Love/Hate: Resident Evil Village

Welcome back to the Resident Evil love/hate series! In this entry we’re looking at Resident Evil Village, the most recent entry in the franchise thus far. After the successful resurrection of the franchise with Resident Evil 7 and then the blockbuster hits that were the Resident Evil 2 and 3 remakes, everyone was excited to see what direction Capcom were going to go next. Their answer was Resident Evil Village, a game which (thankfully) looked to push the bounds of the franchise with vampires, werewolves and a gothic aesthetic that looked more than a little inspired by Resident Evil 4. Could Capcom keep the series’ revival going? Read on to find out…

Also, just before we get into the meat of this article, I played this game on a base PS4. The game still looks and runs fantastically on old hardware, I didn’t really notice any issues in my playthrough. I’m sure it looks absolutely stunning on current-gen systems, but don’t feel like you have to wait to get the full experience.

Love

  • Great Characters – Most Resident Evil games have one or two really compelling leads and maybe a good villain, but Resident Evil Village has one of the most compelling casts in the whole franchise. There’s at least three top-tier villains, two solid heroes, a top-tier side-character and nearly every other major player has a ton of personality that makes them memorable. The four lords in particular are all fantastic, having more in common with a Metal Gear rogues gallery than they do Resident Evil, which works in their favour. Alcina Dimitrescu makes for a very compelling, haughty antagonist as she stalks you through her castle with her daughters and toys with you, believing you to be below her attention. Donna Beneviento is just creepy, the way she messes with your mind during her level tells you more about her than any exposition could. Salvatore Moreau is a pathetic momma’s boy, you feel a lot of pity for him as you put him out of his misery. Karl Heisenberg is really interesting, a truly chaotic force within the plot whose performance nails the “Nicholas Cage” energy it was going for. Mother Miranda has less personality than any of the four lords, but the game builds up an appropriately intimidating atmosphere around her character which keeps her from falling flat. As for the leads, Ethan Winters has so much more personality here than he did in Resident Evil 7, reacting appropriately as he tears his way through the village to save his daughter. As for Chris Redfield, this was honestly the first time a Resident Evil game has made me interested in him. His heel-turn is definitely contrived, but the portrayal of Chris here is one who is supremely confident and weathered, actually feeling like a proper soldier for once. Perhaps the biggest surprise has to be The Duke though. I was expecting him to be a second-rate Merchant, but he manages to be interesting, mysterious and strange all at once, allowing him to stand on his own merits.
  • Variety – Going into Resident Evil Village I expected this game to just be a ripoff of Resident Evil 4. While it is clearly drawing some inspiration from Resident Evil 4, Village is very much its own game. Perhaps the most interesting way that Village differentiates itself is in how wildly it shifts tones and gameplay in each section. The village is reminiscent of the early hours of Resident Evil 4, then Castle Dimitrescu feels like the original Resident Evil with a gothic coat of paint, House Beneviento goes full-on P.T. with its psychological horror/escape room vibe, Moreau Reservoir has lots of puzzle/environmental hazard gameplay in a Lovecraftian fishing village, the factory plays like a slow-paced Doom game and then the last stretch of the game goes from tank-battle, to full-bore shooter and then to an almost Souls-like final boss. It’s a lot of different styles and tones across a 8-12 hour playthrough and while some work more than others, there should be some levels that catch your interest.
  • Some Great Level Design – Compared to Resident Evil 7, Village is a more linear and expansive game. However, it still does work in some looping areas as it goes along. The most obvious example of this is the main village area, which you can nearly fully-explore in your initial visit, but as the game progresses you will be able to return to areas you couldn’t open at the time, and after nearly every major event some new enemy type or secret area will open up, encouraging you to explore the world as much as you can. Castle Dimitrescu also feels like classic Resident Evil level design as you trek out from the one safe room to find keys, solve puzzles and dodge the pursuer enemies looking to drain your blood. House Beneviento, as I’ve stated, feels like the fulfilled promise of P.T., utilizing frequent backtracking and escape room-like gameplay to mess with the player and build tension until unleashing it all in truly terrifying fashion.
  • Secrets Everywhere! – While I’m mildly disappointed that Village doesn’t have deviously well-hidden items like Resident Evil 7 did, it makes up for it with all the hidden secrets it backs into its levels. Whether its the hidden areas full of rewarding gear, tough bosses off the beaten path, or the iron balls you can use to unlock the rewarding (and fun) labyrinth puzzles, there’s always something new to do in the village after you complete each level. In fact, I know for a fact I missed a few of these secrets in my playthrough and it almost makes me want to go back to find them again.

Mixed

  • Story Goes Off the Rails in the Last Hour – Surprise, surprise, another Resident Evil game has a narrative I can’t fully get on board with. In some ways, Village may just have the deepest narrative in the franchise, if only because it actually has a theme that it weaves throughout the entire narrative. Specifically, the story is very much about parenthood, the lengths that parents and children will go to for each other. Many of the game’s strongest and most horrific moments revolve around this very theme. However, the story really falls off the rails in the last hour. Much of this has to do with the game’s opening, where Chris kills Ethan’s wife, Mia, and kidnaps their daughter, Rose, who then gets intercepted by Mother Miranda and brought to the titular village. While this makes for a really intriguing narrative hook, the game undermines it in the last hour when it reveals that “Mia” was actually Miranda in disguise and that Chris was actually trying to save Rose… but didn’t bother to tell Ethan for absolutely no reason. It’s stupid, transparently so, and is the one thing that makes me second-guess whether this is the best Chris Redfield portrayal or not. It also doesn’t help that after all the hyping up, Mother Miranda doesn’t get a lot of opportunity to shine and live up to the hype. She very much suffers from a “tell, not show” approach. If she had some more opportunity to get fleshed out she could have been one of the most memorable Resident Evil villains.
  • Hints of What’s to Come – The closing minutes of Village are perhaps some of the most interesting to talk about. It is revealed that the BSAA, the heroic anti-bio-terror organization which has been a fixture in the series since Resident Evil 5, have become corrupt and are now deploying B.O.W.s to combat bio-terror. Obviously, this is hinting at a future where we may have to take down the BSAA, which sounds interesting to say the least. The other big reveal is that Rose grows up infected with the mold, which has given her powers that the government are monitoring closely (kind of like Sherry Birkin in Resident Evil 6). On the one hand, my gut tells me that these plot threads are going to lead us back down an action-heavy direction for the series like Resident Evil 5 and 6 did. If followed to their natural conclusion, you’d need either a soldier-type like Chris or Jill leading the fight against the BSAA and all their B.O.W. soldiers, or you’d need a super-powered Rose Winters leading the fight. Either way, it’s far away from the intimate, tense, horror-focused gameplay of the best Resident Evil games and I’d hate to see the series leave that behind again right after finding its footing. That said, I really don’t want Resident Evil to have yet another major plot hook meet a dead-end. Jake Muller (who was poised to take over the franchise) hasn’t been seen in 10 years, nothing has been done about Alex Wesker’s personality taking control of Natalia and we still know basically nothing about Blue Umbrella or what Mia was up to in Resident Evil 7. Oh, speaking of which…

