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Resident Evil: Umbrella Corps hands-on – Capcom catching up

by Ron Duwell | September 18, 2015September 18, 2015 11:40 am PDT

Resident Evil: Umbrella Corps can only be called a Resident Evil game in that it stars zombies and its titular evil corporation. Aside from that, this is hardly anything you’ve come to expect from Capcom’s flagship series.

I played Resident Evil: Umbrella Corps at Tokyo Game Show 2015, where it was announced just two days ago, and there is not a lot of mystery as to what Capcom was going for here. The “pick up and play” multiplayer provides lighting-fast 3 on 3 matches, no-respawn, play til the death. Best out of three. At least, this is the mode we played.

Technical difficulties cut my section down to a mere two matches, but I took all I needed from that time. It’s an easy enough game to wrap your brain around in that time. Resident Evil: Umbrella Corps feels nice with great sounding guns and ugly zombie bile scattering the floor. You’d be hard pressed to guess this was built using Unity if you didn’t know otherwise. It’s a solid looking game.

Gameplay incorporates a few unique elements. For one, melee attacks are not a gimme. They require timing, a charging run that lasts for a second or two, and actual planning to pull off. It’s not a quick bop and dead like in Halo. Doors must be opened, leaving the opening player exposed to gunfire. Be sure to cover him. One last mechanic is a cover system that allows for blind-fire and quick pop for more accurate shots.

Zombies also infest the map, and they can be killed to rack up points. A zombie shield on the player’s should keep them at bay long enough to kill, and if one gets his teeth stuck on the riot glass, it can be carried around like a human shield.

Resident Evil: Umbrella Corps is a clever little tactical shower, and it might be worth at least checking out if you are a fan. Just don’t freak out about how it’s not Resident Evil 7. There doesn’t seem to be any single player campaign though, so keep that in mind.

It also proves that Capcom is learning how to make solid Western style games without having to outsource to other studios. Capcom’s designer was playing with us, and he clearly was inspired more by Western style PC shooters than anything else when making this game. It’s a sign of improvement within the company, investing and putting confidence in younger, newer developers.

Kind of like what Square Enix and Nintendo are doing these days. Capcom is recovering nicely from its few years of being down.


Ron Duwell

Ron has been living it up in Japan for the last decade, and he has no intention of leaving this technical wonderland any time soon. When he's not...

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