Reviews from

in the past


Played a bit of it and I'm mixed on parts.

On one half, Jill's sections are great and seem to give me the mood that Lost in Nightmares DLC gave me but the scanning annoys me at times for finding items, it does atleast reward you though with heals. Parker's NPC kinda stinks and didn't do much so do the actual enemies even if I like their design a bit. The dodge also kinda sucks but whatever.

On the other, the whole floating city and some of the plot beats just feel like the plot went completely off the rails. Even more-so than RE6 at times which gives me whiplash I felt because this was supposed to set before RE5 which idk man...

For the most part, I definitely want to continue it because the setting seems cool at the most part these side games do good with the RE elements from before.

Fun fact: The first run of physical copies for original 3DS version had the name wrongly misspelled on the box; as it is written "Revelaitons". Apparently, it only happened to the US batch.

This review contains spoilers

was pretty surprised by how much fun i had playing this game. gameplay was fun, setting was cool, and as someone who has a tendency to get scared, it was nice that you have a partner with you the majority of the game... even if they don't do any damage or help you at all.

i liked most of the boss battles, but the first and last one were really tedious. the first boss can insta-kill you, and for some reason, there's an endless wave of enemies coming at you at the same time you're trying to fight the boss; probably the worst boss in the game. the last boss takes a ridiculous amount of ammo to kill and the range of the aoe attacks were impossible to get away from; dodge mechanics sucked and felt hard to time so i didn't even bother with them, i just ran around him and hoped to not get hit.

last criticism i have is that the story wasn't that great. i understood the overall plot, but not the details and i was left pretty confused about some of the characters' motivations. the story doesn't impact the gameplay though, so regardless i'd definitely replay this game.

Not a bad game, more impressive if you think this was a 3ds title. It was probably the easiest RE game I've played but I thought the overall premise of being on a ship was interesting.


im never touching this game ever again

I'm quite surprised I finished this game. This was my first time playing a Resident Evil game and I wasn't much impressed. The monsters in Japanese games are weird, that handicapped walking creature sure is a subject to look at.

First RE game that isn't 4 or 4 Remake. I think it started strong and then took a nosedive. It just feels so repetitive and I never felt like the story got super deep. I found a lot of the attempts of being serious to be super cheesy. For a 3DS game, I think it looks amazing, but on HD systems it looks like garbage. The 2 random guys are so insufferable that I would dread playing them. I wish they could have just cut them and everything else that wasn't on the boat but even then you are still left with a mediocre game

I was expecting a bad game but i had more fun here than in RE5. Not a great game but it's okay. It's a spinoff so it does the job to me.

Revelations is a brief, budget take on the Resident Evil series. I played the Steam version on Normal mode. The port was great, it ran well and I experienced zero technical difficulties.

The game very much feels like a 3DS game. The graphics are fine, though by 3DS standards they are phenomenal, likely among the best on the system. The game is comprised of cramped corridors and small rooms, with loading rooms between sections. You never see a loading screen, but you'll be trapped in these rooms until everything loads in. The tight areas are a result of the hardware limitations, but they do well to contribute to the sense of horror. At the time of its release Revelations was seen as a return to the Survival Horror genre after experimenting with action. I think this is very much still an action game, but the scares and inventory management do seem to be emphasized more than in RE4 and RE5. The character models still look quite nice by today's standards, but the animations, particularly in cutscenes, are lacking. The environments are low poly but make good use of shaders to simulate depth. The cruise ship is a very cool setting for this series, as evidenced by it being attempted multiple times including Gaiden and Dead Aim. The atmosphere on the ship is pretty great, and the music is nice.

The controls feel like an evolved version of RE5. You can now move while aiming for the first time in the mainline series. Gone is the run button, replaced by analog movement on the stick. Slightly tilting results in a walk, while pressing forward all the way results in a jog. The top speed feels slower than the equivalent running speed in RE5, though this is understandable given the technical limitations. There are no on-foot stealth sections or perilous platforming challenges, so you will be moving at full speed most of the time. The only time the movement speed is really bothersome is when you are backtracking for secret items. There is a new dodge move that doesn't work particularly well. What is it with RE games starring Jill and poorly implemented dodge moves? Otherwise, the controls feel quite similar to RE5. The aiming is markedly worse than the prior game, likely due to the console hardware lacking a right stick without the Circle Pad Pro attachment. The aiming feels almost digital, rather than analog, and it can be imprecise lining up headshots with a controller. It wasn't a huge deal overall and didn't significantly affect my playthrough, but from a game feel perspective it was a bit lacking. Another thing inherited from RE5 was constantly having an AI partner. Thankfully, unlike Sheva, these partners do not share ammo or healing items, do not get in your way, and I didn't have any partners die the entire playthrough. I don't know if they actually even can die.

