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Resident Evil: The Umbrella Chronicles First Impressions

Wii First Impressions by Kristan Reed

18 April, 2007

I'm not convinced that shooting zombies in the face will ever be a dull thing to do. Maybe it's the satisfying way their brains explode all over the screen with a 'thunk', or the rasping guttural moan in that split second of realisation as their arm splits off from their torso. Even Capcom's really bad Gun Survivor games had a certain charm about them. It's about disconnecting your brain, adopting a spaced-out expression and focusing your entire being into your trigger finger.

But, to date, Resident Evil shooters have been a story of massive, inexplicable missed potential. The first two in the series were, frankly, awful, and even the relatively well-regarded Dead Aim on PS2 was ultimately a bit shallow, way too short and blighted by some pretty bland sections. Combining the explorational, puzzle-solving adventure side of Resident Evil with proper light-gun thrills was an ace idea, but not one Capcom seemed confident enough to fully flesh it out.

You might imagine that The Umbrella Chronicles would take the Dead Aim mechanics a step further. After all, the Wii's controls seems absolutely tailor-made to allow you to move with the Nunchuk, and aim/fire/reload with the Wiimote, but instead, Capcom has gone back to the old school 'on-rails' approach, presumably to ensure it's a game with wall-to-wall zombie-shooting action.

'Resident Evil: The Umbrella Chronicles' Screenshot 1

It won't be a catwalk. Cakewalk. Well, either.

In many ways, The Umbrella Chronicles is a Resident Evil fan's dream. It takes you on a 20-hour journey through the main bulk of the series, encompassing Resident Evil Zero, the original Resident Evil, right through 2, and climaxing with 3. The idea, as the title suggests, is to deliver a back-to-back retelling of the "truth" behind the fall of the nefarious Umbrella Corporation, as well as giving an insight into 'never before seen' parts of the back story.

At Capcom's annual Gamers' Day in San Francisco, producer Masachika Kawata speaks of a "more direct style that you don't get in a third-person game", and dismisses any suggestion that The Umbrella Chronicles is "not a true Resident Evil game".

"I can assure you that once you experience the action you won't think that," he asserts.

One thing he's keen to stress is that "it feels really good to shoot" and that they're "going to balance the game so you can be quite gun-happy", with the focus not just on shooting lurching zombie scum, but practically everything in the environment too, from doors and windows to lights and chandeliers - often to your own detriment once you realise that you're left alone in the dark.

'Resident Evil: The Umbrella Chronicles' Screenshot 3

He's everywhere!

Like every Resident Evil adventure, a large part of your adventures are spent helping out other characters, and co-operating with one another, exchanging information and seeing who can come out with the cheesiest lines. As you'd expect, all the familiar characters take the lead at some point, so we'll get to admire Billy's mullet and guns one more time, revisit the creepy mansion with Chris and Jill and "other surprises" that remain a filthy, dark secret for the time being. The rather wonderful clip montage was like a nostalgic run through some of the finest survival-horror moments of the past 11 years, except entirely reworked using a delightful new engine that instantly makes it look like the finest technical achievement on the Wii to date.

As soon as the lengthy Capcom presentation was over we got an all-too-brief hands-on with a ten-minute segment set in the familiar confines of the Resident Evil 1 mansion. As with any on-rails shooter, the controls are simplicity itself: simply point the targeting reticule where you want it and blast away. As you'd expect, pointing and shooting feels extremely responsive, intuitive and natural, and with no requirement to focus on movement or camera control, it's all about speed and accuracy. Having said that, the game does grant you the ability to shift your viewpoint within a few degrees with the Nunchuk, and often doing so gives you a chance to snag otherwise hidden ammo and health, not to mention the chance to shoot approaching zombies earlier than if you'd kept the viewpoint centred. On the other hand, there's a risk-reward element to shifting the viewpoint, and while you're busy looking the other way, you can just as easily find yourself blind-sided by your own greed. Take note, greedy ammo man.

'Resident Evil: The Umbrella Chronicles' Screenshot 2

We just can't stay away.

Needless to say, all the familiar weapons make an appearance, with the more powerful ones appearing somewhat fleetingly - just as with a typical Resident Evil game. Flicking between weapons is just as simple as anything else, with the d-pad cycling between firearms that include old favourites such as sub-machine guns, knives, shotguns and pistols. We're told to expect rocket launchers, grenades and everything else in between, though none of them were in evidence in this early demo.

As we've touched on already, the game looks absolutely stunning, and easily the best-looking game we've seen so far on the Wii. If you're familiar with the old static rendered backdrops of old, then breezing through fully destructible 3D versions of these ornate locations is a curious thrill. It's the best form of retro tourism, hitching a ride through a forgotten part of your gaming brain, and discovering that it looks even better than your remember it. Normally, delving into such wanton nostalgia only leads to dumbstruck disappointment, but you'll only feel admiration for the way Capcom has reinvigorated some of its finest work.

'Resident Evil: The Umbrella Chronicles' Screenshot 5

Don't be a donkey!

