RESIDENT EVIL RESISTANCE
Mastermind? More like Tipping Point
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