PC Gamer

Which Resident Evil game is best? We’re eating away at our own brains to give our verdicts on some of PC gaming’s most beloved series, including Dark Souls and Mass Effect.As the series that popularized the survival horror genre, Resident Evil has attempted to sustain its hold on the elusive zombie shooting crown since its inception in 1996. Suffice it to say, Resident Evil hasn’t maintained a keen, constant rule over the genre, blasting further off into bizarre, convoluted lore dumps and Matrix-worthy action sequences as the series grew in scope and ambition. Through reinvention after reinvention, Resident Evil games may not always be great, but they’ve always been fascinating, curious objects. And it’s because of that wild experimentation that Resident Evil still has a firm grip on us, redefining the genre and forcing the entirety of game design to respond—hell, Dead Space was going to be System Shock 3 before Resident Evil 4 came out.While they may have arrived shuffling and moaning and hungry for anti-aliasing, most of the main series Resident Evil games has been available on the PC at one time or another—sorry, Code Veronica. So, for players new and old, we’ve reflected on the series highs and lows, and ended up with a true, inarguable ranking for the series that cannot die.Now, in ascending order...

Resident Evil: Operation Raccoon City

Developed: Capcom, Slant Six Games Published: Capcom2012

James: We don’t talk about Operation Raccoon City. In our review, Jon Blyth puts it lightly, saying, “The good stuff is all swaddled in that weak gunplay, an annoying automatic snap-to cover system, and moments like the Birkin-G battle—a fight so poorly communicated and unfair that you'll wish computer mice still had balls, so that you could rip out your mouse ball and chew it while slobbering all over yourself.” The “good stuff” is just the setting and familiar characters, the implication of Raccoon City’s ideas and ambitions wrapped up in a cozy Resident Evil blanket. But clearly, due to godawful controls, a smattering of port hiccups, and poor design, we hope Operation Raccoon City never rises from the dead.Samuel: This was one bad fanfiction idea turned into a disastrously boring shooter. Played alone, the friendly AI is terrible, the links to Resident Evil 2 are tenuous and your squad of faceless nobodies belongs in the bin. Junk. 

Umbrella Corps

Developed: Capcom Published: Capcom2016 

James: This game doesn’t have to be this low on the list. This could have been avoided. During several preview events PC Gamer’s Tom Marks expressed genuine interest in Umbrella Corps as an interesting competitive shooter that didn’t lazily assume the competitive deathmatch template and throw it in a thin Resident Evil diegesis. Zombies roam each map, and they don’t attack you outright, but by disabling other players’ magic zombie repellant devices, you can send the horde after them—a novel idea, I think. But for god’s sake, the PC version launched with mouse controls that were straight up broken. On the PC, that’s a huge chunk of your userbase, and for most players, unforgivable. 

Resident Evil 6 

Developed: Capcom Published: Capcom2012James: Fuck this game. The media [looks into mirror] cycle for Resi 6 had me believing it would be the most complete game in the series yet, ticking the horror, action, and lore boxes alike for everyone. And it did. The campaigns themselves are varied and pretty from afar, and playing as characters from all over the nonsense Resi timeline is some kind of cool, but the controls gut everything good about RE’s over-the-shoulder design ethos that worked so well in 4 and 5. The guns feel like pea shooters in comparison to previous entries and character movement is suspended somewhere between a full blown Gears of War third-person shooter and the original static stop-and-shoot design of Resi 4.

It’s so terrible a half-measure that the slightest potential for feeling unease is rendered inert. The tension boils and burns into a blackened, sour paste once you learn how to roundhouse and suplex and dive into a supine militaristic shooter stance on command. Sure, you could kick and suplex in Resi 4, but never with such reckless abandon. Where’s the horror and disempowerment in being a damn spec ops ninja demigod?

Samuel: I accept it's a bloated game, and the Chris campaign is particularly bad, but its combat—once you learn the full spread of abilities available to you, which the game does a terrible job of teaching—offers a lot of scope for player expression and fun acrobatics. Problem is, no-one really wanted a Resident Evil game to be about those things, so I understand the criticism Resi 6 got. I have a certain fondness for its Mercenaries mode, though, and wrote about it some time ago. A reboot needed to happen after this. 

Resident Evil: Revelations 

Developed: Capcom, Tose Published: Capcom2012 (PC, 2013)James: Revelations was most potent on the Nintendo 3DS, but blown up on the PC years after the fact, the absence of novelty leaves its shortcomings out in the open. The environments feel small, empty, and static. Enemies are simple-minded and appear in smaller groups than Resi 4 or 5, which turns combat into an intimate affair, sure, but without the crushing threat of numbers, encounters rely more on surprise than stress.

