Love/Hate: Resident Evil 1.5 (BONUS)

Welcome back to a very special bonus entry in the Resident Evil love/hate series! In this entry we’ll be going over the original version of Resident Evil 2, dubbed by fans as Resident Evil 1.5. A very rough build of this unfinished game leaked years ago and a group of dedicated fans have stitched it together into a mostly-playable demo. I thought that it could be fascinating to see how this early prototype plays, considering that much of the work put into it was scrapped and didn’t make its way into the game we ended up getting. How does it hold up and differ compared to the Resident Evil 2 that would ultimately see release? Read on to find out…

Love

  • It Exists – Look, the most remarkable thing about Resident Evil 1.5 is the fact that it exists at all, that we have access to it, and that it’s playable. In the world of video game development and releases, this is a straight-up miracle. We rarely get to see in-development game builds, let alone actually play them for ourselves. This stands doubly-true when a game gets scrapped mid-development, with all the ideas and concepts that had been in production at the time never seeing the light of day. RE1.5 stands as a relic of a game that never was and shows a snapshot of the ideas which eventually evolved into the Resident Evil 2 we know, which is just fascinating to experience first-hand.
  • Elza Walker – Leon is largely the same in RE1.5 as he is in RE2, but what’s really interesting is the character who didn’t make it to the full release: Elza Walker. Considering that she is basically an unrefined version of Claire Redfield with very little writing and no voice acting to flesh her out, it’s kind of remarkable how much Elza Walker stands out as her own distinct character in RE1.5. Her racing outfit is instantly iconic, distinctive, and striking. In addition, her skills as a race car driver give the character an interesting and unique hook compared to this series’ stable of cops and soldiers. I’m endlessly fascinated by the fact that this game allows us to play as this character who never got to see the light of day. Sure, we didn’t get to learn much about her in this scrapped build of the game, but there’s enough character here that Elza could legitimately make her way into a future Resident Evil game and be accepted with enthusiasm (in fact, Capcom are definitely aware of this as well since they gave Claire an Elza Walker costume in REmake 2).
  • Zombie Variety – One of the coolest aspects of RE1.5 compared to RE2 is that you’re not just shooting the exact same zombie type over and over again. There are a lot more different varieties of zombies, including female ones, fat ones, etc. This doesn’t have a massive impact on gameplay or anything, but it does make this feel more like a massive outbreak with casualties all across the populace.

Mixed

  • Damage Status – RE1.5 has its own unique way to show damage on your character. As your character takes damage, they will begin to have cuts and show tears on their clothing. It’s definitely an improvement on RE1, but it’s also really easy to miss in the heat of combat. RE2‘s ultimate decision to use a limping animation was far better at conveying information and making you want to heal ASAP.

Hate

  • Technically Rough – Look, I get it. Resident Evil 1.5 was unfinished and has basically been cobbled together to even get into a playable state. If you play it, you’re accepting that you’re not playing a completed video game, or even one that was meant to be played at all. Even with all that in mind, you can’t help but acknowledge that actually playing RE1.5 ranges from awkward, to rough, to straight-up broken. Characters are not properly integrated with the pre-rendered backgrounds, so they will regularly walk “over” scenery that should be in the foreground, the map is completely broken and useless, none of the type writers or item boxes work, picking up items and reading files can cause the game to crash, animations are incomplete… again, this is to be expected when you’re playing a game like this, but it still makes for a rough experience at best.
  • You Can Kinda See Why It Got Scrapped – While there is clearly more work that needs to be done to make this game functional, you really can start to understand the developers’ concerns that the game just wasn’t coming together. This version of the RPD has no personality compared to the released version – it’s just a big, square, stereotypical police department building with three main floors and then two basement floors. It doesn’t have the sprawling exploration of other Resident Evil games, you just travel between floors, clearing them out one at a time. The majority of the obstacles are either masses of very stupid and easy to dodge zombies, or shutters, which are closed all over the damn station.
  • Combat Feels Bad – I’m not sure why it’s like this in RE1.5, but the shooting feels massively nerfed compared to even the first Resident Evil. Maybe it’s just because Elza is not skilled with guns, but every shot I took was painfully slow and it takes a lot of rounds to actually down a zombie. As a result, you rarely have enough space to just stand your ground and kill a zombie before it reaches you, let alone if you have multiple zombies approaching. Sometimes you don’t even have enough room to back up either, so just running tends to be the best approach.
  • Not Entirely Original Content? – This I am not entirely sure of, but there were a couple things I came across which seem like they have been added by modders, which makes me question what exactly is in RE1.5 which has been added in after the fact. The two big things were that I encountered the Brad Vickers poster from REmake 2, and in the basement there is what appears to be a statue of Pochita from Chainsaw Man (for some reason). I get that this is just some modder putting a piece of themselves into RE1.5, but it undermines this game’s status as a snapshot of a game that never was, because now I just can’t know how much of it is original and what isn’t.
  • There’s Not Much to Do – Again, I get it, the game is not finished… but that also means that playing this game as-is doesn’t give you a whole lot to do. It’s the equivalent of a digital museum: lots of interesting things to see, but not a whole lot to actually do while you’re in it.

Resident Evil 1.5 is a fascinating peek into the processes which bring us the games that we love. While it isn’t particularly compelling as a game in its own right, viewing it that way is kind of missing the point. If you’re a big fan of the early Resident Evil games, I definitely recommend tracking this down so you can get a look into the early development decisions which helped shape the RE2 we know today.

Love/Hate: Resident Evil 3 – Nemesis

Welcome back to the Resident Evil love/hate series! In this entry we’ll be going over the original Resident Evil 3: Nemesis! I’ve got quite a history with this game in particular – I can remember seeing Nemesis on the box art for the game and hearing that he would actively stalk you around the game, and I thought that sounded like the coolest shit ever. It was the first Resident Evil title that I can remember being interested in and I would eventually purchase it, RE1 and RE2 for the PS1 Classics store on my good ol’ PSP. However, it’s also the only one of those games that I actually put any time into (again, I really dug the premise, so I really wanted to try it out). I ended up getting about 1/3 of the way in during that attempt, despite not getting on well with the tank controls and general gameplay at the time (that said, I had vivid memories of reaching the train car and a couple of the puzzles and locales, so I know I managed to make it a couple hours in).

Well, in the years since I have played through a lot of Resident Evil games, including this game’s remake and all the other “classic” entries in the franchise, and I’ve been very excited to finally dive back in and complete the game that first piqued my interest in this series in full. Would it manage to live up to the lofty expectations I had placed on it? Read on to find out…

Love

  • Raccoon City – I had already praised Resident Evil 2 for expanding the game’s scope compared to RE1, but RE3 cranks things up to the point of making RE2 look tiny in comparison. Most of this game takes place within the streets of Raccoon City itself as Jill Valentine has to scrounge up the supplies needed to make her escape. For a PS1 game, it is impressive just how sprawling the city is, as you traverse throughout the streets and into various locales (including the RPD itself). The environmental design has also improved once again, really bringing Raccoon City to life, showing the scale of the devastation it has been subjected to, and showing glimpses of the lives that once were lived here.
  • The Outbreak – On a somewhat-related note, RE3 really hammers home the reality of Raccoon City’s zombie apocalypse in a way that RE2 conspicuously ignores (all versions of RE2, for that matter). The game’s opening cinematic really hammers home how brutal and terrifying this situation is for those caught up in it. The streets are absolutely overrun with undead and we find that there really isn’t anywhere left in the city that’s safe for survivors. Moreso than any other Resident Evil game (other than Outbreak, fittingly), RE3 nails the idea of being caught up in a zombie apocalypse and allows you to live out that scenario.
  • The Story – RE3‘s story is, by and large, the same as REmake 3‘s (which I have praised as probably the strongest story in the franchise). While it is less flashy and refined, it is still solid and enjoyable. Like its remake, RE3‘s story largely stands out in the ways that it differs from your typical Resident Evil game. The overall plot is incredibly simple: escape the city. However, there is a strong focus on character, particularly in the development of Jill and Carlos. Jill does not trust Carlos due to his affiliation with Umbrella, and Carlos believes that Umbrella has the city’s best interests in mind when he’s deployed to try to rescue civilians. However, over the course of the game, Jill learns that there are well-meaning people working within Umbrella, and finds herself coming to trust Carlos. Carlos, on the other hand, gains a deep appreciation for Jill’s strength, comes to realize his complicity in Umbrella’s crimes, and questions his loyalty to the company’s orders. Furthermore, the game greatly benefits from its nigh-unkillable and persistent antagonist, who keeps the pressure on throughout the entire game in a way that no other Resident Evil antagonist can really compare. Furthermore, the game also keeps its focus on the bigger picture – the fate of Raccoon City as a whole is kept in focus as we see the city destroyed at the end. It would have been easy for the game to end like RE2, content that our heroes have escaped, but they made sure to show the ultimate devastation wrought by Umbrella.
  • Nemesis – The titular big-bad is, without a doubt, the most intimidating and imposing enemy in the franchise. The story sets him up this way, and the gameplay does not disappoint. He’s incredibly difficult to fight, running at you in a terrifying sprint, firing a rocket launcher, or making you shit your pants when you try to run to another area and then he follows you and donkey punches you in the back of the head. He can put you into a real panic, but he rarely outstays his welcome, and there are only three mandatory confrontations in the whole game, so if you need to run you have the freedom to do so. However, if you want to stand and fight, that’s also an option, and the game will reward you for it with some fantastic weapons and items.
    • For my part, I elected to stand and fight in most cases, including the incredibly difficult first and second fights where you simply do not have the weapons and ammo required to make this fight short. I died to Nemesis more in these two fights than I did in my entire playthroughs of RE1, 2, and Code: Veronica. I had to put on my Dark Souls pants and git gud, which helped make the rest of my encounters a little bit more manageable. Simply put, try to get him close, then run past his right arm so he’ll be baited for a grab. Then get a few meters away from him and unload a shotgun blast or two pistol shots. Rinse and repeat a dozen times and he’ll go down. Sounds simple enough, but he will sometimes charge at you and leave you with little time to react/dodge. Still, using a couple heals is preferable to dying over and over again.
  • Live Selection – RE3 improves on RE2‘s zapping system with (in my opinion) its far more impactful “live selection” mechanic. At certain points in the game, you’ll be given the option to take one of two different courses of action. While these choices won’t drastically alter the story or let you explore entirely new areas (often you’ll just start in one of two rooms, which you will be able to find pretty quickly), the choices they often the player can often be pretty huge. There are several Nemesis encounters that you can avoid entirely, or cheese to get free item drops from using this system. In addition, I found that the game really encourages taking the “bold” course of action, so it’s nice that it’s not punishing you with a cheap death because you didn’t know enough to make the “right” choice. Ultimately, I love how this lets the player tailor the experience to their wants and needs in any given situation, and it encourages replays to see how much you can affect the game.
  • Improved Map – Once again, the map in RE3 has been improved substantially from its predecessor. In addition to all the previous improvements, viewing the map now has its own dedicated button (L2), you can zoom in and out, all save rooms are marked on the map, and areas of interest are highlighted in blue. It’s not quite at the level of REmake 2‘s user-friendly map, but considering that this is only three years after RE1‘s bare-bones effort, this is a quantum-leap forward.
  • Gun Powders – RE3 introduces the concept of gun powders that you can use and mix in order to make ammunition for your various weapons. Like the live selection mechanic, I love how this allows player choice and expression to take center stage. If you want, you can produce ammo for your mainstay handgun and shotgun, eventually learning how to make stronger ammo if you keep doing so. However, you can also choose to mix ammo types together to produce various types of grenade launcher shells or even magnum rounds in order to fight Nemesis more efficiently. It all depends on your ammo situation at the time and your preferences and priorities, which is fantastic as far as I’m concerned.
  • Graphics – Perhaps unsurprisingly, considering that it was the last PS1 Resident Evil game, but RE3 is easily the best-looking entry on the system. In addition to everything I said about how Raccoon City is brought to life, the character models are all a noticeable step up from the previous games.
  • Stairs! – This is a pretty small change in the grand scheme of things, but OH MY GOD, you can just walk up and down stairs now without having to press a button first! Not only does this make for much smoother gameplay, but it also means that you can stop and turn around if you wish (say, if you’re heading down some stairs and then see that Nemesis is waiting for you at the bottom).

