Compare Resident Evil: Revelations prices across 50+ stores and find the best deal. Developed by Capcom. Published by CAPCOM Co., Ltd.. Released on 5/20/2013. Available on PC, Xbox. Genres: Action, Adventure. Metacritic score: 77/100.

If the bloated action of RE5 and RE6 left you cold, this claustrophobic cruise-ship horror is the course correction you were waiting for - tense, methodical, and genuinely unsettling in its best moments.

I'll be straight with you: my expectations walking into Resident Evil: Revelations were shaped almost entirely by how badly RE6 fumbled its identity. What I found was something far more deliberate - a game that treats every bullet like it costs money and every corridor corner like a potential threat. The whole campaign is built around the Queen Zenobia, a derelict cruise ship that Capcom wisely chose for its claustrophobic layout and the psychological weight of being stranded in the middle of the ocean. The tight hallways, cramped cabins, and flooded lower decks do more atmospheric work than any jump scare could. The gameplay sits in a slower, more anxious register than RE4 or RE5. You can move and shoot at the same time - a first for the series at the time - but Capcom deliberately throttled your movement speed so aggression doesn't feel safe. Ammo is rationed tightly enough that scanning every enemy with the Genesis bio-scanner (which rewards percentage-based scans with healing herbs) makes practical sense even if it occasionally interrupts the pacing. Weapon upgrades are handled through a kit system rather than a merchant, so you're swapping and socketing custom parts rather than shopping - a small change that keeps you thinking about loadout even mid-level. The dodge mechanic, returning from RE3, is there in theory but fumbles in practice; most players end up sprinting around threats rather than timing it cleanly. The Ooze enemies - waterlogged, deformed T-Abyss mutations that slink through vents and reposition behind you - create genuine tension, even if critics were divided on whether they hit the series' high bar for creature design. The campaign splits attention between Jill Valentine's investigation aboard the Zenobia and shorter interludes following other BSAA agents in locations like a snow-covered mountain base. The Jill sections carry the game; the side chapters with supporting characters like Keith and Quint feel noticeably thinner in atmosphere, though they do break up the ship's visual monotony. The story itself is pure RE soap opera - bioterrorist conspiracy, double-crosses, dramatic codec calls - and it doesn't aim higher than that. Infernal Mode, added for the HD port, reshuffles enemy and item placement enough to justify a second run if you liked the first. Raid Mode is where the game earns its replay legs. It takes remixed campaign maps, adds leveled-up enemies, and drops in RPG-lite character progression with experience, weapon cases, and a loadout system. You can run it solo or in two-player online co-op, and it's a mechanically different beast from the campaign - faster, more systems-forward, closer in spirit to a horde-lite experience. It's not a full game on its own terms, but it's substantially more content than your average bonus mode. The PC port runs well, though mouse-and-keyboard controls feel slightly twitchy; a controller is the intended experience and it shows. Who is this for? Players who wanted RE4's over-the-shoulder view paired with old-school survival tension rather than action spectacle. Series newcomers who want something atmospheric and paced without the vintage tank-control barrier to entry. Anyone willing to accept a story that exists mainly to move Jill from one dark room to the next. Alex, Scout Team

Resident Evil: Revelations
ActionAdventure

Resident Evil: Revelations

May 20, 2013CapcomCAPCOM Co., Ltd.
GamerScout Says

If the bloated action of RE5 and RE6 left you cold, this claustrophobic cruise-ship horror is the course correction you were waiting for - tense, methodical, and genuinely unsettling in its best moments.

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About Resident Evil: Revelations

I'll be straight with you: my expectations walking into Resident Evil: Revelations were shaped almost entirely by how badly RE6 fumbled its identity. What I found was something far more deliberate - a game that treats every bullet like it costs money and every corridor corner like a potential threat. The whole campaign is built around the Queen Zenobia, a derelict cruise ship that Capcom wisely chose for its claustrophobic layout and the psychological weight of being stranded in the middle of the ocean. The tight hallways, cramped cabins, and flooded lower decks do more atmospheric work than any jump scare could. The gameplay sits in a slower, more anxious register than RE4 or RE5. You can move and shoot at the same time - a first for the series at the time - but Capcom deliberately throttled your movement speed so aggression doesn't feel safe. Ammo is rationed tightly enough that scanning every enemy with the Genesis bio-scanner (which rewards percentage-based scans with healing herbs) makes practical sense even if it occasionally interrupts the pacing. Weapon upgrades are handled through a kit system rather than a merchant, so you're swapping and socketing custom parts rather than shopping - a small change that keeps you thinking about loadout even mid-level. The dodge mechanic, returning from RE3, is there in theory but fumbles in practice; most players end up sprinting around threats rather than timing it cleanly. The Ooze enemies - waterlogged, deformed T-Abyss mutations that slink through vents and reposition behind you - create genuine tension, even if critics were divided on whether they hit the series' high bar for creature design. The campaign splits attention between Jill Valentine's investigation aboard the Zenobia and shorter interludes following other BSAA agents in locations like a snow-covered mountain base. The Jill sections carry the game; the side chapters with supporting characters like Keith and Quint feel noticeably thinner in atmosphere, though they do break up the ship's visual monotony. The story itself is pure RE soap opera - bioterrorist conspiracy, double-crosses, dramatic codec calls - and it doesn't aim higher than that. Infernal Mode, added for the HD port, reshuffles enemy and item placement enough to justify a second run if you liked the first. Raid Mode is where the game earns its replay legs. It takes remixed campaign maps, adds leveled-up enemies, and drops in RPG-lite character progression with experience, weapon cases, and a loadout system. You can run it solo or in two-player online co-op, and it's a mechanically different beast from the campaign - faster, more systems-forward, closer in spirit to a horde-lite experience. It's not a full game on its own terms, but it's substantially more content than your average bonus mode. The PC port runs well, though mouse-and-keyboard controls feel slightly twitchy; a controller is the intended experience and it shows. Who is this for? Players who wanted RE4's over-the-shoulder view paired with old-school survival tension rather than action spectacle. Series newcomers who want something atmospheric and paced without the vintage tank-control barrier to entry. Anyone willing to accept a story that exists mainly to move Jill from one dark room to the next. Alex, Scout Team

Tags

steamSurvival HorrorAmmo ManagementRaid ModeWeapon CustomizationGenesis ScannerInfernal ModeOnline Co-opEpisodic StructureController Recommended

System Requirements

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Reviews & Ratings

Metacritic
77
Steam
81%(17,697)

Game Info

Developer
Capcom
Publisher
CAPCOM Co., Ltd.
Release Date
May 20, 2013

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