It doesn’t help that Revelations’ opening moments take place on a beach where your first threat arrives in the form of beached fish blobs. Survival horror. Revelations isn’t a terrible Resident Evil game by any means, but a very rote and restrained one, especially on the PC.Samuel: It felt like an attempt to merge the design fundamentals of old Resident Evil with Resi 4 controls, and yeah, its handheld origins are apparent. For completionists, it's nice that this made its way to PC, but it's surely nobody's favourite entry in the series.

Resident Evil 5 

Developed: Capcom Published: Capcom2009

Samuel: I would place this one higher, but the default game doesn't come with splitscreen co-op—and that's the lifeblood of Resi 5 on consoles. You can mod it in, though.James: I understand your pain, Sam, but thanks to the magic of the internet, I finished Resident Evil 5 in one prolonged, disgusting, burger-fueled sitting with a Florida-based friend. It’s definitely not designed to be played so quickly, but off the tail of Resident Evil 4, one of my favorite games of all time, how could I not? And I’m glad I did, because swallowing such a chunky, bitter videogame pill means I felt everything Resi 5 had to offer, all at once.Resi 5 feels like a string of Resi 4’s most intense set pieces—the village scene, or cabin attack—one after the other, and with a co-op friend no less, but devoid of the horror or intrigue that made its predecessor so memorable and strange. Coupled with a shallow, troublesome depiction of Africa and a story that eventually went full anime (which may work for some people), Resi 5 fell flat for me and I haven’t returned to it since. It has some of the best combat in the series, but so too a very leaky heart.Tim: My strongest recollection of this one is not hating the fact a lot of it takes place in startling sunshine (which seemed like quite a bold idea for a largely risk-averse series), quite liking the Sheva Alomar character, and the sharp intake of breath people in the office took as we arrived at the section I can now only think of as ‘Problematic Village’ for the first time. Without wishing to reopen that debate, I do wonder what Wired’s tame anthropologist would have made of that part if they’d played through to it. Still, on action alone, I still think it’s one of the better entries.  Samuel: Yeah, a lot of those criticisms are spot-on. I was also a fan of Sheva, even if Resi's characters are more shouting props than characters in the traditional sense. Chris and Sheva's interactions are quite pleasant—an underrated bit of camaraderie in a game. There are many less good design ideas in Resi 5 than Resi 4, but it's a far better representation of its influence than Resi 6 is. Wesker is so much fun in this one, too. Didn't they make him British to make him more evil? I love that so much. 

Wes: Seven minutes. Seven minutes is all I can spare to play with you.

Resident Evil Zero

Developed: Capcom Published: Capcom2002 (PC, 2016)James: Resi Zero was actually my first Resident Evil game. It greatest strength is nailing the trademark tension and helplessness of the series, tank controls included. Switching between Rebecca and Billy divides the zombie survivalist tension further, and I dig the opening train scene for its suffocating, slow introduction to the new characters and intense, timed finale.But when I try to remember nearly anything else about the game, I go blank. There’s another mansion, some levers, and more zombies as expected, but this time they’re riddled with massive leech monsters. In 2017, the zeitgeist has long since moved on from leeches as an immutably horrifying concept. They’re slimy and dark and small—get over it. It’s a good Resident Evil game, but far from the most distinct or memorable.Tim: I instantly disliked Billy. Between his session musician haircut and awful tribal tattoo, he wasn’t the kind of hero you warmed to. The convicted war criminal background (he’s a marine framed for failing to carry out a massacre) wasn’t exactly relatable either, but then that’s hardly been Resi’s forte. I also recall Resi 0 as being the my final point of departure with anything like a grip on the Umbrella meta plot. Like, why is Dr Marcus keeping all those leeches up his skirt?

Still, the character-switching between Billy and Rebecca added something to the puzzling, and the initial setting was pleasantly claustrophobic, in a vaguely Horror Express kind of way. Unfortunately, the fact the game later decamped to a more conventional haunted house, which I’ve now almost completely forgotten, only underlines Zero’s unremarkable status as sawdust in the Resident Evil sausage. 