Mixed

  • Dodge – RE3‘s dodge is somewhat notorious for how unreliable it is. In my experience, it’s not that it is bad or unresponsive (unlike, say, Resident Evil: Revelations). When I wanted to dodge, I found the timing was pretty reasonable and, against certain enemies, I was dodging like a champ. However, the main issue is that the dodge is mapped to R1 (aka, the aim button), or if you’re already aiming, then it’s R1+X (aka, the button you’d press to shoot). The biggest issue this creates is that, unless you’re actively, intentionally practicing your dodges, most of the dodges you are going to do are going to be completely by accident. Furthermore, you have no invincibility during a dodge. As a result, you can successfully pull one off, and then still get caught in a grab attack, or attacked by a different enemy altogether. It’s kind of bullshit, but luckily the game doesn’t require you to be able to dodge in order to be successful (looking at you again, Revelations…). As a result, it feels more like a bonus when it happens that can get you out of trouble on occasion, or a high-skill mechanic to master, but it would have been really nice if the game let you map dodge to its own dedicated button.
    • This is where I should note that there are apparently custom patches for this game where you can map dodge to the R2 button. I didn’t find out about this until I was just about the finish the game, but if I had known sooner, I probably would have given it a try.
  • Randomized Puzzles – I think that RE3 was the one classic Resident Evil game where I didn’t need to look up the solutions to any of its puzzles. They tend to be pretty intuitive, or straight-up tell you what you need to do, or can be brute-forced without too much trouble… which is good, because you can’t really look up the answers the way you could in the other games, because the puzzles and their solutions have been randomized. I get that this is done to make subsequent playthroughs feel more “fresh” and for the puzzles to not feel like a boring obstacle when you have already completed them once, but if you were to get stuck on one, it could be a uniquely frustrating experience in RE3.

Hate

  • The Controls – While I don’t really like tank controls, I’ve gotten used to them over the course of the last few games because they were necessary to make the games function within their technical limitations, and the games were designed with them in mind. However, RE3 reaches a tipping point where its controls are actively starting to feel inadequate for the situations the game is putting you in. First of all, a lot of the difficulty with Nemesis comes down to his incredible speed, coupled with your inability to maneuver with any speed in response. If you had more “modern” and “free” movement controls, Nemesis would be significantly easier to deal with as you could bait his grabs more consistently, and you could actually respond to his charges. It’s not just Nemesis either, as even the basic zombies are now significantly faster and will close the distance with you in a fraction of the time required of other Resident Evil games. It feels like these changes were made because of the addition of the dodge and quick turn. However, the dodge is unreliable as we have said, and the quick turn is still too slow to actually be useful when fighting Nemesis, so the game just ends up feeling like it has gotten faster than your movement can really keep up with. Oh, also, when Nemesis throws you to the ground and you have to button mash like mad to stand up? Fuck that shit, it sucks.
  • Reload Tool – As much as I love the gun powder system in this game, it all revolves around the reload tool, which some genius at Capcom decided should take up an inventory slot instead of being Jill’s default item… y’know, the sort of thing every other character in a Resident Evil game had had up until this point. Hell, Jill never even has a default item in this game, so would it have killed them to give her this? As a result, I’m putting my reload tool in the box most of the time, because most of the gun powder you find will be near a save room anyway.
  • Difficulty Modes – RE3 has two difficulty modes: easy and hard. No “normal” mode…? The differences between these modes is pretty substantial too. Easy is laughably easy, playing more like an action movie power fantasy, as Jill starts with a veritable arsenal of overpowered guns that she can use to just blast her way through the entire game. Meanwhile, hard mode is straight-up the hardest Resident Evil survival horror experience I’ve ever had. I breezed through the first two games, Code: Veronica, REmake, even 0… this was significantly harder than all of those games*. To be entirely fair, this is at least partially on me for deciding to try to fight Nemesis when I was not well-equipped to do so. It’s not just Nemesis though, the streets are absolutely swarming with zombies, you will barely have enough ammo to deal with them, and if you do shoot everything you see then you will be hard-up when Nemesis shows up. Around the mid-point when you get more ammunition and can actually deal with Nemesis in a (somewhat) fair fight, the game becomes easier, but it would have been nice if there was a bit more granularity between “ridiculously easy” and “tough as nails”.
  • The Mine Thrower – Man, fuck this gun. It fires mine projectiles, which stick to surfaces and enemies and then detonate after a couple seconds (or, if you miss, when an enemy is in proximity). However, there are so many drawbacks to using it. First of all, if you’re in close proximity to the mine when it detonates, you’ll get hit. Guess which blazing-fast enemy you’re going to be using this against the most, who will close the distance to you after being stuck twice, therefore damaging you twice with your own weapon? Oh, and lest you think you can manually reload the mine thrower to avoid getting caught with no shots in the barrel, for some god-forsaken reason you straight-up cannot manually reload it until its empty. That’s not even the end of it though – if you’ve emptied the gun and try to manually reload it before all the shots have detonated, it will cause all unexploded mines to fizzle. What. The. Fuck. Seriously, this gun fucking sucks, just stick with the grenade launcher.
  • The Discourse – This isn’t something I hold against RE3 itself, but I do feel like it needs to be said. As a self-processed lover of REmake 3, I’m absolutely sick of the discourse surrounding RE3 vs REmake 3 within the Resident Evil fandom. If you went into REmake 3 expecting a faithful remake of the original, then I can understand your disappointment. However, then saying that REmake 3 sucks and is one of the worst Resident Evil games of all-time is absolutely insane to me. REmake 3 is a great game and has different strengths compared to the original – the story and characters are better, the controls make the challenge a lot fairer, the presentation is much slicker and modern, the hospital section is a big improvement on the original, and it’s more of an action-spectacle thrill-ride. Meanwhile, the original has that PS1 charm, classic gameplay style, it’s got a lot more exploration, more freedom in its gameplay and story, and has areas which don’t make it into the remake. Both games can stand out in their own ways. Honestly, as we’ve seen with RE1 vs REmake, that’s probably a better fate for a game than getting completely upstaged. Also, I’m old enough to remember when RE3 was considered the black sheep of the franchise – a disappointment compared to the blockbuster RE2, lacking the groundbreaking history of RE1, less-exciting than Code: Veronica, and then forgotten after the release of RE4. It wasn’t until years later that people started looking at this game the way I do, and I feel like history has kind of repeated itself with REmake 3. All I can hope is that it someday gets the reappraisal I think it deserves.

Resident Evil 3: Nemesis is another true classic in the franchise’s early entries, but what really makes it stand out for me is just how unique it is. No other game in this franchise plays quite the way this one does, with its large-scale scope, full-on apocalypse setting, focus on character development, a persistent and incredibly difficult antagonist, and all the gameplay additions like the dodge, live selection, reload tool, etc. Given that no other game in this franchise has improved or iterated on these concepts, it means that Resident Evil 3: Nemesis still stands out all these years later as an entry worth experiencing.

*Note: Code: Veronica and 0 are notoriously difficult games, but their difficulty is largely down to bullshittery. Code: Veronica will fuck you over if you don’t already know about all its progression-halting roadblocks and respawning enemies who simply waste your resources. 0 is somewhat similar, screwing you over when an out of nowhere boss fight takes away one of your characters, or becoming damn near impossible if you just so happen to not have any flame-based ammunition on you when you come across a leechman. However, the moment-to-moment gameplay of these games is not that bad (although I would say that 0 is easily the second-hardest classic Resident Evil). Contrast this with RE3, whose difficulty comes down to it’s mechanics being more demanding than other Resident Evil games, where even the basic enemies are more dangerous and numerous than in any other classic entry and your movement isn’t really sufficient to keep up with it.

Love/Hate: Resident Evil 2

Welcome back to the Resident Evil love/hate series! In this entry we’ll be going over the original Resident Evil 2! Often considered the best of the “classic” era of Resident Evil, its popularity has been overshadowed several times over the years – first by Resident Evil 4, then by the cult reappraisal of REmake, then by the remake of Resident Evil 2 released twenty one years later. Given that REmake 2 was the game that started this whole Love/Hate rundown of the Resident Evil series, I’ve been excited to check the original and see how it compares. Does it still hold up or, like its predecessor, is it doomed to be eternally overshadowed by its remake? Read on to find out…

Love

  • Scale and Scope – The original Resident Evil was a rather claustrophobic, isolated, and intimate affair, taking place within a single mansion grounds in the deep woods. Resident Evil 2, on the other hand, takes the James Cameron approach to sequels – bigger and better. This game takes place in a full-on zombie outbreak in a crowded city. It feels far more like a Romero-style zombie apocalypse, complete with an opening escape sequence with more zombies attacking you than there might have been in the entirety of the first game. You also encounter survivors who actually get to do more than just die the moment you meet them, making this feel like a massive event that everyone’s struggling to survive through.
  • Everything is Improved – Rather than making a ton of repetitive bullet points for all this stuff, I really need to emphasize just how much everything has been improved in Resident Evil 2:
    • First of all, the presentation. The environments in this game are SO much more detailed than they were in the original Resident Evil. The Spencer Mansion’s environments were sparse to an extreme, whereas every frame of Resident Evil 2 is packed with details, whether these be for mood-setting, environmental storytelling, or to draw you towards objectives and items.
    • Secondly, the voice acting and writing have improved immensely. While not exactly up to modern standards, it’s passable even now, and a damn sight better than most of its contemporaries.
    • On a related note, this game’s CG cutscenes are solid and far more impactful than the laughable live-action FMVs from the original game.
    • They also didn’t waste much time improving a lot of the annoyances I had with the original Resident Evil. The new in-game map is significantly improved, actually showing you what doors are locked, colour-coding them by the key needed to open them, and allowing you to check maps of areas other than the one you’re currently in. Everything just feels like it’s faster too – stair-traversal, text scrolling, discarding useless key items, etc. I would have expected such improvements to occur over the course of a few games, but Resident Evil 2 has already improved to the point where even it makes the original game feel archaic.
  • Refined Design – I was very annoyed with how unfair the original Resident Evil could feel to a new player, especially in the early game when health and ammo are in short supply, zombies are everywhere, and there isn’t much room to maneuver around them. Resident Evil 2‘s environments have been designed in such a way where dodging zombies and Lickers is far more consistently doable, making it a far more reliable strategy to fall back on. Tying into this, this game also gives you way more HP than the original did – at one point, I took three zombie bites (which would have killed me in the original Resident Evil) without dropping out of green health. In addition, button mashing to escape a zombie grab actually works in this game and there’s actual animation and visual feedback to show that it’s working. Similarly, the game also has visual indicators to show how low your health is, so no more just dying out of nowhere – if you’re in danger, you are going to know it and try to heal ASAP.
  • RPD – Okay, I said that the Spencer Mansion was arguably the best environment in the Resident Evil franchise, but that was kind of a mistruth… because I would be the one to argue that RPD is straight-up better. It’s smaller, and we don’t spend quite as much time here, but it has a similar design where two floors are split up on each side of a central hub area. However, the biggest leg-up that RPD has is that several shortcuts are opened up as you explore the area, cutting down considerably on the amount of backtracking required to reach any given area.
  • The Story – You should know by now that I’m always ragging on how disappointing Resident Evil stories are, and I knocked REmake 2 for this very thing… but, man, I was surprised by how much more effective the story of this game is told in the original Resident Evil 2. In REmake 2, the game’s actual plot is “escape the city”, with Leon and Claire just happening to bump up against a more interesting story that’s going on every once in a while that they have no real reason to be involved in. However, everything makes a lot more sense in Resident Evil 2. First of all, it takes actual effort to tie this game’s story into the events of the first Resident Evil. Additionally, the game slowly draws Leon and Claire into the G-virus research and Umbrella politicking going on, and the way it played out made more sense to me for these characters to be getting involved in the unfolding mess. Furthermore, the A and B scenarios are integrated into the story far more organically and make way more sense as overlapping events compared to REmake 2.
  • Lickers – Lickers are easily the coolest non-boss B.O.W.s in all of Resident Evil, so I have to give major props to Resident Evil 2 for introducing them. They’re not even all that difficult to deal with here (either by avoiding them, or by blasting them with a single acid grenade round or 2-3 shotgun shells), but they are such iconic, disgusting monsters and can potentially be such a big threat that you can’t help but be intimidated any time you encounter them.
  • Impressive Gore – The original Resident Evil had some pretty gnarly PS1 gore (even if the best stuff was censored in nearly every release of the game), but Resident Evil 2 kicks it up a notch. In addition to everything that was in the previous game, you can kick downed zombies’ heads off, explosive grenades blow individual limbs off of zombies, Chief Irons gets nearly torn in half from the inside out by a G parasite, and the bowgun violently impales zombies with multiple arrows (which puts the piddly arrows from Code: Veronica to shame). Probably most impressive though is the shotgun: not only can it explode heads (like in the original), but if you blast a zombie with it, it can blow off entire chunks of their body, or blow them in half, causing the lower half to dawdle about for a moment, while the top half falls to the floor and then starts crawling after you. My jaw was on the floor when this happened to me the first time, it’s seriously impressive and unexpected in a game this old.

