As a big fan of the Resident Evil series, I’m always excited
by new chances to explore the franchise’s world. Of particular interest is the Raccoon City incident, the event that started one
of the most iconic zombie infestations in gaming. Operation
Raccoon City
presents an excellent opportunity to see a new angle on the original outbreak, but
some imbalanced details make the game feel much more tedious than exciting.
That premise isn’t surprising; you would certainly expect
Umbrella Corp to cover up their involvement at all costs. What’s interesting about this storyline is
instead the subtle tone of it all – the way that the management treats its most
trusted (human) killing machines is fascinating, even if it’s not really
unexpected. Similarly, Umbrella’s
reaction to their own creations and the government Special Forces intervention
shed light on the company’s attitudes.
We've never really gotten to see the Resident Evil universe from
Umbrella’s eyes, so this perspective is titillating.
Of course, many of the plot points fill in some details
about what was happening behind the scenes in Resident Evil 2 and 3. Sadly, however, the whole story is only worth
anything if you’re familiar with the Resident Evil mythos; otherwise it’s just
a generic and random third-person shooter.
Fans of the series will find some part of it interesting, but others
will probably not care at all.
This disappointment continues into the gameplay. At its most basic, Operation Raccoon
City is a decent
third-person shooter. You run through
the various missions (seven in total, each 30-45 minutes or so long) looking
over your chosen character’s shoulder, gunning down zombies, Special Forces,
and bigger mutants without discretion. Series
icons like green herbs play their standard role (healing), but the gameplay is
the natural next step following the last few installments of the main series
(Resident Evils 4 and 5).
Shotguns are great for dispatching the zombie hordes. |
Some additional depth comes from the fact that you must
choose one of six character classes.
Although each class functions identically in direct combat, they each
come with a unique selection of five skills to amplify their destructive or
survival capabilities. Your team of four
must consist of different classes, and different compositions will play
slightly differently.
And those basics are great – Operation Raccoon
City is essentially a
Left 4 Dead style game in the Resident Evil universe, which is solid. On top of that, the ability to play the
campaign with up to three other players online is great, allowing for complex
tactics during difficult battles – if the online community wasn't completely
dead. In a little over ten hours of game
time in the campaign, I've only been able to play with another person once, which tears out a major feature of
this multiplayer-oriented game.
Furthermore, there are some awkward balancing issues. Through most of the game, you’re slaughtering
tons of zombies or taking cover during a firefight with Special Forces, and
both those scenarios work quite nicely.
When you start mixing in aggressive, resilient mutants or end-of-level
boss battles, you start to see how uncomfortable the game’s mechanics can be.
For example, hunters (big gorilla-like reptiles) will pounce
on you without hesitation. Hiding behind
cover doesn't help, and the control scheme makes dodging their leaps difficult
at best and totally ineffective at worst.
As a result, I would regularly get knocked down repeatedly by hunters so
that I couldn't do anything to respond, even on the easiest difficulty setting.
The squad's medic staring down a hunter. |
Boss battles can be quite frustrating as well, as they tend
to last well beyond what’s entertaining.
Sure, it’s more realistic to have to unload hundreds of bullets into a
monster to bring it down, but when it takes several minutes of continually
circling and shooting at big beasts to end a fight (with no real indication
that your attacks are actually dealing damage), the game gets to feel
incredibly tedious. Here, too, the
difficulty settings don’t help much, as big battles still feel like a lot of
work with minimal reward.
To make matters worse, the spectrum of character classes is
a cool idea, but the way of unlocking skills and weapons discourages the player
from experimenting with different classes.
At the end of a stage, you’ll be awarded some amount of
experience points based on your performance.
You will then spend those XP on unlocking or upgrading class skills or
unlocking new starting weapons to take into a stage. That aspect of the system is fine; the
problem lies in the fact that the rate of earning XP is much too low given the cost of those unlocks and upgrades. After playing through the campaign one full
time, I had enough XP to purchase several skills for one character class and
upgrade them, but I couldn't afford upgrades for other classes and didn't
purchase any weapons.
As a result, you’re faced with a choice: do you upgrade the
skills for one class to make it more effective, do you spread the XP around and
leave yourself a bit underpowered with weaker skills overall, or do you
sacrifice skills to get better weapons?
It seems like you’re punished for experimenting with your XP spending,
as you’ll have to replay a mission or two to make a change if you decide you’d
prefer a different class/style.
Series protagonists Claire Redfield and Leon Kennedy make an appearance in this well-crafted cutscene. |
All in all, it’s a very frustrating experience. Killing waves of zombies is fun, and the
occasional firefight isn't bad, but the overall difficulty, the balance of XP
and boss fights, and the general spread of scenarios prevent the game from
being really fun.
Perhaps you've noticed that I haven’t mentioned the Versus
multiplayer modes. The reason is simple:
nobody’s playing it. Over the course of
a few weeks of searching, I was never
able to get into a Versus match, so it’s impossible for me to comment on it at
this time. As mentioned earlier, the
online community has already been buried.
My Rating: 3/10 – bad.
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