The “Resident Evil” franchise has long been the dominant name in the survival-horror genre. Never was this more evident than with the release of “Resident Evil 4,” still considered by many to be the best game of 2004. Now, in 2009, Capcom is attempting to capitalize on its success with the release of “Resident Evil 5.” But can it possibly live up to the standard set by “Resident Evil 4?” Well, sort of.

“Resident Evil 5” sets the player in the shoes of Chris Redfield, the protagonist of the first game in the series. Since the fall of the evil pharmaceutical company Umbrella, Chris has been working with the Bio-terrorism Security Assessment Alliance (BSAA) to contain Umbrella’s old Bio-Organic Weapons (BOWs) that find their way into the hands of terrorists across the globe. His work eventually brings him to Africa and a new partner, Sheva Alomar, another BSAA agent eager to keep these weapons out of her homeland. But Chris has an ulterior motive, one concerning his old Jill Valentine, who allegedly died fighting their old nemesis Albert Wesker, who is also probably still alive.

If this sounds confusing and convoluted, it’s because it is. Those interested in a riveting storyline and a deep plot driven experience have either never played a “Resident Evil” game or are uncommonly stupid. “Resident Evil 5” has a plot, but the true focus is on the action.

The control scheme from “Resident Evil 4” has been imported pretty much exactly. Strafing while aiming is still a no-no, a decision made by Capcom presumably to ramp up the intensity of the gunplay.

Speaking of intensity, early on there will be quite a bit. You’ll find your meager weapons and low ammo stores barely enough to hold off the hordes of infected villagers and townsfolk who scream for your blood.

However, as you move onward through the levels, you’ll collect enough gold and ammo to outfit yourself with ordinance sufficient to murder most anything the game can muster.

Sound familiar? That’s because it is familiar. Besides the expected graphical updates and the tightening up of a few gameplay elements, “Resident Evil 5” plays almost exactly like its immediate predecessor. That’s not to say there are no changes, though. For example, the inventory system has been ruined. You only have nine slots, most items don’t stack and a healing herb takes up exactly as much space as a grenade launcher. Furthermore, all sorting must take place in real time, so if you want to mix up some herbs to heal yourself you must risk getting your brain chewed on.

There’s also a co-op feature, which means that for the entirety of the game, you’ll be accompanied by a partner, controlled by a real person if you happen to have real friends, an online buddy if you don’t, and the AI if you’re an antisocial shut-in who can’t work the Internet.

This is a welcome addition…if you have friends to play with. Those looking for a single-player experience may be occasionally frustrated by the AI’s tendency to waste large health items on you every time you so much as stub your toe and occasionally wander headlong into something that will kill them.

“Resident Evil 5” tries very hard to be as good as its predecessor but can’t help falling short in key areas. It’s shorter, shallower and just not the same caliber of experience. But despite its issues, “Resident Evil 5” draws you in and doesn’t let go. Online co-op, unlockable goodies and an overall solid design give it tremendous replay value.

It is well worth the purchase price for both fans of the series, or for newcomers who don’t mind being confused by convoluted plotlines and poorly written dialogue. Just don’t expect it to live up to the standard set by “Resident Evil 4.”