<?xml version="1.0" encoding="UTF-8" standalone="yes"?><oembed><version><![CDATA[1.0]]></version><provider_name><![CDATA[MetaGame]]></provider_name><provider_url><![CDATA[https://metavideogame.wordpress.com]]></provider_url><author_name><![CDATA[ruicraveirinha]]></author_name><author_url><![CDATA[https://metavideogame.wordpress.com/author/ruicraveirinha/]]></author_url><title><![CDATA[Resident Evil 5 &#8211; &#8220;Bigger, Better, more&nbsp;Bad-ass!&#8221;]]></title><type><![CDATA[link]]></type><html><![CDATA[Every design choice in "Resident Evil 5" screams of an attempt at capturing American FPS audiences, from the embodiment of action-oriented staples such as co-op play, a cover-based battle system and epic-sized set-pieces, to the more buffed-up character designs and supposedly more serious narrative. Trampled beneath these realizations is the past of "Resident Evil", completely forgotten by the game's designers. Instead of trying to re-frame the action oriented nature of "4" in a an action-adventure context, closer to the series' classic ideas, "Resident Evil 5" designers chose to upgrade "Resident Evil 4" by taking inspiration from mainstream shooters. Had it been a thoughtful reinterpretation of Capcom's most beloved series, then it might have been a unique game to explore, but as it stands, it's as "unique" as the latest entry of "Killzone", "Call of Duty" or "Gears of War". "Resident Evil 5" may be a very tense, well paced shooter, or if you prefer, a "bigger, better, more bad-ass" version of its predecessor, but make no mistake, there's already too much of that around nowadays.]]></html><thumbnail_url><![CDATA[https://i0.wp.com/metavideogame.wordpress.com/files/2009/03/resident-evil-5-20090223081855680_640w.jpg?fit=440%2C330]]></thumbnail_url><thumbnail_width><![CDATA[440]]></thumbnail_width><thumbnail_height><![CDATA[248]]></thumbnail_height></oembed>