Resident Evil 5: Lost In Nightmares (Mostly) Spoiler Free Impressions

Note: This game was played with a PS3 and with another human player.
Lost In Nightmares will remain imprinted on my memory as the creepiest tidbit of Resident Evil in a long time. The fact that it is also an exceptional piece of dlc makes the short adventure that much better. From the title screen to the chapter review I constantly found myself surprised by the subtle changes made to the already exceptional RE Co-op experience.
This singular chapter stars Chris Redfield and Jill Valentine as they are in pursuit of Albert Wesker. They find themselves at the Spencer manse from the original Resident Evil. Anyone who has played the PSone classic will become filled with a sense of nostalgia as they explore the halls of this dilapidated structure.
The cooperative play works just as you remember from Resident Evil 5. Most events require teamwork depending on the talents and skills of either character and progress is halted until both players are playing their designated roles.
For the most part figuring out who is to do what is common sense but at times it feels weighted towards Jill which is understandable considering this is her debut in the Co-op story-line. These moments are played out in short mini-games that utilize some of Jill's unexpected talents and manages to create one of the creepiest moments in recent survival horror memory. When you see a piano, you will know what I mean.
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It is the little things that sets Lost In Nightmares apart. Here the BSAA emblems are replaced by STARS badges and are strewn throughout the level. Each one you collect from enemy mobs or find hidden in the environment add to your final score making LIN the most economical place for you to farm those elusive Bonus Points. While you cannot carry your weapons from RE 5 over to LIN, the BP farmed can be used to unlock weapons, action figures and characters in the other various modes like Mercenaries.
Capcom really took its time adding subtleties to things like opening doors, which can no longer be kicked in but unfold with a sense of trepidation, just as they did in the first Resident Evil. This quest is also plays more toward ambiance rather than sheer combat and while their are weapons to be gained, they appear to be completely randomized for each play through. Even in combat LIN really brings survival horror back to it's roots by forcing teamwork and puzzle solving in ways most unexpected. The later half of the level has you trapped in a deadly maze with the most horrifying creatures with nothing but your wits and your knife. Also it should be noted that the laser targeting system appears more sensitive and seems to have gained a slight auto-lock which makes the final battle more manageable.
The entire experience, while short, has tremendous replay value and the trophies and achievements help add another layer of challenge to an already taxing puzzle/combat/haunted house play structure. It is available now on the Play Station Network for $4.99 and on the Xbox LIVE Marketplace for 400 points. Both include the Lost In Nightmares bonus chapter and Barry Burton and Excella Gionne as unlockable characters Mercenaries Mode.








So, they go back to the original mansion from the first Resident Evil...the one that explodes at the end of that game.
I...wait, what?
I do not for the life of me understand why people keep saying it's the original mansion. IT'S NOT. It is Spencer's original family mansion, where he actually lived as a kid. The mansion in RE1 is in Raccoon City and was more or less a replica of this one commissioned by Umbrella. It BLEW UP.
It's simply amazing, it's a reminder of how survival horror CAN be done in the modern day. I'm just sad about the short length.
The DLC alone is way better than the whole game. I loved how it was Survival Horror and not just a action game. I hope the next will be as terrifying!!!
While I like the idea of adding some oldschool-level I have to say that level got some real odd point. That mansion is not supposed to be the one from the first part of the series, yet it does have rooms that are exactly the same. Guess the architect was very lazy, ' cause this was already in Code Veronica the case.