GAMbIT Magazine #28 Sep-Oct 2017 | Page 29

is obsessed with sleeping with every male character and wearing the stupidest outfit I could imagine for this mission. Seriously, it was so bad that it nearly put me off the whole experience. There are also a few times you’ll play as two annoying characters that act as comic relief and are there only to pad the game. The game is broken up into episodes and so the story tends to jump around in very strange ways. This isn’t a linear story and you’ll be doing a lot of flashbacks, flash-forwards, and even flash- sideways. Hell, there are even times when the game switches to stuff happening five minutes ago. This sort of thing could work in theory, but it really makes the game a confusing mess, especially latter in the game. A few parts really served to piss me off from a simple logic standpoint. There’s a bit where Chris and Jessica are in some frozen tundra investigating a base, only to leave before learning anything because they want to go look for Jill that’s in the Mediterranean. Makes sense so far, but as they are traveling across the globe your boss sends team idiot to pick up at that tundra base which makes no god damn sense. The only reason this happens is to fit the circular story into a square peg. There was also a time where Chris and Jessica were on a helicopter taking off to find Jill on a missing ship over the ocean only for the developers to forget this and have the two next show up on a PT boat boarding the ship they were looking for. Chris and Jessica aren’t the only ones that this happens to, but it really does feel like the smaller story bits seemed like an afterthought. Gameplay is where Resident Evil: Revelations really shines. It doesn’t do anything to revolutionize the gaming world, but it works well. The only thing that I could never really grasp was the dodge mechanic that the game forces you to use because of the corridor nature of the game. The controls want you to pull down and hit “A” at the same time just when an enemy attacks to dodge, but it doesn’t always work. It really doesn’t help that hitting down and “A” also serves to turn you around, so I often found myself turning my back to a monster that was swinging for the cheap seats. Aside from that everything else works great. Shooting feels fine, and there is a variety of weapons to collect and upgrade to insane levels, but monsters also seem to level so it’s never a cakewalk. As this was a 3DS game first everything has been stripped away to make this a bare-bones experience, but that actually really works for the game overall. You won’t be combing items, crafting anything, or collecting random bits and bobs outside some of those silly keys Resident Evil is known for. In this regard Resident Evil: Revelations would make for a great first experience for those looking to get into the world of Resident Evil. Those that have played many of the games in the series before are probably going to find the experience an easy one, but the silly story and classic characters should be enough to warrant a look. That said this is probably the least scary ex perience in the entire series. I think I was startled a few times during the entire experience and that was mostly from my characters teleporting into view. There aren’t all that many enemies to deal with and they are all simply a variation on the first one you meet. Again, this is because of the limitations of the 3DS, but it still is a shame we don’t get many of the wilder creatures and especially bosses the series is known for. But at least we get an armored shark man because why not splice ancient shark DNA into people. That will never, ever, bite you in the ass later, especially not on an isolated lab on a cruise ship. The game also doesn’t really set the stakes very high because of how silly it is. Sure, there are some bad guys that were once good guys that are trying to end the world or something, but it’s all so predictable right from the start that it hurts. That and I couldn’t keep straight all the stupid organizations that are in play in this iteration of the series. The combat is straightforward and the game really wants you to kill everything that moves. Ammo tends to be plentiful and enemies are better blown into bits than avoided like in earlier games. Ammo management is still a thing, but I more often than not failed to pick up ammo because the game wouldn’t let me as the carry limit for said ammo was full. Another reason for engaging enemies is to scan then with you magic “do-it-all” scanner thing. This little Deus ex machina does just about everything you can imagine, and makes you wonder why they aren’t  29 GAMBIT | SEPT/OCT | 2017