YMMV / Resident Evil: Revelations

  • Author's Saving Throw: The console rerelease can be interpreted as a saving throw for the mixed critical reception that Resident Evil 6 got, while Revelations had a very positive reception.
  • Demonic Spiders: As per usual, the Hunters. They are annoyingly quick, tend to come in groups, and some can even turn invisible. They also have a tendency to attack from behind.
  • Disappointing Last Level: The final level, deep within the sunken bowels of the Queen Dido, takes place mostly underwater, with very few enemies — and these enemies are "swimming Blobs", which can One-Hit Kill the player, who can't attack them. It also culminates in fighting the pseudo-Tyrant Norman.
  • Ending Fatigue: Most players will assume the game to end with the sinking of the Zenobia, and Chris and Jill's helicopter-bound, minigun-firing battle with the gigantic B.O.W. Turns out there is one more flashback segment to Terragrigia and an underwater exploration into the Queen Dido.
  • Ensemble Darkhorse:
    • Rachael, surprisingly. During her debut trailer, she was immediately declared The Scrappy due to her Non-Standard Character Design, especially with her Improbable Hair Style and Blinding Bangs. It's only when she is immediately killed the moment the player meets her, and eventually returns as a re-occurring enemy akin to Lisa Trevor and Nemesis that she receives a warmer reception, to the point where some are disappointed to find that she is not playable in Raid Mode...until the HD port where she finally joins Raid Mode.
    • Also Jessica, Parker, Raymond, this game had a lot of Darkhorses...
  • Fetish Retardant: Rachel's design, which was so over-the-top that it ended up inviting this reaction as much as it did the intended one.
  • Goddamned Bats: Any enemy with the speed modifier in Raid Mode have their model scaled down and their animation speed up. With its small size, you may never notice them in the heat of battle before one of them attacks you.
  • Hell Is That Noise: The first time you enter the Promenade Deck, before you meet what used to be the comms officer:
    "Maydaaaay... mayydaaaaay... this is... the emergency call number... from the Queen Zenobia... maaaaaayyyy.... daaaaayyyyyy..."
    • Made worse if you decide to search the area for supplies before investigating, causing the tension to build until you finally go and find out exactly what's behind that door...
  • Narm: Yo.
  • Player Punch: Parker getting shot and his Disney Death.
  • Sidetracked by the Gold Saucer: Raid Mode is highly addictive, especially considering it has local and online co-op.
  • The Scrappy: Some fans and reviewers don't like Quint and Keith. One reviewer would go to say that they are the worst characters in the series history.
  • Scrappy Mechanic: The dodging, which is as clumsy and random as a blaster—er, as it was in Resident Evil 3: Nemesis and nearly impossible to pull off with any reliability or consistency. This is bad when it seems like so many of the bosses seem built with attacks you can only reliably avoid by using the dodge mechanic.
  • That One Attack: Norman's attack after he teleports, which is impossible to dodge unless you know to exploit the charge-up period and stun him out of it by shooting his heart.
  • That One Boss: Jack Norman, the last boss in the story mode, has an insane amount of health, an unpredictable pattern that's difficult to figure out on the fly, and only takes appreciable damage if he's shot in a weak spot that he rarely reveals. What's worse is that an enhanced version of him shows up at the end of Raid Mode.
  • Subbing vs. Dubbing: Averted for the most part, but rather, this is the first canonical RE game to actually have a Japanese dub, not counting the Marvel vs. Capcom games or the scrapped Japanese dub that was going to be used for the very first game.
  • That One Level:
    • The flooded engineering section. Filled with very fast enemies that pop up from the opaque bilge water with very little time to react before they put a serious hurting on Jill. The samey-looking corridors are easy to get lost in, and if you were afraid that those enemies might respawn each time you have to backtrack through an area, then buckle the hell up, because they sure do.
    • Quint and Keith's "defend the generator" level, basically you have to survive against a HUGE smarm of Demonic Spiders while the generator powers up, better hope you didn't waste too much ammo beforehand!
    • When you play as Jill on the hardest difficulty, the game is about as easy as it'll ever be due to her access to whatever custom weapons you've put together over the course of previous runs. In Chris, Keith, and Parker's episodes, you do not have access to those weapons, which can turn certain stages into nightmare material, particularly the second flashback level as Parker.
  • Visual Effects of Awesome: This game looks like a high-definition PS Vita game, but it plays on the Nintendo 3DS, where the graphics are somewhere on par in-between the PlayStation 2 and the Nintendo Gamecube.
  • WTH, Costuming Department?:
    • The DLC character Lady HUNK looks just like the regular HUNK, except she doesn't wear any pants. According to the developers, she was a joke model they put together for a laugh one day.
    • Rachael and Jessica's outfits. The former has her cleavage exposed and her hair covering her eyes, and the latter's missing an entire right leg on her diving suit. These do not seem productive for staying alive in cold, deadly waters.