Hate

  • Mia Gets Totally Shafted – If there’s one character who truly gets done dirty in this game, it’s Mia Winters. In a rather shocking twist, Resident Evil 7 reveals that Mia is secretly a part of a freaking bio-terror organization, a fact which comes to light over the course of the game. It was kind of expected that this would be explored more in Village, maybe even be why Chris shoots her in the opening sequence… but no, it is never brought up at all. In fact, Mia is relegated to the role of damsel and crying wife. She’s literally just locked up in a cage throughout the entire events of the game, gets rescued by Chris about 30 minutes before the game ends and then cries and freaks out asking where Ethan is. It’s borderline insulting that Mia gets treated this way, she was (and is) a far more compelling character than Ethan is and could have made for a great hero (or antagonist!) in this game if they’d just stuck with the narrative threads they’d established for her. Honestly, I want her to come back for Resident Evil 9. I think the villainous route could work really well for her. Maybe she had Rose with Ethan in order to continue her research, it is implied she knew Miranda and maybe she was working with her as well. This could lead to a F.E.A.R.-like situation if Mia turns Rose evil, which could be an interesting direction that could keep the games from getting too action-heavy.
  • Two Back-to-Back Awful Levels – The second half of this game really soured the experience for me. I know some people don’t like either Moreau’s Reservoir or they don’t like the factory, but I had the unpleasant experience of hating both.
    • Moreau’s area was unfocused and mediocre enough in the mines, but when you have to make your way to drain the sunken village it became an incredibly frustrating game of trial and error. Basically, you have to maneuver across planks before they go in the water, but if you fail, or if you happen to try at a moment when Moreau jumps past you, then you fall in the water and instantly get killed. I must have died here more times than in the rest of the game combined, and nearly every death was total bullshit. You can tell that there were some major cuts made here, a fact which was only recently confirmed. The original concept for the area sounds way more intriguing than what we got and I’m sad that the developers didn’t get more time to make it work.
    • Meanwhile, Heisenberg’s factory is just a slog. You have a fight tons of cyborg-zombies which become stronger and more well-armoured as the level progresses to keep things interesting. While I appreciate the attempts to keep the fights from getting too routine and I like some of the level design, the factory just goes on way too goddamn long and outstays its welcome. The game is also a lot more action-heavy during this time and every enemy feels like it takes too many shots to down them… everything is just “too much” and really should have been scaled back. Cut 20-30 minutes off this level and the game itself would be vastly improved.
  • Exploration Just Suddenly Ends Without Warning – As I headed off to Heisenberg’s factory, I had no idea that, once I went through those doors, the freeform exploration that the game had allowed up to that point was done. I had some puzzles and areas to explore still, but I figured I’d get a chance to clean all that up after the factory and before moving on to whatever area Miranda was in… haha, nope. As soon as the factory’s done the end-game gauntlet begins and goes on for nearly an hour. There’s also no merchant or weapon upgrades during this time either, so I sure hope you made use of The Duke’s services before you fought Heisenberg. Honestly, this is kind of baffling to me, I can’t help but wonder if they had to rush the ending or cut out some more areas, but it really annoyed me that you couldn’t get one last chance to explore the village before the final showdown.

Resident Evil Village was a big of a mixed bag for me. The first half was fantastic all-round, but by the time I hit the mid-point the game really nose-dived in quality and it left me feeling disappointed at how things went. I appreciate Capcom’s willingness to experiment with the franchise, but I definitely preferred the more focused and small-scale stakes of Resident Evil 7 and hope that the series will try to emulate that experience going forward.

Love/Hate: Umbrella Corps

Yeah that’s right, this one doesn’t even have the Resident Evil moniker, Capcom literally just called it Umbrella Corps. I’m not even going to mince words, this game fucking sucks. It is far and away the worst Resident Evil game I’ve played and I have a hard time imagining how a AAA studio could make a game shittier than this in future. How they managed to make a worse shooter than Resident Evil: Survivor in an era when shooters had been long figured out is beyond me. Oh and as for why I’m covering this game now instead of later with the Resident Evil spin-off titles? Despite being a multiplayer shooter, it is somehow, inexplicably canon.

Love

  • No Microtransactions – I shouldn’t even have to give a game any sort of kudos for not being predatory, but Umbrella Corps seems so ripe for microtransactions that it is shocking to see them absent. Especially for a hollow game like this, you’d expect it to be nothing but a vector to shove microtransactions at gamers, but no, somehow Capcom had some pride in this game. Hooray?
  • Fan Service – Okay, I’ve got to admit that seeing the Resident Evil 4 village in full HD is pretty damn cool. The game even adopts some of the movement mechanics of that game into the map design, encouraging more verticality. Similarly, the Kijuju village map features much more aggressive enemies, similar to how Resident Evil 5 plays, making the game almost feel like a bite-sized remake at times.

Mixed

  • Customization – Like I mentioned on Resident Evil 6, I love when a game lets you customize trivial things to your liking. Wanna pick the colour of your uniform, your helmet emblems, your gun sights and reticule? Umbrella Corps has you covered. However, you get the sense that they may have put the horse before the cart because you’re telling me that you only start out with two shotguns, two SMGs and 2 pistols? Seriously? I mean, you could theoretically unlock more, but… well…
  • Movement Speed – Holy crap you move FAST in this game, which feels at odds with the tiny maps you’re running around in. Even with just your base movement speed you can cross a room in a couple seconds at most, which I can only imagine was to copy the blistering mobility of games of the time like Titanfall and Call of Duty: Advanced Warfare. I don’t really like the speed of the game, it feels “wrong” to me, but that’s more of a subjective annoyance rather than an actual flaw so your mileage may vary.

Hate

  • An Online Shooter With No Online – The big issue with online-focused games is that they are inevitably going to be worthless and most of the content inaccessible once the online part of the game comes to an end. It’s one thing to hold that against a game like MAG or Warhawk where they provided years of online play to people who were buying the game. However, I have absolutely no reservations about Umbrella Corps, because it was dead on arrival. Within a month it was basically unplayable, with less than 50 people playing at any one time. In its release year it spent more time in an unplayable state than it did playable, which mean that this is the game’s content as far as I’m concerned. And Capcom’s still selling the “Deluxe Edition” for $33.50 on PSN! For a completely dead game!!!
  • The Experiment – Full-stop, the single player content in this game is miserable. This would be bad enough if it was just a bonus mode you could ignore, but this especially hurts because it’s the only part of the game that’s actually playable. It plays like Black Ops Declassified, the bargain-basement PS Vita Call of Duty game Activision shit out. You do spec ops missions with such engaging objectives as “kill a bunch of enemies” and “hold some points for 10 seconds”, bored to tears the whole time, stuck with the default weapon loadouts and each mission may take like 2 minutes at most to complete. To compensate for this, the game makes all enemies kill you in 1 or 2 hits, so if you make any kind of mistake then you’re punished severely. If you want to make the game even more boring you can cheese this by standing in front of the meat piles that zombies spawn from and just shoot them before they can even react, but… like, the game is boring enough as is. I’m not ashamed to admit that I quit about halfway through The Experiment, it was that joyless. The game had me doing a tedious “kill 20 enemies” mission and then round 2 was “hold point 10 seconds 5 times”. I died in the 2nd round and had to replay the entire first round again. I wanted to see Raccoon City, but fuck this, I’m not playing this game ever again.
  • Basic Design Decisions Are Flawed – Umbrella Corps just feels “off” when you’re playing it. The aforementioned movement speed doesn’t help too much but on it’s own it’s not an insurmountable problem. The problems arise from how awkward the basic shooting gameplay is. The game’s in a third person perspective, but suddenly switches to first person when you aim down sights. This is disorienting enough, but for a bonus it doesn’t do this if you’re in cover, in that context it just zooms the third person camera when you ADS. It got to the point where I was just hip-firing at all times rather than deal with the camera zooming in and out all the time.
  • Repeated Voice Lines – Get ready to tear your ears off if you hop into The Experiment. Every time you pick up a DNA sample you’re going to hear “This one’s mine!” and “There is is!” over and over and over and over and over and over and over. I swear to God that no one in charge tested this game, no one would greenlight a game this annoying and “yeah, that’s acceptable”.
  • Information Overload – Umbrella Corps‘ UI is buck-wild. In addition to standard shooter UI, the game shows you exactly where you can climb, take cover and the exact range of your melee weapons… which, combined with the small maps means that at any one time your view is going to be filled with obtrusive, over-animated bullshit, whether you wanted to or not.

