Resident Evil: Revelations

Resident Evil Revelations

Reviewing a game that was released more than three years ago is not the easiest task. The vast majority of gamers are likely already familiar with these projects, and the gaming community has usually formed a common opinion. Finding a fresh perspective or an original angle becomes difficult, and trying to write a text for the sake of it can be perceived as a waste of time. In such circumstances, authors often have to resort to unconventional techniques – for example, analyzing the game through the prism of an unusual experience or immersing it in an unexpected context. Fortunately, the current case does without such tricks: the reason for discussion appeared on its own.

“Resident Evil: Revelations” is a project that often remains out of the public eye against the background of more high-profile representatives of the series, but has earned respect among ardent fans of the genre. It was this part that largely influenced the course that the series took further. While Revelations wasn’t exactly a groundbreaking title, it did provide Capcom with valuable ideas and direction, and had a major impact on the franchise going forward.

Let’s take a trip back to the distant year of 2012. The world didn’t end, but the conclusion of the second trilogy of numbered Resident Evil games was far from optimistic. The sixth installment achieved a solid 6 million copies sold in its first month—impressive for that era in gaming—but it ultimately failed to meet the publisher’s lofty expectations. Fast forward to a year later, when the success of Revelations, which initially debuted as a portable game and later launched on major platforms, marked a significant turning point for the series. This moment signified the first step in its revival and broader acclaim among fans. At the time, it felt as though the golden age of survival horror was long gone, and that it couldn’t be revitalized using the mechanics of Resident Evil 4. However, today I want to emphasize how Resident Evil: Revelations laid the groundwork for the survival horror genre to seamlessly transition into third-person action, ultimately reshaping the series for a new generation of players.

Resident Evil: Revelations Free Steam Account

It’s 2005. The dollar is at 27, Half-Life 2 has just been released to critical acclaim, and bioterrorism agents are grappling with yet another urgent crisis. Operative Chris Redfield has mysteriously vanished, with his last signal originating from the Mediterranean Sea. His determined partner, Jill Valentine, is dispatched to track him down, stepping into the role of the player’s avatar. This signal leads her to the eerie and abandoned cruise liner “Queen Zenobia,” where the majority of the gameplay unfolds amidst chilling atmospheres and lurking dangers.

Fast forward to 2012, when Resident Evil: Revelations hit the market, marking the rise of modern television series that significantly influenced the game’s structure. The narrative is presented across 12 episodes, each lasting 30-40 minutes, and every episode begins with a “Previously” segment to recap essential details. Additionally, the episodes are cleverly divided into 2-3 parts, almost mimicking the feel of a commercial break, which enhances the suspense and pacing of the story.

Resident Evil Revelations Hero and Monster

This separation acts as a handy switch to another character, enhancing the player’s experience. The “serial” storytelling is shaped not only by stylistic choices but also by the platform itself: Revelations was specifically crafted for the portable Nintendo 3DS, where it was originally launched. Short gameplay sessions fit perfectly on such a console, allowing players to enjoy the story in brief bursts. Plus, playing lengthy episodes on a computer can sometimes feel overwhelming and less engaging. Still, that’s ultimately a matter of personal taste and preference.

The narrative in Revelations presents a classic “Resident Evil” Z-grade storyline. Once again, a viral outbreak calls for urgent investigation, despite the fact that it had occurred a year prior. This familiar setup allows fans to dive back into the thrilling yet familiar world of survival horror.

Here we go again with bioterrorists wreaking havoc. They’ve even thrown in a “secret lab hidden beneath a grand mansion.” The familiar clichés are now interwoven with an intentionally convoluted detective storyline, packed with unexpected twists and turns. To make it truly engaging, all we need are those cliffhangers at the end of each episode… oh wait, they might already be there! Interestingly enough, even within this narrative, there’s ample space for deeper themes and serious discussions, yet Capcom seems hesitant to fully explore them.

