| By StephenTotilo The Best New Idea In Zombie Video Games Lurches Through Resident Evil: Operation Raccoon City
I was playing as a Spec Ops commando. My enemy was a menacing, fully-armed soldier of the evil Umbrella corporation. We were near a gas station, in the dark. I knew he was shooting at me from behind, so I wheeled around. I'm not a very good shot, so I couldn't just score a headshot from a virtual 20 paces and be done with it. I think I got him in the body. Not a kill shot, but he started hemorrhaging. Good for me. Bad for him. Zombies and bio-engineered monsters can smell blood. Lucky for me, zombies and bio-engineered monsters lurch through the multiplayer maps of Raccoon City. As soon as I drew blood with that gunshot, a Hunter — a clawed beast on two legs — scrambled up to my enemy and mauled him. The designers of Resident Evil: Raccoon City call what I experienced "three-corner combat." I think of it as a gunfight in an urban jungle, where zombies replace the lions.
"At the beginning of the project, we thought, we're making a third person shooter... 'What do we do with the zombies?'" Masachika Kawata, Raccoon City's lead producer told me in an interview last week after showing the game and letting me play it. "Using them in this way, where they're not necessarily the main threat of the game but they're always around you, was definitely an idea we had at the early part of development. Like you said, they feel like wild animals sometimes. Even though you're using them as meat shields or you're hiding behind a group of them, as soon as you start bleeding, they turn on you and become a huge threat. It feels a little more random; it feels a little more chaotic. This is the thing that makes this a unique Resident Evil experience." Resident Evil: Raccoon City will be an odd Resident Evil game, even by the liberal standards of this famous Capcom series. The game is set in the timeframe or Resident Evil 2 and 3, opening in the fall of 1998 with players in control of the bad guys. The game's producer listed his top goal for Raccoon City: putting "the grit, the dirt and darkness back" into the series, "while weaving an interesting story."The design is multiplayer-centric and focused on the tactical play of a four-character squad of crack soldiers. Its developers is being overseen by top people at Capcom in Japan but primarily handled by a Vancouver studio, Slant Six, that formerly created a SOCOM game — read: not a horror game but a game about featuring a tactical squad of U.S Navy Seals. Despite its uncharacteristic playing style, the game is dark and is supposed to feel creepy, more like the oldest Resident Evil games and less like the sunnier, faster-paced new ones. Its producer, Kawata, listed his top goal for Raccoon City: putting "the grit, the dirt and darkness back" into the series, "while weaving an interesting story." In the game's story-driven campaign mode, players control a soldier from the Umbrella Corporation, the eternal bad guys of the Resident Evil games and creators of the T-Virus that turns people in this series into zombies and bioweapons. You can choose one of four characters to play, each a member of a different class with access to their own set of weapons and special abilities. A hooded ninja character called Vector, for example, has a mimicry chameleon power and a "covert rifle," among his options. He's recon class. Spectre, a surveillance character who can see extra things on the game's mini-map, can have a infrared vision and a submachine gun. Bertha, the media, could be armed with an adrenaline shot and an assault rifle. Beltway, the demolitions guy, could have a frag mine and a machine gun. Those are the main characters but just a sliver of their abilities and armament, more of which is unlocked as the game progresses. One to four people can control these characters through the optionally co-op campaign.
We were shown very little of the game's story. The developers say it will be presented with classic Resident Evil-style cut-scenes. And they promise that playing as Umbrella will put us at odds with the good guys of the Resident Evil games. To make that point, they showed a trailer that began with series hero Leon Kennedy arriving at Raccoon City and the Umbrella people being given the order to kill him. That will be a mission in the game.
Nothing I saw in Raccoon City seemed all that scary. Being a super-soldier, one who can, in a break from tradition, can shoot while running, made me feel like the most powerful Resident Evil protagonist ever. Playing the multipayer, I felt like I was playing a competitive third-person shooter with a twist, not necessarily that I was playing a Resident Evil game (presumably that sensation would be more evident while playing the campaign, if it's anywhere to be had at all.) There is no doubt, though, that Operation Raccoon City is dark and that the omnipresence of a third, uncontrollable faction in the campaign or multiplayer presents great opportunity for the wild beasts of Resident Evil to turn a standard shooter into something that feels more hellish. If this game is merely SOCOM with zombies in the way, well, that may not be such a bad thing. The promise of a dark-side story in the Resident Evil universe is a promising bonus. Kawata wouldn't commit to the game being canon, so, maybe we'll be killing Leon. We'll see. Just be careful, if you start bleeding. Resident Evil: Operation Raccoon City is slated for Xbox 360, PlayStation 3, and PC in "Winter 2011," according to Capcom. | April 13th, 2011 Top Stories |









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