Umbrella Corps is fucking garbage. I spent $6.50 on this game and I kind of knew what I was getting into, but even that felt like I was getting ripped off. I really want to know how Capcom fucked this up so badly, because there are Steam Greenlight games with better all-round design than this piece of shit.

Love/Hate: Resident Evil – Revelations 2

Welcome back to the Resident Evil love/hate series! In this entry we’re looking at Resident Evil: Revelations 2, a game which, in hindsight, feels like Capcom testing the waters between Resident Evil 6 and 7. Like its predecessor, Revelations 2 experiments with the franchise’s usual formula in plenty of interesting ways. Does it work out for the better? Read on to find out…

Love

  • Horror Is Back, Baby! – The first Resident Evil: Revelations was clearly trying to harken back to the survival horror gameplay of the franchise’s classic entries, but Revelations 2 decides to lean full-tilt into being a horror game. It wears its influences on its sleeves – the Claire/Moira sections are very intense, like Saw II mashed with a creature feature (there’s even a chapter with its own Saw traps!), whereas Barry/Natalia’s sections are much slower-paced and have a post-apocalyptic feel, like The Last of Us. It’s a much more small-scale and intimate return to form for the franchise, which had been going off the rails for years by this point.
  • Lots of Great Characters – Revelations 2 scales down the cast compared to its predecessor, but in doing so it crafts a far more focused and impactful journey for most of them. By far the best of the bunch are Barry Burton and his daughter Moira. It’s really nice to see Barry again after so long and the fact that we like him so much makes us want to find his missing daughter all the more. Speaking of which, Moira has a great debut here. Like most modern-day Resident Evil heroines, she has a serious potty mouth, which goes along with her off-the-charts sass, but it makes her endearing. Learning what caused the rift between her and Barry and helping her overcome her fears makes for a surprisingly poignant journey. Natalia is also a surprisingly decent character, I was worried that a little girl character could get annoyingly precocious or just be used as a vector for limp scares, but she manages to hold her own. I also found the game’s villain to be very creepy, I wish that they had gotten a bit more to do but they really made an impact here.
  • Some Interesting New Enemies – Most of Revelations 2‘s enemies are the usual variety of fast/slow zombies, heavy weapon zombies, etc, but Barry’s campaign has a couple of really interesting new enemy types.
    • First of all are the glasps, which are basically big, invisible bugs. As they close in on you, the camera begins to lose focus in their direction, giving you a hint about where they are. In addition, Natalia can see them, so you can either switch to her to see where they are, or aim and listen to her call-outs to know where to shoot. They’re usually not much of a threat, but they are spooky, so they fit the game’s horror ambitions well.
    • My favourite enemy though are the Revenants, big, creepy zombies with armour all over their bodies which move erratically as you blow the plates off. The really interesting part though is that every Revenant has a randomized parasite in one of its extremities, kind of like the Regeneradors from Resident Evil 4. If you know where their weak points are, you can kill them in as little as two shots, but if you don’t you can waste a lot of ammo guessing. This incentivizes strategic play any time you encounter a Revenant. Natalia can see the parasites, so you can switch to her to know where to shoot, or you can use stealth to get close and one-shot them with a knife takedown. All-in-all, they’re a nice shake-up from the usual sorts of enemies we encounter in these games and the fact that they require some strategizing to kill effectively is appreciated.
  • Partner Switching Returns! – Thirteen years after being introduced in Resident Evil 0, seamless character switching makes its triumphant return in Revelations 2! With a press of a button you can instantly switch characters. While there aren’t quite as many puzzles requiring your characters to separate, in some ways this feature felt more necessary in Revelations 2, because your characters are far more specialized. Claire/Barry are the only characters who can shoot guns at enemies, meaning they’re going to be doing most of the combat, whereas Moira and Natalia can be used to stun enemies and find hidden items in the environment. Because of this, I got into a rhythm of playing as the item-finding characters 60% of the time and then switching to my fighter when combat gets triggered. Of course, if you don’t want to partner switch, then you could always use…
  • Split-screen Co-op! – I was legitimately surprised when I found out that Revelations 2 had a split-screen mode. Considering that Resident Evil 5 and 6 both had split-screen, I probably shouldn’t have been, but it’s a welcome surprise. It may not be as fun of an experience as those games since one player is going to be severely underpowered at all times, but having to adapt to being a support character could make Revelations 2 a unique co-op experience.
  • An Actual Dodge Button – Capcom must have heard my complaints about the dodge in the original Revelations, because the dodge here solves every single problem I had with that game’s system. All you have to do is press a button and it will play an animation, oh my God! Honestly, this probably shouldn’t even warrant an entry on the list, but the fact that I loathed the original game’s dodge so much made this such a joyous addition.

Mixed

  • Nerfed Weapon Upgrade System – Considering how much I loved the weapon upgrade system in the original Revelations, I was really excited to see it back in Revelations 2. However, the devs have made some tweaks to this system which make it so much less satisfying. First of all, the upgrade screen now shows you far less information – you can’t even see what effect applying an upgrade will have to your stats until you have applied it… why would they do this? Secondly, parts kits are significantly rarer than they were in the first game. You could reliably find 1-2 parts kits every time you passed a weapons bench in the first game, but here it’s not unusual for me to go a whole chapter and only find a couple upgrades the whole time. The devs seem to have made the decision to have parts kits be hidden much better in the environment, meaning that you really have to go looking to find them now. You can argue that it’s more rewarding, but I just find it leaves your weapons feeling far less personalized over the course of the playthrough.
  • Oh Hey, Skills Are Back… – Skills return from Resident Evil 6… and they’re about as useless as ever. As you play through the game you can find gems which will earn you BP which you can use at the end of a chapter to purchase skills, but most of these skills are very underwhelming. I can increase my fire rate when I crouch by 10%? Wow. I can heal my partner from a downed state faster (a state that I had my partner get into once in the entire game)? What a steal… But hey, at least BP is pretty easy to come by and they combined Skills with an actual weapon upgrade system, so it’s at best unobtrusive. It is, however, pretty underwhelming considering that they included a medal system to try to incentivize getting lots of bonus BP.

