Revelations 2 is a great spin-off title, and manages the uncommon balancing act of making series fans happy while offering something new.

Bạn đang xem: Resident evil revelations 2 review

This is our final đánh giá of Resident Evil Revelations 2. For our thoughts on the first episode, head over here.

Resident Evil Revelations 2 consists of four main episodes, plus two "bonus" missions, & finally it is complete. When looking at the (great) first episode I chewed over the nature of a spin-off và covered the main mechanics, and in the final three episodes there are no major changes to the latter - beyond a few new guns. The best thing about these episodes, the bulk of Revelations 2"s campaign nội dung, is that the chất lượng và atmosphere is maintained - but finally we get some flair.

This was always more of a problem with the episodic structure than the game itself, but the first part of Revelations 2 did good things without ever quite pressing the Big Red Button. Right from the off with the second episode you"re being plunged into lớn more dangerous situations và interesting environments, while the enemies get deadlier.

As a whole, Revelations 2 is the Resident Evil formula with plentiful modern tweaks, a game that feels current while also channelling plenty of nostalgia. What is truly impressive sầu in fact may be the context of its parent series - a barnacle-clad behemoth forever voyaging, beloved by devotees và scorned as archaic by detractors. You could Hotline Revelations 2 formulaic, in places, but you couldn"t Gọi it archaic: the slick movement & fast-paced gunplay definitively consign tank controls và zombies khổng lồ the dustbin.

Although Revelations 2"s enemies are great for Ređam mê enemies, the big caveat is that they only get as clever as "bioterror with glowing weak spot" can ever be.

Raid"s revelations

Revelations 2 includes a new take on the original game"s Raid mode, which offers over 150 individual missions & a cast of playable characters that will eventually rise to lớn 15 (you get all 15 for buying the boxed retail release, digital purchasers get 13.) This is where the longevity lies. The beauty of Raid mode"s structure is that it allows each bite-size mission to lớn bởi something different - there are arena battles, long runs down huge corridors crammed with enemies, levels repurposed into looping rat runs, & straight-up trùm rushes. The mechanics of Revelations 2 come to the fore here, with your flexibility of movement và dodging clashing against enemies in countless different configurations - khổng lồ put it simply, the combat is great anyway and when it"s the sole focus begins lớn really shine.

Layered atop all of this is a structure of medals, siêu thị upgrades, và character levelling - allowing Raid to lớn move sầu from gentle challenges (the first twenty or thirty missions) khổng lồ absolute slaughterfests where making it out alive sầu (nevermind the ranking) is a triumph. And as your characters become more powerful, so too bởi the enemies begin to lớn receive buffs ranging from deadly to amusing that, in the right spot, will seriously mess up standard tactics. I"m just over halfway through the missions and it feels lượt thích Revelations 2 has made Raid mode even better than the original. The only blachồng mark is a temporary one: online co-op is coming in a patch on 31st March, and in my experience that"s when Raid moves from great khổng lồ amazing.

What impressed me the most in Revelations 2 is the enemies. The Ganabởi thiết kế of Resident Evil 4 soon became a standard, & Capcom re-used them more or less wholesale in Resis 5 and 6. While you"ll definitely notice the odd familiar animation, the big difference in Revelations 2 is tốc độ. You"ll clochồng one at the kết thúc of a corridor &, just like old times, begin lining up the distance headshot. But now they run straight for you, & not in the aimless way of old. Got a height advantage? They"ll leap up in a flash. You miss one shot và these enemies are on top of you, often swinging multiple times in a single attaông chồng, và getting floored just once can mean a deathswarm.

I died more in Revelations 2 than in any other recent Resident Evil. It"s great khổng lồ come across a few enemies unaware of your presence và consider your approach, rather than instant Rambo mode, because they"re some kind of a threat. It"s even better when you get cocky & they swiftly remind you that a pistol has many qualities, but stopping power is not among them. It"s not that I enjoy dying, or "wasting" green herbs on small encounters. It"s that the enemy footsoldiers in Resident Evil had become over-familiar, & it"s great to feel unsure again. We"ll come lớn the spectacular stuff, but it"s important lớn acknowledge that the majority of your time in a game lượt thích this is spent fighting "normal" enemies, & so improving such engagements automatically lifts the entire experience.

