06-21-2008, 02:06 AM | #1 |
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TPWW Game Reviews: Resident Evil 2
Resident Evil 2 Review
The interrogation room. It was in that area that I would get the crap scarred out of me, more so than those damn zombie dogs crashing through the windows in the first Resident Evil. Oddly enough, it was again something crashing through glass that would have me stunned enough to drop my PS controller. I restarted the game, returned to that area in the police station, and had my brother play up to that moment. I just had to subject him to the same shock and terror that gripped me, it was only fair. Waiting outside of our bedroom door, I hear glass shatter, and a ‘yelp’. Yes, Resident Evil 2 made my brother ‘yelp’ in psychological pain. Resident Evil 2, sequel to a PS1 hit, brings you back to the zombie infested world Capcom created. Everything’s bigger, badder, scarier, and just plain better looking as Capcom tops their own first effort into the survivor-horror genre. Crazy girl Kung-Fu won't stop undead suiters like Old Man Jimbo Resident Evil 2 picks up a few months after the ‘mansion incident’ outside of Raccoon City, where the zombie spawning T-Virus now assaults the fictional city. No longer an isolated incident, Raccoon City is soon overrun with zombies… among other terrors. At this point we meet Leon Kennedy, a rookie officer of the Raccoon City PD; and Claire Redfield, a biker-chick who happens to be Chris Redfield’s sister. You can choose which viewpoint you wish to experience the game’s story, with a chance to experience the other half of the tale from the other character's viewpoint. That’s right, similar to RE1’s dual character system but expanded into a ‘Zapping System’ (Capcom’s words not mine), you can experience this game from two perspectives. And even that gets expanded, but we’ll get to that later. RE2 plays like the first one, remote control characters and all. Hardly as natural feeling as Super Mario 64, but the restriction is loosely intended. You can run, you can gun; but you can’t ‘run and gun’. This kind of control creates a sort of tension when you’re in a tense situation with any of the game’s creepy creatures. But is it really so bad? Consider this: most of the creatures in RE2 are lethal at melee range, while you are constantly armed with all manner of guns. So I see this as some bizarre form of keep away as you run around and create a distance from zombies, stopping from a safe range to unload some hot lead. In this capacity the controls work, but having no dodge functions or not so much as a 180 turn feature will leave in some dire situations when you’re backed into a wall. As we all know by now these issues get attention in following RE games, but damn if it didn’t get you killed. Good thing this is my biggest issue with an otherwise fantastic game. "Rookies get cooler costumes?" Using prerendered backgrounds like the first game, only more detailed and moody, RE2 pulls you heart and soul into Raccoon City. Desolate city streets, eerily empty police stations, and other ‘I wish I wasn’t here’ areas await with atmospheric glee. The security-cam style camera angles return, although with more variety in positioning… some not too fortunate to the player, others perfect for the given mood. Though the backgrounds are finely detailed, don’t expect much interaction with it. Infact, you’ll know what you can ‘check’ by how polygonal and not sharp it is. Then there’s special items being conveniently shining enough to spot, which you will need to progress much of the game. The actual characters are detailed (for their time), but doesn’t meet the background’s standards. And they move robotically, contrast to the bio-terror’s much more expressive movement. In any case, when one of the solid FMV clips roll, everything looks good. Remember wishing when gameplay would look so good? Progressing in RE2 resembles the first with it’s item/key system. You find some item or key, usually shaped or named in a set for a particular section of the game, and use it to access more areas of the game. It’s linier, though you can backtrack for items you missed and such (you’ll be doing that a lot anyway). And on the way, you’ll be faced with more zombies and creatures of increasing variety as you venture closer to the bottom of the mess you’re in. Helping you are the Item Boxes from part one, retaining their suspension of believe ability to hold all of your items no matter where you access them. Type writers also return when you need to save your game, with ink rolls you find ofcourse. You may think with all this item mining that playing the game would be monotonous, but a healthy dose of characters and the well done Zapping System keeps things interesting. Playing either Leon or Claire, you are tasked to complete their ‘A Scenario’, with a chance to play the other character living out their experience in the other’s A Scenario. Items left in the Item Box could even be recovered when you reach them with your other character! It gets more interesting, as the characters can switch places once you complete both A Scenarios, effectively giving you ‘B Scenarios’ where the story alters slightly. Basically, one scenario has one character in the main plot with the other in the b-plot while the other scenario switches them. That’s four scenarios to play through, people. Add to that Leon and Claire have their own supporting playable characters in either scenario. The sexy and secretive Ada Wong is exclusive to Leon’s exploits, and the young and unarmed Sherry Birkin can be found in Claire’s adventure. I must warn that young Sherry isn’t immune from some of the horrors of Raccoon City, but in the case that you