It's a pale imitation of the games it claims to revere so much. Jank is to be expected with a smaller team. But that doesn't forgive some baffling game design choices. Here are the three that were a consistent annoyance throughout a full playthrough and how Resident Evil did them right. Inventory Screen: Character slowly brings up their knock-off pip-boy and waits for it to boot up while the action is still going on around you and then you shuffle through samey looking icons searching for what you wanted. Resident Evil games over the years have had both live and paused inventory screens. But the one thing they ALL had in common was the menus were snappy. Instant open, instant close, and items were easily identifiable. Reloading: Requires a magazine or opening the slow and clumsy menu to combine ammo with the gun. Resident Evil: Outbreak made it work by allowing a faster reload with a magazine and having the character slowly reload one round at a time without it. No menuing required. Sound design: Classic Resident Evil games had stellar sound design. You walked into a room, you heard zombies breathing and shuffling. The enemy sound design here is almost non-existent. Usually, they jog right up behind you without making a peep or they are sitting around a corner waiting to spring forth when you walk by. It's not scary, it's annoying. It is absolutely not worth the $30 asking price at time of review. For a steep discount (or if it's given away for free again) it's worth a look if you are a seasoned Resident Evil fan with a lot of patience and 10 hours to kill. If you have not played the games that "inspired" it. Go play those instead.