Hate

  • Linear Level Design – Probably the biggest change in Revelations 2 is that it drops the looping level design in favour of a far more linear progression, which feels pretty disappointing in comparison. Some of this could be chalked up to the game’s episodic release structure, which could make it difficult to design the game with hub areas, looping levels and gradual exploration of a larger area. Making matters worse, Barry’s segments recycle areas from Claire’s campaign. In fact, Barry doesn’t get any substantial new areas until Chapter 3 (of 4, for the record), meaning that nearly a quarter of the game feels like an asset flip. Thankfully, like I’ve said, the tone and pacing in Barry’s version of these areas is completely different so it doesn’t feel too egregious.
  • Claire Gets Shafted – Going into this game I thought that Claire Redfield was the main character, but holy shit does she ever feel like an afterthought. She basically adds nothing to the plot. Like, the ingredients for her to actually matter are there – Moira needs to overcome her fears in order to save the day, why can’t we make it clear that Claire is the one to inspire her? Hell, the game’s T-virus strain is triggered by fear and the villain wants Natalia specifically because she’s fearless… yet she casts aside Claire without a second thought. You’re telling me that Natalia’s more fearless than Claire is at this point? Hell, even at the end when Claire comes back to finish the fight, Barry’s just like “fuck off, this is my fight”. Sure, Claire gets the final hit in, but again it all feels like an afterthought… And oh my God don’t even get me started on her “relationship” with Neil that comes out of nowhere. It’s so badly done that it undermines and sort of emotional heft that could have been mined from it. All-in-all, this is the Burtons’ game and Claire is one again relegated to supporting character which is very disappointing.
    • On a related note, Kaya Scodelario who plays Claire in Welcome to Raccoon City got dragged by Resident Evil fans for saying that Claire gets screwed over after Resident Evil 2… but, like, she undeniably did. After 2 she gets Code: Veronica, which puts her in the back seat for Chris halfway through, and then… this. Claire got shafted hardcore by Capcom and anyone who argued otherwise needs to take a step back and look at just how under-represented Claire is.
  • Bleed/Healing System – One of Revelations 2‘s experiments with the series’ survival horror formula involves adding a bleed status and I’ve got to say that I’m not a fan of this system at all. If you get hit by a strong attack from an enemy, this will cause the edges of the screen to turn a sharp red and your health will drain over time. The only way to stop this is for you or your partner to either apply a tourniquet or use a green herb. It’s fine in concept, but in execution it doesn’t work. First of all, there’s no hotkey to use a tourniquet, so you have to dive into your menu to do it… but if you got hit by an enemy then you’re still in combat and you won’t have time to do that (opening the inventory doesn’t pause the game in Revelations 2). Secondly, you never know if your partner is going to use a tourniquet on you or not, it’s a crapshoot really. Thirdly, I don’t like the way this game indicates damage – you can’t really tell how damaged you are, and even a couple small hits turn a third of your screen red so for all I know I was healing all game while still over half health. Oh and the game also has ANOTHER system where your vision can be obscured by gunk so you can apply disinfectant to clear your screen, but again… why? With no hotkey I’m not digging through my inventory for this.
  • HOLD ONTO THE FUCKING BRICK, NATALIA – Holy fucking shit this annoyed the hell out of me. Natalia’s only offensive option is to pick up bricks in the environment and throw them at enemies or bash them up close. You’d think she could just carry them around easily, but no, if you do anything she will drop it automatically. Went up a ladder? Brick’s gone? Slide down a hill? Bye-bye brick. Open a door? No bricks allowed. It’s so stupid, it makes it so that you can’t even reliably plan to have a brick for any upcoming combats and I honestly can’t wrap my head around why the devs would program the game like this.
  • Doesn’t Take Advantage of A/B Scenario – Revelations 2 makes some attempts for actions taken in Claire’s scenario to affect Barry’s scenario, but these feel token at best. There are a handful of enemies in each chapter with glowing heads whose survival or death affects Barry’s campaign, plus interacting with a couple objects may open up different paths, but that’s it. It could have been cool if there was more ways to “leave a mark” on Barry’s campaign, but unfortunately the execution here is so limited that it is effectively non-existent.
  • Bugs – There are bugs everywhere in this game, and not just of the invisible-variety. Animation bugs are by far the most common and egregious – you will see objects and characters clip through the environment all the time. Even the mandatory sliding animations to load into new areas will blatantly show Barry and Natalia halfway up to their knees in the environment which is really immersion-breaking.
  • The Story Crumbles By the End – By the end of the first half, Revelations 2 had one of the best stories in any Resident Evil game going. The character drama is strong and Chapter 2 ends with a hell of a cliff-hanger, but after this point the plot quickly starts to fall apart. Chapter 3 really puts Claire’s “relationship” with Neil center stage and it goes off like a wet fart, whereas Barry’s Chapter 3 is basically just busywork, feeling like padding. However, by the time you reach the story revelations in Chapter 4 the plot crumbles with any level of scrutiny (spoilers ahead). For example, if Neil was secretly supporting bioterrorism, why did he kidnap his own employees as test subjects? And, for that matter, why kidnap Claire goddamn Redfield!? All that said, Revelations 2 ends on a cliffhanger that must be addressed in a future Resident Evil game, it’s far too big to just leave it as a loose end forever.

I enjoyed Resident Evil: Revelations 2 quite a bit, but it is a far different game than its predecessor. I like some things they did here more than the original, but for every improvement there’s a step back which hinders the experience somewhat. If they had ironed out a handful of the annoyances (eg, drop the bleed system, keep weapon upgrades how they were in the original, tighten the story, etc) then it’d probably be a clear head and shoulders above the first Revelations, but as-is I appreciate both for their unique takes on survival horror.

Love/Hate: Resident Evil – Revelations

Welcome back to the Resident Evil love/hate series! In this entry we’re going to start arguably the most prominent and popular spin-off series in the franchise, Resident Evil: Revelations. Conceived as an interquel set between Resident Evil 4 and 5 and initially designed as a handheld experience, Revelations has since made its way to TV screen and computer monitors. This game also came out at a time when Resident Evil was at its most troubled – the horror elements of the franchise had been forgotten and Resident Evil 6 and Operation Racoon City were just on the horizon to make things even worse. With all this in mind, how does Revelations hold up today compared to its full-fledged console brethren? Read on to find out…

