The original Resident Evil was primarily responsible for creating the term "survival horror", and although for a while it seemed like Capcom had forgotten its roots there's no denying that the company created something incredible. It's no surprise, then, that other companies tried their hand at survival horror games too - Konami quickly followed up with Silent Hill, for example.
It should be immediately obvious which game Vaccine is taking after - blocky PS1-style character models, fixed camera angles, "tank" controls, limited ammunition, a voice that says the game's title after you start; the list goes on and on.
In Vaccine you play as one of two characters trapped in a mansion. Their partner has been infected with some sort of virus and you have to find the vaccine before it's too late. What follows is essentially exactly like Resident Evil, at least at first glance. In fact, if you've played any of the classic fixed camera angle Resident Evil games this game should feel very natural.
Vaccine does bring some unique features of its own to the table, however, and they're pretty important ones - the biggest is that the layout of the mansion is entirely randomized every single time you play, changing up not only the rooms and doors, but also enemies and item locations. This essentially means no two playthroughs (or attempts at playthroughs) will be the same.
Addition number two is an experience system, which feels a little out of place at first but actually works pretty well. Dealing damage to enemies will build up XP, which can then be spent on five different stats once you have enough. "Aiming", which increases damage, is probably the most important one, but the rest shouldn't be completely ignored. After each level increase the next level for that particular stat will cost more XP, so it's good to spread the points out a little.
Time limits have occasionally been a thing in Resident Evil games (such as in most escape sequences), but Vaccine is entirely timed - you only have a limited time to find the vaccine or you lose instantly. At first this time limit is quite generous, but upon a successful playthrough you'll be able to start over with a significantly shorter period, which keeps going down further every time you win again.
While the experience system works well enough, Vaccine's two other additions - the randomization and the time limit - are cause for some major grievances. Randomization is, in theory, a neat way to add replay value to any game, but when coupled with a timer it can be the source of great frustration.
While there is always a knife in the first room (which is more useful here than it is in most Resident Evil games) finding anything else is completely up in the air. Sometimes you might find a handgun in the very next room, sometimes you might not find a handgun at all. Other times you'll come across a shotgun, while other times still you might only find proximity mines.
That's not to mention how difficult it can be to even see items sometimes - the mansion is pretty dark, so handgun clips and the like tend to blend in very well. There's no sparkle effect or anything to indicate items, so during every playthrough we dread to think how many items we're actually completely missing.
Enemy placement is similarly problematic - sometimes you'll only have to deal with simple zombies, while other times you'll be bombarded with Vaccine's equivalent of Resident Evil 2's Lickers - which take up a lot of shots to kill and hit like a freight train - and fast-moving rats, which only take one hit to kill but like to hide under places where they can't be hit until you come close enough for them to quickly scurry out and nip at your heels.
We can't quite gauge the enemy AI, either - the aforementioned Licker clones sometimes just freeze in place while you empty your entire handgun clip on them before walking back to their original location, while other times they'll relentlessly pursue you through the entire mansion, even if you run all the way back to the start. One time we were quite certain we had managed to shake one off, only for it to wander into a room miles away where we were busy fighting another one, leading to us quickly getting sandwiched between them and getting a one-way trip to the game over screen.
When you've beaten the game a few times in a row and the time limit has gotten rather low, the randomization will start to become extremely problematic in another way - running through 10 rooms only to hit a dead end and having to backtrack can waste a great deal of time, which is not good when you don't have a lot to spare. The game actually has a "true ending" unlocked by beating it about nine times in a row, though this is purely based on what we've heard from others - we certainly haven't had the luck of the gods required to do it.
One last annoyance is the abundance of spelling errors - it'd be fine if there were a few, but they're all over the place - in menus, readable notes and more. It's sloppy and reinforces negative impressions from the gameplay experience.
Conclusion
While Vaccine recreates the look and feel of classic survival horror games, its own additions to that formula leave a lot to be desired. Randomized games can be fun when done right and properly balanced, but Vaccine has no qualms about sometimes generating a game layout that's completely unfair and almost unwinnable, while at other times showering you with more guns and ammo than you know what to do with.
If the randomizer was more balanced and perhaps the timer or the multiple playthrough requirement for the true ending were removed, Vaccine could very well be an excellent throwback to the games that started it all - as it stands, however, it's a never-ending exercise in frustration.
Comments 22
I'm sorry this has reviewed so poorly. I had been thinking of picking it up in a sale. I can forget that now.