Mixed

  • Hidden Items – This game’s more detailed environments are definitely a huge step up from the original Resident Evil, but the one big issue I have with them is that they make it a lot harder to determine where items are. The original game’s items were all pretty obvious – they were on the one table/desk/shelf in the room, or the one object in the room that was a 3D model, and were usually modelled in the game. In this game though, many of the non-key items are not physically present in the game, so you’re expected to just inspect everything to you come across to make sure you’re not missing any items. This does seem to be at least partially intentional in order to get you to investigate your surroundings, but it can also be finicky about your inputs and exact placement. I also nearly missed the grenade launcher in Claire’s playthrough, which would have made completing the game orders of magnitude more difficult.
  • Zapping System & Alternate Scenarios – I’ll fully admit, me putting this in “mixed” largely comes down to how hyped this system was for me before playing it. All through the reviews of REmake 2, old-school fans would complain that they nerfed the A and B scenario differences, that it was so much better in the original in comparison, so I was expecting some pretty big changes and for the overlapping stories to make more sense… and then my game starts and I immediately am rupturing the same water tower that Claire did to put out a fire that Claire put out, opening the same safe and locked doors, opening up the same shortcuts, etc. Maybe it’s a bit unrealistic of me to expect this to have been changed more, but it was somewhat disappointing and the unmatched hype left me deflated. That said, I will admit that the A and B scenarios are more fleshed out in the original than the remake in a couple ways:
    • First of all, in REmake 2, an A and B scenario will establish where and how the characters start at RPD, but each character’s plot will play out the same otherwise. In this game, each characters’ A and B scenarios can have some pretty big effects on how the story plays out, which bosses you fight, and what areas you end up visiting.
    • While there is a lot of gameplay overlap in the A and B scenarios in this game, it will heavily remix the order in which events play out in each area (eg, in Claire A you start out exploring the first floor wings of the RPD, whereas in Leon B you’re running around all over the second floor and east wing for the first stretch of the game).
    • In addition, this game has it’s aforementioned “zapping” system, where actions you take in the A scenario will have an effect on how the B scenario plays out. These decisions, admittedly, will barely affect how your B scenario actually plays out, but they’re a cool idea.
    • What this all comes out to is that this game incentivizes at least four playthroughs to see everything its main story has to offer, and makes each of those playthroughs feel fresher in the way it has done this. REmake 2, by contrast, crams most of the content from these four playthroughs into two playthroughs, although the second playthrough is a lot less “unique”. Your mileage will vary on which approach is better and, honestly, I don’t really know myself which option I prefer. I like to move on to new games after beating one, so I’m not going to experience a Leon A/Claire B run anytime soon. I guess it can be said that, when I do get to it someday, that experience will be more interesting, but there’s also something to be said about just getting the experience I wanted the first time around instead of having to do it all over again two more times just because.

Hate

  • No Auto Lock-On (By Default) – I was not too happy when I started Resident Evil 2, saw how many more zombies there were coming at you from all directions this time, and then realized that the game was forcing me to slowly, manually point my character at any zombie I wanted to shoot instead of automatically snapping to them like in every other Resident Evil game I’ve played to this point. However, I did soon discover that there is auto lock-on available, but that it’s found in the controls menu and has to be toggled to. This is baffling to me, why would this not be the default option? You know that there are probably a large portion of this game’s audience who didn’t discover this and ended up playing through the whole thing without it.
  • Sherry Babysitting – While playing as Claire, Sherry will follow you around during a few sections of the game. She’s helpless, so the game will make her stay at a little bit of a distance to avoid getting damaged… buuuut, she will also stop moving if you get too far away from her. What this means is that, on multiple occasions, you’re going to reach an exit, only for the game to say “I can’t leave without Sherry!” because she decided to crouch down an hide somewhere back along the route you took. It’s a minor inconvenience at the end of the day, but it is annoying regardless… and, honestly, nitpicking is about the worst that I can say, that tells you all you need to know about how good this game is.

Resident Evil 2 is fantastic. It’s a massive improvement on its predecessor and it’s easy to see why it was considered the gold-standard of the franchise for so long. It’s basically flawless for its time and I daresay that I enjoy it a bit more than its remake (although REmake 2 is certainly better in its own ways, but I’d have to give the original the slight edge overall). I wasn’t really expecting that going into this game, but it made for a pleasant surprise!

Love/Hate: Resident Evil

Welcome back to the Resident Evil love/hate series! Now that we’ve been through all the main entries in the franchise, it’s only appropriate to go back to the beginning with the original PS1 trilogy. Naturally, that means we’re going to start with the original Resident Evil! How does this game hold up 28 years later? Read on to find out…

Note: Since I played REmake was Jill, I decided to play as Chris for this run. I know that this makes the game a fair bit harder, but given that this is essentially a second playthrough for me, I figured I was up for the challenge. This may or may not colour some of my opinions on the game, so fair warning.

Love

  • Cheesiness – Early Resident Evil games are known for their bad voice acting and writing, and they don’t get any cheesier than the original game (other than maybe Survivor). The live-action FMVs, the bad localization, and the pathetic voice acting are hilarious and give this game a unique charm that we simply do not get in games anymore. There are just so many unintentionally funny and awkward lines in this game. I already knew about Barry’s heavily-memed lines, but experiencing Chris’s campaign first-hand introduced me to some funny lines I’d never heard before. By far the funniest moment is when Wesker is trying to show off Tyrant, and Chris just laughs at him and calls them both failures. It completely clowns on Wesker as a character, which really undermines what he becomes later in the series (complete with Chris saying that he’s “sleeping with the ultimate failure”), but goddamn is it not funny to see here in the first outing.
    • I’ll also say this – the janky voice acting and writing actually manages to mask some of the more ridiculous aspects of the story compared to REmake. For a particularly egregious example, Enrico’s death is kind of an idiotic plot point. He calls Chris a traitor, points his gun at him, and then someone off-screen shoots him. Instead of, y’know, trying to figure out who shot Enrico or why they might have done this, Chris just goes “huh, I wonder what happened?” in both this game and REmake. That doesn’t make a lot of sense with REmake‘s much flashier and serious presentation, but here it’s just par for the course.
  • Spencer Mansion – I’ve played a lot of Resident Evil games and I can confidently say that the Spencer Mansion is still arguably the best-designed layout in the whole series. Having a central hub area that you figure-eight through throughout most of your journey works fantastically and it’s kind of surprising that no game since has been able to match this kind of design. It also helps that item boxes are never more than a couple hallways away, which really facilitates the kind of survival horror gameplay loop that this game is going for without making it a constant slog.
  • Established the Classic Formula – The quintessential “Resident Evil” formula is here and pretty much all intact, albeit in an unrefined state. That said, it’s kind of amazing how much the core gameplay of “ammo/health scarcity and exploring to find new items to unlock new areas” is still intact nearly thirty years later and as compelling as ever.
  • Some Unexpected QoL – Even here in the first entry, the game will tell you when a key item is no longer useful and allow you to immediately dispose of it. I was shocked by this, I’m used to games of this era being very unrefined and would have completely expected them to expect you to head back to an item box to deposit it. This is especially helpful in a game like this where inventory slots come at a premium and disposing of it automatically might mean that you now have room to pickup whatever new item is in the next room. Also, the Black Tiger boss fight ends with a door covered in spider webs, and the game helpfully provides you with a second combat knife so you know what you’re expected to do and to save you a trip to the item box. Handy!

Hate

  • REmake Exists – Without a doubt, the biggest issue the original Resident Evil faces is that you’re going to be constantly aware that a better version of this game exists. REmake is literally just Resident Evil, but with more content, phenomenal presentation, and better execution. Unlike Resident Evil 2 and 3, where their remakes are more reimaginings of the locations and concepts of those games, Resident Evil is left completely overshadowed. There isn’t much reason to go back to this version of the game other than the novelty of it and to laugh at the cheesiness.
  • Low HP – Compared to other Resident Evil games, you have shockingly low health reserves in this original entry. The first time I took a bit from a zombie and then realized I was already in the yellow, I knew something was up – and, remember, I was doing this playthrough as Chris, the character who is supposed to be significantly tankier. Jill has even less health than he does! Legitimately, you can’t take more than three zombie bites without dying in this game, which is kind of insane considering you can take that many hits in other Resident Evil games without even going into the yellow.
    • Just a note: I’ve read that you couldn’t shake off zombies in this particular entry, so you’ll always take full damage from them. However, this appears to be somewhat conflicting – some people say you can, some say that you can’t. I tried button mashing to push them off towards the end of the game when I became aware of this and didn’t notice a difference. I’m willing to own up if I’m wrong about this, but my opinion here was based on my experience in this playthrough.
  • Frustrating Early Game – The first thirty minutes or so of this game are incredibly irritating. Nearly every single door you come across is locked, you only have two viable paths to start exploring, there are zombies all over the place, and you are extremely limited on ammo. As even more of a piss-off, some of the paths you will HAVE to go at the start of the game have several zombies blocking the way, and each zombie takes at least six handgun rounds to kill, even if you’re also using the knife to soften them up. Basically, the start of this game requires either: 1) knowledge from previous playthroughs to know where to go and what you can afford to kill, 2) considerable trial and error, or 3) a walkthrough. This presents a massive hump to get over in order to actually start enjoying the game and I can see a good chunk of players just quitting in frustration right off the bat as a result.
  • Unrefined Design – Being the oldest game in the franchise, you can really feel the lack of refinement and QOL features which would quickly become standardized throughout the franchise. I don’t want to hold that too much against the game, but there are some particularly frustrating examples. Most egregious is the in-game map, which is about as bare-bones as it could possibly get. It shows the mansion layout, tells you what area you’re currently in, and what rooms you’ve visited… and that’s it. You can check other floors and areas, there’s no information about the names of the rooms, save points, item boxes, locked doors, etc. You’d legitimately be better off making your own map on paper while playing, that’s how archaic this game’s map is.
  • Presentation and Game Design – This is one of my harder-to-articulate complaints about this game, but I’ll try to explain it. I think that Resident Evil‘s fixed camera angles and tank controls were sensible and clever design choices given the technical restraints of the time. However, the way that these have been implemented here create more frustration that they needed to.
    • Pathways are often very narrow, making it difficult to dodge zombies without taking a hit or requiring gunning them down to pass safely (again, see my complaints about low HP and the early game lack of ammo for why this is such an issue). To make matters worse, the camera angles are often so zoomed out or angled in such a way that it can be difficult to judge exactly how much space you have to maneuver around a zombie, making you take hits that you could have dodged otherwise.
    • In addition, the graphics and camera angles combine to make it difficult to even see what paths you can take. On more than one occasion, I completely missed paths forward because they just blended into the background. This is especially pronounced in the underground, where the background textures are extra low-resolution and monotonous.
    • This can also make knowing what to interact with the the environment really frustrating. The most prominent example of this is the placement of the eagle and wolf crests on a fountain with four corners. I walked up to the first, most visible corner and nothing happened. Turns out that the game wants you to go to two other corners, whose points aren’t even on-screen when you reach them, and then interact with them know that’s where you’re supposed to put the crests. It is incredibly easy to miss this and I’m sure plenty of people got stuck wandering around trying to figure out where to go next.

