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But when you draw your pistol - that is, your single-handed weapon - the Brainer allows your off hand to be used as a small shield that protects you from head-on gunfire. At its most basic, the Brainer functions as a powerful, in-close melee weapon that allows you to take out zombies and other players alike without much fuss. Secondly, there's the "Brainer," a sort of combination gauntlet and meat hook. If you can't take out an opponent in a straight fight, you can always just aim for their back and hope the zombies will do the rest. The Jammer devices render players effectively invisible to the undead hordes populating the combat space - unless, of course, the Jammer becomes damaged, at which point every zombie in the room will make a rapid beeline towards the affected combatant.
![umbrella corps demo umbrella corps demo](https://cdn.gamer-network.net/2015/usgamer/umbrella-corps-header.jpg)
This is an RE game, after all, but by default zombies play a neutral role, shuffling about aimlessly unless fired upon. The key selling points of combat in Umbrella Corps, however, boil down to two features: The first is a device called the Zombie Jammer, a bulky backpack every combatant wears into battle. The team aims to make side arms such as pistols viable tools rather than weapons of last resort. In that same vein, Umbrella Corps will feature small, dense arenas rather than huge urban spaces.
![umbrella corps demo umbrella corps demo](https://attackofthefanboy.com/wp-content/uploads/2016/07/Umbrella-Corps-PS4-Demo.jpg)
The game's producers have said they're aiming for quick turnaround on matches, with fast pacing for each round and little wasted downtime in between battles the result is fairly lean by design. Gone are the unique, named characters and while the cooperative survival mode may be present as an unannounced mode, the format being demoed at TGS consists strictly of three-on-three shooting. To Capcom's credit, they're taking a very different tack with Umbrella Corps than with Operation Raccoon City. The game has some stiff competition to contend with, as similar highly focused team shooters like Ubisoft's fantastic-looking Rainbow Six: Siege look to set a high bar for Capcom's internal team (which has very little history with FPS development Operation Raccoon City was produced by Slant Six) to clear. So more likely Umbrella Corps isn't an attempt to lure the Resident Evil faithful over to the eSports scene but rather a bit to bring the Resident Evil brand to a new audience. The idea of a competitive shooter shouldn't be entirely foreign to fans of the franchise, though the bulk of the series' previous attempt - Operation Raccoon City - did most of its sales via Steam, whereas historically RE fans have (by necessity) been console users. It was a little tough to get a handle on the game's more sophisticated innovations when we were all trying to avoid being taken out of the action in close quarters. The structure of the TGS demo experience didn't help matters rather than giving players a chance to check out Umbrella Corps' unique features, Capcom dumped us all into a room and sent us gunning one another down in a single-kill elimination format. It seems to bring some pretty intriguing concepts to the genre, but the game's genre itself sits quite at odds with the core appeal of Resident Evil. But even now, having waited until I could see (and play) the game at Tokyo Game Show, I still have mixed feelings about it. Not having any real personal stake in the direction or future of the Resident Evil franchise, I could afford to adopt a wait-and-see philosophy about this inflammatory new spin-off. That puts me at odds from vocal RE fans on the Internet, who appear to know precisely what to think about it and aren't afraid to state their unkind consensuses on forums and social media. I'm not entire certain what to think of Resident Evil: Umbrella Corps, the three-on-three first-person shooter Capcom announced a few days ago.