New to Revelations is the Genesis scanner. This scanner transitions you to a first person view, where you can scan enemies to get healing items, as well as find hidden items in the environments. The scanner is a neat way to prioritize inventory management. Ammo is scarce if you don't regularly use the it. I enjoyed scanning every room in the game for hidden items and collectibles, though I think this would negatively affect replay value. I don't particularly want to re-scan everything.

Another new game mechanic is the ability to swim. There are a few swimming sections interspersed throughout. These sections aren't very difficult. There are plenty of air holes around to refill your air gauge. While there are enemies underwater, your health meter and air gauge seem to be one in the same. You only take air damage underwater, and when you resurface you seem to refill back to full, like in Super Mario 64. I was unable to experiment and see if taking damage from enemies out of water would be healed by diving and resurfacing, but the scenarios in which this would be useful in the game are very limited, anyway. Enemies underwater can be dispatched via QTE or with a special grenade type that can be used underwater. The swimming sections do a good job at changing up the pacing, and are never too long. There is one baffling swimming section right before the final boss that contains a sort of stealth section with an instant kill. This was a very strange place to put this section. It was not a terribly difficult section, though it was frustrating and cost me a few lives. I did not die much in the game otherwise.

The game is much less linear than RE5, which I liked. You are rewarded for carefully scouring each area, and returning to past areas with new keys. The weapon customization part system worked well enough, and resulted in collectibles worth finding. Finding a strong part tucked away was always a joy. The game's story will have you returning to past sections whether you want to or not, but new enemies and events always kept things feeling fresh.

I liked the new enemies featured in this game, the Ooze. Though their grey colour scheme is a tad generic, they looked suitably creepy and were mostly fun to fight. Enemies can be stunned and followed up on with melee like in RE4 and RE5, and have weak points that can result in instant kills if your guns are properly powered up. The boss battles were quite good overall, though I found the final boss to be unfun to fight, as it teleports around and forces you to engage with the crappy dodge mechanic. There is one strong "stalker" type enemy who keeps popping up and is fun to fight each time, as they are usually encountered when you are under a strict time limit. Defeating them will offer new and exclusive gun parts, but defeating them within the time limit can be a challenge.

The plot is bonkers. The quantity of nonsensical plot twists far surpasses typical RE titles, and starts getting into Kojima territory. It's a fun story to turn your brain off to and enjoy the ride. I liked most of the newly introduced characters, particularly Parker, Raymond, and Jessica. Parker and Raymond start as pretty stock tropes but end up having some depth to them as the game goes along. Jessica in particular is a really interesting character, as she is essentially the opposite of Jill in nearly every way. She is scantily clad, nonserious, and mains the Sniper Rifle. She constantly hits on Chris, who always stonewalls her, which I found absolutely hilarious. I was pleased to find after finishing the game that the developers had gone on record in saying that was indeed the case, she was intended to be an "anti-Jill." The plot is nothing special but I found it entertaining. The characters have fun banter with each other and the constant ridiculous plot twists were fun to follow along with, wondering what crazy thing will happen next.

Resident Evil Revelations is a fun, goofy rollercoaster ride that does not overstay its welcome. It does not reach the peaks of the best installments in the series, but I had a good time with it.

I liked this spin-off game from the main Resident evil games. All the adventures on the ship are 8/10, but the game sags a lot when you are forced to go through plot links outside the main location of the event.

Мне понравилась эта ответвление игры от основных частей Resident evil. Все приключения на корабле 8/10, но игра сильно провисает, когда тебя насильно заставляют проходить сюжетные связки вне основного места события.

A parte chata é quando tu morre pq tu tava olhando pra bunda da Jill

RE franchise drinking game idea: take a shot everytime the game gets horny or anime-like (i hate keith and quint)

Awesome!
Good gameplay, good story.

Bem melhor que o 5 e 6, porquê esse tem a essência do Survival Horror, o jogo tem um tom bem escuro nas áreas e os inimigos são feios e assustadores (principalmente os bosses) o que dá tensão em certas partes, e o chefe final é absurdamente difícil, mas com uma OST muito foda (acho que uma das melhores da franquia)

It’s a bit cliche and a tad cringe but aren’t all Resident Evils at heart

My least favourite re game. I thought it was boring most of the times and the only good moments in that game were Jill’s moments so yeah. However it has its bright sides too

I was enamored by the 3DS demo of this game when I was young, but I never actually bought the game. Finally getting to play it was cool, and it's definitely not a bad game, just very clearly a budget game.

