Umbrella Corps. AGE Review
Developed and published by Capcom and with very
little hype material leading up to its release we see the arrival of Umbrella
Corps. (UC). When we hear the words Umbrella Corps. we instantly associate it
with the Resident Evil brand. With this notion in place we are instantly enthused
with the ideas that are so synonymous within this said world. This being said
we can be forgiven for anticipating some of the innate qualities that have
turned this brand into a legacy. I never pictured how wrong this assumption
could have been.
It is hard to single out any single aspect of UC that could definitively
outline the reason for such a lacklustre release. Sure there are a few
positives within its unpolished exterior but all these can be swept to the side
after one to two substantial play sessions. Granted UC has a release price that is
50% that of a typical new release title, it only boasts about 20% of the
content you come to expect from any title in its price range. The fact there is
more customizable options for your generic character than actual gameplay
features is definitely something that is made obvious very early on.
UC comes across completely underwhelming with the amount of
gameplay modes that are available at release. I don’t think the “promise” of
more content “coming soon” is enough to entice an initial purchase but for
those of us in the boat of already owning it we just do not have a choice but
to wait. Why are games these days being released partially complete with the intention that additional content is coming soon? It is with my experience that if
there is a bad taste left in your mouth after your first few gaming sessions,
the game has been deleted and you have moved on and no additional content will
really sway you to come back. Granted I think this is a poor business model
there are exceptions to this rule of thumb but there needs to be a hook in the
form of some quality to sustain interest. Unfortunately UC falls short in every
aspect.
UC falls under the category of a competitive tactical
shooter, now let’s break that down. Competitive? No, not really with no
dedicated servers I have constantly been playing with a single red bar of
connection. This delay in responsiveness couple with the general lack of
controller responsiveness equates to what can only be described as a steaming
pile of multiplayer mess. I win gunfights I shouldn’t and lose gunfights I
should and these sorts of experiences will never really lead to a progression
in player quality and renders the tactical aspect redundant, due to a “flip of
a coin” outcome to each engagement. Unless in a party of friends, the teamwork
aspect is also out the window. The extent of teamwork with random players
starts and finishes with the ability to signify your intentions at the
beginning of the round by choosing a symbol on a weapon wheel looking heads up
display. Success in this game will come to those who party up, thus costing in
the vicinity of $150 (for 3 copies) to be successful. This success can often be
obtained post a team mate's death because after you die you get a bird's eye view
of the battlefield and can help direct your teammates due to fact that
everything and everyone are visible.
Without really going into great detail about the “story”
mode, and I say this very, very lightly due to fact it is just 24 timed missions
played over the same 6 maps with the very same objective every time. Well looks
like I did go into detail in relation to the single player experience. The only
real Resident Evil feel to this title is the zombies presence within the
multiplayer experience. This is probably the best aspect and gameplay mechanic
UC has to offer. Each player starts every round with an intact zombie jammer,
this renders the player safe against the roaming zombies, zombie dogs and
zombie crows. There are two ways in which you can attract the attention of these
overly docile NPCs and that is by hitting them with a stray bullet which
results in the single zombie being interested in your demise and the other is
to destroy the zombie jammer on your opponent's back. Once the zombie jammer is
destroyed, then and only then does it feel like a resident evil game, you are
literally hunted by all the undead in your near vicinity. It becomes intense,
it becomes fun and just as you start to feel that notion of excitement the
round is over, no more excitement.
There are a range of different weapons that can be unlocked
with sufficient experience gains and customizable options for each weapon after
using them often enough. I am not sure whether it was the lousy connection I
had to contend with constantly or just the lack of development but the only
real difference that was really evident was whether I was using an automatic
weapon or a shotgun. The guns were fairly boring but the Brainer was fun. For
a while. I have to admit the concept of the Brainer was much cooler than the
longevity of its effectiveness. Firstly the Brainer is a melee weapon that is accessible
with the L1 (PS4) button and can be charged up and used to inflict a one hit
kill which by all accounts is very brutal and satisfying.
There is promises of a co-op style horde mode, more maps and
more MP variants but whether this will be too little too late is yet to be
foreseen. I am not completely giving up on this title as it has a small amount
of potential but if initial releases are anything to go by this fell
drastically short unfortunately. Feel free to have your opinion below or across
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Genre: Tactical shooter
Initial Release: 21st June 2016
Developer: Capcom
Publisher: Capcom
SCORE: 4 out of 10
Positives:
- Brainer kills are awesome
- Teamwork aspect
- Zombie jammer mechanic
- Single player is very lacking
- Constant red bar connection
- Lack of content
Genre: Tactical shooter
Initial Release: 21st June 2016
Developer: Capcom
Publisher: Capcom