The game design baffles with modern videogame tropes of adding meaningless filler throughout the 6 hour campaign.
A couple of examples: You cannot enter this door as it requires a thumbprint. The machine to authorise you in the system is down the corridor. There are no threats that way and no collectibles either. The door to the room with the thumbprint machine is locked but the window is smashed so you hop in. After a tedious amount of waiting for the computer to finish talking to you about how your thumbprint has been verified you make your way back to the door, open it and continue. It is pointless, it adds nothing to the game and could easily have been removed from the game altogether. The thumbprint could have been replaced with a keycard (of which the player already has) or some other key (of which the player has already collected 3). There is nothing to be gained by making you walk down the hall and walk back again except to piss off the player.
One area is covered three times in an equally tedious fashion: You escape a sinking ship only to meet up with your rescuers at the front of the boat. You are then told that despite the ship sinking you need to get back in there to find a laboratory. You have already completed this lengthy section which is filled with water and contains underwater enemies that cannot be killed since you cannot use any weapons underwater. Plus, there is the obligatory pockets of air that you must find unless you drown making the section even longer. The controls are as good as you can hope for in a 3D third person game, which means that you are constantly battling the controls and smacking your head into scenery. When you finally reach your destination you are then made to repeat this same section for a third time with no changes to the layout, the enemies or, well anything. It's just the third time you have to repeat it. It's dull, boring and lazy game design.
The rationale for the boat not sinking despite you being up to your neck in sea water is easily explained by one of the male protagonists who exclaims: "I'm going to find something to stop this ship sinking so fast." Presumably this was a roaring success as the boat doesn't start to go down until a spy (*GASP*) triggers the self destruct mode on the boat. A boat which has a casino, promenade, rooms for guests etc etc as it has been described as nothing more than a cruise liner throughout the game. Yes the ship does house a small secret area where spooky tests and being carried out but that's in the middle of the ship and the detonation is triggered from the bridge up front by, another classic videogame trope, a big red button. It's just needlessly illogical and besides isn't the ship sinking anyway? No amount of intervention from the BSAA is going to stop that.
I thought that the game was going to end at Chapter 10 after defeating a giant monster similar to Resi 5's sea monster battle (but with an added chaingun from a helicopter second phase. Yes, the imagination is lacking throughout this game) but it continued on for another two chapters. I wish it hadn't.
Firstly, one of the main characters is killed when he falls into fire. The next chapter then has a flashback of this character 12 months before the events of the campaign. He helps an injured character by painfully slowly proceeding through an office block. You are given a handgun which is largely ineffective against the big frog creatures which attack you, but you have to make do. That would be all well and good but there is a second AI character who carried a P90 machine gun. Since the player is carrying a wounded character you would have expected the second AI to help out more. Wrong. You can run out of ammo and she still won't get stuck in. She is quite happy to let the player and the wounded character get mauled. She's probably a feminist or something, Resi developers, aye, hmmm?
The wounded character soon starts to moan about his wounds so we have to drop him off whilst we go and fetch him some bandages. Where are these bandages you might ask? Right back where we started from. Yup, we have to backtrack once again through the entire level to reach the bandages and then go all the way back again to give him the bandages. Jesus. I was getting so frustrated by the level design at this stage I almost jacked it in even at the eleventh hour. Perhaps they had limited development time for the game but, if that was the case, why are all the levels so bland and the textures of a quality that they would look at home on an N64? Maybe they were working on the voice actin... no, that wouldn't be it. Maybe they were working on the story...no, that wouldn't be it either. Actually the cut scenes are all pre-rendered so perhaps they spunked all their money on that.
Moving on, we are treated to a final bit of meandering before the final boss which involves more swimming and the stupidest door opening animation that I have ever seen. If you fancy a look you can try this
youtube video and skip forward to 5:25. This ship has been sunked for 12 months and all the doors are rusted shut. The only way to open it is to take a bunsen burner to the centre of the door and wave it up and down a bit. There's about 8 doors to open in this fashion and each time it becomes more ridiculous. After a short section where you discover the truth behind the B.O.Ws (I think we have Resident Evil 5 to thank for that acronym which has now become the staple word for baddies in the world of Resident Evil and sounds ridiculous) there is one last lengthy boss fight after someone uses the virus on themself. Yes, we've never seen that before in a Resident Evil game. Except all of them. The boss fight is as out of place as you can expect and actually requires pin point shooting to stop you getting killed rather quickly as you aim to hit a prominent area that only appears when the boss is about to do a big move. There is not a lot of time to shoot the hit box and the task is made more difficult by the unwieldy WiiU controller sticks and the slow turning mechanism that I had imposed upon myself so the unwieldy WiiU controller sticks weren't quite so unwieldy.
After the boss the game ends and 5 minutes of cut scenes play as the baddies get their comeuppance and the twist at the end is revealed even though it was blatantly obvious throughout. The bigger twist is that the character killed BY FIRE...is alive. Despite there being no rafts, the ship being in the middle of the ocean, the ship self destructing and a giant monster finishing what remained of it, and the only helicopter around saves the player... this guy has made it out with a sprained ankle. The post-credits FULLY EXPLAIN WHAT HAPPEN THOUGH "He was found adrift off the shore of Malta and rescued". Well that was pointless killing him off then. Killing him with a PIT OF FIRE, I might add.
And that's it for RE:R.
It's a terrible Resident Evil game and is indicative of Resident Evil games since, well, Resi 5 really. They are so caught up in their own backstory and nonsense that they think players want more of that. We don't. Well, I don't. I certainly don't want some of the worse BOWs in a Resi game. Not scary, not difficult, mainly frogs, looked stupid and uninspired, mostly grey, couldn't give a flying fuck about them. One enemy who is introduced briefly at the end and serves as a mini boss is fused with shark DNA. I was nursing an RPG at this stage and one RPG later he was dead. Oh, and the notes left around are just terrible. Remember some of the ones from Resi 1? Simple tales that foreshadowed later events. You won't find of that here, just a load of meaningless text about nothing. I stopped reading them after a while as they added nothing to the experience. They could have been cut from the game and you would not notice. They are mindless filler probably added as Resi games of the past have had them in.
I'm stunned and amazed that this was even released. It is universally terrible in all areas: graphics, sound (terrible music but I cannot be bothered with that), atmosphere, pew pew, story and of just being interesting. There is no need for this to exist. I imagine it was created to see whether gamers, sorry, someone in an office are probably calling us "consumers" now instead... start again: I imagine it was created on a small budget to see if consumers would pay for episodic content to milk the raw teats... sorry, to generate maximum profit. It must have been a success as they have released RE:R 2. So, if you are one of those people who paid for RE:R then you have probably contributed to the demise of this medium we love so much. y friend lent me this and when I see him I'll probably stab him in the eye for each and every one of us who cares about games.