against all odds, i squeezed in multiple matches today on PC. i wasn't able to find anyone to link with for its admittedly interesting 4 survivors mode, but i managed to squad up with a few intrepid brazillians and was subsequently able to access a lot of regular team match games. team match is split into two playlists: there's one mode that's essentially permadeath, and there's a mode which rotates missions for your team to carry out successfully in which you have infinite lives. all of my experience was with the latter. as a result it's difficult to tell if umbrella corps is actually capable of living up to its tactical shooter billing, but my strong impression is that it isn't, which is why most of its extremely sparse, sporadically active community prefers the multi-mission mode. the game is so brisk in pace and so homogenous in its weapon selection that stopping for even a second to pretend it's truly tactical would be dishonest, radial menus rife with commands be damned. the modern warfare xp progression system similary disincentivizes even the slightest pretense of strategy here since you recognize you'll be locked out of some interesting tools for a while, and it won't be an even playing field while you're out there.

but as a scuzzy and unsanitized arcade deathmatch...it's honestly a good time. detach yourself from the nightmare unity engine vibes and what you find is a PVP/PVE title in which every map does its utmost to replicate the skin of your teeth scrambles inherent to rust in modern warfare 2. every map is small, cluttered, and anarchic, and the multi-mission mode is structured around completing various objectives in these cramped locales within short three minute windows. sometimes it's a traditional deathmatch; occasionally, it's oddball with briefcases; sometimes it's collecting DNA samples from UC's repertoire of enemies, pulled from all corners of the resident evil world, and from time to time you'll be playing king of the hill. it's a roll of the dice every time, but it's varied enough in these offerings to keep things exciting. getting used to the wildly shifting perspectives and claustrophobic field of view is arguably the toughest adjustment, but it effectively complements frenzied close-quarters skirmishes, arguably makes this one of the only third person shooters i've played in which toggling which over-the-shoulder perspective you resort to is important, and denies you an ease of environmental legibility which would reduce tension. it's impossible to overstate just how quickly you move in this game; even crawling prone is faster than crouchwalking in some games. my favourite implementation here is a jammer auto-equipped on each player. while the jammer's active, the zombies present in a level will ignore you, but if you take enough oncoming damage to break the jammer, every single one of those NPC enemies will start descending on you at once. it's insane. i kind of feel like multiplayer games forgot to have decent soundtracks over the years too, so it's nice to revisit all of these recontextualized locales from past entries and listen to some throbbing tunes. just running around the village from RE4 with my bizarre sci-fi ice axe and parrying opponents who try to swing at me with their bizarre sci-fi ice axe. lovely.

it remains a highly difficult game to recommend because there are basically only ten people, if that, left playing it...similarly, its single player mode is in shambles, existing as nothing more than repackaged multiplayer mechanics absent of the mayhem other players can provide. i like it though. it just needs like, thorhighheels level clout to have some form of multiplayer renaissance. that's not my job, it's his.

Reviewed on Sep 15, 2022


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