"The Abode of Evil 2" (1998) – continues to kill me in the number of issued covers. But this time the game spared me – the studio did not make almost every country, her unique logo, as was the case with the first part. They cost a couple of copies.
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Introduction
The monastery of evil 2 is a phenomenon in the gaming industry. She became famous as an indicative example of the workshop of work on errors, perhaps even the best example of creating a sequel. Until 2007, for sure. Despite the problems in development, the game takes every defect of the first part and improves it
As I wrote in a review on the “Handle of Evil” (1996), I started familiarizing themselves with the series only in 2023, passing the games for the first time (as well as depending on all the films, reading books and comics – everything … for the first time). After the analysis of the first part (we are talking specifically about Port on PC), we found out its assessment – 6.8/10 (weak 7/10). I liked the game (I would put everything 9/10, but, unfortunately, you can’t). But it was precisely passing the second part, I realized that I would become a fan until the end of my life. Two games from 80 games of the series – passed. The path will be long.
This is the first article that analyzes part of any series (continuation), so the review will be concentrated inside this very series of games.
"The Abode of Evil 2" was passed in the port on PC. Therefore, the assessment will be set specifically to the port on PC (estimates on other platforms will, of course, differ due to small differences in games).
But what is the result with the "Monitor of Evil 2"? Where are the puzzles in the game? Who is actually a hidden protagonist? And what had to be done to developers to overshadow and kill the original? We will analyze and analyze each component of a video game work.
1. Gameplay
The entry may seem hardcore to someone. The game in terms of action begins very sharply. Unlike the first part.
The genre of the game has not changed – this is still Survival Horror. Everything is the same: resource management, puzzles, craft, collection and use of objects. Like the borrowing of the gameplay element "The structure of the use of objects and inventory" from the genre Point-And-Click Adventure.
But the gameplay this time is the most ambiguous part of the game. The game is very strong from side to side. Let’s figure out what happened.
1. Gameplay – 1.1. Complexity
As always, I play only at the maximum level of complexity. On the one hand, the game has become many times easier than the first part. On the other hand – much more hard. Let’s go in order:
A) became easier. The game is broken Intra -game progression Difficulties and Balance of complexity (which was almost perfect in the first part). But this is because of the script system, which, in contrast to this, introduced a lot of positive to other points.
Now the complexity of the game on the choice of the character does not depend. She has an identical Claire and Claire. The level of complexity, in fact, now depends on "choice of complexity"In the menu itself (sorry for the tautology) and"Script"(Script is always more complicated than script b). By the way, the choice of complexity is only in ports on PC and N64. In all other versions, he is just alone. This led to the fact that the heroes now have the same number of cells in the inventory (and there are 8, not 6). The number of mobs, a unique weapon – all this now depends on the script. The script refers to gameplay (and specifically to complexity), and to plot, Therefore, partially about the script we will talk in this section.
The script is a very cool innovation for a series that increases Reigracy games, gives gameplay depth and helps to better convince the player that the game needs to be held for both characters. There are many shortcomings in terms of logic, but gameplay has interesting points. According to the plot, the character in the script A goes one step ahead of his partner, who is in script B. Therefore, there are several turning points in the game when the player’s actions in script A are reflected in scripts B (whether it is help in preventing the invasion of zombies in a particular area, leaving the buns in the inventory for another character or opening access to the location). This gives the game a slight sensation of nonlinearity. Therefore, passing in script B is always easier and shorter. But we can play in the beginning anyway only in script a. There is no choice with which script to start (because of their relationship and influence of the script A on b). Yes, and for the complete ending of the game you will have to pass it for both scenarios, so it is logical that scenarios B shorter and easier – this is necessary so that the player is not tired of passing the game a second time, but in another way to study locations.
Okay, the game does not have the difference in the place of inventory, unique weapons and the number of mobs. What else?
The game provided a unique cell (as it was with Jill in the first part). Leon now has the whole game a lighter, and the Claire has a master. But the problem with the master key was never solved (the same error as in the first part). Since Claires have a master key (that is, she has the need to search for keys to the location), she should have more mobs, unlike Leon, who has the need to look for keys. But all this is done a little better due to the fact that the characters have the same amount of health (unlike Jill from the first part).
What is violated Intra -game progression of complexity? The game at the beginning is very difficult (for ordinary unprepared players) due to the huge number of mobs, literally surpassing their number from the first part by 5 times. From the first second, the player is thrown into hell (the city and the site filled with the horde of zombies). But as soon as the first act in the game ends (in which, by the way, there were no bosses), the game becomes easier and easier up to the final, where the player is already losing any interest.
Many factors may be to blame for this. For example, the stagnation of artificial intelligence in the game, as was the case in the game Star Wars. Jedi: Falling Order ".
