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Review In Progress – Resident Evil Revelations 2

by Kimberley Wallace on Mar 09, 2015 at 09:01 PM

Capcom's approach to the release of Resident Evil Revelations 2 is a new one for the series, as it takes an episodic form with new installments weekly. Since the wait between episodes is short, much like a TV show, we decided to provide weekly impressions, leading up to one official review and score. Our review will hit on the release day of the final episode: March 17. The following impressions are to give you an idea of how we think the experience is shaping up week to week.

Resident Evil Revelations 2: Episode 3 - Judgment

Whether it's uncovering the mysteries of the island or our heroes' disturbing pasts, Resident Evil: Revelations 2 has been doing some interesting foreshadowing. The third episode, Judgment, is where the story heats up, getting you closer to the villain and uncovering how demented this island experiment really is. Judgment doubles down on the previous episode's reveals, making it the best narrative so far. Unfortunately, the gameplay doesn't hold the same excitement. The action is slowed down, with tedious puzzles and activities before you can dive into the more thrilling content.

For how much I enjoyed this chapter's narrative progression, it doesn't get off to a great start. Veteran Claire sees a note and instead of being skeptical, she decides to dart to an abandoned factory. Even rookie Moira has the sense to question it, which makes the transition a little jarring. The meat factory is as disturbing as you'd expect. Here the ladies trudge through pools of blood and past butchered meat hanging from the rafters. Both characters discussing their dismay with the smell and horrific sights did a good job of giving me the heebie jeebies.

The scenery is great, but other elements of the episode are tedious. Some of the puzzles reminded me of past games, like Code Veronica, where players must remove an object and quickly replace it with another or be punished. You also get locked in a room to carefully follow footsteps that can only be seen with a flashlight. While that's simple enough, any sudden movement when following these footsteps causes lasers to target and kill you. That means you must walk extremely slowly; this isn't an inventive or exciting sequence - just another mundane task you must complete. In another sequence, you're using various conveyor belts to move a power supply around. None of these puzzles are difficult, but they take time and feel dated. They weren't particularly fun years ago, and that goes double now. These chores slow the whole episode down, which is a shame considering how much action the previous episode had.

Judgment isn't devoid of excitement, though. It does have some shining moments, including an intense escape sequence. During this trial, you swap between Claire and Moira to take out obstacles for each other. Having them separated definitely made me feel more vulnerable - especially since Moira's crowbar isn't as effective as Claire's guns. Barry and Natalia have a similar co-op situation, where Natalia must rush ahead to open gates for Barry. I felt uneasy playing as Natalia, since she can barely fend for herself and you never know when a zombie will get a second wind. 

This episode does a good job of making you feel trapped and helpless; finding the wits to survive is a rush. It also has memorable boss fights with gratifying solutions, but I won't spoil them. Also, remember to be patient. If something seems too risky, it probably is; the developers toy with you in some cases.  This can cause frustration, but I liked being forced to second-guess certain circumstances. For instance, one puzzle seemed like it came down to luck by picking the correct door. However, after searching around, I found a way to solve it without resorting to trial-and-error.

This episode pushes the story forward to a new and thrilling place. I'm constantly intrigued and every reveal amps the excitement. Judgment brings interesting dilemmas to each character. Moira memorably confronts her past, Barry tries to come to terms with his shortcomings, and Claire finally lets her guard down. Natalia continues to become more interesting, but her motives are still shadowy; guessing where her character is going is part of the fun.

Episode three didn't have as many heart-pumping events, but what it offers in story is fantastic. Revelations 2 still has its hooks in me, and I just hope it all leads up to an interesting place, because everything I've seen so far leaves me anticipating one hell of a finale.

Check out our impressions for the first and second episodes on the next pages...

Resident Evil Revelations 2: Episode 2 - Contemplation

The first episode of Revelations 2 was a decent start for Capcom’s newest adventure, but the second installment, Contemplation, surpasses it by revving up the challenge and horror. Contemplation offers more action and tense situations, making you pine for more when it’s finished.

The first episode, Penal Colony, introduced us to the characters and their dilemmas, with our protagonists trapped on an island and being toyed with by a mysterious figure.  The demented predicament and exciting return of Claire and Barry got me invested, but I was hoping for more intense encounters and better set pieces. I enjoyed the second episode significantly more because it ups the intensity with more do-or-die battles and shocking reveals. 

