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RESIDENT EVIL RESISTANCE

Mastermind? More like Tipping Point

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Resident Evil flirted with multiplaye­r in the past with Outbreak, and the Mercenarie­s and Raid bolt-on modes. Capcom has decided that Resident Evil 3 needs a multiplaye­r counterpar­t, and given us this asymmetric­al 4v1 game.

Four players pick from a selection of teenagers, unwittingl­y co-opted into the experiment­s of the fifth player, The Mastermind. Each has a set of abilities, unlocked with level progressio­n, like combat and support role buffs. Maps have three areas to escape from, the teens needing to avoid monsters and traps while locating and solving puzzles. At the start, ammo, green herbs, and weapons can be bought with Umbrella Credits, earned or found in-game. The Mastermind (pick from Annette Birkin, Oswell Spencer, Alex Wesker, or newly created Daniel Fabron), has to kill or confound the teens until time runs out.

While the Survivors have RE Engine thirdperso­n action controls, the Mastermind views his domain by switching between security cameras. Picking from a deck of abilities, the Mastermind lays traps and unleashes monsters as those cards enter the deck. An ultimate ability, like setting Mr X or the G-Birkin on the survivors, is the Mastermind’s biggest play – and taking direct control of these big boys is the best it gets for your villain.

EVIL NOT-GENIUS

While it’s a good idea in theory, being Mastermind is an oddly joyless experience. Magicking up monsters is fun for two minutes, before you realise you’re just spawning zombies on top of players. Even directly controllin­g Mr X is just a matter of thrashing about. Right now, in the game’s early days,

SETTING MR X OR THE G-BIRKIN ON THE SURVIVORS IS THE MASTERMIND’S BIGGEST PLAY.

groups of survivors are bumbling due to players’ unfamiliar­ity with the maps, but once groups know exactly what they need to do and where to find those puzzle pieces, the Mastermind will still just be spamming zombies.

Surviving isn’t much more fun though. Unlike Revelation­s’ Raid mode, this is not a game developed around good combat mechanics. We’ve experience­d a laggy-ness that results in seeing your damage-point score and exploding zombie brain a good half-second behind when you fire your gun. Movement is restricted; stacks of chairs form immovable barriers that funnel you through an area, resulting in an unnaturall­y claustroph­obic game. Somewhere in here is a decent idea. We can only hope there are plans to add more maps and characters, because it’s going to take a lot of post-launch love to keep people playing this.

VERDICT

A multiplaye­r misstep that will neither have you cackling maniacally nor whimpering in terror. We’d love to see a good, scary multiplaye­r Resi – but this isn’t it. Chris Burke

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Please, zombie friend, finish us quickly!

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