But in the case of the "abode of evil 2" the reason for this is a violated Balance of complexity.
Now about him. In the first part it was like this: there is a zombie, the player has a gun with him. A dog and a spider appear – now a shotgun enters the game; A hunter with a chimera appears – there is a revolver. That is, opponents appear in turn, from simple To more strong, Throughout the game, and in parallel with this player, the game design supplies new weapons (which also grows in power) in order to resist new opponents on equal terms. But what implementation do we get in the sequel? In the first act of the game work, the player faces almost all the main types of opponents at the same time – both light and strong. That is, in principle, we meet everyone with a gun. This is the case when the game "Complex", But wrong.
Yes, the "abode of evil 2" is a game in the genre Survival Horror, where mechanics and ideas prevail, in which the player is often helpless before opponents or the environment. But there are several nuances – intra -game progression of complexity should be mandatory. We can kill the main opponents into the “Handle of Evil 1-2” (unlike some “alien: isolation”). We can, for this, we were supplied competently in the first part of the weapon. Survival Horror is implemented in the “resident” due to the fact that there may not be cartridges for these same weapons (that is, there is a lack of resources), or there will be a lot of opponents in a closed space, and we will have to retreat. Due to this, the very vulnerability is realized before the environment and opponents, which should be in the genre of Survival Horror.
As for the “monastery of evil 2”, here Survival Horror disappears, because after the first act we are sharply pouring on our heads sharply, and new opponents do not appear (they, in principle, become less and less for the finals). All of them were already from the prologue to the end of the first act. Because of this, a ton of ammunition is accumulating, and not a single enemy can withstand us (that is, there is no longer a stupid player to surprise).
This also interferes with the narrative. The game is felt very slowly and tightened in the first act, due to an imbalance, and flies instantly. As a result, we get a crumpled and fussy finale.
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Unfortunately, the game has become easier in terms of puzzles (this is essentially one of the main disadvantages). More about them in the corresponding paragraph.
The game has become easier in terms of levels, because if you choose a map of a particular fragment, the mini-card will show which keys are suitable for such doors that it clearly simplifies the game. On the other hand, the player may not select these cards, and he will look for the door on his own. At least here they give the player a choice.
B) It has become more complicated. In the game, the combat system was completely redone, about which we will talk in the corresponding paragraph. Battles have become much more complicated for a number of reasons, which is why the player loses full control over opponents. This is a plus and minus for the game. But the concept from the first part in the sequel was partially killed.
Then there will be some advantages and improvements compared to the first part.
The characters have health animations. This is an amazing move. Now that the player is wounded, he moves more slowly, which clearly adds proper realism to game conventions and makes the game hard more.
Both characters have the same amount of health, again, unlike the first part. This is the right move, since both characters are part of one passage, and they should not have such differences in this regard. In addition, the number of first -aid kits in the game was reduced by 80 percent. The attending grass is now worth its weight in gold.
Corrected printed ribbons. In the version on the PC of the first part, Jill had no printed tapes. She could persist when she pleased (even in the version on Saturn, she should, identical to Chris, look for tapes). Here both characters cannot be preserved without having printed tapes with them. This is again plus the game. Another mistake was fixed.
We will summarize this item. Somewhere the game has become more complicated in terms of individual gameplay mechanics. But at the same time, it became easier globally – it has become easier in the game design throughout the game. For which the estimates will lower.
1. Gameplay – 1.2. The combat system
The combat system is completely different. In the first part we had Mathematical system In the fight. That is, each enemy had its own importance. Each weapon applied its own unique figure of damage, which was also divided into 3 values depending on where we shoot (to the head, in the case or in the legs). This is the concept of severity and step -by -step. Everything depended on how we manage resources. We know what is needed for the death of a particular enemy. And this concept was implemented amazing.
In the sequel, the developers decided to almost completely kill this concept and replace it with another. In the sequel, the task was to show the death of the city and chaos, which was produced in the district. This is no longer a local case in the forest, but a whole epidemic with an uncontrolled stream of victims. The developers decided to convey a feeling of fear and chaos through the combat system and a new approach to enemy so that the player feels the desired impact.
How the combat system works in the sequel? It is the exact opposite of the combat system from the first part and tied on a random. Now one type of enemy (for example, the city zombie "Woman") is actually divided into 6-10 subtypes, with only one difference-health. It is randomly distributed between copies of the same zombie in different values. One can have 65 HP, the other has 125. Not only is the minimum health now much “fatter” than the health of a zombie from the first part, so it increases in some to a certain limit. Therefore, it has become more difficult to kill a zombie now. All opponents in the game have such a ray of health.
In addition, the authors worked on attacks and artificial intelligence. Zombies can now accelerate behind us, jumping on our feet, grabbing us, turn sharply, can break out at any time and so on. These are very cool innovations for this combat system, and all this is impossible to predict. Every time this happens randomly.