Love

  • Really Impressive For a 3DS Game – While it’s not quite on the same level as Metal Gear Solid: Peace Walker, Revelations makes the jump from handheld to console surprisingly well. You can definitely tell that the game was designed for less-powerful hardware – the graphics range from near PS3-quality for some of the character models to sub-PS1 for parts of the environment, the animations (especially for enemies) can be very stiff and limited and the whole experience feels like Resident Evil 5-lite. However, this ultimately makes the game all the more impressive because throughout the entire playthrough I found myself saying holy shit this was running on a 3DS?!
  • Great Pacing – Resident Evil games, especially after 4, had a bad habit of trying to stretch out their levels as much as possible, making each one take around an hour to get through. Revelations, on the other hand, is designed for handhelds and so most levels top out between 30-45 minutes, which are often divided up between 5-30 minute chunks of gameplay, and each chapter ends with some sort of cliffhanger which makes you want to find out what will happen next. Honestly, I enjoyed this “TV drama” approach more than I expected to.
  • Some Great New Characters – Resident Evil can struggle at times to introduce interesting new characters (or, hell, can be adverse to introducing any), but Revelations has a bunch of fun, delightful additions that I really want to see come back to the franchise someday. The most notable is Parker, a super charming guy who is as memorable as fan-favourite Barry Burton. BSAA director O’Brian is also a solid character, literally a Colonel Campbell type (they even got Paul Eiding for the English dub to play him). Despite being one-note, I also found Jessica to be quite endearing, especially because she plays off of Chris and Parker well. I would be sad if none of these characters ever return to the series – don’t make me sad, Capcom!
  • Return to Classic Level Design – Resident Evil 4 moved the franchise towards a more linear level design, but a good chunk of Revelations harkens back to a more classic-style in line with the original Resident Evil. Over the course of the game, Jill will explore every area of the Queen Zenobia at least twice over, coming back to get to previously-inaccessible rooms and items as you go, which keeps the environments from feeling overly-repetitive. Like I’ve said, it’s pretty stripped-down compared to the classic Resident Evil games, so don’t expect to find an item and then have to trek to the other side of the ship to use it, the game is pretty good at funneling you where you need to go (which is good because the in-game map is not very helpful and the Queen Zenobia isn’t anywhere near as memorable as the Spencer Mansion or Raccoon Police Department).
  • Genesis – I was initially annoyed by the introduction of the Genesis scanning system; it felt like an unnecessary barrier to item discovery, when you should be able to just pick items up in the environment. However, soon enough I found it to be a fun, optional bonus you could use. Low on ammo? Pop out the Genesis and you’re sure to find some. It’s also very handy that when you walk into a room the scanner will tell you if there’s an item there, so you don’t have to waste time searching every corner of every room. It also has the bonus function of producing green herbs when you scan enough enemies… but it’s most effective when they’re still alive (some enemies can’t even be scanned when they die because their bodies dissolve immediately), so you have a strategic decision to make when using it. I’m not sure I’d like this to be added to any other Resident Evil game, but it works surprisingly well here.
  • Weapon Upgrades System – Revelations may have my favourite weapon upgrade system in the entire franchise. Hell, Revelations may have my favourite kind of weapon upgrade system in any game. Put simply, you’ll find parts kits in the environment as you play, the most valuable of which are in hard-to-reach places and/or hidden with the Genesis. If you’re actually looking for them, you should find one or two kits every time you set off to complete an objective. These kits allow you to equip perks onto your guns at workbenches. Each gun comes with a certain number of perk slots, perks can be swapped in and out at will and some perks are exclusive to each weapon. Furthermore, each perk has multiple levels of effectiveness which dramatically improve their quality (eg, Damage 1 boosts your gun by 10%… whereas Damage 5 boosts it 50%). All-in-all, it’s a great system that gives you a ton of flexibility and customization, encourages exploration to get the most out of your weapons and are doled out at a good pace to feel rewarding.

Mixed

  • The Shooting Gameplay – Revelations plays a lot like Resident Evil 5, which I was pretty meh on. Thankfully, the enemies in this game aren’t quite as bullet-spongey, but some of the endless shooting galleries (especially any time Hunters are on-screen) get to the point of being tedious and mind-numbing. Unlike, say, the Resident Evil 2 remake where you are encouraged to avoid/ignore enemies when you can, Revelations seems to expect you to kill everyone you come across, which clashes somewhat with the more classic survival horror elements of the game. It can be especially problematic during the handful of sequences where you get absolutely swarmed by enemies, where your success or failure will likely come down to whether you happen to have enough ammo stockpiled.

Hate

  • …And Some Awful New Characters – As much as I like the new cast in Revelations, there were some utter stinkers added to the roster which I would be remiss to ignore. Worst of all has to be Quint, an annoying dork who refuses to just shut the hell up for five seconds. He’s joined by his comedy side-kick, Grinder, who isn’t anywhere near as bad but ever time Quint said his nickname (which is all the time) all I can hear is “Grindr”… Anyway, this game is also saddled with Raymond, an even bigger dork with an awful, out-of-place anime character design, complete with huge red haircut and gigantic chad chin. Raymond himself isn’t that bad, but his design is so off-putting that I hated every moment he was on-screen and it definitely undermined the “cool guy” energy they were clearly aiming for.
  • Dodging – Okay, I will acknowledge that there is a good chance that this may be 100% on me, but holy fuck I could not dodge to save my life. There’s a whole dodging tutorial section in the early parts of the game where it tells you “move your analog stick and press X to dodge” and if you do it at the right time your character will dodge. Simple enough, but Jesus Christ it doesn’t work. First of all, there is no associated animation for a failed dodge, so you either do it perfectly or don’t do anything, making it difficult to know if I’m even performing it right. Secondly, I would constantly perform dodges at random in this game without even intending to and I can tell you for a fact that all I was doing at the time was moving the stick, I was definitely not pressing X too. Worst of all, dodging is crucial for your survival, because several enemies and attacks are clearly designed to be dodged and your health reserves will barely get you through on Normal if you can’t. Anyway, suffice to say I got extremely frustrated during the dodge “tutorial”.
  • Story Goes Off the Rails – I’ll be honest, for the first half of this game I was enjoying the story here way more than most Resident Evil games. The TV drama format means you’re getting new twists and turns every 30 minutes or so, but at a certain point it just collapses in on itself. Probably the dumbest moment in the whole game is when you play as Chris and Jessica fighting your way through a ship to rescue Jill and Parker… only to get to the end of the level and discover “oh no, the princess is in another cruise ship!” Seriously, someone decided that it was a good idea to have two identical cruise ships with monsters in them and the only reason I can think for that is to pad the runtime and reuse some areas for a dumb twist. As if that wasn’t dumb enough though, it turns out that there’s also a third ship after all this. Oh, and the whole plot is a false flag operation orchestrated by O’Brian to prove that his boss is a terrorist-sympathizer… which he does by unleashing a deadly virus on two (retired) cruise ships and then throws his best agents into them because he can’t risk having the truth leak out! Throw in a couple non-sensical betrayals and it’s pretty clear that twists took precedence over a coherent and satisfying narrative.
  • Enemy Design – The design of the T-Abyss monsters really doesn’t do it for me in this game. On the one hand, blob-like enemies hadn’t been done in the franchise at this point, I can appreciate their deep-sea creature inspirations and they’re differentiated well enough that you can always know exactly what variant you’re fighting. However, blob monsters seem so uninspired to me. Their jerky motions remind me of the necromorphs in Dead Space, but their design as a bunch of flesh blobs make them far less interesting and disturbing as far as I’m concerned. On the other side of the coin, the Hunters and infected wolves clearly got the short end of the stick here, as each are clearly given far less attention with their animations and attacks, preferring to just swarm you and hope you don’t notice.
  • Partner AI – I’m not even sure why Revelations has a partner with you at all times, because they are basically useless. I can only assume that “everyone liked it in Resident Evil 5” so it’s an expectation that it will be there? Anyway, your partner will never do anything useful in combat, can’t hold items for you, can’t heal you and will rarely draw any sort of aggro for you… Honestly, the only good part about having an AI partner with you for the whole game is that at least it helps flesh out their character, which is a big reason why I liked Parker and Jessica so much.
  • Jill’s Redesign – This is a pretty minor issue all-told, but I couldn’t get it out of my head throughout the entire game. Capcom changed Jill’s face model for this game and it just feels… wrong. The new model isn’t that far off from the one they had been using from Resident Evil remake through to 5, but (weirdly enough) that just makes it feel worse, like they subtly screwed up how she’s supposed to look.
  • Horny Devs – Resident Evil 6 was in development at the same time as Revelations and you can definitely see that both games had the same level of horniness in the dev teams (for better or worse). First of all, Jill has a dump truck ass in this game and is always showing some cleavage. This is super minor and I wouldn’t have minded at all if that was the end of it, but there are two particularly egregious offenders. First of all is Jessica, whose special ops wetsuit design apparently doesn’t need to cover an entire leg or ass-cheek. It’s just so transparently horny that even the guy who designed her thinks it looks stupid. The worst offender is, without a doubt, Rachel Foley, an agent who goes into combat on the Queen Zenoba with her two gigantic knockers exposed. You come across her getting fucking murdered right in front of you and you’re probably going to come away from all that thinking “man she had big tits”. Oh, but then she gets infected with T-Abyss and takes it to a whole other level as she suddenly becomes the only ooze monster to retain enough of a human shape to be constantly thrusting her bulbous boobies at you. I’ve heard justifications that they were trying to mix horror and eroticism together in this design, but it just looks like some weirdo’s fetish unleashed. Naturally, Rachel has become one of the most popular Revelations characters, fancy that.

