So far, Resident Evil: Revelations 2′s been a fairly standard affair with nothing spectacular to show for loyal fans or newcomers. Indeed, the game’s been building up to deliver a bigger and more thrilling experience, but with the episodic content, this has been a slow process. Thankfully, episode 3’s decided to fully embrace its dramatic action and intense horror to create an exhilarating entry to the weekly series. It feels similar to many earlier Resident Evil games with current-gen advantages that create one of the most dynamic Resident Evil games since Resident Evil 4.
This week’s episode continues Claire and Moira’s struggle as they try to locate a missing colleague and attempt to confront the Overseer. Their mission takes them to a unused industrial section of the Island, filled with decaying slaughter houses and factories where their colleague might be. The only way to save him’s gaining entry to one of the old warehouses, with the entrance being locked with a statue of the Greek mythology figure, Prometheus. To open the door, Claire and Moira must find a human liver within two key areas and place it in the statue.
It all sounds surreal, I know, but this section of the game wonderfully highlights a return to the series’ classic survival horror, inviting players to explore massive areas filled with puzzles and death traps to complete their goal. The puzzles are profoundly bizarre and relish their Gothic attire. Exploration takes over from the linear pacing seen so far – a concept of design that’s very much in the style of older Resident Evil games, oozing with charm and creepiness.
At this stage, the game allows you to explore multiple sections of the Island, including a death-trapped filled factory, underground sewers, and an abandoned mining complex, all of which lend a great atmosphere that helps escalate the tension and co-op. Learning about the Island’s sad history only makes things even more unsettling and adds to the Resident Evil lore. Gradually, the game shows a tremendous amount of depth – something that Resident Evil hasn’t seen in a long time.
The co-op aspect works a great deal better in episode 3, with a lot of puzzles and set pieces integrating a stronger need for co-op, making a second person both functional and beneficial in gameplay. One puzzle in particular sees Claire having to travel a darkened room with a dozen lasers pointing at her, where a wrong move results in instant death. Moira’s tasked to guide Claire through the darkness by pointing her flashlight at the floor, revealing a safe path for Claire to travel. There are more great co-op segments placed in this episode and some spectacular set pieces really appreciate the aspect of co-op mechanics. I’d highly recommend that you play with another person for three reasons, with the main being number three:
1. It’s highly enjoyable for both parties to take part in this episode
2. It makes certain segments easier to manage than just one person playing
3. The AI can be pretty stupid at times
Yes, the AI had a few funny moments during my play-through, but nothing that’d break the game, being more funny than annoying. AI controlled characters will, at times, run into walls continuously, with Moira often pointing her flash light to the floor and not where you’d like her to. It’s nothing too damaging, but rather a shame that the AI couldn’t have been tweaked just that much more.
Graphically, the game’s shown some improvement with new enemies and bosses looking lovingly designed and utterly disturbing. The game world still looks quite lame for the most part, but the CGI cut scenes are pretty nice to watch.
The story’s developed more of an emotional tone, giving us some pretty heartfelt performances. Barry takes a particularly moving look back at why he and Moira haven’t spoken in some time, revealing a tragic story that develops more of human quality for the lovable titan. He and Natalia are a perfect team to take on enemies and deliver the more dramatic and grounded segments of the story, with Natalia being a caring and sweet character to match Barry’s persona. Claire and Moira do a good job too, but their drama feels like something out of a cheesy action movie.
Episode 3 includes some of the standard twists you expect to see in any Resident Evil game, like your typical double-crosses and back-stabbing. The new villain, the Overseer AKA Alex Wesker, takes on a disturbing form, much like a Shakespearean villain. She’s creepy, unsettling, and one of the best Resident Evil villains in a long time.
RE: Revelations‘ third episode is quite impressive. With great some exploration and intenser horror, its great set pieces truly appreciate the co-op aspects as a part of Resident Evil’s glamorous return. This is what Capcom should definitely be looking at when developing the future Resident Evil titles. The co-op aspects have meaning in the game, and create a great deal of fun and team work to ensure survival. The design, atmosphere, and pacing are also brilliantly executed to deliver an intense and engaging game. Please don’t ruin it, Capcom.
[…] opportunities involving co-op based puzzles, that don’t work as effectively compared to last week’s episode. Some parts feel lazy, as we’re treated to poison gas, and rehashed boss battles who just […]