The same applies to shooting – it is all random. Every fourth shot can apply zero damage with a certain percentage, that is, nothing at all. Therefore, we will not be able to calculate the number of bullets in any way (even if we learn how many shots you need for this or that zombie). Such "dishonesty" in relation to the player works positively, making it clear that in this game NOT you need to kill all opponents. This is not the main task in the game. You need to survive and save, shooting in extreme cases, because you can’t calculate how many ammunition will be required in a particular room. There is also a random vanshot zombie, as was the case in the version on PS at the first part.
I will explain right away: now I am comparing two different concepts in the combat system (and there are still a lot of them in the game industry). I have made such a great emphasis on this so that we see how the Evil series develops. Both concepts are implemented well, both in the first and second part. Therefore, to choose which concept is better is wrong, since this is a completely subjective nuance. If you ask me what kind of combat system I like more, then I will choose the “monastery of evil 1” because of its unhurried pace and the ability to choose various combinations of the outcome of the battle. I like to control everything and everywhere. In the sequel, you can’t control how you can handle one or another enemy.
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Let’s get back to shooting. The weapon itself remained as worked out as in the first part. Under each weapon – his opponent, boss, situation. The most important thing: if the game has weapons, it should be used throughout the game (especially the shooter genre).
I remember that in the recent game the Atomic Heart was a fighting system as a hack. Although, what is surprised: the game itself came out a failure in terms of quality, for which she received such strong criticism.
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“The Abode of Evil 2”, although not the Shooter genre, copes with the weapon much better than many representatives of this genre. More guns were added, and the characters now have more unique weapons.
Several guns appeared with a percentage system of cartridges (as it was with flamethrower in the first part) on an ongoing basis. Such guns differ in that they cannot be reloaded. The knife, as it was useless, remained in a doubles, since there are not even tasks for him in the sequel. (Remember the cut of web in the original). The gun holds on the verge of leaving on the shelf of useless. The number of opponents to whom he can resist. At least, using it against the zombie is now no longer rational. But who definitely sucks on the knife on the shelf of useless ones is a crossbow.
The combat system with bosses also grew up and became two heads better.
It is necessary to summarize the combat system. Everything is interconnected in games. The combat system in the Obel of Evil 2 is engaged in self -sacrifice for the sake of others. Thanks to her, they grow up: reiglable, elements of uniqueness in every battle, artificial intelligence increases, animations are worked out, opponents improve, the atmosphere and a feeling of fear are growing. But … it raises quality to all this, but in itself gets out and weakens. Loses the depth that was in the original or what could be in the end.
1. Gameplay – 1.3. Craft
Craft. Oh, I feel it will be a big problem for all Resident Evil games, which are in pure Survival Horror genre.
There is nothing to talk about again. It, although in fact, is not, but what is, it became a little better than that snap from the first part. Herbs are both mixed and mixed. But in this case, we have the most sad situation – the game at the beginning took a step forward … and then a step backward. I will explain.
The game has reduced the number of herbs in the game, now they are much more valuable and useful (plus opponents now beat the player more often). Thanks to this, for the first time in the series, there is a need (and meaning) to mix red grass with green. But. (There are too many "but" in this game). The developers completely destroyed one resource in the game, the name of which is “Blue Grass”. Yes, now the player will never use it, because the authors made the highest mistake. There are only two places in the game where the characters can poison (only in these two places there are opponents that poison). And it was in these places that the developers made their stupid innovation – added an endless “pot of blue grass”, approaching which the player immediately removes intoxication. In this regard, he will never have to crash the attending grass on his own for the game.
1. Gameplay – 1.4. Survival
Unfortunately, the great and famous ideal distribution of ammunition resources, which was in the original, completely disappeared due to a change in the combat system. But instead of him now there is a jewelry use of all the first -aid kits in the game to hold out until the finals.
Think when it is to be preserved, still has to, and this time for two characters. In more detail, I plunged into this topic in my new video on YouTube
As for me, there are too many printed ribbons in the game, and they lose any value. I accumulated about 15 to the finale, although it seemed not so often.
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What other differences with the first part? Although in the game by the standard and 8 cells in the inventory, free space is still an important component. The developers made some guns in the game occupy 2 cells. And some items will be needed with a priority for several locations ahead. Therefore, competent ownership of the inventory is still a relevant occupation.
Character interaction with location. Everything that was in the original is present here. From the innovations – influence on the script B. You can leave dogs in cages alive (which will then attack us in script b), you can close the windows so that the zombies in certain places do not climb to us, plus from the broken walls of the character can grab the hands of the zombie. The possibility of spraying gas in the game against plants was added (which will only strengthen them). Well, as for the puzzle, the computer, as in the first part, is on the spot (it pleases), and instead of the projector, the opportunity to show photos was added.