Our perception of zombie apocalypse outbreaks has significantly shifted in these COVID-19 times. What once felt like a mere fantasy now leads you to consider: why hasn’t this scenario exploded into a worldwide crisis? It’s a thought that lingers in the back of your mind, blurring the lines between fiction and reality, and prompting reflection on our vulnerabilities as a society.

Resident Evil Revelations pistol

Mechanically, we have a classic third-person action game that strongly resembles the fourth installment. To address an unasked question: yes, you can indeed walk and shoot at the same time. However, you’ll need to switch to aiming mode; otherwise, your character will resort to desperately stabbing with a knife, reminiscent of the rough-and-tumble atmosphere of a provincial alley. Everything else adheres to the classic style, so let’s delve into the aspects that truly shape the survival horror genre.

The first cornerstone of survival game design is resource scarcity, which creates a compelling tension throughout the gameplay. When posed with the question, “What does this actually mean?” the answer is immediately apparent. Ammo and healing supplies are perpetually in short supply. Not just a little—they’re simply not enough to feel secure. The bullets you painstakingly gather will be spent on the lurking monster right around the corner, and that one prized herb won’t stay in your inventory for more than five minutes before you find yourself in dire need again. It’s not merely about reducing spawn rates; it involves the intricate artistry of game design as well. While “Zenobia” encourages exploration and players can opt to retrace their steps, the narrative progression remains decidedly linear. This structure enables designers to strategically place supplies within various locations, tailoring the experience for the average player.

To break it down further: in the initial hours of gameplay, the challenge of defeating enemies has been purposefully heightened. The sea zombies require not just a lot, but an overwhelming amount of ammunition to take down. And just as a reminder, this precious resource is always in short supply. The enemies also deal significant damage: miss a few hits in succession, and you’ll find yourself joyfully respawning at the nearest checkpoint after an unexpected and often brutal encounter.

Resident Evil Revelations monster in the back

In the realm of small yet vital choices, architecture plays a crucial role. At the outset, the ship feels confined and straightforward, creating a sense of tension. Navigating past the hostile creatures lurking in its narrow corridors is nearly impossible. Often, retreat isn’t an option; behind you lies only the door to a previous area, where at least one zombie is waiting eagerly for Jill. In this tense scenario, a slip by the programmers unexpectedly turned into a benefit for the game designers. In Revelations, a dodge mechanic was introduced to help evade enemy attacks: if the player presses the forward button at the precise moment, the protagonist can dodge and avoid taking damage. However, the catch is that this mechanic seldom activates successfully. As a result, regardless of the player’s decisions when encountering an enemy, the character inevitably suffers damage—either the enemy closes in during your shots, or they land a hit during a failed dodge attempt. This frustrating combination primarily impacts the already limited supply of healing items, forcing players to strategize carefully and make each encounter count. The challenge of managing resources adds another layer of intensity to the gameplay experience, making every decision feel weighty and significant.

Just as you start to adapt to the game’s various flaws and even find a strange masochistic joy in them, it unexpectedly pivots to a quick-paced action style reminiscent of Resident Evil 6. As you journey deeper into the story, this transition becomes increasingly pronounced and hard to ignore. Players are rewarded with more resources and an array of new weaponry, in addition to a growing collection of modifications for their firearms. The upgrade system is designed to be modular: sets of enhancements are cleverly scattered throughout the ship and can be installed in designated chests. With only a few rare exceptions, players enjoy nearly complete freedom in customization, allowing for a truly personalized experience. However, a limitation exists in that you cannot equip two identical upgrades on a single weapon, fostering strategic decision-making as you enhance your arsenal.