Me gusta esta saga spin-off, especialmente por el modo asalto más que nada.

This was... well, it was special. I've seen people claim this is a 'return' to the classic survival horror roots of the first Resident Evil game, but honestly, they're full of shit. This game isn't awful, but man does it feel weird to play.

First off, how about some good things? The enemy designs in Revelations are awesome. The aquatic theme for the fucked up mutants in this game is executed really well, and I was pleasantly surprised with each new enemy. In all honesty, the enemy variety and uniqueness might be the best out of every RE game I've played so far. The aquatic theme also works alright for the setting. The cruise ship is a very distinct location, but it's hampered by issues I will mention later. Finally, the soundtrack is pretty sweet. The tune that plays at the end of each episode is a real earworm, and some of the music toward the end of the game really stood out to me as well.

Okay, now for the bad. The episodic format of the game isn't really bad, but the fact that you rarely play the same character for more than ten minutes at the time is jarring. It's cool that they wanted to tell a story via multiple characters at once, but it doesn't feel very cohesive, particularly since the story is not that good (though I do love the idea of Terragrigia and I think Veltro and the FBC v BSAA conflict are cool). The gameplay is also subpar. The gunplay doesn't feel weighty at all, the camera is kind of annoying, the Genesis, while somewhat engaging, is a pain to use half the time because it slows the pace of the game, and the level layout... oh boy. The Spencer Mansion in Resident Evil gets to be big and sprawling because you are constantly backtracking, so by the end of the game you know where you are at all times and how everything connects. Revelations bounces you between 4-5 locations, so the cruise ship doesn't feel familiar to you at any point. Getting around is confusing, particularly because the in-game map gives no indication of which room is which. It's a shame, because as I said earlier, an abandoned and adrift cruise ship is a promising setting for a RE game, but the disjointed nature of the game makes it ultimately pretty lame in practice.

In the end, I don't hate the game. Parker and Raymond are neat new additions to the RE character lineup, the story has some interesting ideas, and the enemies are memorable, but I have no desire to ever replay a game with such tedious gameplay.

I played Resident Evil Revelations on Playstation 4, and was absolutely blown away when I later learned it was originally a 3ds game. As a smaller spin off game perfectly captures the spirit of the base series with a fun new location of a cruise ship. The raid mode was a lot of fun and nice way to extend the playtime of the game.

Definitely my least favorite of the Resident Evil games I’ve played so far and the first one to just feel quite bland and tedious to me despite having decent potential and some great moments.

The good: aquatic horror setting and theming is fantastic with some genuinely creepy and creative enemy designs. I love the horrifying tube sucker thing that emerges from enemies’ mouths and latches on your head when you get grabbed. Combat can also be quite fun at times - functioning as a somewhat simplified version of RE5’s combat. I also enjoyed being able to mod weapons which allowed me to make an absurd 8000 dps magnum to use against the final boss (for reference standard pistol has around 300dps and the bolt action rifle has around 1300). This surprisingly didn’t destroy the balance of the game due to this sort of upgrade only being available in the last hour or so and the scarcity of magnum rounds. The final boss fight is also fantastic in this game. Definitely one of the most creative and difficult boss fights in the series - even with my illegally modded burst fire murder cannon.

The bad: this game switches back and forth between characters and settings 15+ times and it absolutely destroys the pacing of this game. The moment you start to feel immersed in the process of exploring the wonderfully creepy queen zenobia as Jill Valentine, you’re forced into a flash back with a different character or a largely on rails segment with Chris Redfield three days earlier or a cutscene featuring the inane banter and quips of two of the most annoying characters I’ve ever seen in a video game. (I can’t even be bothered to remember their names - Skeeter and Streeter or something. My best description of these two would be Jar Jar Binks meets the Property Brothers.) All of this switching back and forth is in service of the story, which uses these different character perspectives to set up cliff hangers and slowly reveal the details of the conspiracy surrounding the events of the game. None of this is particularly engaging and certainly not engaging enough to justify design decisions that disrupt the flow and pacing of gameplay.

The story in this game is generally serviceable but bland and pointlessly convoluted - bordering on nonsensical at times. The nicest thing I can say about the story is that it’s weird in a mildly interesting way. The story is a full on techno-thriller, and it was somewhat entertaining to see how this genre was applied to the lore of Resident Evil. Overall, however, the story was just kind of boring and at times kind of pretentious (the various inane allusions to Dante Alighieri), which is something I never thought I’d be saying about a Resident Evil game.

Can’t say id recommend this game even to Resident Evil fans. With other games in the series that are severely flawed like RE5 and RE0 there’s typically a few things they do that make them worth playing in spite of their flaws. This is definitely a functional game and one that’s weird and unique enough that there are probably some people out there that will love its idiosyncrasies, but these people are likely few and far between.


