads, spew noxious gas, and have a very tricky weak point that you need to hit. The best part is that they have a One-Hit Kill. If you get close to them, they will kill you, full stop, no calling for help. As bad enough as this all is, it gets worse playing on single-player, when Sheva decides the best thing to do is to rush in and close the distance.
  • Disappointing Last Level: Chapter 5 and onward start throwing more cheap deaths and frustrating enemies (such as the aforementioned Reapers and Lickers) at you, with the enemy base ending up rather generic and flat in comparison to the somewhat lively and creepy villages and jungles the game used previously. Chapter 6-2 onwards, however, is quite fun in its own right, and the final boss(es) are both challenging and fun.
  • Ensemble Darkhorse:
    • Josh Stone is this. Reasons include his accent, his knack to save Chris and Sheva multiple times, especially from Jill, the spectacular wrestling moves he performs in the Mercenaries Reunion Mode, and the fact that he's the only minor character in the whole game that makes it out alive and was there to save Jill after she was released from Wesker's mind control and piloted the helicopter to rescue Sheva and Chris along with her. By the way, did you know that he's A LEGEND!!!
    • Doug the helicopter pilot from the Desperate Escape DLC actually has a recently growing fan base. His Tear Jerker death certainly helped play a large part in this, as he's another sad victim of the curse of dying helicopter pilots in the series.
    • Ricardo Irving was seen as a spiritual successor to Ramon Salazar and has a large fanbase.
    • One of the series' long standing darkhorses, Barry Burton, was brought back for the Mercenaries Reunion solely because of this reason. Same applies for Rebecca as well.
  • Evil Is Sexy: Jill, sort of. The fight with her was just chock full of fetishized fighting. Distracted by the Sexy indeed.
  • Fanon: A lot of people assume Sheva is meant to be mixed-race, mostly due to one of her outfits being a shout-out to Halle Berry's character in Swordfish, but nothing is said about her parents' ethnicities one way or the other. Her motion actor is Dutch/Indian.
  • Game-Breaker:
    • S.T.A.R.S. Wesker in The Mercenaries is just one example. On the other hand, Midnight Wesker is das professional character, meaning he has all that is needed for overinflated combos and scores, but you need to be good.
      • In Verses mode Midnight Wesker becomes even worse. Normally the Handcannon in his set would be used to quickly dispatch a boss, or just just get a kill to keep up the combo in desperate situations, before going back to handgun and melee attacks, however since you can shoot other players to damage and kill them in both Slayer (PVE focus) and Survival (PVP focus) it becomes a lot more useful to take a single, deadly potshot at your enemy.
    • Rebecca. Yep, that Rebecca. With an auto shotgun that can one shot most enemies and a MP5 for long range work, a good player can kill everything before time runs out. In addition two of her melee options, flamethrower and tear gas note , are excessively good for combos, both having a very wide range with flamethrower doing good damage and tear gas being useful in emergencies to clear some room if you don't have the shotgun out.
    • Giving A.I. Sheva a SIG P226, especially once you upgrade the damage to 480. Sure, she focuses on her handgun, but if you're playing on New Game+, you've probably got a decently upgraded AK47 which can do double duty for pistol-style work against enemies anyway. And AI Sheva is a dirty, cheating A.I. on your side, able to two- or three-shot most standard enemies at an absolutely ridiculous range right up until Licker Betas and other high-HP enemies start to appear regularly.
    • The Rocket Launcher can become this in a flash in story mode if you unlock infinite ammunition for it. Sure, it requires you to beat the game first, but you can unlock the good stuff on Amateur difficulty and proceed to one-shot bosses even on Professional.
    • The Good Bad Bug allowing you keep any loot you picked up in a section of a stage whenever you voluntarily quit. Since several chapters have very useful goodies laying around near the start, you can easily exploit this to stockpile loads of treasure and rare, powerful equipment like magnum ammo and rocket launchers.
    • In a Co-Op session, one player can give a human partner stuff (weapons, healing items, rotten eggs, etc.), have the player with the donated goods to quit the game and save what they got in their inventory while the other player does not save what's lost at all. This results in items being duplicated, making it quite easy to rack up money, especially from valuable equipment. Xbox 360 players can easily do this with just two gamer profiles and two controllers; PlayStation 3 player don't have the same game-breaking luxury as they require another player online to duplicate items.
    • Heavy metal Chris can be added to the list of top tier mercenaries characters. The simplest reason is that the stun rod counts as a melee, so getting kills with it will add to your timer, in addition an infinite ammo Gatling gun which can be used to get a quick kill, pepper boss monsters, and protects Chris's back at all times. Unlike Wesker or Rebecca, his actual melees aren't top tier, so he has to mostly rely on the stun rod for timer inflation, but even that means he's at an advantage against exposed parasites.
