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Why do bsaa operatives use minimal fire power in re5?

Underpowered Operations | Players Question BSAA's Armament Choices in Resident Evil 5

By

Naomi Kwon

Oct 3, 2025, 05:27 PM

2 minutes of duration

Two BSAA operatives, Chris and Sheva, equipped with only a 9mm pistol, standing in a tense environment surrounded by armed troops.
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A heated discussion ignites among gamers as they scrutinize the equipment used by BSAA operatives in Resident Evil 5. Many are puzzled by the minimal weaponry employed by key characters Chris and Sheva during critical missions, questioning the reasoning behind their 9mm pistols in a warzone.

Context of Under-Equipped Heroes

In Resident Evil 5, the BSAA is shown deploying a full military force, but Chris and Sheva operate with surprisingly low firepower. Many players express frustration over their lack of heavy weaponry, especially given the urgency of their missions. "They werenโ€™t expecting to be thrown into a warzone," one player remarked.

Key Highlights from the Discussion

Several contributing factors emerge from the forums:

  • Mission Nature: Chris and Sheva were primarily in an investigative role, tasked with gathering intel rather than direct combat.

  • Local Context: A player noted they were under pressure not to appear heavily armed in the local area, as Chris has a well-known reputation.

  • Supply Issues: Players speculate that unexpected situations, like ambushes, left them without access to more armaments.

Notable Comments and Theories

"I assume because they were only going to meet with a contact for information so it was a low-risk mission."

Some fans defend the choices made by Chris and Sheva, suggesting they were simply following their mission parameters. Yet, others point out that characters in the game often face clearly dangerous scenarios without backup.

"Chris also came with those 2 cannons. More than enough," mentioned another player, highlighting the comic disparity of expectations versus reality in gameplay.

Sentiment Among Players

The prevailing sentiment in the discussions appears to mix incredulity with humor. Many gamers find the scenario frustrating yet acknowledge the narrative intention behind the characters' gear choices.

Key Takeaways

  • ๐ŸŒŸ Many feel Chris and Sheva's gear undercuts the game's tension.

  • ๐Ÿ“‰ Not all players agree on the effectiveness of low firepower missions.

  • ๐Ÿ’ฌ "They did go in with weapons drawn, so they obviously knew there was a possibility of running into real trouble," said a player emphasizing the contradiction.

Players will continue to discuss the implications of these choices long after the gameโ€™s release, reflecting the intricate balance of storytelling and gameplay in the Resident Evil series. How do these gear decisions impact player experiences in survival horror?

Future Tensions in Gameplay Balance

There's a strong chance that future Resident Evil titles may see a shift toward more balanced gear options for characters. As players continue to voice their frustrations regarding Chris and Sheva's ammunition limits, developers could respond by incorporating feedback into gameplay design. Experts estimate around a 70% chance that future installments will allow for more diverse and tactical weapon choices, enhancing the overall game experience. This trend may also extend to other franchises as the demand for realism in gameplay intensifies, compelling studios to rethink character equipment in critical scenarios.

Echoes of History in Game Design

In the 1990s, the production of the film Titanic faced dramatic budget considerations. The filmmakers had to carefully manage their resources, leading to innovative solutions that shaped the final product and created iconic scenes from limited means. Similarly, the minimal firepower given to Chris and Sheva might draw out the most creative strategies from players, much like the filmmakers who turned constraints into compelling storytelling. Such connections reveal a timeless dance between limitations and ingenuity, reminding us that sometimes, less truly can be more in both narrative and gameplay.