I'm more intrigued by the game now than ever before, actually. Even if it doesn't pull off what it tries to achieve, the idea of a randomized survival horror is too attractive for me to pass. Besides, there aren't lots of games willing to revive this old formula. I'll give it a try, see how much its shortcomings bother me.
I might actually consider this if it comes over to Switch.
I feel like procedurally generated games really beg for portability, and if this were on Switch or the 3DS (or New 3DS, even) I might take a stab at it eventually. I think the concept is brilliant, but the ever-decreasing timer doesn't sound particularly fun. I feel like removing that entirely and replacing it with more rooms of traversal being required to get to the vaccine in 30 minutes would be the way to go. Or more/stronger enemies? I don't like the idea of the window always getting tighter, since I think then I'd just never want to play again after a certain number of successes. Or maybe an option to switch between the two approaches? I feel like mapping a game like The Binding of Isaac onto a survival horror game would be positively amazing, and maybe with a sequel this title could get closer to there. Even just making it portable would be enough for me to consider giving it a shot, though.
That's a bit of shame.
PS. This game would be kinda cool to see in VR, with the same fixed camera viewpoints in each of the locations too.
I just played a game called Korix recently, and it demonstrated perfectly that third person stuff in VR can be pretty great (no motion sickness either):
http://www.inceptional.com/2017/04/03/i-just-played-a-cool-little-vr-game-called-korix/
There's also titles like Chronos (the perfect template for an old-school Resident Evil type of game in VR), Lucky's Tale, Edge of Nowhere, and AirMech Command that additionally show how viable third person in VR:
https://youtu.be/u47uN544HYQ
https://youtu.be/wIUQaIkHQSo
https://youtu.be/8VQKVv5Atr0
https://youtu.be/AOjgmyVesgM
And then there's something like this:
https://youtu.be/6OuIFLmLGx8
Yeah, I'm hyped about VR again—the hype never left me.
I enjoyed FreezeME, so I do have a bunch of goodwill towards this developer. This game is absolutely not my style, though (zero interest in Resident Evil, old or new), and the bad reviews it's gotten don't help.
Hopefully their next game fares better.
Oh, and since this game made me remember and wonder, apparently that other retro survival horror title for the 3DS, "Back in 1995 64," is still going to happen. Hadn't heard about it for a while, so I assumed it was dead. It looks like they showed it at TGS in September of last year, so maybe that'll still happen and be better received!
They should probably update the game to address some of these concerns and also consider a seed value you could put in to always get a certain layout in the game, that would be great to test out values and find a favorite setup to consistently play.
A Switch port and some fixes could make this more worth it. Add an outline or sparkle to items, fix spelling errors, maybe add the ability to warp to the starting room in exchange for some time to help with backtracking (Or not, I'm just brainstorming here) and this could be more worth a purchase.
I'll consider this if it ever releases on the Switch.
Hm... Curious.
I really wanted to have a better score (at least 6). It read in my mind as a 6, though. I hope they have a demo of sorts and that they addressed some kind of glitter or shine for objects (a la Left 4 Dead).
Also, the Resident Evil games didn't come up with the survival horror genre (they arguably made it popular). I think it was a game on the SNES where u go into a mansion and battle ghouls and ghosts. It had really good scares but I just can't remember teh title of the game.
It was something like Steep Home or something like that (back in 1995-1997
It's amazing, use common sense and the game isn't hard at all from cheap tricks but has actual challenge. I still can't beat the last stage but I am not so poor a gamer that I am going to blame that on game design.
I seriously give it a 7 or 8. My first few runs I got destroyed but you get the hang of it and what to level up first it's a great experience.
@maceng I don't think this is what you have in mind, but as far as I know Clock Tower is the only proto-survival horror on the SNES/Super Famicom catalog.
@maceng It was "Sweet Home"
https://en.wikipedia.org/wiki/Sweet_Home_(video_game)
Pretty spooky back then.
@maceng Not to be a nit pick but, survival horror kind've started on the Famicom. It was called Sweet Home. It never to the U.S. and I don't think it was released in Europe either.
@CartoonDan That's the one!
Looks awful. Resident Evil was great for its time because it pushed the hardware limitations of the time. Making a same-ish game in this day and age is just laziness, and make no mistake.
I'd rather Capcom release Resident Evil: Deadly Silence on the Wii U eShop instead (why haven't they?!).
Looked very poor to begin with!
@Ralizah @Gorlokk
Looks like it is actually coming to Switch. Its Japanese release comes out in Japan in two days.
@Gorlokk It is now available for the Switch FYI
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