Operation Raccoon City My fairly long RE: ORC review

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CrashOkami

The Survivor
Mar 22, 2012
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Athens, Greece
Resident Evil: Operation Raccoon City (abbreviated ORC in this review), is a third-person, tactical, squad, multiplayer shooter developed by the former SOCOM developer team of Slant Six. Also, it marks the first Resident Evil game developed outside Capcom, and more specifically, in Canada. Capcom wanted to reach a broader audience with this game, and introduce it to the Resident Evil franchise. With Resident Evil: Revelations' release earlier this year, Capcom also wanted to bring together old fans of the series, to unite them with the new ORC audience, and prepare them all for the upcoming October 2nd release of Resident Evil 6.

Enough with the trivia. Let's get on with the game itself. The familiar third-person, over-the-shoulder view of the majority of this generation's third-person shooters is how you will view the world in ORC. You control one soldier, out of possible six, and in each mission, you may choose up to 4 (yourself included) to deploy in battle. Each soldier represents a class, and has the corresponding abilities, which are broken down in 2 passive and 3 active abilities, with only 1 active ability available per mission. Between missions, you may upgrade those abilities, and change your active one so that it better suits your needs. The available soldier/classes are: Soldier, Recon, Demolition, Medic, Field Scientist, Surveillance. Although they share no common abilities between them, Slant Six thought they'd give some flexibility to them, so there's absolutely no restriction to what type of guns each class can carry, but the type of grenades you spawn with are restricted. For example, the Recon class spawns with 2 frags and 2 stun grenades, whereas the Demolition class spawns with 2 frags and 2 incendiaries. As it is partly a cover shooter, as well, there's a Cover System implemented in the game - a rather controversial one, too. Controversial, because it automatically sticks the player to the piece of cover should they touch it; that is partially true. After all the player rage or simple dissatisfaction I encountered since the game's release, I've worked on finding some workarounds that might help people. For this, I found that you will only ever stick if you push the analog stick firmly towards the wall. If you push it at "walk speed", you will never, ever stick to it. The system is by no means perfect, nor is it horrible, it just takes some time to get used to, and it helps if you keep this little trick in mind.

Each class also has the ability to use a knife in CQC, and also has 2 special moves with it. When an enemy has sustained enough damage, they will be able to be killed instantly, with a flashy, gory finishing move. One of those two moves is shared between all the classes, and depends on the environment. For example, if executed almost touching a wall, your character will grab the enemy by the head and smash it onto said wall. This move is executed by meleeing your enemy, and pressing the Action button when their health is low enough; and it only works on humanoid enemies. The other move they have, is exclusive to each character, and is executed in the same way, but instead of Action, players must press the Ability button.

Earlier, I mentioned upgrades, and guns. The game features purchasable guns, split into categories, and features a handful of guns for each one. There are the Assault Rifles, the SMGs, the LMGs, the Shotguns, and the Sniper Rifles. These make up your potential arsenal choices for your primary weapon, but that's not all, since the players also have a handgun as a secondary weapon. Signature Resident Evil weapons like the Samurai Edge and the Lightning Hawk are able to be purchased and used by the players, and they pack quite a punch. All these guns, along with Ability upgrades, are acquired through the spending of XP acquired during missions, or online play. Those guns come with no unlimited ammo, though. Ammunition is spread across the game, either in tin ammo boxes, big, military ammo chests, or random, small ammounts of ammo from enemies. Same goes for grenades; they're either in the world, or appear as random drop from enemies you've killed.
 
Apart from all the above equipment and abilities, there's also a couple more, mandatory inventory items. Those items are the Anti-viral Sprays and the familiar First Aid Sprays. The former will turn a character to human condition after being infected, while the latter will simply heal them, just like Green Herbs do - those life-restoring, random drops (or placed in the world) that are something typical in the Resident Evil universe. Both of those sprays can be used on more than just yourself, provided you have your squadmates in arm's length. But wait, how do you get infected, and what's that anyway? After taking constant damage from zombies, your character may succumb to the infected wounds and become infected themselves. If that happens, you are notified about it with a small text appearing near the top of your screen, and the screen inherits a swirling blue filter that grows bolder and bolder as time passes, and your health diminishes slowly. If your health reaches zero before you are cured, you will turn into a zombie and attack your own teammates. They have to put you down, or hold you off until you are automatically killed by the system, and have them revive you. Either way, you can be revived, provided you play with at least one more human partner. If you die, by any means, while playing solo, you get the familiar "You are dead" bloody message on your screen. In which case, all your acquired equipment, meaning picked up weapons, sprays and grenades, go down the drain, and you respawn with your starting loadout. Another interesting mechanic is the "Blood Frenzy" system. Depending on the weapon's Blood Frenzy rate, you might make an enemy human target bleed, and thus, attract the zombie hordes upon them. This feature transfers over to competitive multiplayer as well, and is of much use.

