Average User Score: 7.0Sep 5, 2013Resident Evil Revelations is a very strange game, to me. Allow me to get the negatives out of the way first :
At first, I hated it with a passion. All of the good things from the recent, modern Resident Evil games were gone. Upon hitting an enemy, they seldom react, if ever. You would end up emptying entire clips into an enemy only for them to go through a pre-baked death animation once their invisible health bar reached zero. The ability to dodge or perform context actions is virtually gone. The only time you can perform a context attack is when the random number roller decides you have triggered a 'stun state' on the enemy, at which point you move close, then hold down the action button, and release to perform a close combat attack. While that sounds similar to recent games, your character is simply stood still in a random pose while they 'charge up damage' for release, and just looks dumb in all honesty. The new dodging mechanic is atrocious. You have to position yourself directly in the way of the attack, and then flick forwards on the controller (if using the USB XBOX360 controller) to dodge. If your timing is even slightly off, you will naturally get hit. The problem? The game doesn't prompt you when the 'flick now to dodge' period is, and the only area to trigger it is often in the dumbest location to be, often directly in front of the enemy.
Now, this said? It isn't that bad of a game. The mechanics can be frustrating as hell, but the game quickly grows on you. Once you discard any notion of playing a 'modern' Resident Evil game, it gets better (albeit with weak bullet-sponging action for a shooter). You have to pay more attention to how you move, so that you don't allow yourself to become cornered or open to certain kinds of attack (there is a 'standard' enemy that has a slow ranged attack). You have to pay more attention to your ammo, be wary of your health, and weigh up how to engage the enemy or whether to just retreat. Granted, I was playing on one difficulty above normal, so I imagine the standard experience is quite tame, perhaps even boring.
The story is a usual hammy Resident Evil affair, but one that feels strangely non-canon given how little mention it gets elsewhere in the series, despite how huge of an event the story would have been in the Resident Evil world (and the formation of the BSAA). Despite the gameplay change, after my first two bitter chapters where I was still hung up on modern RE games, I really got into it, and felt compelled to keep playing to see how it all turns out. The story is a bit messy, with the focus jumping between various groups of characters, but otherwise pretty solid if you don't mind the usual dramatic action tropes. Though as per usual RE writing, there was one supremely aggravatingly poorly written character, the typical random sex-appeal female who makes everything about "do you have a crush on me?" "are you trying to ask me out?" "why won't this guy take my hint?". Thanks for making every one of your players roll their eyes with the force of a tornado, guys. Thankfully Jill provides a stoic, highly effective and mission-focused female lead that squarely flips off all the usual bimbo qualities in favour of being a straight-up field agent. Chris is also less of a complete meathead here too, and when he finally gets to stand beside Jill as a support character, you finally get an "IT'S GO TIME" echo of the original Resident Evils. Parker, the new support character, is suprisingly likeable for a goofball. His sense of humour is not so overdone that he doesn't know when to shut up and put on his game face, and he actually has a bit of depth to him rather than being a slightly chubby comic relief guy. He actually feels like somebody you want to have covering your back, y'know?
The lack of a sprint and dodge function was a bit vexing at first, and the lack of combat reactions really betrayed this game, but overall it's an enjoyable experience if you can just let go of the AAA-style modern REs. It won't be for everyone though, so I would suggest downloading the demo before you purchase. Also, it is worth noting that this is a port of a portable console game, with a little re-working on visuals. Even then, the visuals are not exactly superb. There are some beautiful little details here and there, but the lower-poly enemy models are very noticeable.
I like that they are trying to give their fans a more nostalgic flavour, but I don't think they needed to discard the positives they learned from their newer games. Some of the enemy designs are excellent, while others are quite lacking. Gotta give those concept dudes some real credit for what they replaced the standard zombies with!
Unless you only enjoyed the modern ones, if you are a Resident Evil fan, consider my rating at a +1.
If you aren't a fan of the series, I would subtract one or maybe even two.
I can see this being a real marmite game, you'd either love it or hate it.… Expand
Average User Score: 6.6Sep 5, 2013This review contains spoilers, click expand to view. I loved the idea behind this game, and jumped at the chance to purchase it as part of an indie games pack. What I found was sorely disappointing. First up, it advertises itself as a procedural haunting game, where things are different in each play-through. This would be an absolute lie if not for the fact that the random haunting events are triggered rapidly on a Random Number Generator style basis, with no regard for narrative or effect. In my ten playthroughs, the story has been exactly the same, only with the various 'spooky things' happening randomly like at the result of a rolled dice.