Resident Evil Revelations couple

It’s precisely when stepping away from the “survival” aspect that the gameplay flaws become painfully clear. Revelations suffers from fundamentally weak combat mechanics. The shooting feels flimsy and unengaging: there’s no recoil to feel, and the gunfire sounds more like “pew-pew” than anything impactful. When an enemy reacts to being hit, it feels more like a fireworks show than a real confrontation. As an action game, it really disappoints, falling far short of “Six.” While players justifiably criticized the inconsistent aiming in that title, every shot there carried a sense of weight and consequence. In contrast, the final boss in “Revelations” is a significant reason to feel let down, if not to completely ruin the overall experience. Over the course of the ten-hour playthrough, I found myself so frustrated that I turned off the game twice, which is a rare occurrence for me. This lack of connection with the gameplay left me feeling disappointed and wishing for a better experience.

There is a ship

The second cornerstone of survival horror is pacing. It’s slow, much like the time it takes me to write these reviews. While you can offer players a handful of exhilarating moments, constructing true horror around quick gameplay remains unfeasible—at least, no one has truly succeeded in achieving this yet. A straightforward solution is to restrict the character’s movement speed. It’s a blunt method, yet it proves effective; in RE: Revelations, running is simply not an option for players.

Resident Evil Revelations 3D Map

There are also more inventive strategies that enhance the experience. The player’s slow movement through the “Queen Zenobia” is significantly shaped by a dense atmosphere crafted through sound design. Jill’s exploration is accompanied by deep, barely perceptible ambient noises that can easily be mistaken for the whisper of air currents. This meticulous attention to sound creates an immersive environment that heightens tension and suspense, making every step feel weighty and filled with dread. They create an ambient stillness—not complete silence, which feels unconvincing, but something much closer to reality. The melodies are interrupted by occasional sharp bursts, suggesting that the protagonist isn’t alone in her journey. Moving forward feels somewhat intimidating and filled with uncertainty. It’s essential to use headphones; the surrounding atmosphere becomes much more immersive and engaging, enhancing the overall experience. I tested this myself: I played part of the game using built-in laptop speakers, which struggled to keep up with the tempo and dynamics of the sound.

Since I’ve mentioned computers, I’ll briefly cover the technical aspects of the game. Its portable origins enhance performance remarkably: low system requirements seamlessly combine with a high frame rate, allowing for smooth gameplay that doesn’t sacrifice quality. This balance makes the experience enjoyable on a variety of devices.  On my 2014 non-gaming laptop, Revelations runs smoothly at about 45-50 frames per second. However, I do experience occasional frame drops, particularly when transitioning through doors, as the next area loads, which can interrupt the immersion.

Resident Evil Revelations Casino Room

Now, let’s delve deeper into the central theme: pacing in survival horror games. This game effectively employs a nuanced psychological tactic of slowing down the action, intricately tied to the scarcity of resources. During moments of heightened tension, players often feel an instinctive urge to retreat, opting to conserve ammunition and health items rather than confronting the terrifying enemy lurking at the end of a dark corridor. This dilemma adds layers to the experience, making each decision feel heavy and impactful. The struggle with choice complicates quick progression. Risk emerges as both a small independent factor and a continuation of the broader discussion around pacing. It’s not merely about “Should I push forward or explore this area?” but more about the deeper question of “Should I risk checking the side room for potential resources, knowing it might lead to unforeseen dangers?” This tension between exploration and survival enhances the overall atmosphere, immersing players in a world where every choice matters.

Genesis plays a crucial role in enhancing the theme of risk within the game. No, it’s not about “Terminator.” In Revelations, this refers specifically to an in-game scanner that players can utilize. It serves two primary functions: uncovering hidden resources scattered throughout the environment and scanning enemies they encounter. When players scan foes, they earn points toward a separate research meter; once they accumulate 100 points, a new healing item appears in Jill’s inventory, providing a strategic advantage. From a game design perspective, Genesis effectively accomplishes two objectives at once. Firstly, scanning requires a certain amount of time, leaving players vulnerable for a few seconds. During this period, they cannot move or defend themselves, which creates a tension that disrupts the usual pace of gameplay. Secondly, scanning living enemies rewards players with more points than simply checking dead bodies. The latter, incidentally, tend to sink into the ground in embarrassment just moments later, emphasizing the urgency of the situation. This design choice encourages players to take risks for greater rewards, adding depth to the gameplay experience.