Resident Evil 3: Nemesis 

Developed: Capcom Published: Capcom  1999 (PC, 2000)Tim: My incipient dementia means I’m struggling to remember some of these, but I do recall at the time thinking this might be my favourite Resi, simply because it gave Jill Valentine an assault rifle to begin with. (I should caveat that by saying only if you choose easy mode, which apparently younger me did.) In any case, being able to go weapons free on the coffin dodgers from the outset was sweet relief if, like me, you had taken to micromanaging ammunition reserves to a pathological level. Invariably, I’d ended the previous two Resi games with an inventory stocked full of every type of round in the game, only to discover that besting the final boss didn’t require half of it.Resi 3 also gave us its eponymous antagonist, the unkillable Nemesis which would rock up at inopportune moments as you explored, terrifying players with its poor dental work and gauche taste in gentlemen’s outerwear. Upon arrival, the Nemesis would usually hiss “STAAAAAARS”, presumably identifying the prey which it had been programmed to relentlessly track, but perhaps also complaining about the quality of actor he’d be expected to share screen time with in the 2004 movie Resident Evil: Apocalypse. For bonus cringe factor, revisit any of the dialogue spoken by Umbrella’s hired merc Carlos Olivera. The character’s Mexican accent is delivered by voice actor Vince Carazzo, who as far as I can tell is very Canadian. Usual shonkiness aside, being in Raccoon City before and after the events of Resi 2 was cool, and I maintain this should be higher on the list but for the fact no-one else on the team seems to recall it.Joe: After playing the original Silent Hill in early 1999, I went into Resident Evil 3 with a degree of misplaced confidence. Against the Resi series' B-movie-like framing, Harry Mason's debut outing offered a different kind of horror in that this was the first proper psychological horror game I'd ever played. Dealing with twisted and unscrupulous characters that seemed so much worse than Wesker and Birkin, switching between alternate dimensions, and laying waste to some of its gut-wrenching bosses really affected me, and ultimately caught me off-guard. I therefore entered Nemesis thinking I knew what to expect.And for the most part, this was the case. It had slow moving and predictable zombies, overpowered weaponry, and ridiculously incongruous mix-and-match puzzles in a similar vein to its forerunners. Nemesis was clearly the biggest threat and even then felt like a slightly beefed up version of Mr X/T-00 from Resident Evil 2. Like its predecessors, Resi 3 also had the familiar area-loading door opening animations which I'd come to understand kept me safe from whatever horrors I'd left behind in previous zones. In trouble? Run to the next door and leave your woes at your back.This, of course, was not the case in Resident Evil 3. For the first time, enemies—namely Nemesis—could follow you into new areas in a bid to continue the hunt. In the case of Nemesis, it would burst through gates and doors with such force I swear the animations gave me nightmares hours after playing. Sure, Jill was equipped with an assault rifle from the off—but this only meant she was expected to use it. One simple change to the Resi formula suddenly made the third series entry one of the scariest horror games I'd ever played at the time, and left me with one of my fondest, scariest videogame memories to this day.  

Resident Evil: Revelations 2 

Developed: Capcom, Tose Published: Capcom  2015James: Revelations 2 is the most underrated game in the series, easily. It embraces Resi 4’s overwhelming combat scenarios and expressive arsenal, then chucks it in a B-movie Resi best-of on a wacky, weird prison island. Even better, the co-op play requires genuine cooperation, pairing off a traditional, fully equipped classic RE character, Claire Redfield and Barry Burton, with a much more helpless partner—a teen and a child. By using a flashlight and brick-chucking they couldn’t headshot monsters, but could stun and distract them to thin out the pack. Hell, Moira could be an unrigged crash dummy as long as she got to keep her precious, precious dialogue. “I mean, what in the moist barrels of fuck,” is classic Resi if I’ve ever heard it.Revelations 2 also did the episodic structure justice. Episodes released a week apart, a somewhat artificial way to breakup the game since it’s safe to assume the whole thing was content complete, but having a new two-hour cooperative Resident Evil romp every week for a month was a delight. It didn’t just occupy my mind for a weekend—I was arrested for a month, by hokey mix-and-match supernatural monsters and dopey (but lovable) characters no less.It wasn’t the series’ peak in level design, puzzle design, or storytelling, but it’s definitely the most self-aware and digestible, a comparably light-hearted survival horror tour through Resident Evil’s most endearing traits—up until that point, at least.

Resident Evil 2 

Developed: Capcom Published: Capcom  1998 (PC, 1999)Tim: A really important entry in the series. Expanding out from the original’s mansion setting to take in the actual zombie apocalypse happening in Raccoon City was smart, if obvious. Less  obvious was the decision to craft two intertwining stories for players to hop between. The excellent pairing of rookie cop Leon S. Kennedy (tough day on the job) and Claire Redfield, the sister of missing S.T.A.R.S agent Chris fromm the first game, feels very much like classic Resi. In the same way that Romero’s “of the Dead” sequels expanded from the low-key original, so Resi 2 was a more widescreen, big budget take on the survival horror concept. As soon as you saw police stations littered with the remains of dead officers, it was clear the ante had been upped substantially. The notion of trying to escape from a city collapsing around you gave players the perfect sense of dramatic impetus, while at the same time providing the designers plenty of room to fill in the story with that sweet Umbrella lore. Director Hideki Kamiya would go on to make Devil May Cry, Okami, Bayonetta and later form PlatinumGames. Plus block a bunch of people on Twitter.Samuel: I was 12 when I convinced my dad to buy this for me on CD-ROM, and yeah, it felt like a more complete version of that original idea with better protagonists.

