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Resident Evil: Operation Raccoon City Review

Beyond the normal storyline versus mode takes players where no Resident Evil game has ventured before. Now players can jump into a competitive combat experience set against other online players. The playable versus modes include BioHazard, Team Attack, Heroes, and Survivor. The most common of the battle types is the typical four versus four team attack. Mimicking the same ability types of the U.S.S. team, the U.S. Government’s Spec Ops team offers the same ability trees with a change of character skin. For instance the Spec Ops equivalent for Vector would be the recon specialist “Willow”. Going head to head, the team with the most kills will be placed as the victors of the battle and reap rewards according to their battle prowess.

BioHazard offers a capture-the-flag format by substituting flags for G-Virus samples. The potential G-Virus cure is randomly placed in between Spec Ops and Umbrella Security Service bases as the battle commences. Zombies begin to litter the streets providing obstacles as well as cover fire for onlooking carriers. After attaining the sample, the carrier must survive the G-Virus to the home base and place it in the open capsule. The first team to acquire five samples wins the match.

In Heroes the object becomes clear to kill each individual enemy unit. In essence this mode acts like a VIP match that emphasizes the importance of hiding the last living ally. Your dead partners will return to life, but they will no longer garner the full attention of your opposing force. I find this very aspect the problem in this mode’s design. As allies and enemies die off, they should remain dead for a round. In a series of several rounds, teams will need to gang up or strategically place themselves for an ambush to take out the opposing team. Although I could see potential problems either way, a last man standing match should be just that. Beyond the annoying re-spawn, you get to experience battle as heroes from Resident Evil past such as Leon Kennedy, Ada Wong, Hunk, Nicholai Ginavaef.

A helicopter is on its way to Raccoon City and there are only four seats available in Survival. Both teams will be pit against each other in the task of acquiring these seats by defending the landing zone of the helicopter. Upon the helicopter’s arrival, seats can be acquired and be taken by either side. The players able to play grab-bag for a seat will become the victors of this battle. Did I mention the continuous flow of zombies near the landing zone?

Visuals can often be deceiving and at several moments you will be unhappy with forced movement posed by the developers. This can be primarily notice in the beginning when running away from an over-sized brute in a treacherous tunnel. The first indication that the movement is fixed is that the camera angle cannot be adjusted while running away. Upon reaching the halfway mark of the lengthy area, you are now able to turn around and shoot your opponent. At this time you still need to run away, but the freedom of camera is gained back. The confusing part is that your AI teammates may tell you to shoot at the “eye” to weaken the brute, but this is very misleading. As the large enemy nears the doorway where your team stands, you are not able to pass the brute’s position. I felt that you could in turn destroy the beast by attacking the weakness, but the real objective is to turn and activate the door’s release. The forced restrictions may have been necessary but show an unrealistic side to the game.

Variety is the spice of life and can be seen/heard quite vividly through the different enemies provided. A single zombie might not be visually astounding; however, a plethora of undead swarming your position due to bleeding increases the intensity of combat. If a zombie becomes too close, an event will be triggered causing the player to be bitten or tackled to ground. The player must then fight off the zombie by struggling (move side to side). These triggered events are captured through close-up camera angles and offer an interesting point-of-view from the player perspective.

Gunfire is expected to take over as the most prevalent sound effect. While not distracting the user totally from all other sounds, gunfire only ceases when enemies are not in sight. The sounds of undead corpses will stage the ambiance for many levels as a consistent flow will try and delay your progress. Between gunfire and zombies, you will hear the occasional weapon reload as well as a spray bottle for health or anti-virus.

Voice acting was not memorable. I was expecting to take with me several catch phrases or popular lines from the lead characters of the game, but I was not left with anything too significant. That being said the voice acting did not deter the storyline nor drastically affect the gameplay. An acceptable description would be expressed as “filler”.

Resident Evil: Operation Raccoon City carries several faults that could have been adjusted before release. The single player campaign should have the option of switching between characters allowing a revive option similar to multiplayer. Implementing a co-op local campaign could also attract a wider audience as well. However, Slant Six Games does provide a playable game that offers third person shooters a chance to explore Raccoon City as Umbrella forces.

Evolving the Resident Evil series was the next step and can be seen with hybrid attributes. Including a multiplayer campaign and versus brought an entirely new view to the normal single player survival horror concept. In addition, a leveling system shows off an attribute commonly seen in RPGs. Even with all of these mix matched attributes the title still makes for a decent stew. Come eat your heart out before the zombies do!


Joshua Moris
Joshua Morishttp://www.darkglenn.wordpress.com
Love video games enough to go to school for it!