All-in-all, the OG Resident Evil is still a pretty fun time, but you can really feel how unrefined and aged it is, even in comparison to its immediate follow-ups. While REmake is the best way to experience this game, there’s still some old-school charm to this original rendition which makes it worth playing through at least once.

Love/Hate: Resident Evil – Dead Aim

Welcome back to the Resident Evil love/hate series! In this entry we’ll be going over the third, and final, Survivor game, Resident Evil: Dead Aim! I’ve been pretty up-front with my thoughts on the first two Survivor games – they’re two of the worst games in this entire franchise little to no redeeming qualities between them. For Dead Aim, Capcom looked to shake up the formula a bit to try to finally make a Survivor game worth playing. Would third time be the charm, or is this yet another failure for this sub-series? Read on to find out…

Love

  • Morpheus – Hands-down, the most interesting and notable aspect of this game is its villain, Morpheus. This might seem kind of surprising at first glance, since Morpheus’s characterization is extremely shallow. The game’s opening blurb pretty much establishes their entire character and motivation: to create a kingdom where beauty has absolute authority. But then the game goes in a completely unexpected direction, as this guy injects themselves with this game’s virus and it causes them to… turn trans!? Like, I’m not even kidding either. Morpheus was introduced to us as a Sephiroth-style pretty-boy, but then they come out as a big booby Tyrant with goddamn biological heels (I’m going to go with “they” here simply because we never get a clear-cut answer about how they identify). It’s completely off the wall, but it’s a choice that makes Morpheus significantly more memorable and interesting than they have any right to be. It’s also kind of wild because of how well it’s handled – no one’s calling them a freak because of the change, they’re treated no differently than any other Resident Evil antagonist would be, and Morpheus seems to be living their best life because of it. I’m not even sure that it was the developers’ intent for this to be as positive a representation as it is, but for a game released in 2003, it’s pretty shocking to see. Hell, the game even seems to lean into it. You can’t tell me that the scene where Morpheus’s transformation is revealed, where this tall, booby trans woman turns Bruce into their bitch as he moans pathetically as he gets dominated isn’t meant to come across as kinda hot… and not even in a trans fetish way, I mean more in a general domination kink sort of way. Like I said, it’s kind of insane how well the trans aspect of the game comes across to me (although, to be fair, I’m not trans, so maybe I’m missing some key context). On top of all this, the section of the game where Morpheus stalks your character is legitimately intense, and they have easily the best boss fight in the entire game. Simply put, Morpheus is one of the most interesting Resident Evil villains, almost entirely due to the bonkers decisions they made with the characters, and then how well they managed to execute these decisions.
  • Bruce – Our hero, Bruce McGivern, is about the most stereotypical 2000s-era male you could imagine. Dude looks like the lead singer from Crossfade, an image which I have not been able to shake the entire time I played this game. Bruce is an American spy who is trying to stop Morpheus from unleashing a bio-terror attack on the world. He’s also a massive, bungling doofus, has an extremely weird vocal performance, is constantly getting clowned on by his rival and love interest, Fongling, and, as I stated previously, Morpheus absolutely turns him into their bitch… and, honestly, all this actually makes him kind of endearing. There’s a real charm and sincerity in seeing this dork stumble through mishap after mishap as he tries to save the day and it’s the kind of thing that you just never see from a Resident Evil hero.
  • The Map – Legitimately, Dead Aim has one of the best maps in the entire series. Every room you come across is labelled, making navigating to specific areas much easier. In addition, every locked door you come across with get marked on the map with a cool little scribble effect, like Bruce is updating it in real-time as you explore. He’ll also mark key doors, and circle areas of interest. It’s also great that the map is mapped to the select button for easy access. All-in-all, it’s just an extremely handy tool to have at your disposal and makes exploration less of a hassle.
  • Ambition – Look, the Resident Evil: Survivor games we’ve looked at so far have all been pretty different. The first game was kind of like a stripped-down Resident Evil game with more of an emphasis on shooting. Meanwhile, the second game was a full-tilt, run-and-gun, arcade light gun game. Dead Aim is more similar to the original Survivor game, but it’s very much its own beast. It adds first- and third-person gameplay elements, a stealth system, and a far more cinematic plot and narrative. I’ve actually heard it described as a prototype for Resident Evil 4… which is kind of insane to say, but also not entirely wrong either…? Even if its ideas aren’t always executed as well as one would hope, I appreciate just how far off the beaten path this game is willing to go; it makes Dead Aim a very unique entry in the sprawling Resident Evil franchise.

Mixed

  • Stealth – The aforementioned stealth system is pretty handy. Hold down X, L1, or L2, and you will begin sneaking around, making it a lot harder for enemies to hear you and making them less likely to aggro to you. You can get through the game without using it, but it definitely makes the game easier and you will waste significantly less ammo… however, there are a couple drawbacks. First of all, you’re moving a hell of a lot slower, so the game’s pace is also going to be slowed during general traversal. Secondly, sneaking around isn’t really all that fun, especially compared to blasting zombies.

Hate

  • The Story – The actual plot of Dead Aim is pretty standard spy thriller stuff: Morpheus is going to launch missiles when they reach their island base, it’s up to Bruce and Fongling to stop them. This is a good setup, but man is the story told poorly and barely develops at all (the only major plot points being: Morpheus infects themselves, the cruise ship crashes into Morpheus’s base and blows up, and the Chinese government make a deal with Morpheus and try to kill Fongling off). It also doesn’t help that the game completely bungles its opening. Instead of giving us any kind of setup to establish characters, the setting, plot threads, etc, instead the game starts in media res with Bruce already on Morpheus’s cruise ship and captured at gunpoint by the villain. Then Fongling immediately rescues him and the game starts, despite us having no fucking clue who any of these people are or what the hell is going on. It feels like we’re missing at least fifteen minutes of setup and doesn’t come across like it was an artistic choice – rather it feels like they were just trying to put in the minimum effort to get this story underway.
  • The Sounds – Dead Aim has some of the worst sounds for a major video game release that I’ve ever heard. First of all, the voice acting – I don’t think the performances here are bad like they are in some other Resident Evil games. However, they are recorded and/or mixed terribly (in the English release, at least). You can barely hear what Bruce or Fongling are saying half the time. On top of that, there are all sorts of bizarre and unpleasant sound choices in this game. Most infuriating, most of the cabins on the cruise ship have this awful high-pitched sound that plays the entire time you’re in the room for some godawful reason. In addition, enemies have an incredibly limited pool of sound effects, so you will hear the same zombie sound over, and over, and over, and over, ad nauseum. I’ve also got to say that Pluto, the morbidly obese zombie, makes the weirdest fucking sounds that I’ve ever heard in a zombie game when he’s chasing after you. It gets incredibly annoying and makes this boss fight even more annoying than it already is.
  • The Length – Once again, we have an insanely short Survivor game, clocking in under two hours total playtime. For me, it took 1 hour and 43 minutes, which is just nuts. Unlike the original Survivor, there aren’t even any branching paths to incentivize replays. Perhaps the craziest part to me is that there doesn’t seem to be much reason for the game to be this short? Like, there are plenty of opportunities to pad out the length if they wanted to and allow us to take more time exploring areas, solving puzzles, fighting enemies… y’know, Resident Evil stuff. Instead, the game has a break-neck pace as it blasts through areas with little pomp or circumstance. Like, at one point, I fought a boss and then like two minutes later I was fighting another, completely separate boss who was only like one locked door away. Does it not make sense to space these kinds of big moments apart more, or is that just me…? All I can think is that Dead Aim was incredibly limited for cash and/or has a concrete release date, so they had to cut a lot of corners and use only what they had for the final product (which would also explain some of the story issues).
  • The Controls – Dead Aim has some really strange controls. I’ll admit that some of this comes down to me not having a Guncon 2 to play the game on, but this isn’t really an excuse. Halo: Combat Evolved had been out for two years when this game came out, so there’s no reason for the game’s controller support to be any worse than that. Anyway, the game uses tank controls like every other Resident Evil game up until that point. In addition, you can hold X or L2 to sneak and strafe, while holding L1 will allow you to sneak… but, for some reason, you’ll only be able to move forward and backwards? Not sure why this is even a thing, but it’s here. In order to go into first person mode to shoot enemies, you need to tap R1, and then use the right stick to move your reticle. Want to leave first person mode? You have to press… down on the D-pad. Oh, but pressing left or right on the D-pad will allow you to move the reticle as well…??? Pressing R1 again will allow you to shoot. You can also hold X to strafe in first person mode, or you can also press X to dodge (although the timing is pretty tough to nail). Look, this control scheme works, but is it good? I would say that it is not, lots of its features feel redundant, contradictory, and/or unintuitive and I don’t know how many times I accidentally wasted bullets forgetting that you had to press a different button to close first person view.
  • The Environments – The cruise ship is kind of an interesting area to explore, but even at that point in the game, you can feel how much of the environments are being recycled over and over. This just gets worse as the game goes on, as you pass through identical areas with even less variation to them.
  • The Subtitles – Look, how fucking bad does your game have to be when I’m out here complaining about the goddamn subtitles?! Dead Aim has that infuriating issue with imported Japanese media where the subtitles do not match up with the dialogue. I’m assuming that this is down to different localization teams who, for some godforsaken reason, decided to translate the Japanese dialogue for the subtitles, and then localized the dialogue separately. It makes the awful sound mixing for the dialogue even worse, since you can’t tell what exactly is being said at all times, but it sure as hell is not lining up with what the subtitles are telling you is being said.
  • The Assault Rifle – I’d like to know who the bastard was who decided that every single round fired from every gun in the game needs to make the screen flash white. The reason for this is because the assault rifle, a rapid-fire weapon that holds 100 rounds of ammunition at a time, turns into a fucking seizure-inducing, eye-ball searing nightmare every time it is fired. Making matters worse, it’s an incredibly powerful gun that you kind of need in order to win some of the tougher boss fights, so you’re pretty much going to have to use it at some point, even if it will leave you a frothing, twitching mess in its wake.
  • The Facial Animations – This might sound like a weird complaint, but Dead Aim might just have the worst facial animation I’ve ever seen in a game. Bruce and Fongling are constantly making the weirdest, most unnatural faces that I’ve ever seen (and, in Fongling’s case, they’d feel borderline offensive if they weren’t clearly just the work of crunch and/or incompetence). The end result is that it becomes even harder to take either of these characters seriously.
  • The Sewers – Resident Evil games are notorious for having bad sewer levels, but this game’s sewer section is easily the worst in the entire series. There are a hell of a lot of reasons for this too:
    • First of all, the game suddenly becomes very stingy with ammo out of nowhere. Ammo was reasonably plentiful on the cruise ship, but here you simply will not find enough ammo to kill most of the creatures you come across, let alone have enough to deal with the level-end boss. To make matters worse, if you waste your high-powered ammo down here then you’re a sucker, because what little ammo you do find is going to be mostly for your handgun. Joy.
    • Secondly, the sewer layout is maze-like, but you’re going to very quickly realize just how linear and repetitive it is. Seriously, there’s only one path forward, and you’re not going to be able to more than a few steps off the path without finding that the way forward is blocked and/or locked behind a grate. As a result, when you enter an area, you can just look at your map and pretty much be able to tell which way you can go without even being able to see which doors and routes are blocked yet.
    • Thirdly, this area is full of Glimmers, one of the absolute worst enemies in the entire franchise. These Hunter variants are a massive pain in the ass – they hide in the dark, so you can barely see them, they take a ton of ammo to put down, and they’re incredibly fast, so you have a literal fraction of a second to react before they sprint across the entire room at you in the blink of an eye and grapple you. The concept of a cautious, stalking enemy is really cool, but fighting Glimmers ends up being complete bullshit here in execution. Even the Resident Evil wiki says to just avoid them, because fighting is a waste of time and ammo.
    • Finally, the whole area is capped off with a boss fight with the aforementioned Pluto, a very fat zombie who hunts you through sound. Again, cool concept, but my God is the execution awful. If he hears you, you will take damage. However, you get a silenced pistol very early in the game, so you can trivialize the entire fight by staying far away, and sniping his head with dozens of pistol shots over, and over, and over again. It makes for a tedious joke of a boss fight, to the point where I had killed him and didn’t even realize it until the cutscene started playing about ten seconds later.
  • The Game Incentivizes You to Not Play It – When I first got to play as Fongling, I had been given an assault rifle and a ton of zombies. “Cool,” I thought, “the game’s letting me have a power fantasy where I get to let rip with this gun against a horde of enemies”. Only, no, it turns out that I’m actually an idiot. Later, when I play as Fongling again, she was still out of ammo and was stuck with just her pistol. She never gets more ammo for the assault rifle and never gets any other gun for the rest of the game, making some of the sections where you play as her harder if you wasted her ammo earlier in the game, like a fucking idiot. What did you think I was playing, a light gun shooter!? That’s when it dawned on me: if you’re even bothering to fight enemies in this game, you’re a sucker. Even basic zombies take a stupid amount of ammo to down, you only get to carry six boxes of ammo of any type at a time, non-handgun ammo is exceedingly rare, and if you run out of bullets, there’s no melee option, meaning you are just plain fucked. Literally, the best course of action in this game is to shoot only enemies that cannot be avoided without taking damage. In all other cases, running or sneaking past them is always the best course of action. Again, this is supposed to be a light gun game. For all its faults, at least the original Survivor nailed the idea that you were supposed to want to kill the zombies. This also, obviously, just makes a content-bereft game even shorter and hollow, which is about the last thing it needed.