Resident Evil Revelations Artificial Intelligence

Speaking of adversaries, the game features a rather simplistic and uninspired collection of enemies. Let’s break it down: there’s a basic humanoid, a humanoid that shoots projectiles, a humanoid equipped with chainsaw arms, and for added variety, a giant frog-lizard. In terms of design, these foes hardly resemble the iconic undead creatures that fans of the series have come to expect. While introducing some freshness to the franchise, the appearance of these humanoid enemies still evokes unsettling Lovecraftian themes. From time to time, this motley crew is accompanied by large, intimidating NЁH creatures. It’s pointless to even think about scanning these beasts; they can eliminate you with a single blow, meaning any misstep will instantly teleport you back to your last save point, which has been feeling rather dull and lonely. Completing the strange pyramid of foes is a group of formidable bosses that adds an extra layer of challenge to the experience. Just a reminder, she felt a profound sense of loneliness that lingered heavily in the air. Completing the pyramid of creatures is a diverse pack of bosses, nearly half a dozen, among which stands out the final boss (the one I mentioned earlier) and a former BSAA agent whose life met a tragic and unexpected end. Her introduction is quite unconventional: she crosses paths with Jill, and after receiving her fair share of bullets, she fades away into oblivion, leaving behind a haunting reminder of her presence. This sequence occurs multiple times, creating a sense of urgency and dread. The encounter takes place early in the game, when the “survival” atmosphere is still palpable, naturally invoking vivid thoughts of Mr. X and Nemesis. The other bosses function as typical bullet sponges: you unleash your entire magazine, and just like that, the battle comes to an abrupt conclusion.

What do you think about him?

The final game design topic for today revolves around backtracking. This term can be quite intimidating for many gamers, so let’s set aside any traumatic memories from the fourth DMC. In Revelations, backtracking is generally categorized into two types: intentional and unintentional. The latter is quite straightforward: Jill revisits certain areas multiple times, often taking different paths, some shorter and more efficient than others. This technique effectively emphasizes the coherence of the environment, as the character remains on the same ship throughout her adventure, creating a sense of continuity and immersion.

On the other hand, intentional backtracking arises from the player’s desire to return to previous locations. For instance, players might want to take a breather, revisit a favorite spot, or unlock previously inaccessible areas that may hold hidden treasures or lore. This aspect of gameplay allows individuals to explore at their own pace, creating a more personalized experience. Each player determines how often they want to retrace their steps and how long they intend to linger in familiar settings. However, this kind of backtracking often comes with its own set of risks, potentially leading to encounters with enemies or challenges that can disrupt the flow of the game.

Resident Evil Revelations battle

As the player meanders back and forth, they can’t help but admire the intricate interiors of the “Queen Zenobia.” In certain areas, the liner evokes a classic mansion from the series, featuring expansive halls, a vibrant casino filled with an array of slot machines, and a room designed to resemble a charming Parisian street, complete with cobblestones and quaint storefronts. However, the majority of the locations are confined ship corridors, shadowy holds, and bridge areas, all drenched in a dark blue color filter that sets a moody atmosphere.

Despite Resident Evil: Revelations launching in 2012, the visuals hark back to the early Xbox 360 era. This means the animations appear fairly modern, and if you don’t scrutinize too much, the game isn’t entirely off-putting. Yet, its origins emerge when you look closer, revealing the typical “muddy” textures often associated with handheld consoles. The most striking flaw in the graphics is the lifeless faces of the characters: their expressions are minimally animated, leaving players to guess their emotions through voice acting alone.

Despite my best efforts to weave the finer details of the review into the narrative, they simply don’t fit as intended. Take the localization, for instance, which definitely warrants a few critical comments. While it may not reach the low standards of those infamous pirate translations from the early 2000s, and each individual line is comprehensible on its own, the overall experience remains quite disappointing. The translations are riddled with noticeable grammatical mistakes that are hard to overlook, but the primary issue with the Russian version of Revelations is the glaring absence of context.