We also corrected the problem of the original – they removed invisible items for interaction (which were not displayed as a full -fledged 3D model). The keys that were displayed only with a sparkling pixel made much more saturated and more noticeable.
Lut. There are much more items for interaction in the “Handle of Evil 2”. And most importantly – it is more important to look for them. Although there are more guns in the game, the number of ammunition scattered for them decreased. And the most interesting thing is that some hiding places are now really difficult to open. There are a couple of lockers (if you miss, you will not return to them from certain locations). But due to the too frequent appearance of printed tapes, the need for the most valuable resource in the game is lost.
Using objects at an excellent level. Seriously. What can be added is that the radio was completely removed from the game. How to interact with her – they did not come up with.
Well, the loss is not great. They cut out what worked badly and was not very important for gameplay (although, as for me – a pity).
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Pumping. Not only plot pumping was finally brought to the game (for example, weapons that other characters, a walkie -talkie gave us). In the "Abode of Evil 2" there was an opportunity to pump weapons: a gun, Desert Eagle and a shotgun – one time. This is still a bad and trimmed pumping, but it finally appeared. Progress has gone. Another detail of the original sequel began to correct. But what is is done cool. The weapon really turns into other guns that differ in gameplay, and this is very competent. The gun can now be switched from a "single" mode to the "next". For this – respect. And he really became much more effective against the zombie. The shotgun began to shoot wider, killing 3 zombies. And Desert Eagle has become much more powerful and more deadly.
1. Gameplay – 1.5. Opponents
The opponents are well placed in the course of the development of the game design, but bad in terms of difficulty progress in terms of difficulty progress. But first, let’s figure out their types.
In the “Handle of Evil 2”, the number of types of opponents is less than in the original.
As we see, most zombies are combined into one cell, because they do not differ in gameplay or characteristics. Therefore, we count them in one unit. As a result, we have only 2 units of zombies on a constant. They continue to be the main type of opponents in the game. "Naked" zombies now appear more often than in the original.
Dogs, on the contrary, became a little less often and is only in 3 locations.
Spiders also became much smaller, they are only in 2 places.
But the main highlight of the sequel is Lizuna, who are 5 times better than hunters from the original. Lizuna are mutated, modified zombies that became infected for a long time. They were made moving on all limbs, which made battles with them more difficult (due to a big chance to miss). But for honesty – they were deprived of vision, so they can often be circumvented.
Lizuna often meet, many science are associated with them, so this is a big find of the authors. Lizun significantly influenced pop culture, and many began to be inspired by them (Lizun popularized this image). For example, in the series “Portal of the Jurassic period” there is a monster “Predator from the future”, which, by design, method of movement, lack of vision and origin, is also very similar to Lizun
Corrected the raven: although they remain hostages of the same location (as in the original), increasing their number in the game, have become a more significant threat that can even kill.
From the innovations – ivy. They have become independent opponents in 3 acts who can pose a threat to the player.
With all other opponents – trouble again. Cockroaches and larvae are only scattered mobs that are found in one corridor. G-Type cubs are just the minions of a particular boss.
In conclusion, the number and variety of opponents increased slightly, but the number of types decreased. But they have become more significant as independent units.
In terms of battles, everything is still cool: for each enemy you need to use your tactics and weapons. Even a grenade launcher is distributed for each enemy.
Bosses. 5 bosses in the sequel. And for the first time in the series they appear in several forms.
A) William Birkin (aka Monster G) – the first and most important boss in the game. Here is my reverence: compared with the Wizker from the original, Birkin here acts not only in the role of the main antagonist, but also in the role of a boss. Unlike a wretched T-002 tyrant, we meet 4 times. The boss has 5 forms and in one fautt – 2 phases. In general, it turned out difficult, confused and varied. You need to disassemble each form separately. Here, forms act as an independent unit "Boss". This is not the same as the second phase in the usual sense, where attacks or animations simply change – here, after a change in the form, the boss radically changes.
1) G – first form. We meet it at the beginning of the second act, and it is very controversial. The problem is that the developers do not give any choice on how to fight with it. The player is given only one choice – to go into a corner and shoot from everything that is until he retreats. And all this is because of the most strange location (specifically for this boss). A narrow bridge that will be good for another boss in another scenario. He has one attack, but essentially a deadly (if you’re lucky, 60 percent is not in your favor). If he hit you, the character will fall and will move away from the damage received, lying on the spot. During this time, there are 2 options for the development of events:
a) you can get up and run away to the second attack;
b) your character will not get up, and the boss will make a second mortal attack. Of course, it can be circumvented, but this is a completely case of a random.
I managed to get around it many times, but it never depended on my timing or skill. This is pure random. The same applies and the question “can my character be up to the knees” or not.