I appreciate just how bizarre and unique Dead Aim is within the Resident Evil franchise. However, it really fails to elevate the Survivor sub-series out of the depths of the garbage bin it had been residing in. I do think it’s probably the best of these three games, but it’s still easily one of the worst games in the franchise all things considered. Still, there’s not other game quite like it, so it’s certainly worth experiencing, if only to see all the bonkers decisions put into it.

Love/Hate: Resident Evil Survivor 2 – Code: Veronica

Welcome back to the Resident Evil love/hate series! In this entry we’ll be going over one of the most obscure titles in this franchise, Resident Evil Survivor 2 – Code: Veronica! The original Survivor is, by far, one of the worst games in this entire franchise. However, this was largely down to the execution being really poor, so the prospect of seeing the concept of “first person shooter Resident Evil game” get another try was an intriguing one at least. Could Survivor 2 do what its predecessor could not? Read on to find out…

Note: I did not play this game with a light gun. This may colour my opinions on this game somewhat, but I honestly doubt it. This is not a game where precision matters (even moreso than the original Survivor), and I just can’t see how a light gun would make an appreciable difference compared to a controller as a result. All opinions here are made under the assumption that I’m experiencing this game using a controller.

Love

Umm… this is a first for the Love/Hate series. Nothing. There’s nothing I love about this game. In every other piece of media I’ve covered, no matter how much I hated that media, there was always something nice I could say about it. This is the first time where I sit down, try to think of anything nice I could say, and cannot. Any positive thing I can think of is then immediately spoiled as I remember some major caveat that pushes it into “mixed”.

So, yeah, buckle in…

Mixed

  • The Controls – Survivor 2 came out right before Halo: Combat Evolved released and nailed down how to design a shooter for console. Unfortunately, that means that Survivor 2 has a really weird control scheme by modern standards. Left analog stick moves your character, right analog stick… does nothing. No, you need to use L1 and R1 to turn your character, and then square to shoot. I kinda see what they were going for, and in a vacuum it’s a reasonably ergonomic layout, but it feels so foreign to a modern gamer’s mindset. In fact, I had to go into my emulation settings and change all my button inputs to make it more natural to me. Even then, I managed to break the R2 button on my RP4+ playing this game from the constant gunfire spam. All the more reason for me to hate it I guess.
  • AI Partner – Survivor 2 lets you have an AI-controlled partner with you at all times, which is helpful for providing some extra fire or drawing enemy aggro. I legitimately like having them there, but their AI is also dumber than a sack of bricks. In particular, if you end up against any kind of strong enemy (particularly against end-of-level bosses or Nemesis), they’ll run right into them and die very quickly because they don’t know enough to run.

Hate

  • Pathetic Playtime – Look, I’m not someone who rags on about gameplay length. I tend to prefer a short game so I can move on to something else. However, even I have my limits: Survivor 2‘s campaign lasts approximately 40 minutes. I’VE LASTED LONGER THAN 40 MINUTES! Like, I’ve legitimately lost more time in Fallout 3 forgetting to save and then dying than I would get from the playtime of this game. The reason it’s so short? There are only five levels and they all last mere minutes.* I had to think about how much I’d hold this against the game – it was, after all, designed as an arcade cabinet game first and foremost. There’s a different sort of design philosophy there and a shorter runtime would be expected. However, even with that in mind, I can’t give Survivor 2 a pass. First of all, it was released as a full boxed game in Japan and Europe, so it should be treated like any other full release title. Even taking into account its arcade game status, it’s not even good when compared to other arcade games. Furthermore, it’s not like they adapted the entirety of Code: Veronica in those five levels and that’s the length the game had to be as a result. No, they only adapt the first half of the game! We never even go to Antarctica! Did they develop this game in six months…? All I can say is “What the fuck?” over and over again.
  • Mindless Gameplay – Survivor 2 is about as mindless as a game can get. At least the original Survivor was trying to stick to the classic Resident Evil gameplay formula, but Survivor 2 is straight-up as mindless a shooter as you can get. Gameplay consists of going from point A, to point B, to point C, all while shooting every single thing in sight and trying not to get hit back. Levels are very short. There are no puzzles. There is no real reason to explore, other than finding gem collectables. The game doesn’t even want you to explore, as it has painted the floors with arrows pointing to your objective. It’s just a mindless gauntlet that becomes more frustrating as it goes.
  • Enemies Are Wasted – Perhaps the weirdest thing about Survivor 2‘s length is how much the game actively avoids stretching it out. For what it’s worth, Survivor 2 has a fantastic roster of enemy types which could easily support a much longer game’s runtime. However, most games will slowly introduce you to new enemy types so you can learn to get good against them. Survivor 2 is playing like a meth addict, throwing new enemy types at you every 30 seconds, only for them to die in mere seconds and then never be seen again. It’s baffling, I don’t know what else to say about it.
  • Feels Recycled – This is a weird thing to say about a game, but trust me, if you played Survivor 2, you would feel it. As far as I can tell, 99% of this game’s assets are taken directly from Code: Veronica and the Dreamcast ports of Resident Evil 2 and 3, with the menu UI and the map system being the only parts that I can see which are wholly original to this game. On the one hand, this is kind of a cool way for Resident Evil fans to see Code: Veronica up close in a way that was impossible before. However, this also means that every stage in this game is literally played on Code: Veronica’s existing maps. THEY’VE FRANKENSTEINED A SHOOTER OUT OF A GAME WORLD DESIGNED FOR SURVIVAL HORROR. This means loading screens every five seconds as you go through a door. This means constantly seeing in-game models which were never designed to be seen this close. This means finding yourself asking why the hell Lickers and Nemesis appear in this game. All I can think is that they just used what they had and didn’t do a single thing more than they had to to ship a minimum viable product.
  • No Voice Acting – It’s really awkward when you start playing this game and see Claire and Steve meet up and their lips are moving… but nothing’s happening. On the plus side, this does mean we’re spared Steve’s voice acting again, but it’s very jarring not being able to hear them speak after I just got done playing Code: Veronica proper.
  • No Stage Select – Much like the original Survivor, if you die in Survivor 2 and run out of lives, it’s game over, back to start. Even though you’re likely to only lose about 15 minutes of progress, that’s still 15 minutes of bullshit to get back where I was. You either get gud, or stop playing. Well, I’ll be honest here, I got through four levels and then died. I was done, I don’t even feel the need to see this final level. The whole thing’s the bloody same shit over and over, there’s no reason for me to believe it will change at all.

Despite all my rage, I honestly don’t think that Resident Evil Survivor 2 is the worst Resident Evil game. Umbrella Corps is still the reigning champion, due to how much more baffling it is that it was bad, and also because the state of its online mode even shortly after launch hampered it significantly. That said, when, in comparison, I find myself suddenly saying nice things about the original Survivor, you know you fucked up badly.

*Your mom lasted mere minutes.

Love/Hate: Resident Evil – Code: Veronica X

Welcome back to the Resident Evil love/hate series! It has been quite a while since the last entry, but I’m finally ready and able to continue the series with Resident Evil – Code: Veronica X! This is another one of those Resident Evil games that I owned and tried to play through several times (my most recent abandoned attempt being back at the start of 2023), but never made it more than an hour in. However, much like REmake, those failed attempts all made this final attempt go much more smoothly – I knew more-or-less what I needed to do at the start of the game, which allowed me to get over the early game hump of not wasting ammo and health. Practice from previous attempts also meant that I didn’t struggle with the tank controls either and acclimated to them very quickly. Having played through the whole thing now, how does Code: Veronica X hold up? Read on to find out…

Love

  • Classic Gameplay – Code: Veronica is the oldest mainline Resident Evil game with no remake, which means that it also has the most “classic” gameplay formula for anyone wanting to play through the story of the series’ main entries. This also means that it’s the only mainline entry where tank controls are mandatory. While this will definitely be a hang-up for some, I had fun acclimating to them and, after a couple short attempts, they finally “clicked” and I had basically no issue with them through the entire experience. It makes me excited to go into the PS1 Resident Evil games and Outbreak now that I’ve got this down pat. Code: Veronica is definitely less polished and refined than REmake, but the classic Resident Evil formula is still executed well and is really fun.
  • Wesker – Albert Wesker was a decent villain in the first Resident Evil game, but he got clowned on by his own monster. The Wesker we know today though? He came into his own in Code: Veronica. This is the first time he really became King Shit as he laughs maniacally and monologues while beating the tar out of Claire and Chris Redfield. He gets some classic lines and cool new powers that helped establish him as the franchise’s greatest villain.
  • Claire – I really like Claire’s character design here, it’s probably my favourite look for her in the whole series. You can really see how her experiences in Raccoon City have jaded her and turned her into a full-on action heroine badass, best exemplified by the Matrix-inspired opening cinematic.
  • The Story – I almost always rag on the stories in Resident Evil games, even in the franchise’s best-regarded games. They just tend to be poorly told, disjointed nonsense when you apply any thought to them, or they have an interesting story happening in the background which the main story barely bumps up against. However, Code: Veronica seems to have struck a good balance between a story that’s relatively simple and straight-forward (escape the prison/Antarctic base), while also weaving the series’ larger lore into the main plot in a way that makes it all more interesting. Towards the end, Code: Veronica turns into a full-on succession war between the Ashfords and Albert Wesker to see who will control the BOW market in the wake of the Raccoon City incident, and seeing that play out in front of us instead of through optional files is pretty exciting to see play out. On top of that, there are a few good, unexpected twists that keep things interesting and a fairly coherent narrative throughout. All-in-all, it makes for a story that is easily one of the most interesting and memorable in the whole franchise.
  • Nosferatu – If we’re being honest, this boss fight is kind of bullshit. The boss has a poison spray attack that is nigh-on unavoidable and very long-ranged attacks that mean you can barely even see the boss before he can damage you, and he can instant-kill you if you’re too close to the edge of the platform. However, I don’t mind too much in the end because Nosferatu has an awesome, exceptionally creepy creature design – easily one of the coolest monsters in the whole franchise. On top of that, the fight has fantastic atmosphere, taking place in a blizzard as you try to find Nosferatu in first-person view and shoot him in his weak point. Even though I kept dying cheaply to this guy, I couldn’t help but have a good time each time I replayed the fight.
  • Checkpoints – Code: Veronica has added a checkpoint system which makes dying against bosses less of a pain in the ass. Instead of being kicked back to the last save room (however long ago that was), most bosses will have a checkpoint sometime before the boss that you can start at, making these showdowns less frustrating. The game also doesn’t kick you back to the main menu every time you die, which makes dying slightly less rage-inducing.

