Resident Evil: Desolation

Resident Evil: Desolation is a 2017 Psychological-Survival Horror game developed and published by Capcom. It was formerly announced-alongside Resident Evil: Revelations 3-during Capcom's TGS 2016 conference as part of the Resident Evil 20th Anniversary celebration. It is a canonical side-story in the Resident Evil universe following the whereabouts of Claire Redfield (TerraSave) and Jill Valentine (B.S.A.A.) during the events of Resident Evil 6 and the first Resident Evil title to feature the two characters, picking up where Revelations 2 left off. It also reveals the aftermath of Jill's ordeal in Resident Evil 5 where she served as Albert Wesker's test subject for Uroboros during her elongated absence.

The game was developed from the ground-up using Capcom's brand-new RE Engine. It features unique elements never-before-seen in a Resident Evil title, taking on the moniker of a Psychological-Survival Horror game akin to Konami's Silent Hill franchise. It also lends players the choice of "fixed" camera angles from classic games or the over-the-shoulder view of the more recent entries (Resident Evil 4-onwards).

It was released on August 1, 2017 for the PlayStation 4, Xbox One and PC.

Synopsis
After launching an attack on a Panama cruise ship containing Uroboros survivors during a TerraSave rescue mission, Alex Wesker, reborn through Barry Burton's daughter, Natalia kidnaps Jill Valentine from the B.S.A.A. testing facility where she's undergoing treatment for wounds suffered by her brother years ago. Jill and Claire soon wind up on opposite ends of the top-secret New Umbrella Research Facility located on a barren Vancouver island where they find themselves in the middle of a deadly experiment along with the ship survivors: Alex Wesker's FEAR Virus, created from mixing the T-Veronica virus with deadly hallucinogens coursing through the facility walls.

They'll soon experience fear like never before as they fight for survival and uncover hidden secrets. Perhaps there's more to the deadly experiments lurking inside this horrific laboratory than we ever thought possible...

Gameplay
Resident Evil: Desolation is a fill-in-the-blank side-story game explaining the whereabouts of Claire Redfield and Jill Valentine during the events of Resident Evil 6. It is, in many ways, a reimagining of the Survival Horror themes of Resident Evil, offering a unique perspective for the franchise. It borrows many queues from the Silent Hill games, such as foggy environments (due to hallucinogenic agents inside the laboratory) and psychologically-profiling you as you play, altering in-game elements for different choices and actions, thus becoming more of a Psychological Survival-Horror game.

Many of the core Resident Evil elements return, such as exploration, combat, item management, limited ammo and puzzles, but the traps and laboratory halls/rooms are so cleverly designed that solving one puzzle often leads right into another, potentially setting off a contraption-such as various hallucinogenic aerosols-in the process. For instance, facing an unpredictable wave of smoke-buried monsters, both real and hallucinatory alike. During this time, it is commonplace for each character to run into a series of vanishing illusionary monsters as a result of the hallucinogenic effects before a real B.O.W. will appear and attack completely at random, often building up suspense before they appear.

New to the game are conditional health mechanics. The character's perception is altered in response to hallucinogenic stimuli while navigating through the level(s), i.e: the layout of hallways and rooms and monster designs are similarly affected differently depending on the choices made due to the presence of hallucinogens, including distortions within said hallways/rooms. They may affect the character in other ways, too, such as the presence of blurred vision, screeching, echos, demonic voices ringing inside the character's head, and apparitions. These effects reflect the psychological mind games Alex Wesker plays on each character throughout the course of the game. New items, such as psychoactive drugs, are also implemented as a counter measure as the character will occasionally experience gradual heart attacks and seizures linked to the player's heart rate while playing as Jill, who's body reacts more adversely due to her mental condition. Each character is also equipped with a heart rate monitor courtesy of Natalex.

While in the "seizure" phase, the character will see a bleed-out effect encompassing the player's screen, causing all surrounding environments and enemies to be increasingly blurred out until your heart rate flatlines.

Like Resident Evil 2, the player can assign an "A" solo campaign for either Jill or Claire followed by a "B" for the other, allowing for 4 different scenario possibilities. Each campaign is prefaced with a hallucinogen-induced nightmare sequence that the character wakes up from and occurs concurrently. Each character finds themselves periodically being preyed upon by the Weskers (perceived or otherwise), Jill seeing followed by Albert and Claire being haunted by Alex (their respective 'captors' from previous games) who dons an increasingly demonic figure with each appearance as the story progresses. Whether these are real or perceived is a mystery within the game itself. Each campaign is intrinsically linked to each other, in many ways affecting the other character, similar to Jigsaw's traps (Saw film franchise). For instance, tapes can be uncovered showing the events from the other character's campaign as they actually occurred in real time as well as other plot devices affecting the other's story, such as the presence of select items and puzzles. Items valuable to the other character's skillset, such as Jill's signature lock pick, can be obtained during each campaign.

Each solo "A" and "B" campaign is followed by a final "C" co-op campaign where both Jill and Claire travel together after meeting up. The co-op campaign adopts Resident Evil Zero 's dual control system where the player can either control one character with the other controlled by the computer or both simultaneously as well as split them up. Splitting up is necessary to solve certain puzzles during the final "C" campaign. Both characters have their advantages and disadvantages over each other, i.e: Jill can unlock secret doors/safes via her lockpick and Genesis scanner abilities, but can only hold eight items to Claire's ten. Claire is more resistant to panic attacks, but suffers more physical damage when attacked. Both characters also have differing counter techniques. For example, Jill is more resilient and can dodge incoming attacks (similar to Resident Evil 3/Revelations) while Claire can counter monster strikes with a takedown technique.

Characters
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Plot
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Development
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