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Resident Evil: Operation Raccoon CityScore: 4.5 / 10
There was a really good idea at the core of Resident Evil: Operation Raccoon City but something must have happened along the way to throw it way off track or it was simply a victim of "do it on time, do it on budget, so we fulfill our contract." There's nothing wrong with that from the developer's point of view but for the player that just plunked down $60 on a game that almost completely fails at |
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everything it sets out to do? That's not so
great. |
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dabbling in unrealistic "What if...?"
scenarios.
And that campaign... though it adds its own
layer of lore on the overall Resident Evil "mythology" I had a tough
time running through game. Enemies take a ridiculous amount of bullets
to drop them, particularly the boss-types. And even under very
coordinated fire from other human-controlled members of Wolf Pack, it's
difficult. (The computer-controlled helpers are not very good.) But the
real culprit though, when it comes to the kind of controller-breaking
frustration usually reserved for the likes of Dark Souls, is that the
cover system is horrific. In a bad way. A button-press is the standard
for entering cover but Operation Raccoon City is made of magnets: your
character just automatically sticks to things you otherwise might avoid.
In my mind it's excusable. The game's a 3rd person shooter with cover
mechanics that are as mangled as my keyboard and mouse right before I
gave up Counter-Strike. (April 12, 2012)
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