Mixed

  • Graphics – On the one hand, Code: Veronica is a pretty big step up from the PS1 trilogy in terms of its graphical fidelity. Technology had also increased enough where backgrounds were no longer pre-rendered and were now being done in real-time, which means that the camera can also freely move at times and there’s no more “loading stutter” whenever the camera angle shifts. However, this is a bit of a mixed bag for me in the end. For one thing, being a Dreamcast and early PS2 game, Code: Veronica is, graphically, in the transition period between what PS1 games were doing and what PS2 games would end up looking like. As a result, it looks kind of pathetic in comparison to REmake and 0, which came out only 2 years later (or 1 year if you played Code: Veronica on PS2). That’s not really the game’s fault, but what is the game’s fault is that the ability to move the camera isn’t really explored at all. Fixed camera angles were a necessity of PS1 technical limitations and pre-rendered backgrounds, but if you have this world entirely rendered in real-time, there isn’t really much of a reason for this game to continue sticking it fixed camera angles. The camera just kind of works within the general framework of fixed angles, moving on occasion, but then switching angles as needed because that’s the expectation for the series. This makes all the occasions where you get damaged by an enemy your character could see, but you can’t because it’s off-screen, all the more egregious than they were in previous Resident Evil games.
  • Alfred Ashford – Our initial antagonist in the game, Alfred Ashford, is a foppish, annoying, effeminate, borderline-offensive cartoon villain… but I can’t really bring myself to hate him like I do the Leech Controller in Resident Evil 0. I think it’s because it was entirely intentional for him to be eccentric and pathetic, so he ends up being almost endearing as a result. Definitely one of the worst Resident Evil villains, but he’s at a level of derpiness that I could see me really leaning into the character someday.

Hate

  • Steve – Sigh. As soon as I heard this guy’s vocal performance, I knew I was in for a rough ride. Steve sounds like an early 2000s Final Fantasy/shonen anime hero, complete with squeaky, nasally voice, melodramatics, and his obsession with dual-wielding guns at all times. Unfortunately, it’s not just his vocal performance that does him in. The writers clearly want you to like Steve, giving him a very tragic backstory, moments of over-the-top badassery, and forcing a romance between him and Claire. Uuuuunfortunately, this all fails miserably because you can’t take his vocal performance seriously and the writing of the character just doesn’t work. Like, that “romance” between him and Claire? The “build-up” for this romance is him trying to kiss Claire when she’s sleeping, then telling her he loves her when he’s dying. It just doesn’t work and there is little indication that Claire looks at him with anything more than pity. All that said though, Steve makes for a goldmine of memes. Going into a PTSD meltdown because he has to shoot his zombie dad? Hilarious. Being told that “Steve is suffering” as we try to free him from a room full of poison gas? I’m literally on the floor laughing. Steve gets distracted staring at Claire’s ass, causing their getaway vehicle to crash, releasing a cloud of poison gas that Claire gets stuck dealing with? Comedy gold.
  • You Kind of Need a Walkthrough – Code: Veronica is one of those games where you can find yourself screwed over through no fault of your own because of a sudden difficulty spike or completely unpredictable change in the way that the game works, and you just are expected to deal with it. If you’ve already played through the game, this isn’t a big deal, but if you go in completely blind, you might find yourself having to replay massive chunks of the game, if not restarting entirely.
    • The first big instance of this is the Tyrant fight on the plane. It’s a sudden and massive difficulty spike that is beyond anything else you faced in the game to this point (and, arguably, at any other point). This sonofabitch can stun-lock you to get off two colossal hits in succession. Given that it only takes three or four hits from it to die, this is incredibly frustrating. Your goal in this fight is to launch it out of the plane by activating a catapult system to throw a crate into it. Each time this is activated, you need to wait about thirty seconds for it to recharge before you can launch it again, during which time you need to avoid getting hit and launch as much damage as you can at the Tyrant to wear it down enough for the next crate to take it out. This can take anywhere from two to five launches to pull off, and if you used all your grenade launcher or explosive arrow ammo earlier, then sucks to be you. This difficulty spike can straight-up soft-lock you if you didn’t conserve your ammo and healing well enough up to this point.
    • About halfway through the game, you switch from playing as Claire to Chris. Chris has access to Claire’s item box, but I sure hope you weren’t holding onto your best weapons and all your healing items when you were playing as Claire (which is quite likely, because you switch right after the Nosferatu boss fight). Chris can get by without Claire’s best weapons, but it definitely makes playing as him harder than it needs to be, purely because you had no way of knowing that this switch-up was happening.
    • Likewise, later in the game you switch back to Claire, briefly. Once again, you don’t have access to any weapons or items Chris had and, when you switch back to Chris, any items you take with you will be gone for good. This sequence also has a nasty action sequence against mutant-Steve where you die in only two hits, and you’re going to be hit at least two or three times (if not more). Again, I sure hope that you have enough healing items, or you are literally screwed here.
    • On the smaller end of things, there’s a metal detector early in the game where you have to stash all metal objects on you before you can enter. Not only can you easily forget any important items you left here, but there’s a fire extinguisher you’re likely going to put here after using it, which you actually need to bring with you to Antarctica as Chris in order to get the strongest gun in the game and make the final boss fights significantly easier. This one’s kind of easy to miss, but it’s also kind of bullshit that they’d hinge the best endgame weapon on whether you remembered to grab a seemingly-useless key item hours earlier and put it in your item box until it became useful again. The ID Card sure as hell didn’t do anything after its one short usage (in fact, I accidentally mixed it up with the Security Card, so it actually was a pain in my ass that I still had it at the end of the game)…
  • Bandersnatches – These ugly bastards are a pain in the ass. On the one hand, I appreciate that they don’t do much damage to you, but they will constantly attack you from long range, will stagger you with each hit, and are almost-always doing so from off-screen. They’re just a massive pain to deal with every time you see one and are often not worth the ammo and health you’d need to waste to actually kill them.
  • Unmemorable Locales – Compared to the Spencer Mansion and RPD, the locales in Code: Veronica are not particularly memorable. A prison and an Antarctic base should be really cool areas for a Resident Evil game, but the way they have been designed here doesn’t really do the premise justice. I think the main issue is that the Spencer Mansion and RPD have a main, central hub area that all paths branch outward from and then loop back to. In contrast, Rockfort Prison, the Palace, and the Military Training Facility are three separate compounds which you cycle between (and which take about a minute of travel time each time you go to change areas). On top of this, when you play as Chris, a lot of your routes you memorized suddenly change and get blocked off, making it really hard to remember where exactly you need to go to get to a particular destination.
  • Chris – This one is a bit unfortunate. On the one hand, I think that Code: Veronica might be Chris at his most likeable. He’s straight-up the all-American action hero that he should be, actually getting to interact with Claire also makes him the world’s best big brother, and he also gets a personal antagonist in Wesker. Unfortunately, the mid-point twist where you start playing as him and then realize that they’ve transported you back to the prison right after we’d gotten all excited about escaping was not a great decision. It ends up dragging the prison section out for another hour and a half and feels completely superfluous, like they were stalling for time and reusing as many assets as they could. It also rubs me the wrong way that, as soon as Chris shows up, Claire is completely upstaged for the rest of the game. She basically gets turned into a damsel in distress from that point forward and lets Chris do all the work. I remember when Kaya Scodelario said that Claire doesn’t get to do much after Resident Evil 2 and wanted to change that if they made more sequels to Welcome to Raccoon City, to which Resident Evil nerds went “umm, have you not heard of Code: Veronica and Revelations 2?!” To which I can now confidently say: Claire gets shafted halfway through this game and is easily the most superfluous character in Revelations 2. Kaya’s right, and if we do get more movies with her as Claire, I wouldn’t be opposed to seeing some changes made.

I’ll be honest, I went into Code: Veronica not expecting to like it too much. It’s one of those games that has been hyped up for me for years by certain people, but I’d also heard other people who said really mixed things about it. As a result, I went in with a more critical bias against it. However, I was pleasantly surprised to find that I really did dig it. I wouldn’t say it’s one of the best in the whole franchise by any means, but it is a really fun, solid entry that is well worth playing through when you’re ready to dive into the “classic” Resident Evil entries.

Love/Hate: Resident Evil – Operation Raccoon City

Welcome back to the Resident Evil love/hate series! In this entry we’re looking at Resident Evil: Operation Raccoon City, an intriguing spinoff for a number of reasons. For one thing, it was released in the spring of 2012, the same year as Resident Evil 6, and featured squad-based third person shooter gameplay developed by Slant Six Games, who had worked on some latter-day SOCOM U.S. Navy Seals games. Considering the somewhat awkward co-op shooter gameplay the mainline entries were engaging in at the time, the developer’s pedigree suggested that this could have some of the strongest Resident Evil gunplay in the franchise. Perhaps the biggest selling point though was that its story was a non-canon “what if?” scenario where you play as Umbrella special forces going into zombie-overrun Raccoon City to cover up Umbrella’s involvement in the outbreak. The idea of exploring the iconic location on HD consoles was too much for some to pass up, but how did the concept play out in execution? Read on to find out…

Oh, and before we get further, I just want to note that I played this game on the Veteran setting, just in case that difficulty setting added some elements to the game which coloured my perception of it. I wouldn’t be surprised if it did, apparently in this mode enemies receive 25% less damage, inflict 25% greater damage, and drop items with less frequency.

Love

  • The Wolfpack – Operation Raccoon City was overtly edgy even when it was released, but playing in 2022 I can’t help but find the way that it leans into “dark, badass evil guys” for its characters endearing. They clearly just looked at HUNK, used him as a baseline and then created a bunch of similarly mysterious, black-clad, mask-wearing special-ops. Their designs are all unified but distinct enough that you can pick them out in the chaos of combat (which, honestly, is pretty impressive considering they’re all dudes in black). They also all have their own special abilities and perks which make playing each member of the team distinct (which, obviously, is important for a squad-based shooter like this). I also enjoy the little touches, like how each character has their own little bio you can read and how cutscenes and dialogue change depending on which characters you’d brought with you on each mission.
  • Weapon and Ability Upgrade System – Perhaps unsurprisingly, Operation Raccoon City features a system to upgrade your weapons and abilities using XP you earn in each mission. It’s in the squad lobby screen and isn’t really signposted so you might miss this (I certainly did for the first couple missions), but I was pleasantly surprised to find that each character has dozens of weapons options and multiple perks to choose from, and perks all have multiple ranks you can purchase to increase their effectiveness. It’s nothing revolutionary, but it works and it helps make you feel like you’re growing more powerful as you go.
  • It’s Only Like 7 Hours Long – Your mileage is definitely going to vary on this one, but I for one was glad that Operation Raccoon City is a finite, focused experience. You can just play through a shooter story campaign and then be done with it if you want to, or go back to unlock more perks, find secrets, etc.

