Your results will wildly vary from match to match
Virtually everyone who picks up Resident Evil 3 will start with the campaign, but once thatβs done β and once youβve run through the story at least a few more times for good measure β then what? Resident Evil Resistance, most likely. Itβs included with every copy of the game, just begging to be played.
Maybe youβre super into the idea of a frantic four-against-one arcade-style take on Resident Evil. Maybe youβre just morbidly curious about this bonus mode after seeing Friday the 13th, Dead by Daylight, and other asymmetrical survival horror games take off in recent years. Iβm somewhere in the middle.
I think Resistance has modest potential, but at the end of the day, itβs kind of a hot mess.

Honestly, if you had a less-than-fond gut reaction to Resident Evil Resistance, donβt even bother. I tried to come into the game with an open mind, and itβs simultaneously better and worse than expected.
The main issue? Clunkiness. Confusion. A bunch of minor woes that add up in a meaningful way.
Whether itβs landing headshots on the shambling undead, using character-specific abilities like group healing or camera hacking to synergize with your fellow teens, or simply jogging through the claustrophobic level layouts, nothing feels as tight or satisfying as it should. That off-brand vibe is even more pronounced if you bounce back and forth between Resistance and Resident Evil 3.
The survivor side of Resistance is overwhelming even if you go through the tutorials, which doesnβt lead to the best first impression β but the adrenaline-inducing format does start to click after a few rounds. Youβll have a matter of minutes to rush through cluttered, detail-rich areas like a glitzy casino and spooky theme park to complete objectives. Often, that means finding puzzle pieces to open the exit, or taking down a fortified zombie to get and use his keycard on a few out-of-the-way terminals.
Itβs easier said than done. The maps are full of winding passages, scattered junk, and dead ends. The fifth player, the mastermind, can constantly sow chaos by spawning creatures, laying traps, and locking doors. Thereβs a balance to strike between splitting up to save time β every single second is precious β and buddying up to make sure no one gets singled out by the mastermindβs big bad bioweapon.
As one of four teenage survivors, you can pull up a map overlay at any time β even mid-combat β and thatβs instrumental, but itβs still easy to get turned around in all the confusion. I canβt stress this enough: the timer is relentless. Every zombie bite, wipeout, or small misstep can slash seconds off your clock. The end goal is to complete three zones and have everyone walk out of the Umbrella experiment alive.
In between rounds, youβll gain more time, but if even one player is struggling to comprehend your mission plan, the whole team can suffer. Resistance is bound to be one of those games thatβs really frustrating for experienced players who are matched with beginners, and vice versa. Itβs a lot.

The mastermind side of Resistance is pretty chill by comparison. Donβt get me wrong, youβll need to juggle a lot of stuff to stay ahead of the survivors, but you have a more informative map to lean on.
From a wall-mounted camera point-of-view, the mastermind player can spawn AI-controlled zombies or proximity traps (which can be triggered early), lock doors, shut off the lights, use short-lived guns, heal/buff the undead, and even take direct control of zombies, including the pipe-swinging G-Birkin and unstoppable sharp-dressed man Mr. X (depending on which mastermind youβre playing as).
Youβll come into each match with a deck of cards that consume varying amounts of energy, so thereβs an ebb and flow to making the survivors suffer. You can dump a whole bunch of crap at their feet, if you want, or you also can make their suffering more strategic. The bioweapon runs on a far slower charge. Typically, Iβm able to spawn G-Birkin twice at most. Heβs good for a couple of kills before he clocks out.
I think this premise is a cool idea, in theory. Who doesnβt want to deck some punks every now and then as the Tyrant? The problem is, this game is clunky. Itβs clunky in a way thatβs not at all conducive to the rapid pace at which you need to get things done. The movement controls for the zombies, much like the survivors, lack a certain main-series precision weβve come to expect. Part of that might be down to latency issues, part of that might be inherent to the looser arcade-like approach. I donβt know.
What I do know is that it should be way more fun to run around as these iconic monsters.

Thereβs also a basic progression system to tie the whole experience together. Itβs fairly drawn-out.
Each character has their own XP and leveling, which is how youβll gain more equipment slots and alternate abilities. The same goes for the mastermind characters. Initially, you can only play as Annette Birkin, so youβll need to rank her up to unlock Daniel Fabron, then Alex Wesker, and finally old man Spencer. All six of the teen survivors are selectable right away (and Jill is planned for Resistance, too).
Until youβve played a handful of matches, your options are extremely limited, to the point where you canβt really customize anything. On top of rank-based unlocks, there are also Equipment Chests (loot boxes), which can be bought with Result Points (RP) earned in completed matches. These points βcannot be purchased with real money,β according to Capcom, but you can buy real-money RP Boosters.
Itβs not quite as bad as that sounds. As in, you have some control. The character ability Equipment Chests are split into Survivor and Mastermind categories, so you know what youβre getting into, and Cosmetic Chests are housed in a separate category, which you can easily ignore if you want.
My main issue is that new players are at a disadvantage β some masterminds are clearly better than others β and I think the Resident Evil 3-owning audience will only have so much patience for Resistance.

In an ideal setting, Resident Evil Resistance can be fun β but only to a point. It needed more time.
The shooting and hit detection arenβt quite right, the maps are way too confined for their own good, and the balancing seems questionable at best. Thereβs promise, though. This sort of game could work.
As a proof-of-concept multiplayer Resident Evil game that was (smartly) bundled in with a coveted remake, Resistance is fine, if rough around the edges. You can play it for an afternoon, get your fill, and go back to Resident Evil 3. No harm, no foul. Still, I canβt help but wish Resistance came together better. Some parts feel surprisingly fleshed-out and original; others seem like a hasty afterthought.
I can picture a version of Resident Evil Resistance that lives up to Capcomβs recent string of successes, and itβs awesome, but this isnβt it. Maybe next time weβll get a Mercenaries mode instead.
[Resident Evil Resistance is included with Resident Evil 3. This impressions piece is based on a retail build of the game provided by the publisher.]