RESIDENT EVIL 2 (1998)
Producer: Shinji Mikami
Director: Hideki Kamiya
Writer: Noboru Sugimura
Both fortunately and unfortunately for Shinji Mikami, Resident Evil (or Biohazard, as it was known in Japan) was a huge success. Capcom demanded a sequel and moved Mikami to a producer role, despite his reservations. Mikami didn’t want RE to turn into a series, as he felt that the horror would only effective in small doses. Unfortunately, he was right. I’ve heard many proclaim this sequel to be the best game in the series, and I’m going to assume this is mainly due to nostalgia goggles.
Apparently this sequel reached 80% completion when Mikami decided that it was just plain boring and scrapped it, restarting the development process. I’m not sure if this caused the studio to be crunched for time, but the game’s repetitive structure certainly makes it feel that way. Once again, there are two playable characters – Raccoon Police Department rookie Leon S. Kennedy and Chris Redfield’s younger sister Claire – only instead of picking one to play through the entire game with, there are two scenarios. You can play either scenario with either character, but you will always switch characters mid-game to see what the other character has been up in the meantime. Events will vary depending which character you start off with. It’s a cool idea in theory, but since this game is meant to be played twice, this means you have to play through the main areas four times with subtle variations to see everything there is to see.
While some events are exclusive to each character, many puzzles and bosses are repeated between them. How do the puzzles magically unsolve themselves for the next person who comes around? We’ll never know. There are a couple of areas that are unique to each scenario, but there’s so much lazy recycling between the two scenarios that what should be a different take on the same levels becomes a repeat, as they didn’t go far enough in make the scenarios unique. The one major element that sets the two scenarios apart is that a nearly indestructible boss character stalks you through the second scenario – a really cool idea that sets the stage for the third game, but it’s a bit underutilized here.
Aside from the repetition, the biggest problem is that this is basically Resident Evil Lite in every way. The structure of the game is very, very similar to the original – most of it takes place in a large, mansion-like structure (in this case, the Raccoon Police Department), then after going through the sewers beneath it, we end up in another secret Umbrella lab. But it’s nowhere near as engrossing and labyrinthine as the original because it’s all so much smaller – while the original took me nearly 10 hours to complete, I made it through the first scenario here in about 3.5hrs (and I think I could easily do it in 2 if I were to replay it). The police station is nice and atmospheric at first, but that atmosphere evaporates pretty quickly as you’re forced to replay it. It’s also much easier, partially because hard difficulty wasn’t available from the start, making this feel like an absolute breeze after the first one. I didn’t experience any anxiety until the very last section. I didn’t try hard difficulty once I unlocked it, but I imagine it would still be too easy just by merit of the game being smaller and having more frequent save points.
There are still a few areas where this game improves on the original. The non-zombie monster designs are much better, especially for the bosses – the giant animals of the first game are largely replaced by gory body horror (though the giant spiders show up again for a minute, but they’re cute, so why not?). The story is a bit more involved, once again with just the right amount of cheese, and the more frequent cutscenes are well executed for the time. There are more characters, who replace the original’s constant feeling of isolation with a decent attempt at human drama. You get to play as one of the secondary characters, including a defenseless little girl, for one section of each scenario. The voice acting is also quite good for a Resident Evil game (it’s generally abysmal, and still pretty bad here lol), and there are some great set pieces, like zombie hands grabbing at you through boarded windows.
The visuals are also pretty nice – while they’re low resolution on this old PC port, the pre-rendered backgrounds look quite detailed – far better than any full 3D games from the time. The music is pretty solid here, but it’s not quite as good or consistently atmospheric as that of its predecessor. I suppose it doesn’t help that I’m comparing the original version of this with an improved remake of the first game, but since most of my issues with it stem from the overall structure, I can’t see this mattering a whole lot. But nonetheless, this game is currently being remade as well, so I will re-evaluate it once the remake is released.
Granted, this review should be taken with a grain of salt – trying to play a PC game from nearly 20 years ago that never received a patch is not a good idea, but I tried it here. If I had been smart, I would have emulated it, but instead I jumped through massive hoops trying to get this damn thing to work, and the problems didn’t end once I did. I encountered a game breaking crash at the end of the first scenario that I figured out a convoluted fix for, then another at the end of the second scenario that made me run to youtube to watch the last 10 minutes – so I technically didn’t manage to play through the whole thing even once!
RATING: 6.75/10 lickers – A pale copy of the first game with a novel structural concept that needed to be taken further to truly work, but it has its moments. I'm excited to see what they do with the remake.
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