Episode two has better pacing despite a slow start, having you scavenge through a wooded area for two specific items to repair a helicopter. You also find out answers to some of the mysteries presented in episode one, including what’s behind those weird bracelets latched on to our heroes. This is one of the better setups for the story, and it puts the wheels into motion in an exciting way. 

The quiet moments of searching and finding a way around obstacles almost tempt you to let your guard down. However, you never know when enemies might surround you, making you feel helpless and forcing you to make the best use of your limited ammo. This episode is packed with moments where you have to decide when to run or gun, making you feeling trapped and panicked. I got through some encounters by the skin of my teeth, feeling the tension as I fired my last bullets only to see a new wave of zombies flood in.  

Claire, Moira, and Barry meet new and more difficult foes in this installment. Invisible enemies try to sneak up on you, but Barry’s partner Natalia points in their direction to reveal them. In addition, monsters called Sploders keep you on your toes; if you don’t dispose of these guys quickly, they explode, damaging and blinding you. Another similar exploding hazard lies waiting on the ground, so it’s wise not just run through areas. Walk slowly and look carefully at what’s ahead. These new monsters add some much-needed enemy variety; they also up the challenge, never letting you feel completely safe. 

The shining moments of this episode are its opportunities to test out stealth with Barry. Crouching down and sneaking up behind enemies allows you to kill them with one hit. I don’t always love stealth, but this became one of my favorite tactics. It conserves ammo, and takes a lot less effort than all-out attacking. The enemies aren’t dumb and will turn around if you’re not crouching, but watching their patterns and attacking at the perfect time is exhilarating. 

More interesting set pieces (hello creepy plastic dolls!) and boss battles are also here, elements that were missing from the first episode. The bosses took all my resources to best; one has a vicious fire attack, while another lumbering enemy wields a chainsaw. My evasion skills were put to the test, and the challenge level is just right. These big battles feel exhausting (the bosses are rarely the only foes you have to worry about), but surviving is satisfying. 

Most of my complaints from episode one carry over to this entry. The companion A.I. needs work; overall, they don’t make much of a difference in battle, and sometimes their path finding gets messed up, forcing me to switch to get them unstuck. Some of the puzzles are tedious and annoying. For instance, one forces you to hit a switch and run before a door closes —but the margin for error is slim, so you have to time it exactly right. 

This episode still doesn’t have as many meaningful character moments as I’d like, but what little characterization it does provide is quality. We see a more caring side to Moira when she encounters a more vulnerable character. Claire’s reactions and advice to Moira also showcase someone who’s been hardened by time and experience. I also love Barry’s dedication to saving the day and his choice words for situations. The cast keeps me invested with their reactions, but the characters feel like background to the larger plot, which continues to get even more interesting. 

The second episode leads up to one fantastic cliffhanger, leaving me excited and wanting more. Compared to the first episode, this one does a lot to push the momentum forward and increase engagement. Both the gameplay and story keep getting more exciting. Throw in plenty of nods to longtime Resident Evil fans, and I feel like this episode encapsulates what the franchise is about: Expect the unexpected.

Check out our impressions for the first episode on the next page...

Resident Evil Revelations 2: Episode 1 - Penal Colony

The original Resident Evil Revelations was a surprise entry in the franchise. The side story fit in the timeline between the Resident Evil 4 and 5. It wasn't expected to measure up to the mainline entries, but it was met with praise and many fans prefer it to recent games in the franchise. Revelations modernized the series with faster gameplay while retaining the pervasive horror it's known for. It also broke up the story into TV episode-sized chunks. Resident Evil Revelations 2 continues on the groundwork laid by its predecessor with a very similar narrative structure and gameplay, but with some new cooperative gameplay mechanics and expanded character progression. Also, don't worry if you missed out on the first Resident Evil: Revelations. Revelations 2 picks up new story threads, so you can jump right in.

The introduction to Resident Evil Revelations 2 is a reunion. A new group called Terra Save has formed to stop bioterrorism threats, and one of its seasoned members is none other than Claire Redfield. Seeing Claire again is exciting; she's been MIA for over a decade, and it's clear she's grown up with a newfound confidence. She's joined by rookie Moira Burton, daughter of fan favorite Barry Burton. This episode is split into two different campaigns. One focuses on Claire and Moira, the other spotlights Barry looking for the pair.

As you unravel the new horrors facing these characters, the narrative becomes more gripping. I won't spoil anything, but an enigmatic villain has been experimenting on people. After a surprise attack, Claire and Moira have ended up a part of the experiment. They're locked on an island with mysterious bracelets latched on to their wrists and cameras are everywhere. The episode has a Big Brother vibe; the villain's sinister voice comes up sparingly with cryptic clues and haunting words such as, "Become what you fear."  You never see the villain's face though - that's another mystery to solve.