Mixed

  • Snap-to Cover System – As a rule I don’t really like automatic, snap-to cover systems; I prefer to be able to manually enter cover with the press of a button. However, if you’re going to implement a snap-to system then it had better work well. Compared to Resident Evil 5 and 6, Operation Raccoon City‘s implementation is better, although it still has some hiccups that make it more annoying than I’d like. Half the time I’ll get put into cover without wanting to be there, but then when I do want to get into cover it will work seamlessly 99% of the time. However, occasionally you get those stupid situations where you’re in cover and can clearly see an enemy but the game decides you’re not allowed to shoot from the specific spot you’re standing in, so you end up either wiggling until the game decides you can shoot now or just leave cover to get control back, which is always infuriating. Again, I give the cover system some credit for working most of the time, but it has too much in-built annoyance for me to give it any serious praise.

Hate

  • Weak, Inaccurate Guns – Operation Raccoon City is a shooter, so you’d hope that they’d make sure that they get the shooting right at the very least, right? Well, unfortunately one of the worst parts about this game is that the guns feel like shooting a fucking peashooter. With your starting assault rifle you can expect to use nearly an entire clip to down a single enemy at medium range. Seriously, as soon as I started the game I noticed that it was taking me around 20 rounds to kill basic enemies; even if you’re a headshot god it takes 2-3 headshots just to down a basic special ops soldier. Playing on Veteran difficulty exacerbated this (enemies get 25% more HP), but requiring 16 rounds on a lower difficulty instead of 20 isn’t a great look either. It also doesn’t help that most of Operation Raccoon City‘s weapons are really ineffective outside of medium range, seemingly gaining massive amounts of random bullet deviation away from where you’re actually aiming and adding substantial damage drop-off. It wasn’t until I unlocked the strongest assault rifle, the Hammer, that it felt like I was doing an appropriate amount of damage. Even this was a double-edged sword though, because the Hammer has a paltry amount of ammo, to the point where I was constantly having to scavenge for ammo boxes to stay alive. That’s the trade-off Operation Raccoon City gives you – lots of ammo but no damage, or good damage but no ammo. Also not helping matters? The guns sounds are also weak, they feel like stock assets and don’t make the shooting feel any better.
  • Weird and Unintuitive Controls – Shooters were more-or-less figured out by 2012, which makes it so weird that Slant Six really tried to break the mold with Operation Raccoon City in some truly baffling ways. Why are my active abilities tied to the same button as the melee execution? I don’t know how many times I went to execute an enemy and accidentally activated my temporary invulnerability (thereby putting it on a cooldown when I might need it in the meantime). Why is X the interact button but also the button to perform a slide if you’re moving at the same time? The absolute weirdest decision though is your side-arm. If you tap L2 then it’ll switch to your pistol. That’s weird enough on its own, but if you hold L2 it will let you draw your pistol and the game will auto-target enemies and let you shoot at them for as long as you hold the button down. Naturally, there were lots of moments where I meant to tap or hold L2 and it registered the opposite command, leaving me vulnerable, but the real issue here is how weird the camera controls are when you hold L2. On the one hand, the auto aim is more accurate and reliable than manually aiming. On the other hand, the camera doesn’t follow where you’re aiming at all in this mode, so you’ll be pointing your pistol around and often won’t even be able to see the enemy when you shoot at them. I have no idea what they were thinking when they implemented this control scheme, it’s one of the most baffling core design decisions I’ve ever seen in a AAA game.
  • Infuriating, Unfun Enemies – Aside from the zombies (which are actually pretty enjoyable to fight and dismember), every enemy in this game is a chore to fight. Special Ops soldiers? Bullet sponges who always just have a limb or two poking out of cover so you can stagger them out and then shoot them, over and over and over again. NE-α parasites who’ll power up zombies and then detach to infect another one if you don’t shoot them first. Stun-locking lickers who always show up in the dozens. Tyrants who literally take hundreds of rounds to down. Worst of all though are the Hunters who dominate the last couple levels of the game. Fuck. Them. They are bullet sponges who take 3-4 full clips from a Hammer to down, they’ll close the distance to you in an instant, stun-lock you and then rip off massive chunks of HP with each swing, AND they enter the arena in drop pods that trigger when you walk beside their landing zone, meaning that you instantly lose half your HP before the fight has even begun, what the absolute fuck is this bullshit? Seriously, their implementation in this game has got to be one of the most infuriatingly unfun enemies in the entire franchise. Like, I get why the game’s like this – you’ve got to balance it for four people to feel challenged and not just steamroll their way through everything with concentrated fire, but it is really unenjoyable in execution.
  • Terrible AI – This entry breaks down into two subsections of note:
    • On the bad-but-not-gamebreaking level is that enemies and allies are just plain dumb. You’ll see enemies and allies standing in place all the time, oblivious to the firefight going on around them. You’ll see zombies running in circles, you’ll see zombies right in front of allies and no one is opening fire (in fact, with friendly fire and the random bullet deviation, if you shoot the zombie yourself then you are probably going to do more damage to your allies than the zombie), you’ll see special ops getting swarmed by zombies but decide to shoot you instead… You’ve also got AI so bad at pathfinding that the game will literally teleport NPCs in front of you when needed and hope you don’t notice (I did). It’s pretty much par for the course to expect bad AI in a shooter during this era, but it’s certainly immersion-breaking.
    • On the unacceptable end of things though is the sense that this game is out to fuck you over if you dare play the game with AI companions. Seriously, it got so malicious that it began to feel like a cruel joke that the developers were playing on me. We’re talking AI not being able to detect huge, glaringly-obvious trip wire mines and setting them all off, half the map being on fire and the AI just walking into it because they have no pathfinding ability, and an environmental hazard on an elevator where you have to move side to side to avoid flames and of course the AI just stands still the entire time and get barbequed. These hazards would all be so trivial with co-op partners that the devs needn’t bother to include them at all, but with AI partners it feels like an intentionally-cruel, spiteful joke that the devs have included to give you the middle finger for not making three of your friends buy a copy of the game to play with you.
  • Noticeably Bad, Poorly-Considered Design – Operation Raccoon City has got to be the most scripted video game I’ve ever played. It feels like such a weird complaint to say, but I can’t think of another game where you could feel the developers’ hands everywhere, where you could feel all the scripted moments triggering when you perform a certain action in a very transparent, ham-fisted fashion. Like, I get that this is how all video games work, but in most games you don’t notice it. In Operation Raccoon City, it’s jarring how obvious it is.
    • Most firefights with spec-ops boil down to a handful of enemies rushing into the room and taking cover. The second you kill the last one, three more guys come in from just off-screen and take cover, starting the cycle again. The second the last of this wave dies, the final wave comes in and does the exact same thing. This pattern happens in nearly every spec-ops fight; I was literally calling it before it happened it got so predictable.
    • The other really obvious example of this is that like half of the closed doors in the game are zombie jump-scare machines. Walk by a closed door and there’s a good chance that this will trigger the door to open and for a bunch of zombies to suddenly attack you. This will happen whether you’re in the middle of a gun fight (which can be pretty intense), or after you’ve killed everyone and are just exploring the area (in which case it’s just annoying). Humorously, you can also just avoid these doors entirely and they’ll never trigger. Again, this just becomes predictable. It doesn’t really make the combat any more enjoyable, it’s just something that the developers threw in hoping that it would make the game feel tense.
    • I also want to mention how the guns and cover system seem to be at odds with each other in this game’s design. As I’ve already said, shooting does less damage and is more inaccurate the further you are from enemies, and the game doesn’t give you enough ammo to win a firefight at range. That suggests that you need to move forward to close in on enemies, but enemies are accurate and points of cover are often far enough away that you’re always going to get shot once when you move forward. Furthermore, health doesn’t regenerate, so you’re almost always going to be low on HP if you play the game the way it incentivizes you. Maybe Slant Six want you to feel like you’re barely hanging on at any given time, but it makes the basic gameplay of Operation Raccoon City frustrating.
  • Mindless Gameplay – If Operation Raccoon City had fun shooter gameplay then pretty much all of the other complaints I had here could be ignored, but unfortunately the game gets real dull real fast. The gameplay is truly mindless – unless you’ve completely cleared an area, there’s very little downtime or breathing room; as soon as you reach the next area you’ll be swarmed by zombies or spec-ops all over again. Combat doesn’t have much variety either: zombies make up the majority of the enemy combatants and they just need to be mowed down with impunity, whereas the special ops all follow the same “stagger them out of cover and then pump them full of bullets” gameplay from start to finish. Other than using an active ability to stay alive or conserving some of your ammo because the game is too stingy, there’s barely any thought you have to put into it at all – just shoot, shoot, shoot.
  • Ugly Graphics – The PS3/Xbox 360 era were notorious for dreary, dull colour palettes and Operation Raccoon City has to be one of the most soulless games to be released of that generation. It’s so bad that even the blood in this game is so desaturated that it is straight-up black. 10 years on from its release, this game’s graphics are also noticeably aged, with most of the enemy designs looking really bad (William Birkin looks so plasticky, Crimson Heads look like they dyed the standard zombies red, T-108s appear to be made of chrome, a lot of people think that this is the worst-looking version of Nemesis, etc). Considering how many issues this game has, the graphics are the least of its worries, but they’re still bad enough to be worth mentioning.
  • Poor Performance – Piggybacking off the last point, Operation Raccoon City‘s performance chugs at times, especially in large, open areas like at city hall or the cemetery. I’m talking like 15FPS for considerable lengths of time, sometimes through entire levels.
  • Infection Mechanic is Annoying – Operation Raccoon City has an infection mechanic where if you get attacked by a zombie you can randomly get infected with the T-virus and then have a limited amount of time to dose yourself with the anti-virus or become infected and start attacking your teammates (or just get a game over if you are playing solo). On the fun side of things, your enemies can also become infected and start attacking their allies when they succumb. This did happen once or twice in my playthrough and, honestly, seeing a spec-ops soldier turn and go off on his allies was really cool. However, for the most part it’s just annoying. Anti-viral sprays are the only way to stave off an infection and if you don’t have one on you then your only option is to sprint around to find one (bonus: they also happen to be pretty rare, maybe 2 or 3 per level), hope an ally will save you (bonus: AI companions won’t do jack shit for you) or just die. This means that infection is either little more than a nuisance, or it’s a game over that takes way longer to complete than normal. Even infected enemy soldiers aren’t that common either as you’ll usually just gun them down before they can be turned.
  • Several Awful Gameplay Segments – Even with everything I’ve mentioned above, for a while I was thinking “well, at least this game’s only about 7 hours long, I’d probably prefer this game over Resident Evil 6‘s bloated 20 hour campaign…”. However, the further I went, the more infuriating moments cropped up that were literally causing me to reevaluate my distaste for Resident Evil 6, which is always a sign that someone has made a major mistake.
    • On the more minor end of things, the first level ends with a QTE boss fight with William Birkin and you barely have any time to react to the prompts, which usually means you’ll die in a hit or two. It was bad enough that I died on this several times, and then you have to try to run away from him while figuring out which direction to go in, dodging obstacles and trying to avoid getting stun-locked. It was a really annoying way to cap off the start of the experience.
    • The first real taste of how bad this game gets though is the Power Generator station. Sometimes this game just becomes pure, unfiltered chaos. It’s a pretty simple objective – raise three generators and plant an EMP on each. The complication is that you’ve got spec-ops spawning all around you whenever you interact with a console, zombies appearing from nowhere throughout the entire fight and Nicholai from Resident Evil 3‘s up on a catwalk during the entire fight sniping at you and there are very few safe places you can hide from him. It makes for an incredibly difficult and frustrating battle as you’re rarely able to find a safe place to hide from Nicholai and the spec-ops’ gunfire, let alone find an opening to activate the generators and EMPs. You’re always going to take some damage, meaning that you then have to find health pickups to stay in the fight (oh and for a fun bonus, one of the health pickups in the area is glitched to make it hard to pickup unless you approach from a very specific angle). Oh, and to make matters worse, if you die at any point here, you have to redo the entire fight (eg, it doesn’t checkpoint after each generator is destroyed). I imagine it’s significantly easier with co-op partners, but that doesn’t make it any better designed, it’s just throwing unending waves of shit at you in place of actual difficulty.
    • Next is the Nemesis fight, which should be a highlight of the game, but instead is just mindless. Here you pump Nemesis with a seemingly endless number of bullets (which absolutely no feedback from him to show that you’re doing anything), while hordes of zombies swarm into the room and then special ops soldiers show up halfway through to make it even more chaotic (and tank the performance even more). Given how weak this game’s guns are, it should be no surprise that I went through all my ammunition and grenades several times just trying to put a dent in this giant, annoying sponge of an encounter.
    • The Umbrella lab level is also so poorly thought out. You’ve got barely any ammo pickups, bullet-spongey Hunters and Crimson Heads are everywhere and barely any health pickups, meaning that you’re just dying over and over again. It got bad enough that I just said fuck it and started running for the exit instead of actually playing the game, which was the only reason I managed to get through to the end of this level at all.
    • The crown shit has to go to the final level though. My God was it awful. Once again, no ammo pickups for your weapons, swarms of zombies and Crimson Heads are everywhere which will infect you in seconds before you’ve gotten a chance to find an antiviral spray, snipers picking you off from so far away that your weapons won’t be able to hurt them (and for a bonus I had a sniper glitch to be able to shoot me through the wall of a crate, hooray)… and this is literally just the first area. In the next area you’ve got a literal endless swarm of Crimson Heads spawn in and run at you. If you try to play smart, take cover and whittle them down, then the devs clearly think you’re a fucking idiot because you will be overwhelmed. To make matters worse, I actually managed to have two people join my game at this point (in 2022 no less!) and we were still being overrun, forced into an endless retreat and were each downed several times. If not for being able to be revived I would have undoubtedly died here many times, but after my fifth or sixth death I decided to run and dodge past the zombies until I reached a ladder to end this part of the level. You then have to choose to fight or defend Leon (I chose to fight him, obviously), which results in yet another bullet sponge boss battle as you pump dozens of sniper rifle rounds into the rookie cop, while fighting everyone else who chose to defend him. It is a truly shitty fight and the ending is just embarrassing as Claire gets executed off-screen and the game immediately cuts to credits, no epilogue, fanfare or anything. What a shitshow of a level, literally not a moment of fun to be had in it.