Blasting away at paintings, walls, doors and anything not nailed down is almost as much fun as the killfest going on elsewhere. There's almost a gleeful delight to be gained out of ruining the graceful old mansion, sending chandeliers swinging, busting up doors to get an early bead on approaching undead and then blowing their heads off with a few well-placed shots.

So far, so good. We meet a giant snake toward the end, die and resume where we left off, and wonder whether the whole thing has enough variety to entertain us for the claimed 20 hours of gameplay. It's undoubtedly a polished, well executed light-gun-style shooter, but it's one of those where you'll probably only be able to play in short bursts before the inevitable arm ache kicks in. There's no doubt The Umbrella Chronicles is a game that anyone with a passing interest in Resident Evil titles will want to take a look at, but concerns linger, despite the instant thrills. The main one is whether it has enough variety and long-term appeal, and whether you'll simply get bored of wading through the same old on-rails shooting after a few hours. But with a late summer release date mooted, we won't have to wait long to find out.

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Comments: 1-50 of 113 in total | next 50 »

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speedofthepuma
18/04/07 @ 13:00
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could be good - would prefer more control than on-rails
_grumpy
18/04/07 @ 13:01
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did you get red on you? \o/
space ace
18/04/07 @ 13:02
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over-exposition is the new bloom?
Introspectre
18/04/07 @ 13:08
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"it feels really good to shoot"

(y)
ZuluHero
18/04/07 @ 13:11
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a back-look through resi's history = good

on-the-rails lightgun shoota' = bad
AcidSnake
18/04/07 @ 13:11
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Hmmm...Wasn't there red carpet in the main mansion hall?

I hope they put a heavy amount of story in, not just a retelling of the stuff we already know...
DeathLord666
18/04/07 @ 13:12
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I'm half-interested in this. Don't like the idea of on-rails shooter though, and considering how godawful the survivor games were.
aldo_14
18/04/07 @ 13:16
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On rails is a real disappointment for me, but I guess I'll have to see if the controls are fun enough to overcome the usual problems of on-rails games. Screenshots look very over-exposed, though...
Daikon
18/04/07 @ 13:20
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I hope this is not Chris' blood!
Machiavel
18/04/07 @ 13:23
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20 hours? Suspicious, most gun games I've played, 10 minutes would be over a third of the entire story.
chrisjm
18/04/07 @ 13:24
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can you flip the giant snake for maximum damage
Tomnd
18/04/07 @ 13:28
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ahh well if its any good they'll wack it on the 360 &ps3 with a light gun.
Adam_T
18/04/07 @ 13:31
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I'll have to sellotape my Wii remote to my BB gun for this bad boy I think!
Katsumoto
18/04/07 @ 13:31
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So when it says on-rails does that mean you have absolutely no control over movement, or can you control when you move forward, just over a set path?
ecureuil
18/04/07 @ 13:34
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I'm not really sure about this. From the video's, it looks like House of the Dead in the RE mansion. The mansion wasn't even filled with that many zombies and ammo was supposed to be scarce, not in abundance, it really ruins the story in a game where they're supposed to be clarifying it.
Joe
18/04/07 @ 13:39
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This game really is a clusterfuck waiting to happen imo.
varsas
18/04/07 @ 13:42
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House of the Dead is STILL fun!
Rob
18/04/07 @ 13:44
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Katsumoto
18/04/07 @ 13:49
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haha! So true.
CannonAnBall
18/04/07 @ 13:54
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There are some whingin bitches about!

I'll probably buy it to be honest. I loved Operation Wolf on the Spectrum 128k in 1986 (or whenever it was?)

TriggerHippie
18/04/07 @ 13:55
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Less fun than a Jill sandwich
SBfistfun
18/04/07 @ 13:59
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on rails = nExT gEn

.......
Tonka
18/04/07 @ 14:02
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It takes you on a 20-hour journey through the main bulk of the series

o_O really? That sounds pretty fleshed out (flesh hahaha) for a lightgun game.
Edited 1 times, most recently on 18/04/07 @ 15:02
MoGamer2006
18/04/07 @ 14:08
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Here's an idea: could we wait and see what this game's actually like before slagging it off...?

Just an idea...
ZuluHero
18/04/07 @ 14:16
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it would be an idea *IF* we didn't have previous experience to draw on. Lightgun and resident evil game cross-overs JUST DON'T WORK.
CannonAnBall
18/04/07 @ 14:20
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Don't buy it then!
Carlo
18/04/07 @ 14:20
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Halo 3 is shit!

/also makes an opinion on a game he's not played
CannonAnBall
18/04/07 @ 14:23
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GTA IV is wank!
Katsumoto
18/04/07 @ 14:25
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I pretty much hate all things, ever.
dudefella
18/04/07 @ 14:29
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I hate fun! And no more sunlight!
Chtulie
18/04/07 @ 14:35
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I guess capcom knows that as a franchise gun survivor is dead, and left it off the title for this game.