Now that we've covered the basics, let's move onto the story and multiplayer modes.

Story-wise, the game isn't something extraordinary; in fact, it's just passable, another story. It's another take on the events of Raccoon City, a "what if" scenario, following the Wolfpack team, a squad of elite Umbrella operatives that are sent to eliminate evidence of Umbrella's involvement in the Raccoon City incident. The team consists of Vector (Recon), Beltway (Demolition), Spectre (Surveillance), Lupo (Soldier), Bertha (Medic) and Four-Eyes (Field Scientist), with Lupo being the leader. The developers have also included a handful of Easter Eggs that nod to other entries in the series. If you are not a Resident Evil fan, you might not recognise them, but for long-time fans, they're sure to attract attention. The campaign spans 7 missions, with each ranging from 30 minutes to an hour, or more, in length, depending on your playstyle. The game features an automatic checkpoint system, which lets you continue from that point on in case you quit and then continue your campaign. The campaign can be played with 4 players simultaneously, but only through Xbox Live/Playstation Network, and the game sports no local multiplayer capabilities of any form. In the story mode, you can expect all sorts of characters to appear, either in full form or small, picture cameos. There are some secrets in the campaign, which will reward you with XP and Gallery artwork for finding them. They're in the form of wooden, raccoon replicas, in tribute of the once-beautiful Raccoon City, or datapads and security cameras, that can be acquired or destroyed respectively.Moreover, Slant Six and Capcom have released the first mission of the Spec Ops campaign as free DLC, for every owner of the game, either they bought it new or used. It's available for free on the PS Store and the XB Marketplace. The campaign can be either initiated, meaning you will host a match and the game will matchmake people into your game (unless it's private), restarted, continued, or give you a "Quick Match" (players falling into the "matchmake" type I just spoke of). If you continue your campaign, you will restart from your latest checkpoint, but not before you've chosen your character and their loadout; a neat feature, if you're stuck at some point in the campaign and want to experiment with other classes.

After a long read, we've reached the game's heart; its multiplayer modes. Apart from the 4-player campaign co-op possibility, you have the option to be pitted into Raccoon City and face off with the enemy faction's operatives, as well as the ever-present threat of zombies. This 3-way battle is exciting, and, if done correctly, the zombies can help you turn the tide of the battle. For example, a skilled Field Scientist can command the Lickers or Hunters that drop into the battlefield, and make them attack the enemy players, slowing them down or even killing them. Of course, that works with the regular zombies as well, and considering there's hordes of them in multiplayer, people should consider playing tactically and helping the team way more than playing for themselves. There are 4 game types to choose from (5 if you're an Xbox user that downloaded the Nemesis mode): Team Deathmach, Biohazard, Heroes and Survivor. Team Deathmatch is self explanatory, and Biohazard is the usual Capture the Flag (virus vial, in this case) mode. In Heroes, instead of getting control (from the start) of either Wolfpack or Echo Six (the Spec Ops operatives), you assume control of iconic Resident Evil characters, such as Leon Kennedy, Ada Wong, HUNK and Claire Redfield. True to the game's class system, the heroes are nothing more than skins with a higher health pool. After a hero is killed, though, the player will not respawn as them; they will have to choose a Wolfpack/Echo Six operative to continue the hunt for heroes. The first team to have zero heroes alive loses, and the other wins. Lastly, my favorite mode: Survivor. With the usual rules, meaning you spawn as normal Wolfpack/Echo Six, you are pitted into Raccoon City once more, but as the title suggests, there's a twist. After some minutes, a helicopter will arrive and land, but the rescue helicopter can only carry 4 people at once. The lucky 4 that make it into the helicopter, win. It can carry any combination, from a full Wolfpack team to 3 Echo Six members and 1 Wolfpack member, which means that it's all teamwork and giggles until it lands, but when it lands, it's every man for himself, and that's the most interesting part of it. If you are evacuated, you get another sweet +250 XP bonus, on top of your match's results and XP acquired.

Graphically, the game is something standard. Some models look very good, most notably the Wolfpack models, but some models are not up to par with them. The environments are varied, and are a nice recreation of a nostalgic (for some) place called Raccoon City. The Raccoon Police Department, the streets, Kendo's Gun Shop, all are beautifully created, and are mostly faithful to the original material. As far as the color palette and tones go, it's what you'd expect from a city where a zombie apocalypse has happened. Fires everywhere, chaos, dark and gloomy tones dominate. The enemy design is good, too, with the Lickers having never looked so good before, and the Tyrants, especially Nemesis, looking as menacing as ever. I've noticed some slight framerate drops on the Xbox, when multiple grenades explode, but only if you are close to the explosions. Still, it is something that should be noted.