  • Goddamned Bats: Adjules. They don't inflict or sustain that much damage, but their speed and low stature mean that you will likely waste a lot of ammunition trying to hit them.
  • Ham and Cheese: D.C. Douglas was clearly enjoying himself in this game. He didn't just Chew the Scenery as Wesker, he absolutely devoured it.
  • He's Just Hiding: Countless fans don't buy the apparent Word of God that Albert Wesker is dead and insist that for now the character is retired, but believe he will one day return. Considering the creation of Jake Muller in the sequel and the mysterious Alex Wesker, it's clear for now Capcom now sees the gravity of their mistake killing him off early and tried to compensate for one character with two.
  • Hilarious in Hindsight:
  • Memetic Mutation: Nearly everything Wesker says.
  • Most Annoying Sound:
    • "I need an egg!" "I need a HERB!" "COME ON!" Easily spammed by your teammate. Especially fun with Wesker in Mercenaries:
    Wesker: "You will GIVE me an egg!"
    • Voice director Liam O'Brien admits that "I need an egg" is one of his favorite lines in the game... which led to this hilarious exchange at SacAnime '09 with Roger Craig Smith, Chris's voice actor.
  • Narm: It wouldn't be Resident Evil without it; see also Memetic Mutation.
  • Scrappy Mechanic: In Mercenaries, have fun being randomly grabbed by Majinis while you are desperately trying to keep your combo up. Bonus points if the Executioner is around.
  • Scrappy Weapon: Proximity Mines. Though they have some use in Story mode (usually by leading bosses and strong enemies on them or setting up for groups you know will be there in reruns), in Mercenaries they are next to useless, with melees giving you more time on kill, and taking a while to set up for little payoff, as far as comboing goes. In mercenaries you might be able to use one or two while on the run from a horde, but in verses they are next to useless as it's obvious when one has been set where you might step on it as well as the possibility of it being shot while you set it.
  • That One Boss:
    • Ndesu, a.k.a. El Gigante of Africa. You are caught in an immobile truck, and the only ways to not be hit are to either shoot him enough to stop him or hit the action commands that flash for a split-second. You need to concentrate fire on him (unless he tosses a hard-hitting boulder) while keeping an eye out for action commands. Random enemies like to come throughout the fight and shoot you with flaming arrows or molotov cocktails, and you can't even heal yourself if your health is too low! This is just a midgame boss, even!
    • Fights that aren't exceptionally difficult normally become ridiculous on Professional. Irving's tentacles become one-hit kills, and the window for the dodge command is buggy and sometimes lasts less than a half-second. The Wesker+Jill fight is even more absurd, at least on single player. Normally, the enemies on professional ignore your partner for the most part and focus on you, but Wesker and Jill ignore this entirely. Your partner will die, A LOT. Two of Jill's SMG bullets will kill you, and it's almost impossible to incapacitate her in the first phase, as your partner refuses to help after you restrain her. Once you get to the second phase, your partner will run off to try to knock out Jill, but will usually just get SMG'd or smacked by Wesker.
  • That One Level:
    • Level 5-3. Chris and Sheva have to go through three Reapers, a spinning Elevator Action Sequence, a small army of Lickers, Wesker, and Jill.
    • The chase sequence leading up to the Ndesu battle. Enemies have an extremely annoying habit of nailing you from behind with highly damaging Molotov Cocktails while you're busy fighting off armored trucks, there's no way to heal the damage you take on, and it's far too easy to lose track of your tiny, faintly red aiming reticle against the predominantly orange and brown backdrop.
    • Any level which requires splitting up for extended periods, making one partner useless, or any level that utilizes Hollywood Darkness.
  • Unfortunate Implications: As the Zero Punctuation review of the game put it when discussing how the game itself compared to the pre-release accusations of racism:
    RE5 actually does a lot to defer that accusation. Your partner is black (a bit), quite a few whiteys are scattered throughout the early hordes, and real effort has been put into a somewhat realistic and sympathetic depiction of modern Africa. And then...! Halfway through the game, we suddenly find ourselves in a succession of mud hut villages fighting crowds of jabbering black people in loincloths and war paint, chucking spears. Oh, dears! Talk about sidestepping a pothole only to fall off a bridge.
  • Visual Effects of Awesome: Great detail in the environments and texture work, excellent-looking and shot cutscenes, great animations, some really good effects and well-done lighting make Resident Evil 5 look fantastic, especially by modern standards.