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Review:Resident Evil: Infinity

It’s generally never a good sign when a lone author releases more than one title in a short period of time. Binoal’s game duo is nothing different; if anything, it’s worse. Why? Because both games are fangames, which generally means they are spinoffs to well-known commercial titles. In my experience, fangames can be pretty cool with some effort behind them. Unfortunately, there was little to no effort on Binoal’s part to make either of his games worthwhile. I reviewed the first of the two titles, Legend of Zelda: Reptilian Warlord, back in August of last year. If you read that article, you will notice that both games have similar, unsatisfying features.

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The game starts with a brief background on the Umbrella Corporation and the events leading up to the game. Basically, a large outbreak of the T-Virus, which more or less turns anything into flesh-eating zombies, happened in Raccoon City, and you were sent their with others to help contain and eliminate the virus. Things seem to go downhill from there, and eventually, the higher ups decide that the mess is too much to handle. They plan to wipe out everything in the area with a nuclear bomb; not just to eradicate the zombies, but you and your friends as well. Infinity is set up in a typical Resident Evil fashion. Guns, grenades, and limited ammo are at your disposal for offense, herbs and first aid spray are there for healing purposes, and typewriters are your saving grace. Instead of real-time action, combat is done in standard, turn-based RPG format. Sounds like it could be decent, huh? Had Binoal put much more effort into the mechanics, it could have been pretty neat. At this point though, it’s not really worth playing. The main reason being that you cannot possibly beat the game without cheating. If you can, you are a better man than I, for I tried several times and different ways and could not get any further than defeating the first boss each time.

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So, what’s the problem? For starters, the combat balance is bleak. I encountered two different kinds of zombies, one being weaker than the other. The weaker zombies posed little threat unless you were attacked by a pack of them together. Still, they were nothing a round of shotgun shells couldn’t handle. But, it is meaningless to waste any shotgun ammo on the weaker cadavers because the shotgun ammo is pretty much required to survive the packs of harder zombies later on in the game. The sad thing though is that even saving your ammo won’t be enough to stay alive after the first boss. You can’t run from any fight, which means that if you run into more than one of the large packs of hard zombies, you are screwed. There’s a fine line between having a difficult game and an impossible one, and Binoal took is dancing around like an idiot on the latter side. Perhaps I am just bad at this game? I was never really good at the Resident Evil series anyways, but this just seemed impossible to surpass.

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It’s not like the other features in the game taunted me to continue playing anyways. The graphics are very basic and plain, but at least they are Binoal’s own design, instead of being ripped like in his Zelda game. To make matters worse, there are absolutely no sounds or music in Infinity. I strongly feel that in OHRRPGCE games, music can have a large influence in how the entire title feels and plays. Since you can’t make 3D graphics and FMV scenes with ease, one should rely on solid storytelling, gameplay mechanics, and/or a fitting music score to keep the player happy. Not to mention this is a freaking Resident Evil inspired game, a series known for some of the creepiest music ever. One would be ridiculous to think that the unsettling music, especially in the earlier Resident Evil games, didn’t add a tremendous amount of feel and atmosphere to the it. It’s hard enough to make an OHRRPGCE Horror game, so why hold back the idea of having music to help create an unsettling mood?

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This is just another textbook example of an OHRRPGCE game where an author puts no effort into making it worthwhile. With a lot of work it could be okay, but it is not worth your time in its current state. No offense dude, but you should actually play your games before you release them. When playing, if you find yourself wanting to rub your face with a cheese grater rather than continuing on, then it’s time to get back to the drawing board; not release it to the public.

faceplant