Revelations 2"s environments also play their part in making combat feel so dangerous. A theme throughout is darkness, illuminated in spots by a character"s flashlight and Capcom"s gorgeous lighting effects, which both hampers your sight & offers countless dark corners for foes lớn lurk. Combine this with narrow corridors that wind around each other and the necessity khổng lồ occasionally split up characters (only one of whom has a light source) and the set-up is almost too perfect for jump scares. The cherry on the cake? Director Yasuhiro Ampo knows that less is more. Revelations 2 gave me a proper scare, more than once, & it manages this by passing up more obvious opportunities & lulling you into lớn complacence.

Xem thêm: Đại Học Tài Nguyên Môi Trường Hà Nội Có Tốt Không, Sinh Viên Đại Học Tài Nguyên

The six months separating the two stories is used to lớn great effect throughout, both as dramatic thiết đặt và mechanic (how you kill certain enemies as Claire affects how they appear for Barry).

When you escape the darker environments inkhổng lồ somewhere well-lit, it"s almost like hearing that safe room music in the original Resident Evil. The very fact Revelations 2 makes "normal" light feel lượt thích a great relief can only be applauded. It"s the kind of thing horror games always nod to lớn - dark, gloomy environs - but only go so far with, fearful of alienating the mainstream player (ha!) through daring to lớn frustrate.

Not all the environments are like this, of course, và in Barry Burton"s sections in particular there"s much more open air và well-lit interiors. The small island setting isn"t enormously coherent, containing as it does a prison, various residential camps, a sewer system worthy of Thủ đô New York, a mine, a small mansion, & of course a huge underground lab. But the transitions are managed well and (as ever) the tiny snippets of text you find scattered around vị a better job of building atmosphere và history than the cutscenes.

The one problem with this grab-bag of places is that, because there are so many flavours, every one is brief. This doesn"t necessarily matter when you"re tramping between settlements and waterways. But when, in the fourth episode, Barry enters a door in a mountain & finds himself in a mochồng mansion, you"re at once overcome with joy & then, half an hour later, rather disappointed lớn leave sầu so soon.

This highlights a strange aspect of Revelations 2. Resident Evil has always had backtracking - the first game was basically a maze, & you"d see certain rooms countless times. Here environments are re-used in a more linear fashion thanks khổng lồ the conceit of Barry và Natalia"s story taking place six months after Claire & Moira were on the islvà. This is not done in a lazy way - the effects of what happened can be seen, & the sections play out differently. But Revelations 2 has a strong through-line that pulls you ever-onwards meaning that, while you may see the same place twice, you don"t care about memorising the layout or most efficient routes. Why bother when 90 per cent of the time you"re moving from point A to B? In the context of other third person shooters this is standard. In the context of Resident Evil, something is missing. Fans don"t love sầu callbacks khổng lồ the Arklay Mansion because they like the decor; it"s because we know that space intimately.

One misstep is the "blinded" effect when later enemies slime your character. While not a bad idea, the fact it completely obscures your vision for a long stretch (if you laông chồng the appropriate healing item) is little more than a death sentence.

Still, such issues are minor next khổng lồ the few occasions the game does put a foot wrong - and how. First there are invisible enemies that are, in proximity to lớn your character, a one-hit kill. The initial encounters get away with it, because they"re in open spaces, unusual and Natalia "guiding" your ayên ổn by shouting "left, right, up, shoot now!" is a novelty. But when these foes begin lớn crop up more regularly, & in cramped environments, it"s just frustrating. When they crop up in an endgame escape sequence where you have khổng lồ sprint down extremely narrow routes it"s just awful.

This escape sequence itself is the low point, và bizarre, given that the rest of Revelations 2 is assembled with such precision. It"s a janky mess where, having spent the whole game stopping dead at platkhung edges, Claire suddenly decides that it"s a great idea lớn forego such caution when running across narrow walkways suspended above the ocean. Inconsistency lượt thích this is awful thiết kế. In the five sầu minute escape I died a total of seven times &, while a few of those can certainly be attributed khổng lồ incompetence, most can be put down to lớn falling off edges while trying to jump or - and this is astounding - Moira being downed by an invisible enemy, & control automatically switching khổng lồ Claire just as the AI runs her inkhổng lồ the same foe for a one-hit kill.

Nevertheless, such a bad five minutes does not come cthua thảm to lớn overshadowing the other eight hours of Revelations 2"s campaign. The chất lượng of the first Revelations was an achievement in itself, given how mediocre Reham mê spinoffs had been until that point (no, Code Veronica doesn"t count). Revelations 2 is a more ambitious và original production, comfortable with moving further away from the main series and through this gaining a distinct identity. This is a Resident Evil game, but it also feels lượt thích its own game. Quite apart from the plot threads và sacrificial NPCs, that"s the biggest revelation of all.