Resident Evil: Revelations (Syndicated, Incorporated, Replicated)

I’m rapidly beginning to feel like Resident Evil has taken the place of the Mega Man franchise of my youth: There’s a new one out every month. Following quickly on the heels of the moderately innovative yet flawed Resident Evil 6, Resident Evil: Revelations is an effort by developers to fill in and piece together some of the more obvious gaping holes in the Resident Evil canon, particularly the ginormous nothingness between Resident Evil 4 & 5 where our cast of known characters went from lone, wandering, outcast, underdogs to a group of world-class badasses melded together by a sense of purpose and a world-spanning counter-bioterrorism organization bankrolled by the UN.

Resident Evil: Revelations serves as the backdrop for the creation of the BSAA, which involved itself in what became known as the Terragrigia Panic. Essentially an unknown bioterrorist group called Volta released bio-organic weapons on what was touted as the city of the future situated along the Mediterranean coastline. A scorched earth policy was employed, leading to the entire destruction of the city and the deaths of most of its inhabitants. You now alternate between playing as Chris Redfield and Jill Valentine one year later, Jill out on a scuttled luxury liner in the middle of the ocean and Chris out somewhere in the Carpathian mountains. To try to grant the story some semblance of sense, you go from the present day situations to flashbacks in a vain attempt to lend gravitas to what are otherwise hackneyed and frequently painfully awkward “revelations.”

As tends to be standard for the Resident Evil series, you soon find that there are traitors in your midst who have been cultivating a new zombie virus for their own corporate reasons. I won’t give this one away, but when the only new character is named something along the lines of Jimmy Plot-Device, you can safely point to the bad guy at the beginning of the game and skip the rest of the cut scenes for lack of relevance. I’m honestly reminded of Japanese anime, wherein a change meeting by two characters starts with half an hour of them staring at one another and is then followed by six episodes of backstory so the viewer is taught in very simple language why they should care. It’s a matter of not respecting the intelligence of the player. I don’t need to be shown why the bad guy is a bad guy in 37 different ways to get the subtext of the situation. And I don’t need a recap between acts to catch me up on the story that I was a part of less than five minutes earlier.

Resident Evil: Revelations

We get it. It’s on a boat. We don’t need portholes in every graphic.

Resident Evil: Revelations has a bit of an odd gait. It brings back some of the puzzle-solving and item retrieval elements reminiscent of Resident Evil 1. The same for its antiquated yet dilapidated scenery.  On the other hand, you won’t find many items laying around because for some odd reason the developers thought you might like to use the “Genesis” gun, which basically amounts to a colored-filter that goes over your screen to reveal hidden items and allow you to target the remains of your enemies for healing items. But what probably does Revelations in is the frakking huge step backward it takes in terms of the control scheme. Your dodging ability is scripted and rarely works when needed. The aiming is not reliable in that sometimes you can sweep smoothly across your field of vision with your weapon and sometimes you just can’t find that sweet spot between your gun not moving at all and it snapping to damn near the opposite side of the screen. And, don’t ask me why, but there is no sprint function, so you will always get whanged in the back of the head by an enemy when you try to run past. It’s just a fact, accept it and move on.

I can’t be certain, but I’d hazard a guess and say this was a game that was conceptualized, shelved, and then put into production once they realized they already had most of the code in place from Resident Evil 6. It was produced quickly and cheaply, and it looks it. It’s plastic. It’s shallow. It fails to deliver anything to deepen the Resident Evil canon. And its storyline is so cookie-cutter for the genre you can probably not play it and get just as much entertainment out of it provided you have a halfway decent imagination.

Pros:Shows us what happened to Jill.
Decent graphics and sound.
Cons:Poor control balance.
Adds nothing to canon.
Game producer's website:Capcom
Official website:Resident Evil: Revelations
Game available at:

About The Author

John Richard "Chrysophase" Albers
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John Richard Albers, an author, armchair psychologist, amateur historian, freelance, peacemaker, dragonslayer, warmaster, and part-time herald of the apocalypse, hunts ghosts when he isn't hunting crazy people. He holds dual bachelor’s degrees in Psychology and English Literature, is working toward a degree in parapsychology, and is acting CEO of Prior to Print Proofreading LLC, where he gets to torture editors instead of them torturing him for once.

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