I hope it'll come with a gunshell for the wii-mote & nunchuck. Like the one seen at e3 a while ago. Except a RE customised.
PlugMonkey
18/04/07 @ 14:35
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it would be an idea *IF* we didn't have previous experience to draw on. Lightgun and resident evil game cross-overs JUST DON'T WORK.

Really? What about House of the Dead?
bdc
18/04/07 @ 14:36
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Ew horrible jaggies on the RE1 hall screenshot :(
Chtulie
18/04/07 @ 14:36
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"over-exposition is the new bloom?"

Going by the 3 minute video going the rounds on the internet, that shot's made with a lighting flash going on in the background for extra drama.
Sid Nice
18/04/07 @ 14:38
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This sounds rubbish I can't wait for Resident Evil 5 on the Xbox 360. To exit the on rails part of the game you have to use the dance mat from Mario Dance Revolution; which emulates your walking actions. It all sounds too complicated for me.
ForbiddenForest
18/04/07 @ 14:49
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nothing wrong with a bit of on-rails action, just as long as the weapons and visuals are phenomenal. Also looking forward to a wii game with resolution over 320x200. But not looking forward to having to buy a PS3/360 to play the next proper resi game. bugger.
krudster [mod]
18/04/07 @ 14:52
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It is totally on-rails. All you can do is move your head slightly with tne nunchuk stick.
telly
18/04/07 @ 14:58
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bah sounds boring, was hoping it would be something like killer 7 but a bit more coherrent.
Katsumoto
18/04/07 @ 14:59
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ah, cheers
Tomnd
18/04/07 @ 15:16
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this slagging it off is great, hopefully by the time it comes out, our expectations will be so low that it turns out to be the best game of the year.
thedaveeyres
18/04/07 @ 15:17
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on rails? UGH
monkie_king
18/04/07 @ 15:17
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krudster, was it proper lightgun-type where-you-point-is-where-you-shoot (WYPIWYS?) aiming, or did you need to rely on the reticule as with most other Wii shooty stuff?
Any other controller innovation on show? Shaking off bitey zombies, knife swipes or anything like that?
Bloodkult
18/04/07 @ 15:20
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You get to shoot zombies in the face. What the hell is there to complain about?

9/10 Needs more tits.
Tonka
18/04/07 @ 15:25
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monkie_king

There is no way on earth that a WYPIWYS thing would work. Read up on how lightguns of yesteryer knew where you were aiming and you will see. So it will be much like bow and arrow shooting in TP or target shooting in Wii Play.
CannonAnBall
18/04/07 @ 15:26
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First of all look at the amount of casual gamers who are buying the Wii. Then look at the RE game in question.

Not all people want a complicated gaming experience. I know a few people that couldn't give dogs dick about next gen gaming on the 360 and PS3 but shove the Wii on and they'll play for hours on it. My girlfriend is a good example. She'll play for hours on Wii Play but as soon as I talk about any game on the 360 she loses interest and calls me a geek.

Also most people couldn't give a toss about HD.

Nintendo are releasing two RE games and both offer different experiences depending what you want out of a game.

ecureuil
18/04/07 @ 15:30
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I guess we'll have to wait and see. I just can't wait for RE5 on the PS3, but it seems like it's going to be a while.
monkie_king
18/04/07 @ 15:32
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tonka: yeah, that's what I'm afraid of. I reckon it would be possible to make it much more accurate though, through some sort of "shoot each corner of the screen" calibration system. And since this is a pure on-rails gun game, and therefore lives and dies by its aiming system, I had hoped we'd see something like that here ...

/mourns the premature death of the lightgun. curse you, advances in display technology!!!
Tonka
18/04/07 @ 15:37
#48
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monkie_king: Yes, some sort of calibration will help. I think the one in TP worked a treat. I'm really looking forward to RE:UC. If they would only confirm co-op I would add another layer to my Capcom shrine.
AcidSnake
18/04/07 @ 15:38
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@monkie king:
Hmmm, I don't think a calibration would be able to do that...
See to keep those points absolutely referenced the wiimote would have to know the distance to the screen as well...And I don't think it can read distance just from the distance between the lights on the sensor bar...

It would need absolute 3D markers, instead it just has 2D markers...

Did I explain myself here? Errr....

Even if it uses the reticule system it should still be fun...
And relatively easy to add players for co-op!
daz_john_smith
18/04/07 @ 15:42
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Has there been any mention of 2 player co-op. I've always found lightgun shooters to be far more fun with 2 people and it would work in terms of the stories since there's generally 2 playable characters in most Resi games.

Little worried about the 20hrs claim... I'm all for longer games but in the right context. Lightgun shooters should really be short and sweet, it goes well with their shallow, but fun nature. 20hrs of non stop shooting seems a bit much. With nothin else to break up the game it could become very repetive all to quickly. Surely there's nothin to stop them from reinventing some of the puzzles with the Wii controls in mind. They could make some amazing puzzles using Wii controls, the possibilities are endless.
Edited 2 times, most recently on 18/04/07 @ 16:45

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