Resident Evil 7

James: Jack Baker is my new daddy. He’s the freakiest, goofiest horror game antagonist out there and I love him even though he’d like to put a shovel through my head. Can't blame him. It’s all in the name of family, which is Resident Evil 7’s beating heart. I absolutely love the Bakers, a bundle of southern cliches and horror archetypes filtered through Resi’s videogame campiness.

Resident Evil has always been a self-aware take on the zombie horror subgenre, but Resi 7 extends that reach to the horror as a whole, touching on The Texas Chainsaw Massacre, Saw, and The Ring for inspiration. As a big horror soup, it works, mostly because the Bakers are most realized monsters from the entire series, and the vast majority of horror games in general. When Jack bursts out of a wall and calls you by name, or when Marguerite coughs up another swarm of zombie bees, it’s funny, but it’s also really damn scary, especially given the fidelity of each character model. You can see their expression from far off, and guess what? That smile isn’t a good sign. 

For the first two-thirds of the game, the family terrorizes you in their own special way, leading you through a different section of the Baker property, gating progress with surprisingly classic tools like keys and bizarre shadow puzzles. It’s all so incredibly old school, yet set against the highly detailed backdrop of the Baker property, it feels new again—a perfect soft reset for the series.

The enemies could be more diverse, extra modes felt cordoned off and held back for DLC, and when the Baker family disappears two-thirds in, so does every ounce of the game’s charm. But despite its lopsidedness, Resi 7 is a bright signal light for the series. For the first time in a decade, I can’t wait to see where it goes next. 

Tim: Here’s the thing that’s really stunning about Resident Evil 7. How many series of this size have survived such a total reinvention, whilst winning over the critics, and without sacrificing what made players fall in love with the idea in the first place? It’s got to be almost none. And yet Resident Evil has now pulled that trick off twice, first with 4 and now with 7. Interestingly, at a GDC talk given by director Koshi Nakanishi, he split the first six games into two trilogies. The clear suggestion being that 7 could be the start of another. I certainly hope so. 

Nakanishi also said he wanted to reinvent horror gaming, and make Resi as synonymous with excellence as The Dark Knight is for superhero movies. Judge for yourself whether they hit that goal, but they certainly took the inherent promise of first-person horror games like Amnesia and Outlast and ran with it. Resi 7 is a game that’s so tense to play—especially the first time—that after tough sessions I found myself stressed and snappy. Creating a supporting cast that’s so instantly, disgustingly iconic as the Bakers is also no mean feat. I can’t wait to see where Capcom goes next with it. 

Resident Evil / Resident Evil HD Remaster

Developed: Capcom Published: Capcom  Original: 1996 | Remaster: 2002 (PC, 2015)James: It may be unfair for an arbitrary list article like, say, this one, to combine the original Resident Evil with its remake as one entry, but the legacy of the original was only strengthened by such a stellar update and subsequent PC release. I have fond memories of the original game, and its restrained combat, resource management, and puzzle design are still sensible and fun today—the tank controls are even endearing after some practice.The REmake, as it’s commonly referred to, updated the original’s cheeky horror with a complete facelift and the omnipotent threat of Crimson Heads, nearly unkillable zombies that ‘wake up’ after being incapacitated, and can chase the player throughout the entire world. In the original, zombies couldn’t even follow you from one room to the next. None of these additions compromised the vision or design of the original, instead building out what I imagine Resident Evil’s original team had in mind. It’s one of the truest remasters out there, and one of the best survival horror games ever made.Samuel: I'm delighted Capcom brought the GameCube remake of the first game to PC. Its pre-rendered backgrounds have aged incredibly well, and the choice of colour palette is lurid but gorgeous. Since this specific type of survival horror game essentially died out after Silent Hill 4 and then the Forbidden Siren games, it's not like it's been surpassed in the meantime by better games. I hope the Resident Evil 2 remake follows this exact template.Wes: I was amazed by REmake when I first played it on the GameCube so many years ago—how could a game look so good!?—and amazed again, years later, at how much atmosphere it still has. The mansion is so moody, the art and lighting sell it as a real place. A twisted, sometimes goofy, sometimes horrifying place. Those pre-rendered backgrounds aren't just for show: they're so artfully done, they help frame how you play Resident Evil, conveying the sense that you're an intruder in this place, always creeping and on edge, being watched from weird angles. It's maybe the only use of tank controls in gaming that I like, thanks to that marriage of theme and function.There were always little things to unnerve me, whether it was footsteps echoing through an empty room or a giant fucking zombie shark leaping out of the water to bite me in half. I swear I almost jumped out of my skin.

