Resident Evil Revelations review
Sometimes being a game reviewer isn’t all it seems. Yes, reviewing a game you are looking forward to playing is great (eg.Tacoma), and unearthing a real gem that you had no intention of playing is even better (eg.The Sexy Brutale). But then there are games like Resident Evil Revelations.
The Resident Evil series is well loved and respected, and the most recent game (Resident Evil 7) updated the genre for the current generation consoles and was arguably one of the best in the series. But I was confused, as I knew that Revelations 2 had already been released on Xbox One, so why was I being tasked to review its prequel? A quick Google search later and I found that Resident Evil Revelations is a remastering of a last generation remake of a game originally released on the 3DS in 2012. We are in the era of well-loved games being remade and re-released, which sometimes don’t happen in quite the right order! So, research completed, and my question is: How will this remastering stand up in 2017?
Resident Evil Revelations (now referred to as RER) is developed by Capcom and takes place between the events of Resident Evil 4 and Resident Evil 5. The story of the game follows series protagonists Jill Valentine and Chris Redfield as they try to stop a bioterrorist organisation from infecting the Earth’s oceans with a virus. The game mainly involves the player controlling Jill Valentine aboard a ghost ship in the Mediterranean Sea, but there are flashbacks and scenarios where you play as other supporting characters.
RER was originally designed to put emphasis on survival, evasion, and exploration ahead of fast-paced combat by providing the player with limited ammunition, health, and movement speed. It was designed to bring back the content and horror of the series’ roots, while at the same time trying to modernize the gameplay, in which lies my first and most critical complaint of the game. It’s great to put emphasis on evasion, but it doesn’t work when the control of the character is so sluggish. When you factor in the limited ammunition, which you will run out of on most boss encounters, it makes these encounters a hard slog, even when you’re playing on the easiest difficulty level. RER is a third person game which switchs into first person when aiming your weapon, this makes any encounter with more than one enemy extremely frustrating. One section, set as a flashback in a skyscraper, has you defending a foyer as you wait for a lift, against lizards (Hunters) who jump and attack in one movement from multiple directions. This is impossible to defend against or evade when the movement of your character, including weapon aiming, is just so slow! Especially when there are up to five enemies in that small space.
RER has two different gameplay modes: Campaign and Raid. Campaign is your standard singleplayer story, whilst Raid is where one or two players can fight their way through a selection of altered scenarios from Campaign mode. These will reward you with experience and battle points that can be exchanged for various weapons and items at a store. Gaining experience and acquiring new equipment allows progress to higher and more challenging scenarios.
There are twelve chapters in the campaign of RER, and I have to admit by chapter four I had played enough. Even though I was enjoying the story I was hating the controls and how sluggish they were. But it wasn’t all bad. There was a moment early on in RER with a human character who is slowly being overcome by the virus, so she still possessed human characteristics as she taunted and stalked your character. This section did unnerve me with its excellent sound design and feelings of claustrophobia.
But wait, as I mentioned in my opening, being a reviewer isn’t all it seems. I was so close to giving up on RER, but I don’t believe it’s fair to write a review based on such a small amount of game time, so I persevered and I started to enjoy this game. I got used to the clunky controls. I realised that each enemy had a weak point and I began to defeat them quicker. I realised that the Genesis device you are equipped with could be used to find extra hidden ammo as well as scanning enemies. Don’t get me wrong, it’s still not a great game, but it does have a good story and it mixes up the gameplay over the course of the twelve chapters to avoid making it a slog.
Graphically, the cutscenes really show the remastering process and are very pretty, and with most games of this ilk a lot of care and attention has been given to the female form, both in the cutscenes and in gameplay. If only the basic enemies had been given the same attention. Some of the base level enemies are just boring, and you don’t face them in combat with any feeling of dread, just annoyance. In fact, I would go as far as to say I am quite easily unnerved by horror games, and apart from the early encounter I previously mentioned, RER didn’t scare me at all.
Occasionally, you will have to defeat an end of level boss, some of which are fun to go up against, particularly where it takes you into different scenarios, such as on a mounted minigun in a helicopter. Others are dull and frustrating, and frequently lead to your character running out of ammo and resorting to melee attacks on huge monsters. RER also has missions which requires swimming and diving and these are also great ways to break up the standard gameplay, and these are designed well enough to make you feel claustrophobic and uncomfortable.
Story-wise, RER is extremely entertaining, even for someone like me who isn’t familiar with the events leading up to this game. Obviously I was familiar with the likes of Jill Valentine and Chris Redfield, but was obliviously unaware of the range of supporting characters and the agencies of which they belong to, such as the FBC and BSAA. It moves along at a good pace and swaps between characters and locations to prevent things from becoming dull and boring.
Overall, Resident Evil Revelations is an OK game. Fans of the series will probably love it, but the clunky, sluggish controls let it down. This is most demonstrated in the final boss fight, where, although the enemy attacks are telegraphed, the strike area is just too large and it’s impossible to get out of the way in time, which is hugely frustrating. Introducing a roll mechanic for these encounters would increase enjoyment (and my score)!
Thanks to Xbox and Capcom for supporting TiX