While it may look like my opinions on Revelations are polarized, I honestly feel like most of the “Hates” are relatively minor. Overall, I really enjoyed this game, the mixture of classic Resident Evil level design and Resident Evil 4 and 5‘s gameplay works really well and its characters and unique eccentricities really grew on me the more I played. It just goes to show what you can do with a strong design team, even on an underpowered system like the 3DS.

Love/Hate: Resident Evil 0

Welcome back to the Resident Evil love/hate series! In this entry we’re going to be looking at Resident Evil 0, the oft-overlooked Game Cube prequel to the original game. Having come out at a time when classic survival horror fatigue was at an all-time high, does this game hold up 20 years later? Read on to find out…

Love

  • Partner Switch Mechanic – By far the most notable addition in Resident Evil 0 is the ability to switch characters with the press of a button. Not because it opens up new gameplay possibilities (which it does, but it’s arguably under-utilized), but because the technology of it is so cool. Seriously, in a game series where opening every door results in a loading screen, the ability to press a button and then a second later be on an entirely different part of the map with another character is mind-blowing. Seriously, this is the kind of thing that modern games struggled with until the most recent generation where SSDs became standardized, but seeing it on a Game Cube game is wild.
  • Graphics – Resident Evil 0 was easily the best-looking Resident Evil game until the series made the jump to PS4. The pre-rendered backgrounds look great and, uncharacteristically, Capcom managed to not lose their hi-res masters so the HD remaster actually looks fantastic in action (although, like the Resident Evil remake, the cinematics are still in stretched 480p). I feel like the art direction in Resident Evil remake is a bit more distinctive overall, but Resident Evil 0 is definitely the prettiest of the “classic” era of the franchise.
  • Train Opening – Resident Evil 0 makes a big impression in its opening hour, which sees you having to deal with zombies on a train. It’s easily the most memorable and unique area in the game and… well, honestly, it was pretty frustrating to play this section but the art direction and level design are so distinctive that it left a positive impression on me overall. It’s too bad that the rest of the game feels like it’s recycling series tropes with its locations, but at least the train at the start of the game gives 0 its own legitimately iconic identity.
  • Billy and Rebecca – Like Sherry and Jake in Resident Evil 6, Rebecca Chambers and Billy Coen make for a great odd-couple pairing (albeit without the romantic tension). At the game’s outset, Billy is straight-up a convicted murderer whereas Rebecca is the straight-laced soldier, which makes their forced cooperation and eventual warming up to one another great to see play out. The voice acting is also better-than-average for a Resident Evil game, especially from Billy’s actor, James Kee, who gives his character a confident, menacing, sarcastic edge.
  • Innovations – It’s not unusual for a prequel to be used as an excuse to repeat familiar beats one more time, but Resident Evil 0 actually makes the brave decision to shake up the gameplay of the franchise. For better or for worse this gives the game its own unique identity. First of all, as I’ve mentioned, it introduces an AI partner for the first time in the franchise who you can switch to control on the fly. The game also allows you to drop items and they will stay on the map later, alleviating some stress about item management. Both of these changes fundamentally switch up the way you play the game and make Resident Evil 0 an interesting entry even now, whether you like the changes or not.
  • HD Remaster Costumes – Okay, I’ve gotta say that the plethora of costumes available in the HD remaster right off the bat is a great touch. Most Resident Evil games will have unlockable costume sets that only become available for subsequent playthroughs, but I don’t tend to replay games all that regularly so I never really get to use them. However, right from the outset you get a bunch of choices to customize Rebecca and Billy and can swap them on the fly. It’s a small touch but I personally loved the option!
  • Wesker Mode – THIS is how you convince someone to replay a game that they just beat. The HD remaster of Resident Evil 0 adds the ability to have Billy swapped out for Albert freaking Wesker, complete with his own unique moveset and abilities which fundamentally shakes up the gameplay. It’s such a cool idea and I don’t understand why more games don’t have cool bonus modes like this to reward players for completion.

Mixed

  • Partner AI – Your partner’s AI can be reeeeeeally stupid at times, often being more of a liability than an asset. You get a few toggles you can set to make them passive or aggressive, or to stay put or follow you, but even if you put them on attack mode they will often stand around doing nothing half the time. Worse, they will usually have to be micro-managed to avoid taking any damage and in certain areas of the game you’re best off leaving your partner behind so you can weave through enemies alone so your partner won’t waste your resources, which you’re only going to know through either pre-existing knowledge or trial-and-error.