Resident Evil 4

Developed: Capcom Published: Capcom  2005 (PC, 2007)Samuel: This might be the most masterfully paced action game ever created. There are so many clever ideas in Resi 4 that make fleeting appearances, before being cycled out for others. A giant statue coming to life and chasing you through a hall, for example, or a lake monster which kills you before the boss fight if you shoot the water, or frightening enemies that work according to sound, or the Regenerators which you can only kill by sniping their organs using a heat sensor. It's wild and remarkable—there is no other modern game like it. It reinvented third-person shooters, perhaps by accident, with its placing of the camera over Leon's shoulders. It's spectacular. I even like the dumb story and dialogue. Resident Evil 4 is not really scary for extended periods of time, but it is constantly atmospheric.James: It took me six months to finish Resident Evil 4. (To be fair, I was a skittish teen.) Like Sam explained, it’s full of surprises, both in terms of what it’s squirrelling away and in its surprising, intense combat design. But it’s the surprising intimacy of the combat that really shook me. The villagers aren’t particularly scary on their own—they’re just rural folks, but it’s their humanity, their implied cunning and relatability, that makes them so terrifying. And when they roll in by the dozens from every angle while you frantically try to climb a ladder or board up a house, it’s impossible not to feel the implication of that cunning. They overwhelm in numbers, but being able to see the whites of their eyes and hear their chatter turn them from brainless bullet sponges into something real—sometimes too real. It’s a miracle that despite Resi 4’s trademark campiness and the fact that scythed parasites explode from the enemies’ heads that it still retains such a taut, tangible sense of unease.Tim: I got to play the game for a few minutes when it was first unveiled at a Capcom event in Vegas, and even in that brief time it was clear that this was a complete reinvention. More importantly, it immediately felt right. A bold evolution that retained the spirit of the original but was bursting with fresh design ideas. The biggest testament to Resi 4’s brilliance is how much time I spent replaying it, which I never bothered with the others, just because that combat—knee-capping gibbering villages as they shambled towards you with farm implements!—felt so perfect, even after the credits had rolled multiple times. Perhaps Resi 7 will be a similarly dramatic reinvention, but Resi 4 will remain one of the all-time classics, and a high watermark it’s hard to see the series ever hitting again.Wes: I'll leave you with this.

Resident Evil Revelations 2

I'm playing as psychic girl Natalia when an orange glow turns red. This is a problem. It means one of the enemies she detects at a distance has seen me, even though I'm crouchwalking and according to video game law should be undetectable. Natalia can brain enemies with bricks but I'm all out of those, so I tab over to the other character, Barry Burton. The walking meme generator who's been appearing in Resident Evil games since the first readies his signature Magnum, but can't see what Natalia saw—it's an invisible glasp, a slack-skinned flybeast that appears out of nowhere to one-hit kill you then open its belly and rain larvae on your corpse. I take aim, trying to remember exactly where it was. Natalia points and as I open fire shouts “More left!” and “Higher!”

Later, playing as two other characters – Resident Evil 2 survivor Claire Redfield and Barry's daughter Moira – I hear the buzzdrone of another glasp approaching. But this time I don't have a psychic girl to point at it and all I can do is spray wildly, wasting bullets that are as precious and rare as good Resident Evil games.

Resident Evil: Revelations 2 was overlooked when it came out in 2015. It was a sequel to a spin-off made for the 3DS, although it doesn't continue that story and is by Resident Evil standards pretty self-contained. Also, it was episodic, and like every episodic game that meant it attracted the usual shouting about how unfair its pricing was. Which is a shame, because Revelations 2 is one of the best Resident Evil games there is.

While Resident Evil 4 reinvented the series as action, the Revelations games stepped back toward survival horror. Ammunition's scarce and you're forced to use dangerous tactics to conserve it. In Revelations 2 that means character-swapping. Natalia's ability to see monsters through walls makes it easier for Barry to sneak up and stealth-kill them with his knife. Moira uses her torch to blind zombies so Claire can kick them down, before Moira jumps back in to crowbar their heads like ripe fruit. Against lone enemies these are solid plans, but against groups things easily go wrong and then you're overwhelmed and wasting bullets. 

