Running low on ammo...
People often run out of ammo in Resident Evil: Retribution. Arguably abusively, every sequel features increasingly elaborate choreography and computer imagery. Retribution unravels like a role playing video game. The main characters have a set destination and must fight hoards of soldiers to get to it in time. Action scenes are prominent and, now more than ever, horror comes second.
The plot gets repetitive and much worse in the second act, especially. The storyline is so intricate at this point that we deal with confusing situations that may or may not be plot holes. It often feels like we are taking two steps forward and one back after each sequel. We learn that every character we’ve ever met was a clone or now is, so why should we care for anyone the way we used to?
Resident Evil: Retribution is a mishmash of situations and villains we’ve seen before in different sets and situations. The cast is excellent, as always, but their roles are now interchangeable. We keep getting a sense of déjà vu and can’t help but wonder when the series will end. On the other hand, we barely get any old-fashioned zombies, which used to be the franchise’s signature.