Repel zombies using your Zombie Jammer. Shoot your opponents’ Zombie Jammers to have them get attacked by zombie crows.
Use your Umbrella standard issue
axe Brainer to smash enemies and climb walls.
Use your Tactical Shield to block bullets or use a zombie as a body shield.
Dress your Umbrella Guy like a lunatic.
Everyone looks like they are skating on ice or gliding across the ground. In fact, the entire game looks like it’s running at 2x speed.
The game itself is a 3v3 shooter by Capcom themselves (not outsourced) using Unity and releasing tomorrow at a budget price of $30. It’s got a ton of match types but they all have rounds lasting only a couple of minutes long due to a low time-to-kill, small maps, and quick movement. The most common comparison I have read is Counter Strike. This is a really weird thing to come out Resident Evil! I have no idea how this kind of thing comes out of a franchise like this.
I think the zombie jammer is a legitimately compelling concept and is an interesting way of integrating AI enemies and the spirit of Resident Evil zombies into the typical shooter dynamic. I am curious how it fares alongside the low TTK but it potentially makes even getting grazed by bullets a large deal if your jammer ends up going kaput. It adds an additional ever-present elemental hazard in the map. The tactical shield on your arm is also an interesting idea since you can not only use it to create a zombie bodyshield but you can also hold it over your face while shooting your sidearm or using your axe. This gives you some ability to rush down enemies for one reason or another if you have enough health to take bodyshots since you are blocking headshots with the shield.
Analog control of how you utilize cover is interesting but I am curious just how effective it will be in practice. I can see popping out from a wall at different heights being useful to avoid return fire but I have no idea how much the fine tuning of how much you lean out of cover provides tangible benefits.