Having four main characters works well with the B-grade horror movie tone that Revelations 2 evokes. The bigger the core cast of a horror movie, the less likely they all are to survive it. Each of the four plays into an archetype horror role: the protective father, the hardened survivor, the panicky teen, the spooky girl (she even dresses like one of the sisters from The Shining). It's B-grade in the best possible way – schlocky but well-written, especially for Resident Evil. It recasts Barry's badly translated one-liners as lame dad jokes, and contrasts them with his daughter's dialogue, peppered with inventive swearing. When she responded to a situation with “What in a moist barrel of fucks?” Moira became my favourite character.

That situation? Being trapped on a prison island off the coast of Russia by a woman calling herself The Overseer, who performs bizarre experiments on her captives. It's a bit Code: Veronica, a bit Cube. The Overseer is turning the locals into zombies, creating mutants, and bringing outsiders in with collars on their wrists that track their fear levels while she subjects them to a meatgrinder of puzzles and setpiece battles like, well, a sadistic video game designer.

What in a moist barrel of fucks?

Moira Burton

Though it references the convoluted backstory of the series, with a Wesker showing up and jokes about the dialogue from the original game, Revelations 2 stands independent from most of that stuff. It doesn't bog you down in exposition about which strain of the T-Virus got loose this time or which local franchise of the evil Umbrella Corporation is responsible for it all. Each of the four episodes is split into halves, each played as one character pair, beginning with a “previously on” and building to a daft cliffhanger. It finishes when it should, and climaxes with an extremely over-the-top boss fight that brings together every glorious cliché the series has built up over the years, from last-minute helicopter rescues to red barrels full of explodium.

Screenshot via Steam user Moon_Shine.

However, you only get that all-action climax if you're on track for the good ending. I'm going to spoil how the endings work now, so skip ahead a paragraph if you want, though I think you'll enjoy the game more knowing how it works up front. Revelations 2 has two endings, and the bad one's not just bleak but abrupt in the way that makes you feel like you're being punished for playing the 'wrong' way.

At the end of episode three you choose whether Claire or Moira kills Neil, the fellow survivor who betrays you because there's always one. Claire had a crush on Neil and feels especially deceived, so letting her finish him would nicely tie that up – but that's how you get the bad ending. Instead Moira, who hates guns, has to overcome her feelings like Reginald VelJohnson in Die Hard and shoot Neil in the head because guns are actually very good, I guess?  

That misstep aside, Revelations 2 is everything you want from survival horror. Regular horror is all about fear, but survival is more about tension. Most of the enemies are barb-wire zombies or shambly twitchmen, and they're not what's really worrying. Having to crowbar open a door with Moira while Claire protects her, and realizing you don't have any molotovs or shotgun shells left—that's what's frightening. Recent Resident Evil games turned their heroes into unstoppable machines able to punch through boulders, but Revelations 2 dialled it back. With restricted locations and survival horror as its focus, Revelations 2 feels like it was pointing the way towards Resident Evil 7.

Raid mode is a worthy successor to Mercenaries, with RPG leveling and tons of unlocks.

Even though the combat's not over-the-top it's still great, with enemies who can be stunned or hit in weak spots or blasted right out of the air when they leap. Pin-point aiming is possible because for once the mouse-and-keyboard controls work as well as a controller, unlikely as that seems in a Resident Evil game. Plus there's a proper dodge button rather than the mad situational dodging the previous Revelations had, which worked entirely at random. 

And like Resident Evil 4 with its Mercenaries mode there's a way to keep enjoying the combat after finishing the story: Raid mode. Presented as a virtual simulation created by the Red Queen AI, it transforms Revelations 2 into fast-paced pure combat, playable alone or in co-op just like the campaign. There's a stream of unlocks and upgrades to keep you going and for some reason they appear as vinyl records that have to be plugged into a jukebox between missions.

Yet that's not the weirdest thing about it. No, the weirdest thing is the emote system, with a range of actions, commands, and dance moves that mean you can finally see Barry Burton dance the robot. And that's the other secret best thing about Resident Evil: Revelations 2. 

The master of robotics.
PC Gamer

Remember Me Bundle

As is their wont, the chaps behind the latest Humble 'Massive Publisher' Bundle have made it that bit sweeter, adding Resident Evil 4 and Remember Me to the Capcom Bundle, which was already tempting.

You'll have to beat the average (currently $9.07) to net them both, alongside Resident Evil 5, Resident Evil Revelations and the excellent Devil May Cry reboot. Fork up $15 and you'll also get the Untold Stories DLC for RE5, plus Street Fighter 4.