fail to keep her alive (via constant running), its handled as classy as I guess it can. The game’s story is told through FMVs and in-game cutscene running off the engine, with full voice-overs like the first game. Just remember this is 90’s Capcom, and they were a laughing stock as far as voice acting goes. But you won’t find anything as ridiculous as a Jill Sandwich line, what you will find is a cheesy love story in one scenario, and a rather touching maternal-esque tale in the other. As far as the actual story throughout the game, “It worked!” for me. Throw in a tense and timed end battle, unlockable costumes, and a prototype Nemesis villain chasing you in one of the scenarios, and you have one Hell of a Resident Evil game. Resident Evil 2 is awesome, easily one of my favorite ‘classic’ REs and a true classic by general gaming standards. Get over the controls and you got a creepy adventure that’ll have you grabbing someone to see how they react to some of its more shocking turns. Why don’t you go dust off a copy and give it a spin, will ya? Raccoon City is still a great place to visit. Final Review: 4/5 Last edited by Kalyx triaD; 06-21-2008 at 02:31 AM. |
06-21-2008, 02:08 AM | #2 |
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4.5/5
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06-21-2008, 02:20 AM | #3 |
I am the cheese
Posts: 51,034
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Why are you reviewing past games? The point of a reveiw is to get people to play the game and I cant see anyone going back to the p1 for this if they havent already played it...
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06-21-2008, 02:24 AM | #4 |
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FA proposed the idea of doing past games as well as new ones. I picked RE2 literally because I came across the name while web surfing. There will be up to date stuff so no worries.
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06-21-2008, 02:25 AM | #5 |
I am the cheese
Posts: 51,034
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Ah. Cool then. Just with PS1 its like, its between retro and current. Like a dead space. I dunno, I dont think ps1 will ever be replayable.
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06-21-2008, 02:28 AM | #6 |
ELF ANGEL
Posts: 39,476
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Yeah like hell im going out and buying all the new games to review, or even rent.
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06-21-2008, 02:32 AM | #7 |
I am the cheese
Posts: 51,034
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Dunno what to tell you. Doubt you get much interst with games no one cares about/has cared about in a decade.
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06-21-2008, 02:36 AM | #8 |
ELF ANGEL
Posts: 39,476
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I suppose your right, then again, we will just have to wait and see.
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06-21-2008, 02:38 AM | #9 |
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Well I can say that any new game I get from now on will get a review after I finish it, or get reasonably deep into. And I could write up hands-on impressions for demos and such. The big hurdle is we're not the press, so we have no access to unfinished games. And since we're not working as press, you gotta understand that investing in rentals solely to force our way through a game and write a review isn't strategically sound. Donations and such would make a difference, but we're not really there.
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06-21-2008, 02:39 AM | #10 |
I am the cheese
Posts: 51,034
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rofl
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06-21-2008, 02:43 AM | #11 |
ELF ANGEL
Posts: 39,476
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You know Kalyx, I think we shoudl only do PS2, Gamecube, XBOX and up, that way everyone may show some interest.
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06-21-2008, 02:45 AM | #12 |
I am the cheese
Posts: 51,034
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Retro would be hot
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06-21-2008, 02:45 AM | #13 |
I am the cheese
Posts: 51,034
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Just dont think PS1 and/or 64 can hold up today. That first 3-d gen just cant hang.
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06-21-2008, 02:47 AM | #14 |
ELF ANGEL
Posts: 39,476
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I think NES, SNES, Genesis, and Gameboy would work.
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06-21-2008, 03:10 AM | #15 |
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People's interest and my memory recall don't coincide, TBH.
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06-21-2008, 04:29 AM | #16 |
"Steven, your fossa!"
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I've been trying to get my review done but everytime I sit down to do it, I can't think how to start it. Once I get started, there's no stopping me but I just can't get started.
Nice review by the way, Kalyx. |
06-21-2008, 05:03 AM | #17 |
ELF ANGEL
Posts: 39,476
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You know what, take your time, I sure as hell am.
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06-21-2008, 09:38 AM | #18 |
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This game scared the crap out of me.
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06-21-2008, 11:22 AM | #19 |
Scottish Champions 2009
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