by Nick Reay (Aka Rincethis)
It was with great trepidation that I loaded Resident Evil: Revelations onto my console; trepidation caused by a variety factors. Firstly the shock of Resident Evil 6 was still there, right in the front of my mind, an after image seared into the fleshy bits that will still take a few years to heal.
Secondly I felt somehow over-saturated with the prevalence of zombies/undead in my daily life. It would seem these days you can’t turn on something without some undead bastard moaning in your direction. And the last hesitation at reviewing this game was sitting to my left. Crazed, bloodshot eyes stared at me as if daring me to disappoint them with yet another Resident Evil abomination. ‘Sticky camera?’ he asked, twitches flaring across his contorted face. ‘More Baysplosions?’ He pressed. I remained silent.
Thankfully only once I came close to facing the full wrath of OVG and that was when he was repeatedly chainsawed to death by something let loose from Hell’s Kitchen. The game was a hit on the 3DS because it took us back to survival horror, and for those on the PC, PS3, or Xbox360, we get to enjoy that too, with some small costs.
I was very curious to see how a game ported from the Nintendo 3DS to platforms more powerful would end up looking and I have to say I was impressed in some ways and unsurprised in others. On one end of the spectrum you have great looking, though rather stiff character models. You also have good lighting and some impressive cut scenes (like being inside a skyscraper as it comes crashes down). I thought CAPCOM did well with their water effects and spent quite a bit of time on level layout that showed off some good particle effects. However, these niceties make the troubled aspects more pronounced.
I think at one stage when looking out a portcullis on-board the doomed ship the Queen Zenobia, OVG noted the very obvious low polygon count that was trying desperately to pretend to be a circle. When your character has supremely curved boobs (of which OVG repeatedly took pictures for ‘reference purposes’) and right behind her you have a ‘circle’ constructed of 6 sides, the obvious difference leads to a frustrating and contradictory experience at times. This coupled with the low frame rate and repetition of many monsters showed the comparative limitations of the original console only it was on MY console now. Why wasn’t this story developed for this generation console?!
I must say I surfed the nostalgic wave many times in this game and must tip my hat at CAPCOM for attempting to right so many wrongs. For example the atmosphere on the ship is intense. Offering the obligatory narrow corridors, small rooms and a sound score that really gets your heart racing I admit that at times I jumped like a little girl. This veers off somewhat when you leave the ship to play other parts of the story, but we’ll get to that in a moment. The zombies, or ‘Ooze’, offer a nice difference to ‘real’ zombies in that they can pop out of almost any small space be that a hole in a wall, ceiling of floor. So you’ll be checking each opening with butterflies whilst cursing your low ammo count. Also the rocking of the ship, which we only figured out after about 2 hours (I just assumed it was OVG sucking at shooting) added another disconcerting element. One moment you have a perfect shot the next your precious bullets are ripping into a low-res image of the Titanic (we think). And bullets! Oh you beautiful bastards. We played on normal, and if you have a happy-go-lucky ‘needs to get over the Army’ mentality like OVG you’ll be left shouting at the game as you run out of ammo and find yourself desperately trying to use your knife on multiple targets.
With the ability to carry three different weapons (all customizable with mods that offer, for example +20% damage) you are going to have a lot of fun balancing and upping in favour of your play style. This is one element I really enjoyed. Also, the new Genesis scanning device was a nice touch. You use it to scan a room or enemy for points. Each enemy carries with it a certain number of points (the more you scan the same type, the fewer points you get) and when you get 100 you get a green herb! No more mixing herbs you budding apprentices of the art of apothecary!
One of the things that did get to me was the partners you are paired with in each story line. When you move from one pairing of characters, let’s say Chris and Jessica, to another the experience can also move from rather brilliant to bloody irritating (you know who you are, Quint Cetcham!) It’s nice to have someone there to speak to, that’s what the doctor always tells me, but the best parts of this game are when you are alone. I understand the urge to move from one tone to another as it can accentuate and reinforce a scene. However, when I am moving from an intense drowning on a ship scene to characters that feel like they were extras in ‘Hey dude, where’s my car’ it just screams of younger fan service. I got the feeling that certain characters where just thrown in to amuse us which is odd as the cover of the box says Resident Evil, not Chainsaw Lollypop…
If you are a fan of the original Resident Evils you will enjoy this. The story is camp, to a Hideo Kajima level, there is a lot of backtracking and the ludicrous dialogue, coupled with a crazy conspiracy theory/governmental plot, will keep you entertained for nearly 12 hours. Once you complete the game you will also unlock ‘Raid Mode’ which allows you to play as any character on multiple levels, with the ability to upgrade your weapons with a buddy.
At the moment it’s sitting at R445 on the Xbox360 and PS3 and R345 on the PC, which I think is a fair price to pay, considering Aliens: Colonial Marines is still R400…
Last Updated: June 6, 2013