Operation Raccoon City has the spark of a good idea buried in it, but the execution is so fatally flawed that it somehow manages to be even worse than the bloated and much-maligned Resident Evil 6. One kind of wishes that Capcom would have tried to iron out the issues with this game for a sequel but… well, they gave us Umbrella Corps instead.

Love/Hate: Resident Evil Gaiden

Welcome back to the Resident Evil love/hate series! In this entry we’re looking at the truly bizarre and unique Resident Evil Gaiden, the oft-overlooked, non-canon Game Boy Color spin-off that started Resident Evil‘s obsession with cruise ships. Having sprung out of Capcom’s desire to port Dino Crisis and the original Resident Evil to handheld, developer M4 felt that a direct port wasn’t feasible and so a new game was developed to make the most of the handheld’s more limited capabilities. How did this stripped down concept play out though? Read on to find out…

Oh, and before we get further, I do want to note that I played this game on my Retroid Pocket 2+, not original hardware (and there were no ports either). I will address what I feel was the game experience “as intended”, but I do also want to acknowledge that the vast majority of people playing the game now are going to be doing so via emulation and therefore will have access to save states, rewind, cheats, etc. I did use the rewind and save state functions pretty frequently which made the game easier for me, without a doubt.

Love

  • Impressive Use of the Hardware – Considering that Resident Evil Gaiden is running on 8-bit hardware (which was already archaic when the game came out in 2002) and only has four buttons and a d-pad to work with, it is insane just how well they managed to translate the Resident Evil formula to Game Boy Color. While the graphics and combat aren’t great on their own, they’re incredible by the standards of the hardware and it’s clear that developers M4 were very skilled at their work. Combat, easily the most contentious aspect of the game, works really well within the hardware constraints and the way it has zombies attack you in first person mode is jaw-droppingly impressive. In fact, I’d be willing to say that this is probably the most technically-impressive 8-bit game I’ve ever played.
  • Core Gameplay is Solid – Resident Evil Gaiden really nails the fundamentals, in particular the exploration of the early Resident Evil games. You’ll spend the majority of the game wandering around the Starlight, finding keys items which will allow you to unlock rooms to gather more key items, weapons and supplies to survive. Helpfully, all the key items give you hints about where they need to go, so you get into an enjoyable loop of “get a new item, head to place where the item is used, find use the item, find another item, repeat”. Gaiden also retains the ability to “feint” zombies to get around them and avoid combat, which is great for conserving health and ammo.
  • Non-linear Progression – Resident Evil Gaiden will show you where your next destination is on its map, but you can actually collect items and unlock areas in a non-linear fashion (a fact which I discovered after forgetting that the map tells you where to go next…). It’s kind of cool that you can choose to unlock areas and get items to help progress sooner than expecting, cutting down on a lot of potential backtracking later on (seriously, I just blitzed through the latter part of the game because I already had all the key items I needed at that point).

Mixed

  • Combat – When you boil it down, combat in this game is just a reticle moving left and right with a limited window in which you can press a button to do damage. Like I have said, the presentation of this game’s combat is technically impressive and with the hardware limitations it was probably their best option. However, your feelings about this system are probably going to make-or-break your enjoyment of the game. It takes the very simple “ready and shoot” combat of the early Resident Evil games and instead replaces it with a system that demands twitch reflexes to not only succeed, but survive. That reticle moves pretty quickly and every shot you miss is a punishing mistake because ammo is a finite resource that you can’t afford to waste and the knife only works in close range. You can also wait for enemies to get close to make aiming easier, but this is also a problem because they will instantly attack you up close and there’s nothing you can do to prevent it. You also can’t just run away because attempting to do this will cause enemies to instantly start attacking you, which will always result in at least one hit. It’s a functional system all-in-all, but I dislike how it turns Resident Evil‘s combat into a game of precise reactions when you can’t afford to miss a single shot.
  • Game Tells You Which Enemies Have Loot – Okay, so you don’t want to get into combat because it drains your resources. Well, Gaiden has a stop-gap solution where certain enemies can drop supplies when you kill them. The game will actually pop up an “!” in the corner to let you know when an enemy will drop items on death, which is handy but I feel like it isn’t a very elegant solution to item scarcity. I’d prefer if the game was less stingy with items in the first place, or make item drops more dynamic depending on the player’s inventory rather than just saying “Hey, shoot this zombie in particular!” since this system also lets you know when you don’t want to fight an enemy because it will be nothing but a resource drain.
  • Multiple Characters Doesn’t Add Much – Resident Evil Gaiden allows you to switch between three characters on the fly (one of whom is Barry goddamn Burton!), which sounds cool but in practice all this adds is the ability to equip a weapon to a characters and then hot-swap to it in combat without having to dig through the inventory. Different characters don’t bring any unique skills or abilities, which is a bit of a missed opportunity.

Hate

  • Slow Movement Speed – The Starlight is a pretty big place and navigating through it can take quite a while, which isn’t helped by the game’s leisurely movement speed. This gets especially annoying when, for example, the game will have you go from the fourth floor east side of the ship down to the first floor west side.
    • Making this worse, I noticed that Resident Evil Gaiden had a lot of slowdown during gameplay, especially when several sprites were on-screen at once. This makes getting around take even longer and if you try to shoot at an enemy it can cause your ability to react take even longer. It’s possible that this was an emulation issue, but given how well my Retroid Pocket 2+ runs Game Boy games, let alone more demanding hardware, I have a hard time believing that.
  • Artificial Restrictions on Non-linearity – As much as I love this game’s non-linear structure, there are some really annoying restrictions on it. The most egregious would be that you can get into rooms ahead of the “proper” time to do so, but key items won’t do anything and weapons will be unavailable until after a particular game state is reached. This is so annoying because it feels arbitrary, you know you’re in the right place for your item but the game just won’t let you use it. In regards to weapons as well, if you don’t follow the “proper” order then you’re probably going to miss some of the most powerful weapons because you won’t need to go back to those rooms later and there’s no indication that these weapons are going to become available there later (see: the shotgun in the original Resident Evil and Resident Evil 7, those games will tease you something you can get later rather than just hiding it away).
  • Save System Isn’t Great – Rather than letting you save when you want, Gaiden has a checkpoint-based save system where you get to save after completing a certain story milestone. If you’re playing the “proper” way then this should give you a save after every 15-20 minutes of gameplay. Unfortunately, if you do as I did, you might spend an hour or more between save points (which could make a death devastating) and make it so that latter saves are coming up every 5-10 minutes. Now, as I’ve said in the intro, most players are going to be playing this in 2022 by emulator so this issue is significantly lessened, but it is worth mentioning considering how the game was originally experienced.
  • Weapon Switching in Combat – Simply put, it sucks. If you’re in combat and you don’t have another character, or you forgot to give them a weapon, pray you don’t run out of ammo. Combat still goes on in real-time as you fumble through your inventory to try to find a weapon, often resulting in taking at least one hit, if not more. It’s an extremely clunky system and it can be especially devastating in boss fights.
  • Menu Diving to Use Keys – Likely due to hardware restrictions, you can’t use a key to open a door without first diving into your menu and then trying to manually use it. The fact that most keys will tell you where they need to go lessens the guessing game, but there are times where multiple locked doors are in an area and you’re stuck trying them on all the doors. There are also times where a key item will be automatically used when the game lets it be used, but you don’t know this so you walk up to every computer and try to “use” the Data Disk to try to activate the computer, only for it to not work…
  • Final Gauntlet is Brutal – I did pretty well at conserving ammo throughout Gaiden. I avoided combat whenever possible, I missed very few shots and made sure to make notes whenever I found powerful ammo that I wasn’t able to pickup yet. In fact, the only weapon I missed was the gas launcher… which was a crippling mistake because I dare say that the final gauntlet is damn-near impossible to complete without it. The final gauntlet sees you fighting a beefy parasite B.O.W. three times, and it takes at least ten shots to take down every time. Use all your rockets and grenades the first time you see it? Sucks to be you, you’re gonna die now. Oh and if you beat it and don’t immediately run it will fight you again and you’ll waste even MORE ammo. On top of that, there are swarms of bullet-sponge zombies between you and the exit and avoiding them all is simply impossible, meaning that you are going to waste tons of ammo just to escape… unless you get the gas launcher, which one-shots entire rooms of zombies and saves you that ammo that you need in order to survive the final battles. I got to the point where I was at the final battle but I just didn’t have the supplies I needed to beat the game… so I just put it down and Youtube’d the final cutscene.

Given its reputation I had assumed that Resident Evil Gaiden was going to be a shoddy experience akin to Survivor. I was shocked by just how much I enjoyed this game; don’t let the amount of “Hates” dissuade you, my “Loves” far outweighed them. It reminded me a lot of the MSX Metal Gear games and it plays like a perfect demake of the classic Resident Evil gameplay style. It’s also fairly short, taking me only four hours total, so I’d definitely recommend giving it a look.

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.