Umbrella's Errand: The Campaign Premise
The campaign premise places the action in September 1998, when Raccoon City is being consumed by Umbrella's deadly T-virus outbreak. With a cover-up required, Umbrella orders an elite squad into the city to destroy all evidence of the outbreak and eliminate any survivors. Players gear up as a member of the Umbrella Security Service, tasked with protecting the truth behind Raccoon City's downfall by any means necessary. Meanwhile, the US Government has quarantined the city and dispatched its own team of elite Spec-Ops soldiers to track down the source of the mysterious outbreak, setting the squad against multiple forces at play.
From that starting point, the squad navigates the Raccoon City streets in search of targets that include series icons such as Claire Redfield and Leon S. Kennedy. Along the way they come face-to-face with horrifying Resident Evil enemies like hunters and lickers. The errand is framed as an evidence-destruction and survivor-elimination operation rather than a rescue, and the hunt for named targets sits alongside the broader order to protect the truth behind the city's downfall by any means necessary, so the squad's documented objectives tie the cover-up mission directly to pursuing specific individuals through the streets.
Single Player or Four-Player Co-op Through the Streets
Campaign Mode in this squad-based shooter can be played alone or with up to four players in co-op. The mission framework sends the Umbrella Security Service operatives through the Raccoon City Streets, where zombies and Bio-Organic Weapons form an unpredictable third force that leaves the battlefield in chaos. Players move through the urban environment in search of targets that include series icons Claire Redfield and Leon S. Kennedy, dealing with hunters and lickers along the way.
The co-op structure directly shapes how the campaign premise plays out: the same evidence-destruction and survivor-elimination errand can be undertaken by a single player or split among a four-player squad traversing the streets. The geography matters because the documented movement is through Raccoon City itself, not a separate mission-select arena, and the third force of zombies and B.O.W.s is present in that same space rather than confined to dedicated encounters. The mode therefore combines a shared street-level route with the constant risk of the outbreak's creatures.
Hunting Leon and Claire Past Hunters and Lickers
Navigating the streets of Raccoon City, the Umbrella Security Service squad pursues targets that include series icons Claire Redfield and Leon S. Kennedy. The route itself is hostile ground: hunters and lickers stand between the operatives and those named individuals, so every push toward a target passes through Resident Evil's established creatures rather than arriving by a clean path. The objective is presented as a search through the urban environment, pairing the pursuit of Claire and Leon with the constant expectation of licker and hunter encounters along the way.
The documented enemy roster splits into two layers that operate together. Hunters and lickers are the horrifying Resident Evil creatures the squad faces as it moves toward its targets, while zombies and Bio-Organic Weapons form an unpredictable third force that leaves the battlefield in chaos. That third force is not a separate stage of the mission; it occupies the same Raccoon City streets where the hunt for Claire Redfield and Leon S. Kennedy unfolds, so the named hunter and licker encounters sit inside an environment already roiling with the broader outbreak.
A Third Force: Zombies and B.O.W.s in the Crossfire
Zombies and Bio-Organic Weapons form a third force in the campaign, one described as unpredictable and capable of leaving the battlefield in chaos. This group is documented alongside the human opposition, so the Umbrella Security Service squad is not fighting a single organized enemy. The creatures share the same Raccoon City streets through which the operatives move in search of targets, among them Claire Redfield and Leon S. Kennedy. Hunters and lickers are named as horrifying Resident Evil enemies the squad comes face-to-face with during that navigation, making the creature encounters part of the street route rather than a separate engagement.
The setting itself gives the third force its context, since September 1998 finds Raccoon City being consumed by Umbrella's deadly T-virus outbreak. Against that backdrop, an elite squad is ordered into the city to destroy all evidence of the outbreak and eliminate any survivors, while the US Government quarantines the city and sends its own Spec-Ops soldiers to track down the source. The zombies and Bio-Organic Weapons therefore occupy a city already defined by the outbreak and a government quarantine, and the squad's documented orders place it in the middle of those competing forces.
4v4 Online: Team Attack, Biohazard, Survivors and Heroes
Competitive play moves the squad-based shooter online into four-versus-four battles, with the documented modes being Team Attack, Biohazard, Survivors, and Heroes Mode. Each of these is named as a separate competitive multiplayer option rather than a variation on the campaign, so the online side offers four distinct mode labels for two teams of four to select. The profile lists all four together as examples of the 4v4 format, placing them alongside the campaign's solo and four-player co-op structure as the game's other documented way to play.
The team size is the fixed rule that shapes this section: every listed competitive mode is fought as four against four, so Team Attack, Biohazard, Survivors, and Heroes Mode all share that same eight-player split. The mode names themselves are the only rule detail the profile supplies, leaving the internal objectives of each unnamed beyond its label. What is documented is the framing, a fully loaded third-person co-op and multiplayer shooter, where competitive matches sit beside the campaign's solo or four-player co-op option. The product record year is a Steam product date, not the original release.
Levelling Your Character: New Abilities and Skills
Experience level is the engine behind the character-building system. As a playable character's level increases, that character gains new abilities and skills, and those additions are unique to the character being played rather than shared across the whole roster. The profile frames this under the heading Define your Play Style, tying the growth to the individual operative selected. Leveling is therefore the gate for expansion: the documented rule is that raising experience on a character opens new abilities and skills for that specific playable figure.
Because the unlocks are described as unique to each playable character, the progression system works per character rather than as a single pool of upgrades applied anywhere. The two documented elements interact directly: experience level supplies the threshold, and the character roster determines what appears at that threshold. The profile supplies no further detail on specific abilities, skill trees, or level caps, so the documented scope is limited to level-driven, character-specific acquisition. The Steam product record year for this listing is a store date, not the game's original release.
Sources & further reading.
- Resident Evil: Operation Raccoon City — official game profileRetrieved Oct 26, 2026
First published .
THE GAME ARCHIVE