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All this breaks the boss. In contrast to this, if you do the way the game wants, the boss becomes too simple and kills in just 10 seconds. Run away, get into a corner and shoot from guns that will kill him, not a chance to get closer to you, makes the battle meaningless. Boss at 3/10.
2) G – second form. For the 2nd and 3rd forms, an interesting arena was allocated-a half-gall elevator. Why did I speak about two forms at once? Because in addition to the location, they are similar in attacks and the principle of battle. But the irony is that the 2nd form is more complicated than the 3rd (although it should be the other way around). But this will not relate to the disadvantages of the 3rd form, since it occurs in the game 2 times, and the second time with another behavior and arena. As for Form 2, we have a completely interesting boss. He is also slow, but with strong attacks. And this time, attacks only slow us down, and you can run away using your skill. Plus it is tenacious, so the battle will not be short. Boss at 7/10.
3) G – third form. As I wrote earlier, it meets 2 times. As an independent boss, he will be in script b, on the same location as the 2nd form. The battle with him can become much easier if it is understood by its logic. Because you can make it so that he does not even get to us, although he moves a little faster. Attacks this time almost knocked down. After a certain amount of damage, the boss jumps to the roof of the elevator, after which he jumps back to the arena, already behind our back. Thanks to the correct timings (a lot of time is given a lot), if the player runs away – he will be at a great distance again and does not have time to cause damage. The boss is not bad, but due to simplicity and repetition with form 2-the assessment will decrease. Boss at 6/10.
4) G – fourth form. The best boss in the game and the most difficult. The battle begins with the 3rd form in the square arena. This time the form does not jump anywhere, but only slowly walks. After the player applies enough damage, the second phase of the boss begins, and he turns into that very fourth shape. Now a boss in the form of a big dog. And here the most interesting begins (although in terms of design and ideas – this is complete nonsense). 4th form has 4 attacks-a record for a resident. A regular attack when approaching; The attack from the run, which knocks the character from the feet; The attack from the run, in which the hero is enough and throws aside; And the last-the dog jumps up and is there for some time, after something jumps and attacks in the air, or lands aside and produces one of the 3 previous attacks. Cool, great, and there is some kind of challenger. And a very tenacious thing, so many cartridges need to be spent. Boss at 9/10.
5) G – fifth form. The fifth form is found after the passage of two scenarios and after the final cat-scenes. The player is given the opportunity to play 2-3 minutes. Boss – literally a wall that moves, pressing the character to another wall. And during this time you need to just shoot 15-20 seconds. For the final and dangerous (invincible) enemy – weakly. Boss at 4/10.
For the final assessment, Birkin’s bosses will be calculated as separate, but if you summarize, then all Birkin is 6/10.
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B) adult G-Type-the first boss in the game. It is found at the beginning of the 2nd act, after a long expectation "when at least one boss will appear in the game". The boss turned out to be good. What the fight consists of? G -type is very slow and clumsy. But the developers compensated for this drawback by the scene on which the battle takes place. What in “Scenario A” for Leon, what in “Scenarios A” for Claire is a very narrow and small Arena. Because of this, there is a high probability that when we begin to bypass it, it will be tossed in one way or another. At the boss I was able to find only one attack. But his chip in another – most of the time he does not even hurry to kill us. He creates small opponents-G-Type cubs. These assholes can cause a lot of troubles. They are very small and nimble. And even if you aim clearly, they can dodge a sharp movement. Plus, not everyone is dying when a player gets on them-some have a 2nd life with a certain chance. In general, you have to shoot at the boss, then be distracted by the cubs, again on the boss – and so in a circle. Boss at 8/10.
C) a giant alligator – the second boss in the game (again, on behalf of the script a). He may appear in two scenarios if in script but not to kill him. The boss is interesting in that there were literally no prerequisites for him, he simply appears sharply and can disorient the player of the situation with him. There is a choice of how to win it: either use a gas cylinder, wait until he takes it in his mouth, and shoot him, blowing up a crocodile, or just shoot him, after which he will run away and appear for the second time in scenario b. In fact, the crocodile is primarily a gamedeeman event than a full -fledged boss. It is very fast and simple. But for the creative, specially created for him, a location with the subject of interaction and choice deserves a good assessment. Boss at 7/10.
D) Moth is another small intermediate boss, which was inserted, just to fill the gap in the 3rd act. You can not even fight with him.
I will tell you anymore – you can not even meet it, because it is in an optional room for a side vague. That is, it could, in principle, not insert it. But no, they came up with a room for him and another small enemy – a larva. A lot of larvae. It is very easy in the battle: you can stand close to him, and he will slowly beat. It’s even sorry for him somehow. Just a bloodworm.
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For a pleasant bonus, at the end, an appropriate assessment is set – for the environment and details associated with it. Boss at 6/10.