Hate

  • The Load Times – Here’s a caveat: I played this game on Switch so maybe this is just down to the platform I played on, but oh my God the load times kill me in this game. Every time you go through a door it can easily take ten seconds or more before you get back in control, which adds up big time over the course of a playthrough. Hell, it’s not unusual for me to spend more time waiting for an area to load than actually playing in an area before getting to the next loading screen. This is especially baffling when the player switch is so seamless and quick, despite you potentially being on the other side of the game world at the time… is it not loading in the same resources either way? Why does that take only a second whereas entering some rooms takes upwards of fifteen seconds…? Hell, the Resident Evil remake didn’t take nearly this long either and its definitely comparable technology. In any case, this is a major frustration which makes Resident Evil 0 a slog to playthrough in the moment-to-moment gameplay.
  • No Item Box – While being able to drop items where ever you want is handy, the way it is implemented turns it into more of an exercise in frustration than the Godsend that it sounds like. This is mainly because the game decides to show off this feature by doing away with the traditional item box, which leads to two big issues:
    • First of all, while it sounds more realistic and immersive, managing your big stockpile of items is not intuitive when they’re in a big pile on the floor. There are a couple rooms in the game which were clearly designed as your “item drop” areas and you’ll find yourself annoyed as you try to maneuver just right to be able to pick up the one item you want to get, and not the item beside it. Remember, this is a fixed-camera game and you’re trying to reach the exact point you want to get to in 3D space, it’s not as easy as it sounds and I often found myself grabbing the wrong items. Making matters worse, all areas have a cap on the number of items you can drop there and you will eventually run out of space, forcing you to find another safe area to be your backup item drop room, meaning you now have to remember where you put which items.
    • The second, bigger issue is that eventually you are going to have to move all those items. There are three points in this game where you are going to have to move all your shit around, which is a long, annoying process of dropping all your items, heading back to get more, dropping those off and then backtracking again to get whatever stuff you weren’t able to bring the first time. It’s not fun and all that they would have needed to do to solve it is give you an item box that you can put your stuff into in addition to being able to drop stuff on the floor if needed.
  • The Worst Enemies in the Franchise – Resident Evil 0 has some of the most frustrating enemies in the whole series to have to face, to the point where it makes the thought of replaying the game less enticing. The leech zombies are everywhere in this game and I hate them. They are vulnerable to fire, but if you don’t have a couple molotov cocktails or a grenade launcher then you will literally waste all your pistol and shotgun ammo trying to kill them if you don’t just take the damage and run past. Again, like I said earlier, if you already know how to deal with them or learn through trial-and-error then you can mitigate the frustration, but if you go in blind then it’s just straight-up unfair. The leech zombies aren’t even the worst enemies, that would probably be the Eliminator monkeys since you can’t just run past them. These little bastards can stunlock you, deal huge amounts of damage, attack in groups and take several shotgun rounds to take down. Oh, and I’d be remiss to not mention the Lurkers, which can show up if you cross one particular bridge. If you happened to not bring your partner with you at the time, you die instantly and without warning… how fun!
  • The Leech Controller is Super Lame – So, the main villain of Resident Evil 0 looks like… this. I don’t find myself hating him because of his actions or for being threatening, I want him dead because he’s such a stupid looking villain. That’s it, I just hate this character. When I get through the series I want to do a character tier list and this loser is going to be in the bottom tier, no question.
  • Just a Really Frustrating Experience – I would argue that Resident Evil 0 is probably the hardest game in the franchise. Even playing on normal mode, the game is designed to keep you on the absolute bare minimum of health and ammo, while also throwing you into situations where you have to fight, have to take damage, or get put up against enemies like the leech zombies which you can’t possibly deal with without losing all your resources. Sure, maybe you’ll figure out a way to deal with these problems through trial and error, but you’re going to want to throw your controller across the room because of it. I died maybe a couple times playing through Resident Evil remake on normal and was able to stockpile a lot of resources, whereas I must have died more than a dozen times in Resident Evil 0, and each death just pissed me off. Resident Evil remake feels like it’s more interested in being fun than difficult, but Resident Evil 0 is definitely trying to be difficult.
    • The first half of the game especially is so frustratingly designed, putting you in very narrow corridors where dodging enemies is not a realistic expectation, while also not giving you nearly enough ammunition to kill all the enemies the game throws at you. Even then, it’s not unusual for the game to respawn enemies in areas where you’ve already cleared them out (the train is especially bad for this). This can lead to unwinnable situations where you’ve already used all your ammo or health and can’t deal with one of the big enemies that show up in the early game.
    • You can also get screwed over out of the blue when the game decides to throw a boss fight at you, as these are mostly one-character-only battles. What’s that, you were using Billy as Rebecca’s inventory monkey and all he has is a pistol? Too bad, he’s gotta fight this giant centipede now, good luck!
    • Special mention has to go towards one of the big “fuck you’s” the developers put in this game. See, these bastards knew that their no item box system meant that you were going to have to drop items and backtrack to get more, so they spawn a group of fucking Eliminators in this path after you’ve dropped all your items to free up inventory space. Thankfully I happened to have a shotgun with me, but holy shit that is a clear as day example of the developers knowing their shitty design decisions and then just trying to fuck over the player. It’s either pre-existing knowledge, pure luck, or frustration.
    • Speaking of backtracking, there are chemicals that you have to find and add to Rebecca’s mixing set throughout the game. I just added these by habit during the game, but you need specific chemicals for two or three puzzles at various points in the game, so it was pure dumb luck that I happened to have the right ones when needed. If I didn’t I wouldn’t even begin to know where to go for what chemical, or even know that I needed a specific one. Again… pre-existing knowledge, pure luck, or frustration.
  • The Story – Oh hey, another Resident Evil game, another underwhelming story. Resident Evil 0 has some unique issues though that make it particularly frustrating. First of all, its status as a prequel creates issues, the most glaring being that Rebecca’s characterization in this game and in Resident Evil remake is completely off. Here she’s a capable badass, but in Resident Evil, which occurs literally a day later, she’s a scared little girl who can’t do anything without Chris’ help. The presence of Albert Wesker and William Birkin also irks me, since they don’t really do anything and it spoils their roles in Resident Evil 1 and 2, meaning that new players shouldn’t experience the games in chronological order. It also just isn’t a very good prequel. The idea of finding out what happened to S.T.A.R.S. Bravo Team sounds cool, but the premise is almost immediately dropped as the team splits up in the woods and gets lost on their own side quests. We encounter Enrico about three quarters of the way through and then, after blowing up another Umbrella lab, Rebecca decides to wander into the mansion at the end of the game, but that’s not really a great connective story now is it? Honestly, Resident Evil 0 would have been better without trying to tie it directly into the original game.

Overall, I did enjoy Resident Evil 0 and I appreciate its attempts to shake-up the series’ formula which was growing stale at the time. However, there are so many intentionally-frustrating design decisions that the idea of replaying it anytime soon is totally soured for me. I’d recommend checking it out, but unless you’re a masochist then glancing at a walkthrough to know what to expect would probably be wise if you want to avoid some rage-inducing moments.