If none of those appeal, paying just $1 gets you Strider, Resident Evil Revelations 2, Lost Planet 3 and Bionic Commando Rearmed. Phew! I've lost count of the amount of games I've picked up in bundles that are gathering virtual dust in my steam library. Still, it's worth it for all the times I've had a random urge to play something and discovered I already own it.

The port of RE5 was a massive improvement over the initial release of RE4, but this looks like 2014's improved HD re-release. If like me you've never actually played any of the games in the series, this seems like a good opportunity to jump in. Remember Me is also worth checking out: its time travel mechanics inspired the same team to make Life is Strange—the final episode of which came out yesterday.

I love how everything about the humble bundles over the years has got less and less humble. It's kinda hard to be when last year you raised $50 million for charity alone, and goodness knows how much more since then given their relentless expansion. Not that I'm complaining: everyone seems to be winning.

PC Gamer

Capcom still has a pretty good hit rate, and that's why the latest Humble Bundle is so appealing. It discounts many of their recent hits including the DMC reboot, Ultra Street Fighter IV, and *cough* Resident Evil 5, offering them up for practically nothing. On top of that, the $1 tier is the best I've seen for ages. Chucking a single simoleon Humble's way will get you Strider, the first episode of Resident Evil: Revelations 2, Bionic Commando: Rearmed, and Lost Planet 3, which isn't quite as bad as people like to make out.

You might want to beat the average to get Resi Revelations 1, DmC, Resi 5 and some other, unannounced games. You might want to stump up $15 for Ultra SFIV and some Resi 5 DLC as well.

And, if you're a repeat Humbler, you might want to keep an eye on its upcoming monthly subscription program, which will offer a new set of free games every lunar cycle.

Resident Evil Revelations 2

After much wailing and gnashing of teeth, Capcom has announced it will implement split screen co-op in Resident Evil: Revelations 2 for PC. Better still it's accessible now, if you don't mind opting in to the open beta. The patch will also address some reported performance issues, according to a Capcom representative posting in the Steam forums

The mode's unexplained absence caused a kerfuffle last week, resulting in refunds being extended. That was probably a wise idea on Capcom's part, since it was initially listed as a feature on Steam, though the official line post-launch was that the mode was cut "to ensure a stable user experience across a variety of different PC settings and devices".

Whatever the case, it's coming. The current open beta is missing some menu options and UI elements, as well as support for non-XInput controllers. You can learn how to access it over here, or read our review over here, wherein we describe it as a "so-so start". 

Resident Evil Revelations 2
NEED TO KNOW

What is it? First of a new episodic Resident Evil.Influenced by George A. Romero, itselfAlternatively Resident Evil 4 Ultimate HD Edition, 85%DRM SteamPrice 5/$6Release Out nowPublisher CapcomDeveloper CapcomLink Official site

Resident Evil has gone episodic. I m not really sure why, but it s good to see Capcom experimenting with a series that has, let s be honest, lost its way. The first episode of this Revelations sequel, titled Penal Colony, is out now on Steam, and for 5/$6 you get about two hours of decent, if not mindblowing, Resident Eviling.

In the first half of Penal Colony you play as Claire Redfield, returning in her first starring role since Dreamcast favourite Code: Veronica. She s joined by Moira Burton, the foul-mouthed teenage daughter of series mainstay Barry. Y know, the one with the beard. Set in a gloomy asylum that wouldn t look out of place in a Silent Hill game, the pair work together to escape the clutches of, well, whoever trapped them there.

You can hit the Tab key to switch between characters. Claire handles the guns and a knife, while Moira lights the way with a flashlight and can whack zombies with a crowbar if she has to. As Moira you can stop zombies in their tracks by blinding them with her light. As Claire you can sneak up on them and kill them instantly.

Babysitting another character could've been frustrating, but luckily the AI is capable of looking after the character left under its control. But even if they ve been grabbed by a zombie, you can just Tab back to them, break free, and clear some space between them and their attacker. It s co-op fused with singleplayer, and it works well.

The over-the-shoulder shooting will be familiar to anyone who played Resident Evil 4, but it s a pale imitation. The feedback in Mikami s game was brilliantly satisfying, with popping heads and fountains of gore. Here, the zombies barely react to being shot. Your reward for a clean headshot is a pathetic splash of blood. Compared to Resi 4 s punchy, kinetic combat, Revelations feels limp.

So it's not as good as Resident Evil 4, then. But what is, really?

