Umbrella Corps (PC) review
"The obligatory awful team deathmatch spin-off"
Thereís no reason why a game like Umbrella Corps canít work. Thereís no reason why a capable development team shouldn't be able to take a multiplayer foundation, add zombies and lob in a load of Resident Evil franchise staples, then sit back and have a good time. It ought to be easy; there are dozens of good zombie games out there since the undead became trendy again, so why is it that Capcom struggles so much with this particular spin off? Because while thereís no reason for game like Umbrella Corps not to work, it blatantly doesnít.
A lot of subtle clues could easily provoke any number of conspiracy theories, like the game's humble Unity engine beginnings, and the fact that the franchise moniker has been tellingly dropped from the game's title (despite remaining in tact for Survivor and proving that Capcom's marketing department has nearly no shame). If the end result feels like something a few people worked on quietly in the corner while everyone else was busy making the real games, thatís because it probably was. What it wants to be is a 3v3 team-based deathmatch shooter that recreates iconic locations from the franchiseís backlog. The mansion, the police office, the village Ė they all return in one form or another, and you get to wage war in them. Dodgy, dodgy third-person war. Against other people, mind. Why would you want to shoot zombies in a Resident Evil game? How gauche!
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