You're still corridor-crawling, zombie slaying, scavenging and managing resources, and carefully cooperating to get through obstacles. All the characters use different skills to get through the dangerous island they're trapped on. Claire can shoot and use a knife to down enemies, while Moira prefers to stay away from guns, using a crowbar to stun enemies. She also uses a flashlight to locate items and blind enemies.

You can play the game with a friend in local co-op or swap between the characters on the fly by yourself. I mostly stuck with Claire, depending on Moira just for item collecting. The companion A.I. is hit-or-miss. When being controlled by A.I., gun-toting characters don't have the best aim or make the best decisions. The nice thing is they don't waste your ammo, but unfortunately their firepower is noticeably weakened. Overall, I preferred to control Claire and Barry throughout most of the episode.

Enemy encounters are tense, but in some perfect moments you can swap between Moira and Claire to tag-team monsters. For example, you can make Moira stun an enemy with a flashlight then swap to Claire to for an easy headshot. These controls are smooth and intuitive - some of the best in the series.

Setting up cool cooperative attacks is fun, but they're much more satisfying coordinating with a human player in local co-op. That being said, if you're not playing as Barry or Claire, you're stuck as support, which isn't nearly as exciting. I actually preferred to play alone because of this. Playing the support character just doesn't keep you on your toes; you constantly feel helpless and reliant on your partner with all firepower.

Outside of one crazy enemy horde, this episode is pretty tame as far as enemy encounters go. I'm hoping the game puts me on edge more in future episodes. More imaginative enemies and better setpieces could go a long way; the prison stands out the most in this episode for its blood trails, bodies hanging from the ceiling, and crazy torture devices. The atmosphere delivers trepidation, and my favorite moments are when I turned a corner and got caught off guard by an unexpected attack. I literally jumped playing this episode.

Bad checkpoints and reused environments are the biggest problems I encountered. The issue with environments is Barry retraces Claire and Moira's steps, so you're essentially exploring the same places, which makes these areas lose their mystery. At the very least, some new routes open up and things you do in one campaign, like unlocking certain doors, affect the other.

Trudging through the same environments may seem tiresome, but the unique skills characters possess make exploring them feel different. In Barry's campaign, he's accompanied by a mysterious child named Natalia who can spot enemies through walls, crawl under ledges, and attack enemies with bricks. Barry and Claire are your firepower, but they both have access to different guns.

A fair amount of customization is also available. The battle points you earn at the end of each chapter can be used to upgrade specific skills, such as increasing the firepower of sub-weapons or reducing the time it takes to use a healing item. During your trek, you also find various upgrades for firearms, like faster fire rate and increased damage. Only so many of these can be equipped on each gun, making you select what's best for your playstyle, and I enjoyed maximizing the potential of my go-to guns.  

This episode has plenty to offer for longtime fans, with dialogue hinting at what these characters have been up to. Moira clearly doesn't have a good relationship with her father, avoiding the topic. Claire and Moira are comfortable enough to banter, indicating that they have a strong and established relationship. I like these two ladies partnering up, since they bring out different sides of each other. Moira reminds me of a young Claire with more sass - unseasoned and easily distressed. Claire is wiser and used to horrific situations, and often keeps Moira in check. I'm hoping future episodes have them engaging in more meaningful conversations; in the first episode, their dialogue is relegated to a few jokes and the situation at hand.

I enjoyed Revelations 2's first episode, but not the ending cliffhanger. It was meant to be dramatic and shocking, but it didn't create the uncertainty it should have. That being said, everything Resident Evil fans know and love about the series is here. The episode has plenty of callbacks to past entries (Jill sandwich!), adrenaline-pumping combat, and a deranged story. 

Exploring Raid Mode

Resident Evil: Revelations saw success with its Raid mode, and it’s back again in Revelations 2. I had a lot more fun with this mode than I expected. You take out waves of enemies, trying to earn special medals for your efforts. The medals are rewarded for meeting certain criteria, such as not using a healing item. During your challenges, you have the chance to find items, like new weapons or upgrades. Your character levels up based on your progress and you’re free to customize them as you see fit by selecting their skills and weapons. I had a blast watching my characters grow, and found plenty of satisfaction from just besting enemies under various challenges that included restricted ammo and time trials. This mode can also be played with local co-op.

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