The 'mystery' of the haunting was entirely static, and not much of a mystery given that there are sheets of paper out completely in the open throughout the house, each one giving details on the history of the abused family in the house's past. How is this even a mystery? Did the main character research all this stuff, leave print-outs everywhere, then become an overnight amnesiac? Even some of the haunting events are completely static. For instance, one of the very few rooms in the house is the garage area, and yet every time I walked in there, the car turned itself on and blinked its headlights. Every. Time. Without fail.
The scares themselves are the lowest forms of screamers and found footage reality TV haunted house stuff combined. Random stompy noises without origin. Slammy noises everywhere. Oh no, so startling and pointless! Anybody can cause a startle-scare, anybody can make a 'screamer' type startle, and anybody can tie together wall-to-wall haunted house tropes. It's hard to feel threatened when from day 1 your couch is floating on the spot, and the randomly strewn around boxes are shuffling along. It's like the game is practically begging you to be scared, but it comes across as hamfisted as the lowest of budget 'horror' flicks. Many of the bigger haunting events can easily overlap, completely reducing their effectiveness, and leaving the player confused. An example of one of the least effective scares is that a random, small mannequin attached to a crucifix slides into the players view, like a bad motion-tween from a flash animation overlay attached to the camera... and then slides away again. The game made no attempt to explain why there was a mannequin sliding in front of my eye. The character didn't even react or remark on the matter. It was just... there.
And then the bugs. Oh the bugs. Invisible collision volumes. Randomly unable to move, waiting for your camera batteries to run out (which results in instant death, yep). The interaction button having a strange reach/field causing you to reach past nearby objects you are looking at, only to interact with something else, some of which freezing you to the spot on a timer while you stare closely at something. Another glaring bug being a looping, grating sound that once started persists until the end of the playthrough. Depending on your GPU, the shadows will also flicker and pop around crazily.
Don't get me wrong, I absolutely adore horror, but that is perhaps why I feel so let down. I appreciate the creator's efforts to make something original, but it just combines the absolute worst elements of several horror genres in a buggy, glitchy package that they outright lied about being flexible and procedural. It's current state is 1.2.4, I believe, and yet it feels like an early alpha. The creator is busying himself with a kickstarter to make an 'expansion' location, while the game sits in a truly sorry state.
This game only gets a 1 from me, because the program is at least somewhat functional, and it had potential. That's all it deserves in it's current state. It was so bad that I even assumed Desura streamed an old dev copy to me, where the hauntings trigger rapidly as a method of testing their results. Nope. The copy I got was the 'full release'. If only it was "so bad that it's good", then I could give it more marks. Only, it isn't. It's just plain bad. Such a waste of a potentially good idea. This game needs to be rebuilt from the ground up.… Expand
Average User Score: 6.3Mar 5, 2013Prototype 2 takes the great potential of the previous bio-weapon setting and unfortunately does nothing new with it. The new protagonist falls flat, and the missions quickly grow as repetitive as in the first. Although some attempt has been made to inject more flavour to the missions to make them feel slightly more varied and more linked to the overarching story, they still feel like hollow padding for additional stats. I would see this game as a typical high-budget romp, only the technical issues from the first remain. Many confuse these technical issues as a mere matter of PC strength, yet for reference my system is quite stable and capable of running Crysis 2 and Skyrim on high settings at a solid framerate. No, these technical issues run deeper. For many, the game generates gradually worsening performance lag akin to a memory leak, just as the first game did. The longer the play session, the more severe the performance is hit. Others have to search for fixes just to open the game or to enable sound. Once again, the developer has shown complete disinterest for those in the 'dead spot' between fixes, either unable or unwilling to ensure full compatibility for their port. Some of the official fixes being listed as "disconnect your keyboard and mouse for the duration of your play-session" or "manually overclock your graphics card to factory default settings". It is worth noting that the port of the original Prototype game had similar issues, that were mostly resolved by deleting a sound pack of ambient sounds of all things. After struggling against the issues until halfway into the game, I found an unusual work-around in simply alt-tabbing out for a moment or two, which seemed to calm the progressive lag. No, it wasn't a heat issue on either my CPU or my GPU, I checked. Then finally, when I pushed through to the ending, I was faced with a blank screen. The game decided to feed me the ending as audio-only. At this point I was no longer phased. I almost expected it.
The game content itself is squandered potential, but provides a mediocre 'high budget' affair minus the fine polish. Chock full of typical annoying boss-fights, in-plain-view 'stealth' moments, character tropes and stat chasing. The novelty wears off fast. Purchasing this game is a giant gamble on simply being able to play, and that alone is a sad statement for PC gaming, when the number of discontented customers is so easily swept under the carpet. Your customer base is not a disposable team of bugfixers, youtube is not a valid way of showing the ending, and telling people to butcher their settings isn't really a 'fix' to your product, y'know? Score heavily influenced by technical issues, though had there been none, I feel it would have only earned something in the region of a 6.… Expand