The first episode of Resident Evil: Revelations 2 wasnāt very good. Maybe itāll get better, maybe not. What I didnāt expect, however, was to be spending so many hours with the gameās RPG-influenced Raid Mode.
Itās not usually my thing, but when I have a few minutes to spare, Iāve found myself booting up Raid Mode, praying for loot, and watching numbers pop off zombies.
Raid Mode first appeared in the original Revelations, but itās really an evolved take on The Mercenaries, which Capcom has played with since Resident Evil 3: Nemesis. In Nemesis, you rush through the slice of the game and would gain points for killing enemies, saving people, etc.
https://www.youtube.com/watch?v=0w1SQB1f2lM
In Resident Evil 4, players tried to kill as many enemies as possible before a chopper arrived.
The mode saw a few changes in Resident Evil 5. Notably, melee attacks extended your time.
https://www.youtube.com/watch?v=5mzPcFV127I
Resident Evil: The Mercenaries 3D and Resident Evil 6 saw similar evolutions to the mode, including the ability to equip various skills on enemies to augment the weapons you were firing.
And so concludes our history lesson on Resident Evilās long-gestating score attack mode.
With the Revelations series, Capcom has infused the mode with RPG mechanics. Now, characters level up, a few have unique skills, health bars are featured prominently at the top of the screen, and damage numbers oh-so-satisfyingly pop off creatures while you fire at them. Iām not sure what it is about a visualized dice roll when a bullet connects, but boy it feels good
The basic loop for Raid Mode is simple. Capcom has sliced and diced various sections from recent Resident Evil games into much smaller maps. Itās your job to survive the map, defeat enough enemies to unlock the exit, and collect the lootās found in treasure chests along the way. There are a few variations on this. Some of them are timed, while others have you defending a position, and the game tosses both fast and slow enemies your way to keep you surprised.
Youāre never spending more than a few minutes in any section, which is key. The combat in Revelations 2 is not best in class, but itās good enough, and Raid Mode never outlasts its welcome. Thereās enough variety on each map to keep it interesting, and if thatās not enough, the loot provides another incentive. You can buy new weapons through a shop, but the really good stuff is found inside chests. Thing is, the unique stats arenāt disclosed until you pay a finderās fee. Often, selling an item back to the store will net you more cash than whatever the weapon actually becomes, so the meta strategy involves dumping weapons you have zero interest in learning more about ā i.e. a level seven rifle when youāve graduated to level 10.
Hereās what loot looks like when youāve discovered some:
Part of what I love about about Raid Mode is how it gets weird. I know, this is a series about reanimated zombies and other monstrosities, but weird in way Resident Evil doesnāt normally get weird, okay? You can equip weapons with freezing bullets, and some enemies might lumber after you while theyāre on fire. Itās what allows an ultimately repetitive game mode to stay fresh.
Furthermore, despite how ridiculous the story has become in these games, Resident Evil takes itself super seriously. The developers appear to be aware of this, and allow themselves to crack jokes in the gameās Raid Mode. I mean, how else can you explain Albert Weskerās dance moves?
Itās tempting to call Raid Mode āaddictive,ā but Iām not a huge fan of that worldāitās too simple. Raid Mode works because itās provides a satisfying sense of progress and accomplishment that deftly walks between the line of chance and skill. Itās possible to succeed during challenges that would otherwise be a cakewalk with the proper weapons because you have the skill to pull it off.
Besides progressing through sets of missions, there are daily challenges. Early on, these have pretty rough. Iāll quickly become overwhelmed by the more difficult enemies, resulting in quick brushes with death. My weapons simply arenāt strong enough to take some of them down without really putting up a fight and making sure my head shots really count. Itās the first time I had to give a damn about survival while playing a Resident Evil game in way too long. I like it.
Iām not sure what else could convince you itās worth checking out.
Actually, lemme try this.
BARRY BURTON PUNCHING A COIN FLOATING IN MID-AIR BECAUSE WHATEVER.
BAM! Donāt fuck with Barry Burton.
You can reach the author of this post at [emailĀ protected] or on Twitter at @patrickklepek