The second part of Penal Colony sees you playing as Barry "the one with the beard" Burton, whose co-op partner is a little girl called Natalia. Claire begins her chapter with no weapons or supplies and has to scavenge them, but Barry starts fully kitted out with a pistol, an assault rifle, and his trademark Colt Python. Natalia can toss bricks to defend herself, sense zombies through walls, and reveals hidden items.

I like the co-op stuff. There are enough differences between Claire/Moira and Barry/Natalia that having multiple playable characters doesn t feel like a shallow gimmick. Moments where they re forced to split up raise the tension, and you don t have to worry about the AI leading your partner to their doom.

But boxy, uninspiring environments and weedy combat hold it back. As bad as Resident Evil 6 was, it at least felt like a big budget production. This has the unavoidable stink of a spin-off, and although there s some nice lighting in places, the visuals feel outdated. It s by no means the worst Resident Evil, but it doesn t climb back to the series heights either. If you want to relive those days, play the HD remake.

It runs fine on PC, with a decent selection of graphics options and support for high resolutions. The mouse and keyboard controls are slightly twitchy, and the camera occasionally freaks out when you sprint, but it s just as playable as it is with a controller—which it was obviously designed for.

Disappointingly, you can t play through the story with a friend, either online or locally. Capcom has promised that online co-op is coming to Raid mode—which is similar to The Mercenaries—but the campaign is screaming out for multiplayer. Of course, this being PC, an enterprising modder has already started work on an offline co-op mod. The game is fun enough solo, but some multiplayer would have been welcome.

As for the story, which is the driving force behind any good episodic game… well, it s too early to tell. Not much happens in this two-hour slice, although the ending of Barry s section did a pretty good job of making me want to play the next episode. I m not entirely sure the episodic structure suits a game like this, but at least Capcom is trying something new to rejuvenate the series. I was intrigued by the ending, but it didn t leave me with the same fevered need to play the next episode as a Telltale game.

Resident Evil Revelations 2

People were rightly a bit upset that Resident Evil: Revelations 2's first episode didn't feature local co-op on PC, despite the game description stating that it did, and despite Capcom never mentioning that it didn't. The good news is that Capcom is offering refunds if you're annoyed by its omission on PC—the other good news is that a modder has already whipped up a replacement.

Resident Evil Modder FluffyQuack already has a working (mostly) co-op mod, a mere few days after the first episode has come out. It's not quite done yet—it only supports gamepads, and you can't use it in Raid mode— but you can see a glimpse at it in action above, and download it here, as part of FluffyQuack's extensive Fluffy Manager 5000 tool.

Meanwhile, Capcom are "currently looking into the matter and potential solutions and we hope to have new information to share very soon, so please stay tuned". They're already offering refunds—could an official local co-op mode be on its way via a patch, or via next week's Episode 2?

Resident Evil Revelations 2

[Update: Capcom has released a statement saying that the inclusion of local co-op play in the Resident Evil Revelations 2 feature list was a simple mistake. "We apologize to our Resident Evil Revelations 2 PC players who purchased the game and expected to have local co-op as a feature. The feature wasn t intended for this version and that caveat was mistakenly omitted from the product description on the Steam page earlier, and then included as soon as we were made aware. This was an unintentional error and again, we apologize for the confusion this may have caused," the statement says. "We are currently looking into the matter and potential solutions and we hope to have new information to share very soon, so please stay tuned. Thank you for your patience and understanding."

A Capcom rep said separately that refunds are now being offered through Steam.]

Original story:

The news that Resident Evil Revelations 2 does not support local co-operative gameplay has resulted in a flood of negative user reviews on Steam. The problem isn't so much the absence of local co-op, however, but that the game's Steam page listed it as a feature when it launched, and still includes a reference to it in the extended description.

Capcom told Eurogamer that the decision to cut local co-op play "was made to ensure a stable user experience across a variety of different PC settings and devices," but why the mode was listed in the first place remains unclear. And while the feature list no longer contains any reference to offline co-op, at the time of writing it was still listed as a feature in the "About This Game" section as "assistive co-op play."

"Players will need to switch between the two characters (Claire/Moira, Barry/Natalia) to overcome the nightmares in either single player mode with an AI partner or offline co-op," it states.

Capcom said the Raid mode will support online co-op play at some point in the future by way of a free patch, "but the main campaign on PC will only be available to play in single local screen."

The response has been predictably unhappy. Some of the dozens of negative user reviews include complaints about microtransactions and poor performance, but there is considerable anger over the fact that the feature was promised right up until yesterday, when it launched. We've reached out to Capcom for more information, but in the meantime, if you're looking for some offline co-op fun, you'll definitely want to look elsewhere.

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