The sound department also did a good job, for the most part. While the voice-acting is not extraordinary, it's good that you don't hear needless dialogue over and over again during battles, something that bothered me in some other games. The guns sound fine, and there's a nice feeling of fidelity across each one of them. The "more" special effects, such as your Bio-Thermal Vision shutting down, sound great, and the general sounds, like the zombies' moaning and the like, are classical Resident Evil material. The music, though, is a love-or-hate situation for most, I think. While I like some music, most notably the main menu theme, I think some other music tracks are out of place, and would better fit someplace else in the game. That is a matter of preference though, and up to everyone's tastes.

Closing, ORC is not without its fair share of problems, that's certain. Apart from what I listed above, I've experienced a couple of freezes, but only during multiplayer matches, sometimes I couldn't board the helicopter in Survivor, and sometimes I had some invisible zombie deal damage to me across the stage. Some other time, just once though, Bertha was stuck shooting at nowhere, and we couldn't progress, so I had to restart from the checkpoint. Another problem is the infinite melee lock, meaning a player or human soldier AI can lock you into an infinite cycle of knife hits until you are dead, and it is exploited online, but also used by the AI in higher difficulties during the campaign. Some might consider the soldiers "sponges", but on Normal, you can kill them with 5 well-placed bullets in the head from most weapons - they're bound to be sponges in higher difficulties, that's a gaming standard. I'm hoping Slant Six acknowledges the problems, and patches the game the soonest possible. Away from the technical problems, ORC might not be the Resident Evil experience that the fans are waiting for, but it never promised it would be. For that, you should wait until the 2nd of October, and Resident Evil 6. Until then, ORC serves as a fun, tactical shooter set in the beloved franchise's universe, but not feeling out of place while doing so. It has its scares, it has the atmosphere, but the fast-paced, tight gunplay might make you forget it's a Resident Evil title in the first place, but that's brief and only until you are reminded of it by a nearby zombie. For all the above reasons, I'm marking it with a 7.
 
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I actually want to see more RE spin offs like ORC. The intense tactical moments, four player cooperative campaign, and multiplayer modes are fun. But do to mostly bad reviews I doubt we'll see a sequel. Ignoring the critics, this is one of my favorite RE titles, and a good entry.
 
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Same, it's a solid title with flaws, but I really am sorry about the people who believe critics in everything they say. Those critics who gave RE: ORC a 4, gave the broken, console-breaker versions of Skyrim a 9.5, multiple GOTY, and to those lazy developers who can't even get their 10 year old engine right on such hardware after 7 years of their release, they gave the Dev of the Year awards. I've stopped taking reviews seriously long ago.
 
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An excellent review, good sir - very thorough!
 
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On thing I wanted to double-check before posting was to do with the rumours I'd heard of how, when in-game, squad mates would repeat identical lines remarkably frequently; IGN was the first to mention this, I believe. I notice in your review, you did not encounter this problem. Would you say that you've haven't played enough of the game to notice this bug, or are you just one of the lucky ones? ;)
 
Maybe I'm one of the lucky ones, or it was fixed in the day-one patch. I can say I've played a whole lot of the game, more than 20 hours, and my playtime is split between campaign (best XP farming) and Survivor. I would have definitely noticed it, but it plainly hasn't happened to me!
 
tl:dr xD nah joke but i read mostly all good review bro! but i demand my cookie >_>

well im not a review guy myself but my orc works fine, i dont have any trouble or bug, it works great ^^
 
No cookie for you, work for it or everyone will work less and demand cookies :D I can say you like it, judging from... everything I see :P Signature, name, avatar, PSN ID, it's pretty obvious I think :P
 
Just download it and go to "New Campaign", and you will have the screen "split" into two choices: left is Wolfpack campaign, right is Spec Ops. Select the right option and start it up.
 
Same, it's a solid title with flaws, but I really am sorry about the people who believe critics in everything they say. Those critics who gave RE: ORC a 4, gave the broken, console-breaker versions of Skyrim a 9.5, multiple GOTY, and to those lazy developers who can't even get their 10 year old engine right on such hardware after 7 years of their release, they gave the Dev of the Year awards. I've stopped taking reviews seriously long ago.
I liked Skyrim better than this, but this games not bad.
 
I was considering skipping this game since it got such bad reviews and didn't look all that great to me, but if people here say it's good... I might rent it after beating Code: Veronica.

I know some people who own the game and might want to play co-op.