The tyrant is divided into 2 forms.
1) Tiran T-003. This is the first character in the series that pursues the player throughout the game, but partly. He has not learned how to move from room to room. So far we have only scripts. If you leave the room and go back – it will disappear. If you kill him, he gets up again after we leave the room. Has only 3 attacks with it. The fight itself is very simple, but he can take it by surprise several times with his appearance. And as luck would have it, almost always appears in a narrow corridor. But throughout the game it will not change in any way, and there are few places of its appearance. Boss at 7/10.
2) mutated tyrant T-003. This boss is an improved version of the final boss from the original. It is much stronger and faster. But the concept is the same-just to run to certain timer values, and they will give us a bazuku to kill him (in no other way). Boss at 6/10.
Design of opponents. It is better than in the first part. In order not to paint, here is a table with assessments of all designs.
As a result of the first section:
2. Structure – 2.1 left-line design
According to the classics of the series, a large location is given to us again, many compartments and rooms of which are closed until the player finds a way to open the door with keys and puzzles.
For some reason, it was much easier for me to navigate in the site than in the mansion from the first part.
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The developers more competently distinguished the rooms with which only a certain character in the plot can interact. Did it much more natural and accurately than in the original. Work on errors can be seen here. In its structure, the location is very reminiscent of the mansion. What can not be said about everything that follows after the site. To figure out the first time in the sewage system – that is still a task. Not in terms of gameplay, but in terms of awareness what and where is it purely for the sake of interest. Added more branches where you can find a loot (not only in the rooms). Sewers have become steep and non -independent areas. That is, we will run in a maximum of half for one character. The laboratory pleases with its thoughtfulness in terms of the sequence of actions.
Yes, the levela design is not the most confused and complex, which could be. But there is nothing to complain about. Everything works, everything is in its place: preservation, branches, the logic of the location of the plot objects and additional. equipment. Therefore, it will not be possible to artificially belittle the assessment here, since there are no jambs. You have to put the maximum.
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2. Structure – 2.2 puzzles
That’s why you need to scold the game – this is for puzzles. The only serious Downgraid.
We all understand what such a situation has developed. The game was chopped off and began to be done from scratch again, so there was not enough time. But what the player gets – the “picture” in which most of the puzzles are simply copied from the original, using literally the same objects. And those new ones that are are very simple.
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What repeated: insert the medallions, insert 4 keys (now in the form of chess figures), move statues on the stove, enter the password into the computer, set fire to the fireplace. And that’s all ..
What’s new? Additional puzzles: you need to unlock the door using two characters in different scenarios, open a safe with weapons.
From the main ones: make a vaccine, collect C4, set fire to 3 lamps, start food in the laboratory.
Even if you close your eyes to copy, the very number of puzzles in the game is catastrophically small.
3. Content – 3.1. Plot
The plot in the game is good. He has strong drawdowns, but this is due to the weak script. This time we have two options for the development of events: “Leon A – Claire B” and “Claire A – Leon B”. And the canonical plot and the outcome – again in two versions, that is, the game must be run 4 times.
But in relation to the player they did it better. It was determined who will definitely die, and who will survive, without inconsistencies. And in general – you can go through the game according to one option, without a strong loss of details, but with a close -resulting one to the canonical.
The construction of the plot goes on all the laws of sequels: more, more detailed and twisted. This time we are completely immersed in the ENT, in the structure of the world and touched the future.
The game is a complete continuation of three parts of radio feeds and an animated film that talked about how the city plunged into infection. Therefore, the plot goes on 2 months after the first part, and it begins with how Claire and Leon simultaneously come to Rakkun City, each with its own purpose. Claire wants to find his brother, Chris Radfield, who disappears and does not answer, and Leon goes to the station on his first working day as a policeman. On the way, each of them collides with a zombie, and at some point they intersect and together get to the site. There, dividing, they are looking for a way out of the city, taking with them a girl Sherry. But they are faced with eternal persecution by the tyrant and father of the girl – William Birka, who became the first monster of the virus g. Having managed to get to the laboratory, the heroes find a high -speed train and leave the city.
The frame is simple, but it is rich in details. We have much more secondary characters that are somehow connected with what is happening, and they all have their own motives. But a lot of small scenario conventions. For example: both Claire and Leon both extinguish the fire in the same place, but in the plot at different times. The fact that Anet for some reason tells everyone in a row about her husband is first Claire, then ADA and so on.
3. Content – 3.2. Characters
Protagonists. In the game, characters are much better than in the original. Two protagonists in the game again.
Leon Scott Kennedy is a character who was at least a little opened. In the sequel, we will recognize its initial stage of character formation (the frame is only visible here, to a full -fledged character is still far away).
