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The zombies in the game will be able to attack the player in a multitude of ways. A zombie that gets too close to the player will usually attempt to grapple the player, prompting the player to rapidly shake his analogue stick to avoid infection. Players who are unsuccessful in doing this will be "invisible" to nearby zombies for a limited amount of time whilst they are infected before their death in the game. If a player is successfully bitten and later runs out of time after becoming infected, the player will lose control of their character and begin attacking their former teammates until shot in the head, allowing the player to respawn.
The game also utilizes a bleeding mechanic, meaning characters who have been badly wounded will be deemed "bleeding out", giving their screen a blood red hue and making them a higher priority target to nearby infected than the others.
There will be additional enemy types in the game besides zombies. BOWs that can be confirmed from E3 are Hunters, Lickers and Tyrants. Furthermore, the player will be able to control them under certain circumstances.
Resident Evil: Operation Raccoon City Official Trailer
The worry is that Operation Raccoon City could fall into the second category. It's solid-looking and has a robust cover system, but it all looks a little generic, with basic third-person shooter combat. The class system could add some depth, however. One player can control enemies for brief periods, for instance, while others are heavily combat-focused.

This level is very reminiscent of Dead Space; that same kind of slow-burning horror, punctuated by sudden moments of violence. It's ironic that Dead Space, a game that borrowed heavily from Resi, is now paying back the favour in Operation Raccoon City.