The first of the Gun Survivor series felt like a genuine effort to keep continuity with the core Resident Evil titles. Sure, it was a spinoff light-gun game, but it was still recognisably Resident Evil, bringing the slow paced, explorative style of Resi into a different genre. Keys, notes, herbs, a little bit of ammo conservation... it wasn't a good game, but in its adherence to series conventions it was quite a charming little thing.

Survivor 2 gave up on this completely, eschewing the series' identity in favour of being a generic arcade shooter. Its execution was even worse than the first game's, and without that Resi identity to prop it up it really was worthless. I skipped the third in the series, Dino Stalker, as it's actually a Dino Crisis spinoff rather than RE. From what I've seen it looks to be a follow-up to the style of Survivor 2, though a lot more competent and less of a betrayal of series identity, given the direction Dino Crisis 2 took.

All this said, imagine my joy when I start playing Dead Aim and I'm not being timed. In fact, everything's very quiet... and dark. Bodies on the floor, but they're not getting up. Are they zombies? Ooooh, a locked door! Wait... LIMITED AMMO?!

Dead Aim is a follow-up to Survivor! Thank god. It's still a bit shit, but the atmosphere is surprisingly strong. Sensible improvements have been made, such as having a reload button, and moving in third person makes encounters much more readable. I'm missing the alternate routes and encounters from that first game, but otherwise this is an improvement across the board.

I loved this. It hit that perfect sweet spot of mediocrity, being just good enough while at the same time being just shit enough to keep me entranced for a couple of hours. I recommend putting subtitles on for cutscenes and revel in the dissonance between what they claim the characters are saying and what they actually say.

Reviewed on Jun 12, 2023


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