The sound design in Dead Aim does a rather good job of creating an atmosphere that is thick with tension.
Dead Aim doesn't rival the presentation of Resident Evil 0--not by a long shot--but it's still a pretty good-looking game. The cruise ship is really the centerpiece of the game, and it's rendered with a surprising amount of detail. The whole cruiser, from the pool deck to the cabins to the bowels of the ship, feels built to scale, giving you a sense that you are in a real location. The zombies, while serviceable, aren't quite as convincing, though Dead Aim's good use of lighting helps make them more menacing. The cruise ship is, generally speaking, not a well-lit place, and the flashlight in your pocket only lets you see a few meters ahead of you, adding a sense of danger to every blind turn and dark corner. The models for Bruce McGivern and Fongling look and move more convincingly than the zombies, and they have different animations depending on their current health.
Resident Evil: Dead Aim will likely leave many Resident Evil fans unsatisfied.
The sound design in Dead Aim isn't very impressive technically, but it still does a rather good job of creating an atmosphere that is thick with tension. The game has a very sparse sound to it, with the only real constants being your own footsteps and the drone of the ship's engines. Occasional squeaks and groans from the ship's machinery keep you on edge, and the moan of a zombie you can't see will send a shiver down your spine. When you do end up firing on a zombie, the report from your gun is sharp and realistic, and it rings convincingly off the steel walls of the ship. There are some other nice little touches as well, like your character's heavy breathing when running for long stretches and the introduction of frantic music during especially harrowing sequences. The audio isn't entirely free of problems, though. The zombies have a limited number of moans and groans, and the effect used for a zombie biting into your neck sounds squishier than it does gruesome. Though the voice acting comes up only during the cutscenes, the dialogue is forced and borders on caricature, with Bruce McGivern's goofy Southern drawl easily being the most laughable.
All told, Resident Evil: Dead Aim is only three or four hours long, which is pretty good for a light-gun game, but the length, combined with the nontraditional game mechanics, will likely leave many Resident Evil fans unsatisfied. Light-gun fans may be more accepting of what Dead Aim has to offer, if only because it provides distinctly different light-gun experience. It's not the best Resident Evil game, and it isn't a stellar light-gun game, but Dead Aim creates an interesting, unique hybrid of the two, and that is a commendable feat.