TGS 2009: Resident Evil: Darkside Chronicles Hands-On

At Tokyo Game Show 2009 Capcom displayed a multitude of titles. From Okamiden to Monster Hunter, Capcom impressed quite a few times. Part-way through demoing Capcom's line-up, Gaming Union sat down for some hands-on time with Resident Evil: Darkside Chronicles, Capcom's on-rails rendition of Resident Evil 2 and Resident Evil Code: Veronica.
Playing on Co-operative Hard Mode, gameplay consisted of pointing the Wii Remote at the screen, represented by a reticle, and firing at zombies. Movement and camera controls handled completely be the game itself. Dropped into an alleyway around some facilities as Leon S. Kennedy and Claire Redfield, things kicked off with zombies slowly advancing on the freaked-out party of two. The camera simulated being practically taped to the players head as it dipped, swayed and swung around. Besides to emphasize the horror, this probably was also done to make actually shooting somewhat challenging, however even on Hard Mode gameplay proved very easy to adapt to, and very easy to execute successfully.
As the zombies were very slow there really wasn't much action, instead just repeated, predictable hordes of zombies to lay waste too. Graphics are what you would expect in a Wii title as well. Zombies looked good, and even the bland facilities were alright. Level design wasn't overly inspiring though, but as an on-rails shooter this isn't a large concern as there simply isn't any option given to explore on your own. The feeling you would expect from zombies, impending doom, simply wasn't there as we sat unenthusiastically in our chairs playing Resident Evil: Darkside Chronicles, with Wii Remotes perched on knees, the only feeling stirring being that of boredom.
There were a few different weapons to the game's arsenal: a machine gun, shotgun and pistol. The pistol had unlimited ammo, but the shotgun and machine gun did not, as ammo for those two was shared between players. At times Player Two would also be taken out of the action as a zombie would graple with them on-screen, and it would be up to Player One to save them by-way of taking out the zombie.
The entire time playing Resident Evil: Darkside Chronicles we were constantly waiting for the game to feel as though it was going to start properly, but that sense of anticipation was never realized. At least for the level we played through, what seemed to be an effort to make the game tense, suspenseful and surprising instead inspired boredom and tired gameplay. Hopefully Capcom picks up the slack in the rest of the game, as otherwise arcades have been doing this style of game better for years and years. You might imagine they would at least match that.


