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Umbrella Corps
Score: 45%
ESRB: Mature
Publisher: Capcom
Developer: Capcom
Media: Download/1
Players: 1; 6 (Online)
Genre: Shooter/ Online

Graphics & Sound:
Presentation provides a fantastic top-level view of what to expect with Umbrella Corps. First impressions are great; environments are detailed (if a bit small) and pull from some of the more memorable locales from previous games in the Resident Evil series. The more you play, the more underlying flaws become apparent. I’m not talking about small, easily overlooked cracks, but gaping fissures in the foundation.

In a move designed to recall Resident Evil 4, Umbrella Corps uses an over-the-shoulder camera. As much as I enjoy the view in single-player games, it doesn’t work for a multiplayer shooter, especially when the hulking player-character takes up nearly a third of the screen real estate. For a game where you need to see as much of your surroundings as possible, I can’t see the logic in dedicating so much screen space to my character. The suite of small customization options is a fun way to set yourself apart from other mercenaries on the field. At the same time, just because I dress my solider up with a few patches, it doesn’t mean I want to see them up close.

The rest of the presentation is weak at best. Gunfire is as underpowered as the weapons producing the sounds, and the music non-existent. Or, at the very least, leaves no impression at all. Even the groans and moans of the undead are really more of a whimper from a wounded animal.


Gameplay:
Umbrella Corps is a broken mess of otherwise interesting ideas and intentions. Action is split into single and multiplayer modes, each built around the premise that you’re a mercenary sent into to collect DNA from the various outbreaks from the numbered Resident Evil games. You would think others would learn from Umbrella’s mistakes, but apparently cataclysmic bioweapons are big business.

I mention the premise only because, outside the maps and title, Umbrella Corps features few ties to the RE series proper. So, if you’re a fan looking for another romp through your favorite setting, you won’t find it here. Outside the shaky story setup, the single-player component offers nothing in the way of actual story or lore. Instead, matches place you in one of the game’s maps and task you with collecting DNA samples. It is entertaining for a match or two, but the fun is short-lived thanks to the repetitive gameplay and a set of mechanics that don’t work.

Multiplayer matches place you in 3v3 matches in one of two play types: a "One Life" playlist or a series of rotating objectives in the same map. Umbrella Corps offers a decent number of play modes, such as Bounty, Deathmatch, or Item Collection. Not that cribbing modes from the last decade of multiplayer shooters is a bad thing, but there’s an underlying lack of understanding of what made the games great in the first place.


Difficulty:
In many ways, Umbrella Corps reminds me of the glut of off-brand multiplayer shooters that hit Steam and store shelves in the wake of Call of Duty’s success. Umbrella Corps does a good job of replicating ancillary systems like XP unlocks and modes, but standard systems, like hit detection and balanced damage models, are unreliable. Even if you have a target dead to rights, there’s a chance the hits or death won’t register.

Regardless of the match type, games typically boil down to Deathmatch competitions. "One Life" matches rarely last longer than a minute; 3v3 matches can run longer, but you rarely see anyone actually playing the objective. Most of the problems stem from the combination of fragile players and overpowered melee combat. Regardless of which mode you’re playing, the back of the gun will always do more damage than what comes out the front.

The balance between damage and player survivability seems to stem from, at least as far as I can tell, lessons the developers learned from crafting the largely single-player RE titles. In a way, it makes sense that it would translate into a multiplayer environment and it should, at least theoretically. Melee, in large part, is the element that throws the idea out of whack.

Melee is so powerful, in fact, most players have taken to exclusive use of the Zombie Brainer, a giant hammer that looks like a cross between a sledgehammer and climbing pick. One hit is enough to down anything and, thanks to an incredibly generous kill zone, requires little skill to wield. Brainer-on-Brainer duels aren’t an uncommon sight.


Game Mechanics:
Umbrella Corps is at its best when its more unique elements are allowed to shine. Most levels are designed with lots of cover and hiding places in mind. When you’re allowed to really conceal yourself in the map, matches are more interesting and last for longer than a couple of minutes. This doesn’t happen. Even if you’re able to stash yourself away in a hidey-hole, you won’t do enough ranged damage for it to matter much. Besides, in most cases popping out to shoot someone just leaves you open to someone – maybe even the person you’re shooting at -- wielding a Brainer. Double deaths are just as common as Brainer duels.

Zombies are a persistent threat in every map, adding a unique variable to matches. Your mercenary is equipped with a Zombie Jammer, a backpack that emits a signal capable of masking you from zombies as long as it is active. Knocking the Jammer out of commission is meant as a major strategic element during matches. A well-placed shot will damage it, sending any zombies in the area swarming. Once the zombies are on your scent, there’s no way ditching them. Coupled with the cover-and-hide mechanics, matches look like they could easily become WWI-style stand-offs. Instead, most matches boil down to everyone clustering into one area of the map (making small maps feel even smaller) and either pummeling the hell out of each other or sending a spray of bullets in the general direction of the Jammer and letting the zombies get the kill. Either way, matches aren’t much fun.

With so many shooters available, it is hard to recommend Umbrella Corps. The small bits of nostalgia might be enough for longtime RE fans, but the rush won’t last long. The game’s issues are numerous and the more you play, these issues become even more noticeable and hard to ignore.


-Starscream, GameVortex Communications
AKA Ricky Tucker

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