Resident Evil Revelations Skeleton and Hero

As a result, the same English word is rendered differently, sometimes even within adjacent lines, leading to confusion. I genuinely empathize with those who lack knowledge of the foreign language insert promotional integration here. A major and respected publisher should not allow such significant flaws to slip through the cracks, as this undermines the quality of the entire work and frustrates the audience.

However, I would like to end on a positive note. The magnificent orchestral soundtrack, which has quietly become one of the symbols of the Resident Evil franchise, is especially evident in this part. The musical compositions emphasize the signature style of the Japanese school of composition – a sophisticated interweaving of majestic orchestral motifs and touching emotional depth. Such musical accents are a rare but powerful phenomenon in the RE series, appearing closer to the climax and giving the final scenes even greater expressiveness and drama.

Conclusion

From an objective position, Resident Evil: Revelations rather commands respect than deserves reproaches. Despite the fact that the game does not look very convincing as an action game, its strength lies elsewhere – in the skillful transformation of classic survival horror elements into a more modern and accessible form that resonates with a new generation audience. While the return to the genre’s roots was largely spurred by the success of Resident Evil Remake, Revelations remains an achievement in its own right. Jill’s expedition through the sinister corridors of Queen Zenobia not only paved the way for a new direction for the series, but also became a source of serious reflection for Capcom on its future direction. This forward movement is certainly a remarkable phenomenon. Is it a failure? Hardly.

Resident Evil: Revelations System Requirements

To run Resident Evil: Revelations, your computer will need at least 2 GB of RAM and at least 8 GB of free space on your hard drive. The minimum graphics requirements include a GeForce 8800 GTS-level graphics card with 512 MB of memory. However, for a more comfortable and visually rich gaming experience, the developers recommend using a graphics card no lower than the GeForce GTX 560. As for the central processor, the minimum threshold is represented by the Core 2 Duo E4600 model. However, if you are aiming for higher graphics settings and smooth gameplay, it is advisable to have a processor of at least the Core 2 Quad Q9505 level or more powerful in parameters.

Parameter Minimum Requirements Recommended Requirements
Graphics Card NVIDIA® GeForce® 8800GTS or better, ATI Radeon™ HD3850 or better NVIDIA® GeForce® GTX 560 or better, ATI Radeon™ HD6950 or better
Processor Intel® Core™ 2 Duo 2.4GHz or better, AMD Athlon™ X2 2.8GHz or better Intel® Core™ 2 Quad 2.7GHz or better, AMD Phenom™ II X4 3GHz or better
Memory 2 GB RAM 4 GB RAM
Storage 8 GB HD space 8 GB HD space
Operating System Windows® XP Windows Vista® or later
DirectX 9.0c 9.0c

How to play Resident Evil: Revelations for free on Steam via VpeSports

Want to immerse yourself in an atmosphere of fear, where something terrifying can lurk around every corner? Then Resident Evil: Revelations is exactly what you need. Forget about boring everyday life: creepy corridors, claustrophobia, riddles, survival on the edge of the possible and missions where every mistake can be the last await you. Fight mutants and bioweapons as legendary agents Jill Valentine and Chris Redfield, uncovering conspiracies that can destroy humanity.

So that you don’t waste time on installations and settings, we’ve already taken care of everything. Just register with us, log in to your account — and the game will be waiting for you. No hassle with files and searching for launch guides — everything is prepared down to the last detail. Get a Free Steam account, follow simple steps — and in a minute you’re hiding behind an overturned table, reloading your gun and thinking about how to survive this nightmare.

Resident Evil Revelations monsters battle

When the tension subsides and you finally put down your mouse with relief (or a scream of horror), don’t forget to share your impressions. We read every review! Even if the comment doesn’t appear right away, it’s okay, just edit it a little. After moderation, you’ll receive an email with your login.

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