É até bom e a batalha contra o último boss é bem marcante, mas preferi outros saga e não tenho vontade de jogar de novo.

Pretty fun little game I'm just glad to get more Jill. The cruise ship atmosphere is cool but could have been better.

This game feels like the gameplay of RE4 faster paced and more poorly done. It benefits from a portable format be it Nintendo Switch or Steam Deck (played on the latter) since missions last 10-15 minutes usually. While the Campaign is what the majority of people will play and stop at, the Raid Mode is what I put much more time into, but with either mode I have many criticisms.

Campaign definitely feels like a mix of the RE1 and RE4 formula, though it feel like it’s a mixed bag. You start out desperate for ammo, but once you get further in you’ll be flush for ammo like other RE games. The mission structure made exploring the ship feel boring, since you'll keep being placed in missions in separate locations, while this mission structure seems to be there to keep the game digestible in short time chunks for its original portable platform. The map would benefit from more free-play, and the few pockets that the game gives you often have you exploring a very large map and spending much of that time just walking from one point to the next to try and unlock the door with a new key. With this game leaning more into the arcadey gameplay you see in a game like RE4/5, I would have preferred they condense the map.

The controls closely mirror what you have in RE4/RE5, with quick turning and easy access to the knife. You can target body parts like the arms or legs to stun or make an enemy falter. I did have fun being able to target the legs and finish enemies off with the knife, the game definitely encourages using these mechanics as it will often give you arenas full of zombies, where crowd control becomes a major game mechanic.

One of the mechanics the game pushes the player to use is the dodge mechanic, which feels very inconsistent in practice. Sometimes I would dodge without doing press the required combo, while other times I would take a hit even if my timing felt perfect. This could be down to the fact that dodging requires a left stick + A button combo, and I feel like moving dodging to one button could solve this problem.

I know the bare basics of the RE story until this game, so the story of this game was what I was expecting, which was cheesy action drama. If you played RE1 you’ll see a lot of the same story beats. It's goofy and cheesy, though the voice acting is charming in that sense.

Raid Mode is similar to the Mercenaries mode of previous games in the series had at this point, but with more focus on the custom weapon parts system. You get a list somewhat linear missions to do, and you’re scored based on stricter criteria, such as damage received, whether you kill all enemies, and if you complete it below the recommended level. These bonuses aren’t necessary, but the change from a score based system to a leveling system makes replaying missions feel tedious. Since you'll often play one or two levels that reward generous BP, it can be frustrating to get the bonuses as enemies can be difficult to react to (infected fish) or are placed such that you need to know they're there if you don't want to take damage. The poor dodging system is especially frustrating here, since there are enemies that can (and WILL) one tap you if you can't outmaneuver them or manage to trigger a dodge. Some of the longer missions with spongy bosses are especially guilty of this issue.

Completing missions gives you BP, which lets you buy new guns, upgrades, and refills on equipment. What annoys me is that you have to purchase more ammo for your weapons before missions, which feels really restrictive since it often reduces much of the BP profit you earn. While there’s plenty of ways to save ammo by means of integrating melee and focusing fire on legs, it doesn’t help enough for some builds and can leave you scrounging for any ammo. Starting the player off with at least half ammo would go a long way in encouraging replaying in spite of mistakes or losing missions.

It's worth noting that I played the Raid Mode solo instead of co-op so I can't talk about how the mode works with teammate weapon parts. This mode definitely feels more geared towards co-op than solo, since many levels that involve gauntlets of enemies that swarm you, and even when using high-level gear and using KB+M it feels like a nightmare to try and get bonuses for no-damage. This bonus seems more feasible with a co-op partner, so take that as you will. I finished Chasm Mode but didn't finish Trench since it felt like a slog to play through.

The gun part system seems like it was intended to make guns feel more powerful over time, but in the 7 hours i spent on Raid Mode it felt very lackluster and I didn't feel like they were doing anything meaningful for my gun. The system in the Campaign did this much better, you actually felt like each attachment made a notable change to the behavior of your gun, whether it be burst fire, charged shots, or just fire rate.

While I enjoyed parts of the game that embraced the arcadey feel and let you experiment with how to tackle enemy encounters, it feels very unremarkable in a lot of places in both the Campaign and the Raid Mode, it felt derivative while introducing new mechanics and ideas that don't work well with the gameplay of the game. It feels middle of the road in that sense for my rating, not terrible, mostly competent, but falls short in many aspects.

Is it weird to say Rachael is kinda hot?

Note: The swimming sections are awful bro.... the rest is pretty good though