

Almost everything about the package is sloppily thrown together with other nonsensical quirks that we haven't even mentioned yet, such as a claustrophobic, third-person perspective where your character takes up half the screen, and a poor respawning system.Īdding insult to injury, unlike Resident Evil: Operation Racoon City, the game doesn't even strive for a decent single player campaign. While there are admittedly cool, iconic settings used for maps and glimmers of fun to be had, the multiplayer as a whole is a repetitive bore that squanders any of its potential to stand out against more competent, tactical competitors like Tom Clancy's Rainbow Six: Siege. It's ridiculous to watch unfold, especially since it makes the game look like a joke as it attempts to sell itself as a serious shooter. You can't stop Brainer-wielders in their tracks with bullets half of the time, so you'll soon find yourself joining in with everyone else, running around like a madman as you all take turns to melee each other again and again. Instead of firearms taking priority as essential tools, they're rendered inferior to the aforementioned Brainer melee weapon, which people run around with at disorienting speeds due to its one-hit kill and ridiculous range. However, the most heinous sin of the game is its balancing. It's moments like this that make them more of a tedious distraction than a fun layer of difficulty. To make matters worse, the AI is inconsistent to the point where the undead are either utterly ignorant to what's happening around them, or far too aggressive, with hordes of them running to your position in the blink of an eye. Sadly, though, they turn out to be more of an annoyance, as you can watch a teammate kill two opponents only to then be swarmed by zombies when they're attracted to the gunfire. The zombie AI that litter maps are a neat spin in concept, since players must either watch out for them or kill them to complete objectives.

It's a perplexing, frustratingly low pool of modes for a title like this. With a max of three players per team, the former turns out to be a lacklustre team deathmatch, and the latter a bizarre hodgepodge of modes such as capturing multiple points or Kill Confirmed-esque rounds where you collect samples from killing computer controlled zombies.

You would think a game that banks appeal on its online component would be replete with a good selection of things to do, but the only modes in sight are One Life Match and Multi-Mission. What's immediately noticeable is the lack of modes and originality behind them. These were our hopeful impressions while playing the tutorial, but when we actually got into the core experience, any hope that we had of this being a decent spin-off evaporated quickly. The doors and side passages of the layered maps would serve as great ways to change the tides of battle with strategic navigation and teamwork the breadth of mechanics and equipment that you can use to traverse these places and dispose of enemies must make way for entertaining combat scenarios. It's a great idea, and there's the hope that Umbrella Corps might have what it takes to fulfil this fantasy.
UMBRELLA CORPS SERIES
There's high-octane action in the backdrop of this universe, so why not reserve this to the sidelines of the series instead of deluding the survival-horror focus of the main entries? We definitely weren't expecting a traditional Resident Evil experience, but could get behind a tactical multiplayer shooter where agents of Umbrella prove themselves worthy of fighting for the sadistic corporation. When we booted this up, we were initially impressed by the crisp visuals and nicely organised customisation options.