Leon has a local extraordinary conflict with the phenomenon of the apocalypse in the city and a personal conflict with Ambrell is already added. Since he is still green and inexperienced, he tries to act correctly, in conscience, remaining selfless. His own ethical values are still reorganized in the future due to the changed world around.
But spoils the character of Leon, a false love line with an add -on, which is made as foreign, superficially and hack. There is no situation, no dialogue, no reason for them to have at least some sympathy for each other.
Claire Radfield is a less open heroine who comes to the city to find his brother. Actually, this is all that we can find out about her. In terms of character, inner world, etc.D. – So far, very modest. But in more detail her interests reveal, in the likeness of common love with her brother for one musical group, etc.D.
It also upset the weak connection between the heroes and their rare interaction (or at least a banal memory) about each other. Sometimes it seems that they stupidly forgot about each other and that they wanted to get out of the city together, but by chance they got it. Protagonist – 6/10
Antagonist. In the sequel, we are represented by an interesting antagonist – William Birkin, who can be discussed in two points:
1) as a character he is complete zero (specifically in this game). Why? What? For what? – They will not be revealed to us, except for his manic love for his virus, with whom he cannot say goodbye. But it is worth noting that he acts in this form only in the role of Laura.
2) as an antagonist – he already acts as a monster G, who is a separate character, since the personality of Birkin has completely disappeared.
He acts as the second type of antagonists – “Antagonist-image", Who has no obligation to be an open character in terms of motivation, personality and depth. Such characters (Palpatine, Sauron, Predator, etc.D.) the main and primary goal is to cause fear and mortal danger to heroes. And only then (or in other works) to try to reveal it as a "character".
In this regard, Birkin turned out at first unpleasant, and then terrifying. But he does not cause a mortal danger as much as he would like. On the contrary, it often goes knockout. For which the assessment will decrease, coupled with the fact that it does not have the best design at the end (since the design of the design characters is more important). Antagonist – 8/10
Side heroes. The sequel introduced us many new characters, but we will dwell on the key in this part.
Sherri Birkin is the daughter of the main villain of the game who hunts her because she unconsciously wears the last test tube with the sample of the virus g. At first she should be instructions of her mother, and then joins the Claire and helps her get out of the city. The character is a purely fiction that moves the plot 2 times. Unfortunately, this is its main role, no more. Character at 6/10.
Ada Wong is a new charismatic interesting character, which is not disclosed at the same time. We know from the first part that she is the wife of one of the scientists, and in this part is looking for him. As a result, it turns out that he died behind the scenes. Ada – ""character", The history and motivation of which is left for other works. It is interesting to observe it in the frame (except for the delusional love line) thanks to its mystery and image. Character at 7/10.
Annet – Birkina’s wife and mother Sherry. Ambrell’s scientist who does not understand what he does and what he wants. Just a lost woman who was touched by the mind. All that we know about her is trying to keep a test tube with the virus and save her daughter. Character at 4/10.
Brian Irons – the went to the police chief who was distraught and created all kinds of terrible things. Unpleasant and vile type. It was too few, but it was able to open it a little thanks to the notes. Character at 6/10.
The rest of the characters were third: Marvin Bran, Ben Bertolucci and so on. But in the end, it is 2 times better than in the original.
3. Content – 3.3. Modes
Another major problem of the original was solved – the lack of additional modes.
In the original, the meaning of reigree was only in additional weapons, costumes and complicated regime. In addition to the Saturn port, where a full -fledged (but exclusive) mode "Extreme Battle" was brought.
A new regime was added to the sequel, which is also called “Extreme Battle”. But he has another meaning. Unlike the waves of opponents from the first part, here we choose a character and pass the map for it in the reverse order, straight to the site to find bombs there and blow up the train. There are 3 levels of complexity that open alternately (except for the port on PC, where all 3 difficulties are already available). Characters have equipment in the inventory.
But that’s not all – in the sequel there is another regime. And this time fully plot (albeit optional).
It is called the "4th survivor"-its essence is that the player goes from sewage to a helicopter site in a mansion for one of Ambrell’s soldiers named Hank. The regime is interesting, funny and fast. You can compete for a while. For hardcores, he has a complex mode where we play for tofu cheese.
No, I’m serious – the Japanese humor is sometimes just funny. Cheese even blushes from the resulting damage. You can only go through it with a knife, but for more honesty in relation to the player, he runs faster. And voice acting is something XD.
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3. Content – 3.4. Gameplay design
The design of the gameplay has become better. There are more unique game events. Running past the zombie in the gate, survival in the mansion, the attack of Birkin, while we were traveling in the elevator (shooting off his hands). The zombies also grabbed the player through the windows in the site. Subsequently, the second wave of the zombie appeared in general if the player did not close the windows. Boss-crocodile-is also a gamemeradean event. The plot also gives us the opportunity to play for hell Wong and Sherry Birkin. The gameplay also dilutes the appearance of a tyrant in different locations.
