Log Status

Completed

Playing

Backlog

Wishlist

Rating

Time Played

--

Days in Journal

5 days

Last played

February 8, 2023

First played

January 28, 2023

Library Ownership

DISPLAY


This review contains spoilers

It's great they tried something unique for this game, and it does have a few good puzzles tied to it, but the partner system just...doesn't work with Resident Evil's item management. There's one point in the game where it prompts you to send Rebecca through a shaft, so you think "well I'll give my good weapons and healing items to Rebecca to deal with whatever's on the other side", but then she gets into a spot of trouble and you're forced back to Billy to go save her.

Each character also only has 6 item slots, and you have to make sure you have weapons and healing items on both at minimum, so key items have very little space. Oh at least 2 guns and 1 key item take up 2 full slots.

There's also no item boxes this time, instead opting for the ability to drop items anywhere. This means way more backtracking than before.

It all just leads to experience that's really messy overall and would have been better as a generic Resident Evil experience. And a generic Resident Evil experience it would be. The train is pretty cool, but after that short opening section, the locales seen in this game feel way too overly familiar by this point.

It still has a lot of the good points of the classic RE formula, like satisfying puzzles and good use of camera angles. I just think the way they've put it all together in this game doesn't standout at all, and the one thing this game does to stand on its own 2 legs actually makes it feel worse.