Love/Hate: Resident Evil Survivor

Welcome back to the Resident Evil love/hate series! Previously we went through the series from the remake of the original to Resident Evil 7. At the time I said I’d pickup the franchise’s several spin-offs and other media at a later date, and that time has finally come. We’re going to start with Resident Evil Survivor, the franchise’s first spin-off video game. While oft-forgotten and overlooked, it is still a canonical entry thanks to the shoutout it gets at the start of Resident Evil 0. At a time when Resident Evil games used pre-rendered backgrounds, fixed camera angles and auto-aiming, Survivor differentiated itself by being a first-person shooter with fully 3D environments. How does it hold-up playing it today? Read on to find out…

Love

  • The Writing and Voice Acting – Early Resident Evil games are known for having bad voice acting, but Survivor‘s bad voice acting combined with its atrocious writing come together to make every bit of dialogue and every file you come across into an unintentional comedy sketch. The main character is often reacting incredulously to the things going on around him but their voice actor sounds like he’s holding back his performance, as if he’s recording his lines while hiding in an attic as the police are searching the house for him. The writing makes it all worse though – the writers want you to know that, get this, VINCENT IS A MURDERER, so every file and line about him hammers home what an over-the-top monster he is, how everyone hates him and is afraid of him, and they’ve got to write all this down to record it because people need to know how much of a murderer Vincent is. There’s even a part where the main character comes across a recording of Vincent’s mother calling to tell him to stop being a murderer, it’s fucking hilarious. Every line feels so unnatural and inhuman, even innocuous stuff like when a character says “At the request of my friend, Leon S. Kennedy, I came here to investigate!”… because we wouldn’t know which Leon they were referring to without throwing in their middle initial. It’s so bad, I legitimately adored this part of the game.
  • Branching Pathways – So the one legitimately good thing that Survivor does is that at a few points in the game you will get a one-use only key item which can be used to open a couple different side-routes of your choice. For a game that is expecting replays this helps keep the game from feeling the same every thing time and there can be some extra rewards for going through some of the more off-the-beaten-path routes.
  • It’s Short – After spending like 20+ hours of my life on Resident Evil 6, I appreciate that Survivor only wasted a couple of my evenings. That said, the fact that it’s short also gives you some excuse to check it out – it’s not going to waste a ton of your life so if you’re curious then maybe give it a shot.

Mixed

  • It’s Still Survival Horror, For Better or Worse – Survivor plays very much like a first-person version of the classic Resident Evil games, including tank controls, item management and even much of the button layout. One big difference though is that pistol ammunition is unlimited, so you’ll always have at least one gun available for any situation. However, ammo for other weapons and healing items are very limited, which is nice for keeping the game from getting too easy. That said, the game gets real stingy about doling out healing items in the latter section of the game… which is the part where you are actually going to need your healing and special ammo the most. Seriously, health was pretty abundant early on but I don’t even think the game gave me more than one herb during the entire last area of the game, not even before boss fights, which is a major problem because I reached the final boss with literally 1 HP left and low on special ammo types, so I had to either git gud or replay the whole game knowing that you’re not actually supposed to use the resources the game gives you because it will stop giving you them later. I went with option three and just Youtubed the final cutscene.

Hate

  • Bad Controls – Resident Evil Survivor is in the unfortunate position of being a console FPS before the control schemes for these kinds of games were figured out and standardized. As a result, Survivor literally lifts its controls from the main Resident Evil games, including tank controls, having to hold R1 to draw your weapon and then press X to actually fire it. Classic Resident Evil manages to get by on this control scheme, but for a first person shooter it does not make for a good time. Probably the worst part of this is that there is no way to move the camera vertically, which is a major problem for two reasons. First of all, you have to just walk over some items and hope you bump into them because you have to get too close to see them in order to pick them up. Secondly, dogs and lickers will get under your line of sight and be untargetable as a result, which is a major issue in a game where 99% of the enemies are trying to melee you. The game’s solution is to lock the camera onto enemies when you shoot them, but this can cause the whole camera to flail wildly as it tracks their erratic movements. Oh, and this also makes follow-up shots ridiculously easy to chain, which leads into the next problem…
  • Bad Game Design – Survivor has a litany of badly designed elements which can make playing it feel dull. One of the worst elements compared to mainline Resident Evil games is its brain-dead use of key items. Classic games in the franchise will have you collecting multiple key items and carrying them all over the map to find their use. In Survivor once you pick up a key item you’re rarely more than one or two rooms away from the place where it’s needed, meaning that you’re barely going to be holding them for more than thirty seconds. Also not helping matters is what I call this game’s “dummy button”, L1. Tapping L1 will lock-on to the closest door, item or enemy, which turns into a crutch to make you have to think even less while playing this game. Also, having played the game like a shooter and fighting all the enemies as I went, in retrospect this game is unintentionally encouraging you to not fight unless you’re going to take damage otherwise. Any area rarely has more than 2-4 enemies in it, there’s plenty of room to maneuver (even when you’re up against tougher foes like Lickers or Tyrants), and ammo for your stronger weapons is too rare to waste on every Tyrant and Hunter you come across because the game does not reward you for fighting them. Running through every room to avoid combat isn’t going to do this already short game any favours. Which leads into the next issue…
  • Bad Checkpointing – What do you do to make your two hour game feel longer? Why, make it so when the player dies they have to replay like a half hour of content to get back to where they were! Brilliant! Seriously, I died on the final boss and the game plopped me back in somewhere before the ruined mansion area, which was easily 30+ minutes of gameplay (and unskippable cutscenes!). Thankfully I was on an emulator so I could just reload a save state, but to make matters even more infuriating, there are no save rooms in Survivor. Anyone who bought this game for PS1 was expected to complete it in one sitting and only got three lives before they just straight-up lose. If I was playing this game back in the day, I would fling my disc across the room if that happened.
  • Bad UX – Item management is a real pain in Survivor. Any time you need to heal or switch weapons, the process is laborious. First, you have to pause, open the inventory, scroll through all your items to find the one you want, select it, press equip/use and then unpause the game. Oh and button inputs are delayed so everything just feels like it takes longer than it needs to, on top of the whole process taking several more steps than it needs to.
  • Bad QA – So, Resident Evil Survivor is so slapdash that it may not have even had a quality assurance team involved in its creation. I can’t verify the veracity of this claim, but it really wouldn’t surprise me because I came across a few bugs in my short playtime. Perhaps the most annoying one was that I had to go into the sewers in order to progress, which involved picking up a manhole opener and then walking over the manhole. I did so, but it wouldn’t trigger, making me think that I had to manually press “Use” on the item. This did not work. It wasn’t until I walked in a straight line from the place where I got the manhole opener to the manhole itself that it finally triggered, which is just ridiculous. How could they not anticipate players maybe approaching the manhole from a slightly different angle…? Perhaps the most common bugs though will be with the enemy AI. I’ve had spiders run headlong at me but not be able to do any damage, enemies getting caught helplessly on scenery and each other, and enemies just running around in circles while you shoot them.
  • Bad Sound Effects – How bad does your game have to be when I’m even ragging on the sound effects??? The pool of sound effects in this game are incredibly limited, meaning that every time you shoot your gun you’re getting assaulted with the exact same gunshot over and over again, and enemies just keep making the same stock sound effects every time they’re hit and die. The worst offenders for this are the Undertakers, bio-weapon soldiers who make this bizarre, ungodly screech like a jungle cat when they die (I guarantee that you have heard the awful sound effect they use for this before).
  • Bad Story – Look, the writing in Survivor is at least ironically funny, but the actual story here is even worse than I was expecting. Like, to set the stage for you, the whole plot revolves around amnesia and a bunch of ridiculously contrived misunderstandings and blatant lying from the writers to make you believe that you are Vincent (who is a MURDERER). It’s bad enough that any sort of story they could have told about what Umbrella was up to on Sheena Island gets lost in the shuffle.

My God Resident Evil Survivor was bad, easily the worst Resident Evil game I’d played up to this point and probably up there amongst the worst games I’ve played through, period. That said, at least it’s short so if you want to check it out you’re not going to suffer for long. And with all that said, Umbrella Corps can’t be worse than this though… right? Right?