The developers left their goal – to make the gameplay even and unchanged, as in the original. But this time they were able to dilute it more saturatedly so that there was no strong monotony.
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4. Atmosphere
Sound design. In the sequel masterpiecely, work on the sound design was done. She was excellent in the original, but here it was even better. The zombie now has more sounds for each type, the growl of Lizunes will generally become a legend in the fandom. Environment effects, selected music to the right locations – everything is just great. You can paint for a long time.
Lighting. This time the game was made more gloomy, unlike the original. Each location and angle worked out before the maximum. There is simply nothing to complain about.
Saspens. Saspens in the game is made much more powerful than the original. Thanks to operator, staging and sound solutions – even more so thanks to music.
5. Design
World Design. Finally, the design of the world began to completely form. The city is shown simply amazing. And most importantly – the whole game is conveyed that in the beginning there are still survivors. And at the end of the game, “silence” accumulates more and more, and you realize that the city is empty with every minute. You are left alone in this site. There are several points that at first confuse. Why is a police station in the city center built in the style of a palace with a million traps and secret doors? And why the laboratory at the end turns into some fantastic element in terms of gigantism of buildings and locations underground?
As for the site, in additional literary works they have already disposed of an ENTS on the shelves. The reason for this is Sheriff Irons himself. We find out that this is a bought old museum to embody the dependence of the sheriff in old relics and secret moves. It was he who had a hand in ensuring that such a building became a police station in the city. Therefore, there are no more questions. I hope that in the future works will explain the scale of the laboratory.
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Dialogs. Dialogs are better than in the first part, but still very bad. This time at least fixed voice acting.
Dialogists were able to build whole and real sentences (this is how achievement), but in the semantic plan they are still very weak. The characters are poorly revealed, the character traits convey. Often the characters communicate with each other simply by voicing the plot, exposition or their actions.
Game texts. This is what remains at the same level is game texts. Notes, descriptions – everything is just as cool. Got to the inscriptions in the city where we are already meeting local brands and so on. Thanks to this, the world becomes more worked out, and the assessment is raised.
What is most interesting, the situation is repeated – the characters in the notes are more revealed than secondary characters in the game.
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Graphics. Here, unfortunately, the same assessment. For a series of graphics, it has grown, but in 1998 – this is not enough. Mass breakthrough in 3D went. Born Unreal Engine in the form of a masterpiece of the game Unreal. The arena for the title of graphics of the year also entered: Soul Calibur, Metal Gear Solid, Half-Life and others. Therefore, the competition is very tough.
Animations. Animations compared to the first part – just heaven and earth. As mentioned earlier, the study of animation now has more affects the gameplay, for example, the amount of health. The stronger the character is wounded, the slower he moves with the corresponding animation. More diverse animations of opponents, their behavior and interaction. The same Lizun can sit down and start losing to find a player in steps. Each enemy is better worked out.
Music. The music is great. Much more complicated in terms of structure and notes, more diverse. The choir was added to the theme of the antagonist. Topics squeeze more strongly voltage and sappress.
If you take my taste, then in subjective terms I also like it much more. Atmospheric and worse, so to speak.
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Interface. It is an improved version compared to the original (albeit with the same weak design). Significant changes have appeared with the interface. Let’s start with bad changes. If you choose a card, then on a mini-card all the locked doors will show which keys they open. That is, the player will not have to remember it on his own, as in the first part. This greatly simplifies the game. But it makes no sense to underestimate for this assessment, since these same cards can not be selected. As I said at the beginning of the analysis, the player has a choice in this moment. For some reason, the developers removed the opportunity to inspect objects in the form of a 3D model. It’s a shame for that. What improved? Markers appeared on a mini-card-now the player sees where he is. Resources finally began to automatically stall, as well as automatic sorting inventory. But they did not add glasses for herbs.
Environmental of locations. Masterpiece. There are no more words. Detailization of locations is something, an exorbitant level of difference compared to the first part and with other games of 97-98. In the beginning there were questions why the police station in the city center looks like a castle with a bunch of traps and mechanisms, but this was partially explained in the game itself and partially in an expanded universe. After which everything became clear and logical.
City – is the main main character, the present. Each of his street, a sign – this speaks on a psychological level directly with the player. The city will become even more liberated and will reach a new level in the 3rd part of the series.
Working on kat-scenes. As for CGI rollers, they are great. Just the standard of cinematography in terms of directing, operator work and generally setting. There is a complete feeling of an expensive blockbuster, while in the first part, despite my love for KAT scenes with actors, there was everything as a simple inexpensive militant of category B. Cat-scenes on the game engine are slightly worse, this applies mainly to dialogue scenes. Which can not be said about the appearance of bosses, where everything is perfect.
